Scarewaves Spine-Tingling Tales of Terror Coming October, 2015

From the director of Babysitter Massacre and Haunted House on Sorority Row comes a shocking new film critics are calling “fresh and original” and “what horror audiences want”*- SCAREWAVES Synopsis

In his final night as a radio host, shock jock Amos Satan spins four spine-tingling tales of terror in this anthology of urban legends inspired by Creepshow and Tales from the Crypt.

In ‘Worth the Wait’, an accomplice to murder and larceny struggles for her sanity.  In ‘Office Case’, a corrupt former cop is haunted by his past.  In ‘Painting after Midnight”, an artist goes to devilish lengths for fame.  And ‘Fair Scare’ proves there is no honor amongst thieves.

Scarewaves. Listen if you dare.

*iconsoffright.com

DVD Street Date – October 27, 2015 Digital Street Date – October 13, 2015

Press and Publicity for SCAREWAVES

“you need to put Scarewaves on your must see list” – fromdusktillcon.com

“fresh and totally original” & “Couto knows what horror audiences want, and serves it up on a silver platter” - http://iconsoffright.com

“Fun, fresh and entertaining” –  Reallyawfulmovies.com

DVD and Digital Tech Specs Title: SCAREWAVES Catalog Code: 129 dvd Run Time: 81 mins Audio: 2.0 Aspect Ratio: 16x9 Directed by Henrique Couto Starring Erin R Ryan, Haley J Madison, Geoff Burkman Special Features include Fair Scare Audio Drama

Zodiac Orcanon Odyssey - Official E3 2015 Trailer

Product Description Zodiac: Orcanon Odyssey is a persistent online multi-platform RPG with gorgeous hand-drawn 2D art created by an international team that includes iconic role-playing game (RPG) developers.

Zodiac’s gameplay experience is as deep and engaging as it is stylish. The multiplatform title is being created by some of the most talented minds in the industry, including Final Fantasy developers Kazushige Nojima and Hitoshi Sakimoto, creating a multiplayer game with classic elements from Japanese RPGs.

Product Summary Platform: Multi-Platform, including PlayStation Vita and iOS Game Genre: Fantasy role-playing game (RPG) Publisher/Developer: Kobojo Availability: 2015

Key Features

  • Wield an Arsenal of Godlike Powers: Lead a party of characters who wield the divine powers of a pantheon of 12 gods.
  • Change Your Powers and Skills on the Fly: Use the game’s flexible skill system to quickly change your characters’ skills and professions to best suit the battle at hand.
  • Hand-Drawn 2D Art Style: Kobojo is known for its extraordinary hand-drawn 2D graphics, as well as for being passionate about developing high-quality multiplayer.
  • Iconic Developers: The development team for Zodiac includes scenario writer Kazushige Nojima and renowned composer Hitoshi Sakimoto and his company Basiscape.

Sakimoto-san and Nojima-san have contributed to many of the most iconic RPGs of all time, including:

  • Final Fantasy VII
  • Final Fantasy Tactics
  • Final Fantasy X
  • Final Fantasy X-2
  • Final Fantasy XII
  • Final Fantasy XV
  • Kingdom Hearts series
  • Dragon’s Crown
  • Muramasa: the Demon Blade
  • Valkyria Chronicles
  • A Truly Global Project: Zodiac marks the first time these iconic Japanese developers are working with a Western studio. The game is in development by a veteran global team stretching from France to Scotland to Tokyo.

Deadly Indie Entertainment Presents… Scream Machine

Just when you thought it was safe to relax and let out your breath, the evil genius of Scarlet Fry (Walter Ruether III) makes itself known once more in the shape of Scream Machine’s five bloody twisted tales: “Sledgehammer,” “Cannibal Pen Pals,” “April Fool’s Party,” “Septic Shock,” and “Deadly Indie Drive-In.” Each one featuring the three M’s of horror: madness, murder, and mayhem; guaranteed to make you faint, puke, and quite possibly soil your pants! Scream Machine’s host segments, which introduce Scarlet Fry as Dr. Fry, take place after the Ebola plague wipes out Earth’s entire population. The two exceptions being Dr. Fry and his new assistant Dr. Graves, Dr. “Head”ley Graves (Paul C. Hemmes). Known for bringing to life such cult classics as: Horrorama, Death by VHS, Nightmare Alley, and Junk Food Horror Fest; Writer/Producer/Director Walter Ruether III teams up with filmmaker Paul C. Hemmes to make his latest and quite possibly greatest horror anthology to date. Featuring the acting talents of Lloyd Kaufman (The Toxic Avenger), Sandra E. Williams (Ted  2), and David C. Hayes (A Man Called Nereus).

screammachinecover2use

Pre Orders: http://www.amazon.com/Scream-Machine-Tara-Carlton/dp/B00YAZND50/ref=sr_1_1?ie=UTF8&qid=1433628446&sr=8-1&keywords=scream+machine

 

Monster & Wine: Episode 42 - Here We Go Again

It doesn't take a rocket scientist to figure out what the name of this episode is referring to. M&W can't help but address the elephant in the room and give their thoughts about the shooting in Charleston, South Carolina. However, all is not heavy as Monster talks about a video game remake and how his thoughts on it spawned a Facebook pissing contest. The gruesome twosome do a quick rundown of...

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Special Edition NYC: Writers Unite: Pitching Creator Owned Comics

Another panel on Saturday afternoon that spoke to breaking in to the comics world, and as such, there I had to be. The panel was moderated by Jim Zub (Skullkickers, Wayward), and featured Greg Pak (Planet Hulk, Action Comics), Charles Soule (Death of Wolverine, Letter 44), and Marguerite Bennett (Angela: Asgard’s Assassin, A-Force, Butterfly).

The panelists started by telling their origin stories:

  • Marguerite wrote a novel after college that she used as a submission packet for grad school at Sarah Lawrence. While there, she took a class taught by Scott Snyder who liked her authorial voice. Awhile after the class, he recommended her to Mike Marts and she worked her way in before her first published work in Batman Annual #2.
  • Greg grew up writing short stories every week (after Ray Bradbury’s advice in “Drunk and In Charge of A Bicycle”), and went into political science. After a short time there, he went to NYU Film School and made several short films and a feature. Eventually, his agent told him Marvel was looking for indie filmmakers to write for them, and he got in touch with them. They spent a year developing things that never saw the light of day before he got the Warlock ongoing series, which led to X-Men: Phoenix - Endsong, which led to Planet Hulk; the rest is history.
  • Charles eschews his traditional “breaking into comics” narrative and states that he got into comics when he decided to do it. When decided the sacrifices of money, time, relationships, etc, were worth it for the attempt, he got in.
  • Zub got into traditional animation in the Canadian animation industry, and built up contacts and skills before launching Skullkickers.

A lot of similar ideas popped up from the earlier panel. You have to build your work with short pieces, and hone your craft. Do 1-2 page samples. Do as much as you can as a writer, because writing is cheap and art is expensive. The idea behind short stories: they force you think on your feet and not be so precious. Marguerite had to write so many short stories in college that it forced her to jump around genres, just so she wouldn’t get burned out. It allows you to take a multitude of ideas and whittle them down to the important ones; much easier than trying to build too few ideas up into something more.

As always, the panel advises to use the internet to your advantage. Tumblr, DeviantArt, personal websites--these are the ashcans for our generation, to get a cheap, direct relationship with your readers.

When you’re choosing a project to write, try to write with some authority. For example, Soule’s first project, 27, is modeled on the 27 Club in music. As a lifelong musician, it was a project he knew he could lend authority and authenticity to. If you’re writing about things you have authority in, you’re writing what you know, which they recommend, but they add the caveat: “Know a lot.” Take gigs that are scary to learn new things about yourself and your writing; Pak was knowledgeable about the Holocaust before he wrote a Magneto origin book, but he had to do the research to know it well.

The panel advises everyone to write so that you can think things through that confuse you. If you’re writing about something you’re 100% confident about, you run the risk of regurgitating the media that you’re fed, which can oftentimes be wrong.

From there, the panel went towards pitching advice. Pitching boils down to two things, really: Why should a company choose your comic over someone else’s?; and make sure your pitch is short and concise. The panel went through and gave elevator pitches for major projects of theirs as examples, while they emphasized that this is a job. You have to be good at it.

Since these writers broke in, the industry has changed, in a lot of ways for the better. Networking has never been easier, with the rise of social media. The industry itself is more accessible over Twitter, Tumblr, etc; the rise of how-to books like Understanding Comics by McCloud and Words for Pictures by Bendis; a lot of the members of the panel have blogs to help increase accessibility. Zub’s blog features a lot of advice on pitching and the art of writing, while Soule has a blog called “Agree to Agree” that features legal advice for creative types. If you use the social component of the industry nowadays and become a cheerleader for fellow creators you like, networking becomes a whole lot easier.

As far as networking, the panel advised us to think of the industry as a ladder. You’re on a rung of your own, and you can meet anyone on your rung, or below yours at any level, and anyone one level above you. For example, I probably can’t network with Tom Breevort or Axel Alonso, but I can definitely network with new creators who have just gotten their first professional gigs, or people that are in my own social circle.

The panel ends with everyone being reminded that we all climb this ladder together. It’s a more optimistic, motivational-seminar kind of panel than the earlier one, but it was a good one to end the day on.

Special Edition NYC: Creating Comics: The Real Stories

This panel, at 2:30 on Sunday, was the biggest panel I went to all weekend, probably the best attended, and snuck itself in under the radar as the “women in comics” panel without feeling like it had to sell itself that way. All of these things I applaud. Moderated by Jill Pantozzi, Editor in Chief of The Mary Sue (an excellent blog, which I recommend to all of you), the panel featured Annie Wu (Hawkeye, Black Canary), Katie Cook (My Little Pony: Friendship is Magic, Gronk), Marjorie Liu (Monteress, X-23, Dark Wolverine), Marguerite Bennett (A-Force, Bombshells, Butterfly), Kate Leth (Edward Scissorhands, Bravest Warriors, Power Up), Becky Cloonan (Gotham Academy, Southern Cross, Demeter), and Dylan Meconis (PvP, Bite Me, Family Man). This was the first panel I attended that suffered not only from the bad sound quality of Theater 1 and it’s bigger brother, Theater 2, but also a severe lack of mics.

The panel began by going around and talking about comics that were on the shelves that the panelists were really liking, but really got going when the question was posed as to how the creators got over crippling doubts, such that artists get all the time. Bennett responded that she goes “until it snaps my last nerve, then I put on a bitchin’ dress and order a cocktail,” which was probably the most optimistic answer; Meconis said she makes dinner, because “if I screw up dinner, I can just order pizza. And you can do the same thing with art.

A lot of the creators on the panel got their start and built their skills as writers doing some shape or form of fanfiction, which eventually turned into licensed work for a lot of them. They addressed the fact that licensed comics essentially are fanfiction, you just get to create canon when you’re hired to write the licensed stuff. Later in the panel, they described fics that they’ve written, all of which I am in the process of trying to track down. Bennett wrote one called “Wolverine Adopts Me,” which has to be perfect, Leth wrote a Harry Potter one (Lucius + Hermoine, because why not), and two from hit crime procedural Without A Trace; Marjorie wrote Deadpool, X-Men and Punisher ones, among others; Cook produced a lot of Daria fanart; Mecoris was once one of the top 20 Hunchback of Notre Dame fic writers; Wu got into the industry by posting fanart of the Justice League as a rock band (and now she is drawing a book where Black Canary is in a rock band), and art of the Venture Bros., which got her a job on the show as a storyboard artist; Cloonan is in two fanfics. Leth also mentions that, in a Community-style fic where Kieron Gillen is the Dean and Jamie McKelvie is Jeff Winger, she is Britta. She is still not pleased about this.

Special Edition NYC Logo

The conversation turned to the building amount of representation for women and people of color in mainstream media. In response to the female Ghostbusters movie and the accompanying male fans afraid it would ruin the original, Leth stated, “I have 0% empathy for people who have been pandered to 100% of the time who get offended by females ... They burned all prints of the original Ghostbusters! They killed Bill Murray!”

The creators discussed things that were inspirational to them when they were stuck. Leth counted Sailor Moon and Steven Universe among her biggest inspirations at the moment; Mecoris likes reading “turgid 19th century British novels” because there are no descriptions and rarely characters talking to each other, so they’re kind of the opposite of comics; Cloonan “listens to enough metal to build a bomb shelter,” and brought up her first comic ever, Silver Surfer Annual #1 in 1988; Liu listens to a lot of 80’s power ballads; Cook listens to movie soundtracks and audio books (and warns that the Jurassic Park audiobook is very different from the movie; Wu enjoys showtunes (“I love a good ‘I Want’ song”); and Bennett “wanders around in a robe, eating blue cheese olives and listening to Florence + The Machine.”

The conversation turned to the topic of “cross-identifying,” whereby people of color, LGBTQ folks, and women have to learn to identify with main characters on shows who are generally straight, white dudes. Wu told a story about watching Fresh Off the Boat and seeing a moment that was her childhood and thinking, “wow, this must be what straight, white dudes feel like all the time.” All the creators had stories about ways the industry had been unfriendly to them in passive (or outright) ways, and the most egregious was Liu being told by publishers that she should change her last name because “no one will buy a romance novel from a woman with a Chinese last name.”

The panel soon wrapped up, and went long enough that there wasn’t really time for questions. It was a lot of fun, and definitely got me excited for new work coming up from these panelists, like Black Canary, Power Up, and Monteress, as well as interested in checking out other work I wasn’t familiar with, like PvP.

Let’s Talk About Checks: Everything You Wanted to Know About Being a Professional Comics Creator, But Were Afraid to Ask

So I assume by this point, you all know I want to write comics, and if I’m out on a limb, I’d guess that more than half of you readers would also like to be comics creators. This panel was a cold water shock for some business matter, but also a healthy dose of how-to. The panel itself was up against the “#BlackComicsMonth: Diversity in Comics” panel next to it, but I can’t be mad at that panel for being loud and excited. Alex de Campi moderated this panel, with panelists Ulises Fariñas (Judge Dredd: MegaCity Two), Vera Greentea (self-publisher, one of the best in the biz at KickStarting), Joseph P. Illidge (writer and editor, formerly of Milestone and DC circa Batman: No Man’s Land), Fernando Ruiz (Archie vs. Predator), and Chris Sotomayor (freelance colorist, recently on Cyclops). In their intros, they were asked how they got their first paid gigs in comics, which ranged from Fariñas finding a cached version of IDW’s submission guidelines and using an old email to submit to Illidge interning at Milestone and rising through the ranks to Greentea sharing a booth at NYCC with de Campi and funding 8 successful KickStarters herself.

At this point, I noticed a man sitting in the very front row (right in front of me), who was using this time to go through all the comics in his bag. He loudly asked me for a pen, which I never got back, and proceeded to be pretty loud before leaving about halfway through the panel.

A large part of the panel was devoted to the idea that, while there are many ways to break in to the industry, the statistics favor getting in by knowing someone (who knows someone, who knows someone, etc). You can submit and be a part of the slush pile, but you have to find a way to make yourself stand out, and usually that comes from knowing someone who can help you up. That’s a double-edged sword, since that requires you to present the best of yourself that you can when you’re recommended; if “someone recommends you, you have an obligation to make them look good,” Illidge reminds the audience. As well as de Campi’s follow-up, “if someone opens the door, it’s your job to walk through it.”

The creators told the audience not to rip apart comics in public (i.e. Twitter, Facebook pages, etc). If you insult a potential future employer, they have long memories, probably longer than you. The part of me who wants to be a comics creator wonders if being a professional reviewer crosses that line.

Special Edition NYC Logo

The biggest point of the panel was make sure you get paid for your work. De Campi presented her version of Maslow’s Heirarchy for comics creators, which leads to the point that you should not do work just for the love of the work, unless it’s really for yourself. She reminds everyone that the one who came up with the Romantic idea of just having to produce poetry because they couldn’t stop themselves was Lord Byron who probably didn’t need the money. A lot of the panel revolved around the Three R’s of Contracts: Rights, Royalties and Reversions. Everyone on the panel went around and discussed the worst contracts they’d ever signed, and then dove into contract tips:

  • Rights:
    • Always keep the secondary and foreign rights. If you sign a contract allowing DC to publish your book in English, make sure you retain the rights to negotiate who publishes it in German, etc.
    • If someone wants to option your work, don’t let it go for less than $25,000. Shoot for more like $100,000.
  • Royalties:
    • These are what will keep you alive when no rain falls. Some years, no one will want you or your work, and the smallish checks coming in from old work will help you make rent.
    • ALWAYS GET THEM. Try not to take contracts that don’t pay royalties at all.
  • Reversions:
    • AKA The Alan Moore Clause: His contract with DC in re Watchmen said the rights reverted to him when the book went out of print. As we all know, Watchmen is one of the few comics that has always been in print.
      • With digital printing and publishing, it’s hard to say anything is officially out of print. You can’t find Jack Kirby’s Eternals stuff in a new hard copy, but you can read them on the Marvel Unlimited App.
    • A better clause would be “If sales drop below x amount of dollars per year, rights revert to the creator after one calendar year.”
  • For more about these issues, de Campi points the audience towards calawyersforthearts.org. If you’re dealing with entertainment industry professionals who are acting like fuckboys, “fuckboys are likely to be in California.” Other states have volunteer lawyer programs for the arts, and it’s on you to find them if you need them. Assume ignorance on the employers’ part before malice (if they haven’t paid an invoice yet, assume it fell through the cracks and politely point it out; don’t be insane. If you have to litigate, though, use lawyers).

Eventually, the conversation turned from contract specifics to professional behavior. Things to remember included:

  • Whoever your editor is, they have nothing to do with the contract you signed. If you take out your rage about a contract on your editor, keep in mind that 1) you signed the damn thing already, 2) the editor didn’t make it, and 3) you’re acting like an insane person.
    • Part of being hired is assuring people that you are socially able to function in a civilized, professional setting.
  • Per Joseph Illidge:
    • Contract terms exist to the contract generator’s favor, always.
    • No one respects you if you never say no. If it’s a bad deal, don’t take it unless you have to.
    • Don’t get paid on the back end, in case there never is a back end.
    • Companies have needs, not loyalties.

For those of us looking to break in, the creators bring up Harlan Ellison and his admonishment to “Pay the Writer.” If you’re working for free, you’re pissing in the pool for everybody else and making their work worth less. If it’s going to be for free anyway, why don’t you make your own stuff?

Essentially, this all boils down to “Do nothing for ‘Exposure.’” and make sure your work justifies the rate that you charge. The panelists warned the audience away from anthologies because they generally don’t pay, or don’t pay well, but insisted that we start writing short stories to build up our chops and make them easier to publish. Budget your income for taxes: the government’s gonna want 30% of whatever it is you made.

When they opened up to questions, the first guy, a man with a fully spread naked lady tattoo on his leg, asked a six-part question in regards to novel-to-comics rights scenarios. I am honestly speechless at the cajones on this guy. Many of the people who ask questions essentially want a college advising session about should they or shouldn’t they for comics work, and don’t seem to understand the time sensitivity and universality required for panel questions. The major takeaways from the questions were: pay your artists in advance so they can eat; everyone is a co-creator and if you’re not ready for that, write prose; if you want someone to do work for hire art for you and you get to keep all of it, you’re an asshole; make sure if the person you want to work with has great art and no work, it’s not because they’re a crazy person.

With that, the panel wraps up, the hall fuller than it was at the beginning (there’s a Batman panel next) and my fellow reporter and I venture back to the floor so he can start a blood feud with the nicest woman in comics.

Special Edition NYC 2015 Wrap Up!

The first weekend in June found New York playing host to the second annual Special Edition NYC comic convention at Pier 34, right on the border between Hell’s Kitchen and the Upper West Side. In comparison to its big brother convention, New York Comic Con (Special Edition is also a ReedPOP event), Special Edition bills itself as a “pure celebration of comic book culture created specifically for die-hard comic book fans, creators and publishers.” Having spent an entire weekend there, I have to say: they knocked it out of the park.

Saturday

10:34 - My roommate (a reviewer for Bloody Disgusting) and I had grand plans to make it to the show the minute it opened, so that we could get some stuff signed by the bigger name guests and still have time to make it to some panels before he would have to abandon me and go to work. As often happens, our grand plans turned into both of us oversleeping and rushing out to make it as close to the opening of the floor as possible.

I’m struck by the fact that the weekend is kind of cloudy and not too hot, with a threat of rain, and it seems like perfect nerd weather.

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When we got there, the line to get tickets was long, but not oppressively so. If I had to eyeball a measurement, I’d call it an hour’s wait to get in--the con was open until 7:00 that night, so getting in at 11:30, while not ideal, certainly wouldn’t have sliced into too much of your time on the floor. Worst case scenario, you might miss some panels.

Once we got our media passes and hit the floor, we started off the day by wandering around Artist’s Alley, scoping out who we wanted to make sure we got to sign stuff by the end of the day. In comparison to an event like NYCC where Artist’s Alley is as much of a mob as the rest of the show, this one was a breezeway. The aisles were fairly wide, and there were only lines for the obvious creators; Jason Latour and Robbi Rodriguez always had a line that stretched all the way back to the food court, and for as much as I’m sure they signed every copy of Spider-Gwen #1 and Edge of Spider-Verse #2 in the city that day, they were gracious and appreciative of everyone that went through the line.

Basically, if you were there to see Team Spider-Gwen or Brian Michael Bendis on Saturday, lines were a non-issue. The most you might have to wait is for three or four fans to get through; longer if there’s some asshole trying to verify his position on a commission list.

(A true story: on Sunday, a guy came up to a famous female artist in the last hour of the con, right after a panel, and asked if she had had time to do his commission yet. Flustered, she said she had accidentally missed him on the list, apologized, and asked if he could leave his sketchbook, and she would get to it before the end of the day. The man stood there for a full minute debating with himself, asking her if she was going to be back at NYCC, and then eventually said, “I can’t wait all day” and took his sketchbook back. This man was the worst person I saw all weekend).

The staff was helpful and present; the only way they could improve would be to try and make clearer announcements. While we were in line to get books signed, a staffer came up and quietly started going up the line telling people the artist was about to head to a panel and we should come back later. A loudish announcement would have done well, and given us time to think, “Oh, yeah, we should go to this panel, it sounds cool.”

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Let me take a step back and create the space for you. Pier 94 is not a clever name--it’s a warehouse on the Pier on the west side of Manhattan in the mid-50s. It is less than three blocks from both Larry Flynt’s Hustler Club and the studio where they shoot The Nightly Show with Larry Wilmore. If you walk more than two or three blocks east, you’ll be surrounded by middle-aged-and-up fashionistas walking dogs that are either incredibly small or significantly too big for them. Directly across the street from the pier is a Maserati dealership.

So into this strange part of town, they plopped a comic convention. The building itself is a warehouse that’s somewhat in disrepair; it’s clean and bright, but there are holes in the ceiling that are covered up by tarps, and occasionally, insulation will drift down on you. Picture the building as a large, backwards capital “L”. You enter at the angle, which is where the “theaters” are placed for panels (more on those theaters later), as well as the signing area for featured guests like Brian Michael Bendis, and the booth to get tickets for New York Comic Con. That was by far the longest line I saw all weekend, and it was always asses to ankles. Let’s call that line a three-hour-wait, if you’re lucky. On the short side of the L, you have mostly vendors selling homemade lightsabers, 3D printed props, vintage sci fi novels and, of course, longboxes on longboxes of comic books. Other than those booths, this was also the area where Valiant and Zenescope set up their tables. The long side of the L, almost all the way to the top, was Artist’s Alley. There was a healthy mix of local, newer, relatively indie talent (several artists and writers with projects at Black Mask, a few just launching books at Image, that kind of thing), and elder statesmen (Chris Claremont had a decent line at the beginning of the day Saturday, and Klaus Janson was always busy; Danny Fingeroth was there, almost hidden behind all the books he was selling; Peter David didn’t even have a banner for his table because I guess fuck you, he’s Peter David). At the very top of the L, the food court. Being poor enough as it is and wanting to save money to grab some comics, I ate big breakfasts at home and didn’t venture up there.

12:30

My fellow reporter and I ducked over to Theater 1 in the base of the L to catch the tail end of the “Image Comics: Where Creators Own Stories” panel and get ready for the next one. The theaters were basically two curtained-off spaces with projector set ups and sound systems. Theater 1 was the smaller of the 2, and it seemed like the smaller panels in Theater 1 always got put up against giant panels in Theater 2 (by giant, I mean loud as hell; not a lot of soundproofing between them). The Image Comics panel was moderated by David Brothers and featured Brandon Graham (King City, Prophet, Island), Alex de Campi (Grindhouse: Drive In, Bleed Out; No Mercy), Becky Cloonan (Southern Cross, Gotham Academy, True Lives of the Fabulous Killjoys), Valentine de Landro (Bitch Planet), as well as a man who I believe was Adam McGovern (he’s not on the list of speakers, so I’m doing my best with context clues, here).

The panel was wrapping up with questions by the time we got there, so there were fun tidbits I managed to gather, but not much of substance. Someone asked if there was going to be a Bitch Planet TV show, as though that wouldn’t be clearly under an NDA if it hadn’t been announced, and we found out that Becky Cloonan lives in Montreal with the rest of her team on Gotham Academy, and they do a lot of their work over beers, which is truly The Way To Work. Most of the creators talked about their process, and the writers discussed whether they work full-script or a looser style (most of them work on whatever specific style their co-creators prefer), and people trickled in and out. At the end, David Brothers called for applause for cosplayers, which was a classy move, and we waited for the next panel, “Let’s Talk About Checks: Everything You Wanted to Know About Being a Professional Comics Creator, But Were Afraid to Ask,” at 12:45.

2:00

My fellow reporter works for Bloody Disgusting, and as such, has a massive soft spot for Lobo, the biggest bastich in the universe. Now, this is old-school, imposter Lobo, not current, New 52, Handsome Lobo. Apparently, Marguerite Bennett wrote the first appearance of New 52 Lobo, and he has a bone to pick with her about it.

Marguerite Bennett is so nice that she has a continually replenished bowl of snack-sized candy bars at her table, and in the interest of journalistic integrity, I watch her be incredibly polite and not a little confused by my friend telling her he wants to start a blood feud with her, over Lobo of all things. In thanks to her for being such a good sport, I will remind everyone that A-Force has been one of the best tie-ins for Secret Wars, Butterfly was a lot of fun, and Bombshells is a DC title I am actually excited to read.

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My fellow reporter leaves to go to his day job, and I try to figure out what to do for a half hour or so. I walk outside to try and clear the con crud from my nose and forget how hungry I am. I’m sticking around for one more panel at 3:30pm, and then I’m going to try and get a quick signature from Bendis before I leave. The Bendis experiment is doomed until the next morning (his line and Scott Snyder’s both got capped super early during signing times), but in the meantime, I got to meet some cool cosplayers. There was a woman who had made her own bunny ears to cosplay as Louise from Bob’s Burgers, for whom I’ve got mad respect. There’s another dressed as Mileena from Mortal Kombat, who is dead on.

During the hour before 3:30, I ended up getting in line to get my Spider-Gwen stuff signed. It was the longest creator-signature line on the floor (Snyder was Sunday only, or he would have taken the cake), but they were both incredibly pleasant and appreciative to the fans. Robbi Rodriguez eventually went to the back of the line to sign books so that he and Latour could theoretically meet in the middle. I’m not sure if it worked or not, but it was a great thought, and Robbi was super nice. At the front of the line, I talked to Latour briefly and found out some very exciting things about Southern Bastards (which, you’re all reading that already, right? Good.), and he took the time to draw a little Spider-Gwen on the cover of every Spider-Gwen #1 that came across his table. True class acts, both of them.

Eventually the hour is up and I head for Theater 1 again for “Writers Unite: Pitching Creator-Owned Comics,” and then I head home for the day.

Sunday

Sunday, I met up with a friend of mine who is a local comics creator and we headed in for day 2 of Special Edition. Since I’d already gotten pretty much all of my stuff signed, I was really only in it for Bendis’ signature and to go to the “Creating Comics: The Real Stories” panel at 2:30.

We got to the Pier a little after 10, and made our way to Bendis’ line, which was open at 10:30 for an hour or so. We got a comfortable spot in the middle of the line and settled down to wait. In the hour or so that we were on line, someone from the con staff came down the line and gave out free mini candy bars (mini candy bars were life savers that weekend), and my buddy and I chatted about storytelling in comics like big fucking nerds. Luckily, the guy in front of us had a suitcase filled with comics, all bagged in magazine bags with sticky notes on them that said “BENDIS MACK MALEEV” or “BENDIS DAVID” or things of the like. It made me feel better about my stack of only 6 singles and a trade.

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Bendis could not have been more personable and delightful. Even that early in the morning and with a huge line, he took time to talk to everyone, and pose for pictures. A girl who was probably four or five came up with her parents and she was in a dead-on Black Widow costume, and Bendis asked her if he could take pictures with her. When my buddy and I approached the table and told him we were writing comics, he asked us about our projects and asked if he could have a copy of my buddy’s comic. Just a real mensch, all around.

We got out of there around 11:30 and decided to step out and grab lunch. When we got back in, I went on a mission to catch Becky Cloonan when she wasn’t heading out for a panel or doing a podcast interview or in the middle of commissions to get her to sign some books. It turns out Becky Cloonan was the most popular woman at the con, because she was all over the place.

Sunday was the day for single issue shopping, as well. Lots of vendors showed up with good selections, but for Saturday, a lot of their books seemed steeply priced. I found a couple Spider-Woman vol. 1 #1s on Saturday that were upwards of $20, and it can’t possibly be worth that much. Conversely, on Sunday, I found a bunch of issues from that Spider-Woman run (my fiancee is on a mission to collect all 50) for $1 each, and a relatively good condition Lee/Kirby Fantastic Four (number 86, with a classic “giant Doom looms over very small FF” cover) for $5.

By this point, it was 2:15, so we headed to Theater 1 for the last panel.

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Epilogue

We wandered the floor and talked to Matthew Rosenberg about his new Black Mask book We Can Never Go Home (which, again, you should all be reading), and tried to catch Scott Snyder’s line at a good length. No dice.

At this point, we were well within the throes of the con exhaustion that hits everyone after about 3 on the last day, and we decided to call it a day. I loved every minute of this convention, no lie. It was the perfect amount of busy and not crowded, and the kinds of creators I really wanted to see were there without distractions, like Lou Ferrigno and his bodyguards wandering all over the place.

The real star of NYC’s comic cons is going to be Special Edition in the next few years, I’d put money on that. I just hope it never loses its charm.

Review: The Strain: The Night Eternal #10

I have been reading The Strain comic rendition of the Guillermo Del Toro and Chuck Hogan’s book trilogy from the very beginning.  And in reading those for as long as I have, you develop certain favorite and not so favorite characters as it progresses.  Of those “not so favorites”, I have always had Dr. Ephraim (Eph) Goodweather on top of my list.  I don’t know if it is his headlong focus and denial of all things around him, or just his irritating character flaws.  Eph just has always felt like a lost soul in the series of lost souls.  He is not a likable guy.  And as these issues progress toward their finale, Eph’s companions are likewise tired of him and his issues.  They have been for a while. And I don’t know if it is just because all of the horrible darkness of The Strain: The Night Eternal. Or, if I am finally beginning to see what others in the know have always seen in Eph.  I think I am actually starting to feel sorry for him.  The dude has had a bad go during this trilogy; a really bad go.

And with Issue #10 of the series, the reader sees just how bad it truly has been.  In a scene with The Master, Eph’s human son Zach, and his divorced turned into a vampire wife Kelly, we see how the Master is at work alienating the one person who still might have some inkling of love for Eph.  It is tragic and sad.  I feel for old E here.

The-Strain---The-Eternal-Night-#10-1But that is just one moment in this issue that has strong action, deep story, and impact making happenings.  I enjoyed this one all the way through as it has a strong mix of all elements at work made hauntingly beautiful in a way by writer David Lapham and artist Mike Huddleston.  In just the scene with Zach, Kelly and the Master, the art and the writing is kind of sickening, yet very profound at the same time.  Vampire Kelly acting as a loving heartfelt mother spewing venomous hatred leaves a memorable mark on you as you read.

The other big item that gets attention during this issue is the secret to the Lumens finally being revealed.  Believing it just to be a dream and being egged on by other not so supportive members of the gang,  Eph is falling apart not knowing which way is up.  This “a-ha” moment for him is also profound.

And if you aren’t into profound and “deepness”, Issue #10 also has some good action and some intense drama as the gang are trying to figure out how best to deal with the Master in winning the struggle.  Not everyone is in agreement, but the weaponry is coming together with the location where to strike.  Oh yeah, there is also a moment regarding a recent outing of the traitor named Creem amongst our heroes and his report back to the Master.  Not a good meeting for him. But a wonderful one for us as we see something very rarely seen in the Master…Fear. Lapham and Huddleston really nail it here.

I have mentioned that the darkness involved in The Night Eternal has been a hard read compared to the more peppy and entertaining The Strain and The Fall.  This series of stories has been tough.  But I have seen a deeper emotion within the pages of this third one that make it in some ways superior to the previous two, even if it is a downer of a story.

This has been the issue that I am beginning to feel that emotion and also beginning to feel some hope.  It may just be a small and tiny glimmer of hope at that.  But it is hope. Hope or not, the one thing for sure that you can bet is that Eph will be involved in it.  Hated or not, the Master isn’t working young Zach just because he is mean.  Well, he is pretty mean. But he is working Zach because in Eph he sees the only true threat to his kingdom.  He fears this possibility.  I think I am looking forward to see where this ends.

David Lapham and Mike Huddleston have been with the series also since the first and they too have built a strong and cohesive tandem in making this such a strong comic series adaptation.  We are rounding the corner to the end and I know that I will miss it, darkness and all as we reach its conclusion.  Regarding this issue, it is one of the good ones.


Score: 4/5


The Strain: The Night Eternal #10 Writer: David Lapham Artist: Mike Huddleston Colorist: Dan Jackson Publisher: Dark Horse Comics Price: $3.99 Release Date: 6/17/15 Format: Mini-Series; Print/Digital

Review: Stray Bullets: Sunshine and Roses #5

This latest volume of Stray Bullets keeps the mystery going this issue as the story switches over to Rose’s point-of-view. Right off the bat, writer and artist David Lapham drops us into an interview scene where Rose attempts to talk her way into a secretarial position only to leave jobless. Spotting Orson, something sparks in her mind and the majority of the issue focuses on her attempt to get Orson out from Beth and in her corner. Switching to Rose’s point-of-view is a great way for Lapham to progress the story’s plot while maintaining the mystery surrounding Orson and Beth’s ploy with Nina. Like Rose, we’re only provided snippets of dialogue between Orson, Nina, and Beth to mull over, and as the issue progresses there’s some uncertainty about what it is that they have said or done to dupe Rose and what useful information she actually has over them. For instance, early in her attempt to tail Orson, Rose finds him looking anxious as he talks on a payphone. Yet, we never find out for sure the purpose of the conversation, and why it would cause Orson such distress. Seeing Orson from Rose’s point-of-view, the reader recognizes the transformation Orson has made since his introduction when he first met Beth. Gone is the naïve high schooler, and in is his place is a guy who at least appears confident moving among Baltimore’s seedier elements.

Stray-Bullets---SAR-#5-1Rose’s shock at Orson’s turn comes from a desire to leave her current life, viewing his innocence as a quality necessary of whatever heroic figure would get her away from Baltimore, and to New Orleans, or Florida. Without bringing attention to it through dialogue, Lapham uses the visuals to show how much Rose is the cause of much of her issues, rarely depicting her without a glass of alcohol when she’s indoors, altering the lettering with drooping letters and bubbles to imply her frequent intoxication. Especially effecting is the scene after her first day of tailing Orson where an exhausted Rose soaks her feet while her son Joey mixes her a cocktail and recounts his theft of a tiger statue. Her delusion grips her so tightly that she’s unable to recognize that her difficulties partly stem from her own insecurities about her worth. However, by issue’s end some part of felt compassion towards Rose as it becomes apparent she’s unknowingly now a pawn in Beth and Orson’s scheme, the two initiating a plan to use Rose’s crush on Orson to their own ends.

I don’t feel like there’s much more that I can say without repeating previous reviews. Lapham knocks it out with killer dialogue, pacing, and facial expressions like he always does, creating one of the most badass scenes when Beth lays one on Rose right after Rose opens the door. While the story continues to surprise me with each issue, it’s no longer a shocker when an issue of Stray Bullets floors me. Lapham could do with a stinker or two to give me some new material to write about, but instead I’ll bow out of my reviews for Stray Bullets and keep on reading it with all of you. Yes, even you person who has yet to pick up a single issue. Big mistake, dude. Big


Score: 4/5


Stray Bullets: Sunshine and Roses #5 Writer/Artist/Creator: David Lapham Publisher: Image/El Capitan Price: $3.50 Release Date: 6/17/15 Format: Mini-Series; Print/Digital

Review: Manifest Destiny #15

Last month, I once again began to feel the love for this series.  It has definitely had its share of hits and misses to be sure.  But Issue #14 was a nice change of pace. And it actually looked like the ship may have been righted from a series that has had some anticlimactic endings, some quick dismissals of some nasty adversaries, and some blah writing from a historical fiction piece that has all the potential in the world.  In uncovering the bizarre “other” history of the epic Lewis and Clark journey, writer Chris Dingess and artist Matthew Roberts have at times filled me with hope.  But at other times, sent me crashing down in despair. Issue #15 picks up in a challenge that was issued during the last issue between Lewis and the near mutinous crew.  Lewis challenged the crew to a good old fashioned fisticuffs hoping to curb any insurrection intent.  At hand, is a battle with one Mr. Frike, who is a rather large man described as having “large hands like to hams made of iron.”  Our much less muscled Lewis has to rely on his wits and determination to get through. Does he make intact and with his teeth? You must read the story to find out. All I can say is that it does end painfully for one of our combatants.

With the battle finished we are given a little surprise between an avian predator that had attacked one of the crew before captured.  Apparently, he speaks…well.  This is just the kind of oddball weirdness within this series that makes it memorable sometimes. And I am happy for it in regard to this one.  Between the more predictable pathways of destruction that this series has taken the reader down.  I must say that Issue #15 was kind of a breath of fresh air.  A new direction is entered and it is a welcome change of pace.  Making it more interesting, we discover the fates of some missing crew and persons as well.  All in all, a pretty satisfying issue.

Manifest-Destiny-#15-1Chris Dingess hits a strong writing chord within this issue as he is beginning to address the dark side of Merriweather Lewis.  He isn’t all egghead to the rugged toughness of William Clark.  Lewis has an edge about him that makes him the real wildcard of this series.  Dingess brings that nature out well in this issue which is only enhanced by Lewis’ own written musings of the scenes.

With the art, Matthew Roberts has made the bizarre and surreal look actually kind of real.  He has placed a natural feel to the unnatural leaving us with a first time look at some pretty bizarre looking creatures.  With our blue bird named Dawhog, he captures a real smarmy looking character with the poses of a real smart ass bird.  Well done man.

Yes, as our expedition delves deeper into the unknown, those lesser persons are getting weeded out. And what is left is becoming a tight unit that might just become a strong and sound team if they decide not to run off or kill off the team’s leaders.  But as for this new angle. I gotta say that I like it pretty good.

We are seeing a new civilization that promises to get a little interesting with the next issue.  Only time will tell if things are really headed back in the right direction.  But two in a row of good issues is a promising start for me.  I’m ready guys.  Let’s see some more. Before it is all over, I might have that same fascination that I had at the beginning.  Oh yeah.  I also loved this cover.  Nice doom bringing foreshadowing there.


Score: 3/5


Manifest Destiny #15 Writer: Chris Dingess Artist: Matthew Roberts Colorist: Owen Gieni Publisher: Image/Skybound Price: $2.99 Release Date: 6/17/15 Format: Ongoing; Print/Digital

Review: Burning Fields #5

I’m not sure what’s real anymore in Burning Fields. Each month I look forward to seeing where the creative team takes this story next, and it never fails to surprise. After last issue’s cave-in, I thought the second half of this mini-series might take a breather to recover, but instead things head forward at top speed as Dana and Aban continue in their attempt to capture Renfro. The cave-in from the end of last issue has thinned out the Carapace work force, and Dana’s former colleague ranks among the dead. His replacement, Carey Daws, fires Dana from the investigation and has their presence marked off the record. Undeterred, Dana and Aban meet up with Ghada and the Brotherhood to determine their next step, figuring out that one of the only remaining access tunnels to Renfro’s hideout exists in Al-Jalal’s territory, a man who Dana describes as ‘a shadow of a ghost.’ However, once they acquire leverage to win over Al-Jalal, they make it over to his territory and wait for Renfro to make an appearance, leading to a brutal confrontation at the issue’s climax, the situation threatening blow up in the cliffhanger when Daws sends a combat force to take out a group that’s taken credit for the tunnel attack that took out Carapace’s soldiers.

One thing that I love about Michael Moreci & Tim Daniel’s writing on Burning Fields is that it never feels as though I’m being bogged down with information despite the abundance of new intel that’s shared among the characters. Thanks to strong character work, even bits of expository information are delivered in the voice of the character in dialogue, Aban’s meditative demeanor coming out in the way he explains a map and Dana’s frustration exudes when explaining to Daws the situation Carapace has placed themselves in. As a result, what boils down to a police procedural never feels like it slows to a crawl in order to explain the facts of the case to the reader. Rather, we’re privy to conversations where the characters are working these things out for themselves, and we’re trusted to understand it all.

Burning-Fields-#5-2I’ve remarked on the great color work of this series before, but here I realized how vital colorist Joana Lafuente’s colors are to the tension and plot of the story. Taking place in mostly exteriors, the issue relies of Lafuente to provide the reader a sense of the time passing during the investigation. The issue starts in a red dusk at Carapace before spending the bulk of the issue at night where Dana and Aban go through quite a bit. When the issue wraps up in the dawn, it’s apparent just how exhausted the two might be as a result of their continuous work. I’m hoping their physical exhaustion comes into play over the next few issues as Dana’s decision to move forward with no caution potentially catches up to them.

Lastly, this issue really delivered on some great action scenes, especially in the confrontation between a furious Aban and Renfro. Artist Colin Lorimer focuses on the typically peaceful Aban’s brutal efficiency through the use of small panels. After showing Aban tackling Renfro, and the latter’s collision with a car window, Lorimer uses several small panels in one row that each zoom tightly in on the point-of-contact for each hit Aban delivers. This gives both the impression of quick successive strikes, and also skillful fighting that prove a great way to introduce to the reader a new aspect of Aban. In the following panel, we then get to see the beaten Renfro in a larger panel as Aban chokes him to unconsciousness.

My only qualm with this issue was the first two pages when Dana and Aban meet up with Ghada and the Brotherhood. I didn’t have much of a sense of where they were at the time or how much time had lapsed since their departure from the Carapace facility. While this is a minor issue, it does impact the sense of urgency within the issue since it’s not clear whether only a few hours or an entire day had passed since the previous scene. It’s definitely not something that took away from my enjoyment of this issue though, and I’m looking forward to seeing just what the hell is up with the blue eyes of Renfro and the others, and whether there actually is something supernatural lurking within the tunnels.


Score: 4/5


Burning Fields #5 Writers: Michael Moreci & Tim Daniel Artist: Colin Lorimer Colorist: Joana Lafuente Letterer: Jim Campbell Publisher: BOOM! Studios Price: $3.99 Release Date: 6/17/15 Format: Mini-Series; Print/Digital

Review: Bloodshot Reborn #3

Bloodshot Reborn has been brought out with a whole lot of hype and some real strong firepower in the use of writer Jeff Lemire and artist Mico Suayan.  The release came out and we have reached the third issue.  So what has happened?  The answer so far is not too much.  At least for those looking to see our hero all white up, red spotted, and killing away. That part has been mostly missing.  What we have been seeing is a much kinder, gentler, and more mentally unstable Bloodshot to date. But that is all a part of the build-up I now believe. When Bloodshot Reborn began, we were introduced to Ray Garrison, aka, the former murderous machine known as Bloodshot.  He has not handled the events of his recent life all too well.  He was able to get the deadly and powerful nanites (tiny controlling machines) removed from his body making him simply a mortal man.  But during that one glorious process, he lost the one and only love of his life.  A geomancer by the name of Kay McHenry.  This loss has been too much for him as he spends his days working as a mundane handyman at a hotel.  And his nights are blasted in a haze of heavy drug use trying to forget his past.

Unfortunately for Ray, the past has come back to him and right on television in a brutal shooting completed at the hand of a person who bears a real resemblance to Ray’s old whitey red spotted self.  Ray also has had to deal with his past in the form of visual hallucinations of his lost love Kay McHenry and in the cartoon Bloodsquirt.  They have become a certain part of his psyche offering him advice and helping him as he now must figure out what is happening and take down those very nanites that he has been trying to forget.   But when he finally met and confronted the killer, he noticed the nanites were not near as strong as he remembered.  The reason would become more clear very quickly as another killer began his own rampage.  And the law is hot on the trail of killer #1, already taken care of by Ray.

Bloodshot Reborn #3Issue #3 begins with the law intervention led (kind of) by FBI Agent Diane Festival who is not really receiving the respect by her local police peers in spite of her incredible perceptive abilities.  Even so, she and they are headed into the pathway of Ray.  This meeting is inevitable and Issue #3 hits that beginning trailhead.

As for Ray himself.  He is back to his drugging and forgetting self. But in between coke hits, he gets some serious tough love from his lost love that begins to push him back in knowing what he must do.  The rest as they would say is history.

This is the issue where Bloodshot Reborn earns its title.  Within these pages, Ray Garrison begins to become at least a part of what he once was. He also has more work to do.  But he is ready to face it by the end of this issue.  The time for drugs, depression, and psychosis is over.  It is time for Ray to become Bloodshot and take care of business.

After two issues of limited action and heavy “story”, Jeff Lemire begins the writing pathway to a more whiteknuckle speed.  This is the most action packed issue to date, even if the action is still pretty limited.  Look at it kind of like it is in first gear shifting to second.  There are still a ways to go.  But Lemire is beginning to put some pieces into place that have potential to blow this story open and put a strong mark into the Bloodshot mythos.

As for Mico Suayan, his art has been strong.  And it is nice to see him get to open up the Bloodshot box of tricks a little here showing some of those more interesting nanite powers in action.  Ray’s encounter with second killer Donald Chester is a perfect tandum of writing and art as Lemire lays some heavy wording to the brutal encounter and pleasing aftermath.

And it is in those last few pages, that I am beginning to believe that Bloodshot Reborn might just rise up to be some really good comic entertainment.  Issue #3 has put the elements into action.  And I believe that we are about to go on a ride from here.

Initially, things felt a little bit flat.  Perhaps Lemire and Suayan were trying to find their footing early with the series.  I think that footing has finally been found.  After events portrayed in this issue, Ray can no longer go back.  I suppose Lemire and Suayan can’t either.  It’s all in from here.


Score: 3/5


Bloodshot Reborn #3 Writer: Jeff Lemire Artist: Mico Suayan Colorist: David Baron Publisher: Valiant Comics Price: $3.99 Release Date: 6/17/15 Format: Ongoing; Print/Digital

Review: King: Mandrake The Magician #2

This week finds us in the middle of a good old-fashioned magic hootenanny.  The confrontation that started in the last issue spills over into this issue as Mandrake works his way through the illusion of his great magical enemy only to find his other great magical enemy: his ex-wife Narda the Snake Queen.  Turns out Narda has been hoarding magical artifacts in an attempt to TAKE OVER THE WORLD!  FOR REASONS!  I don’t really know those reasons other than possibly the money that comes with being the organization in charge of everything.  Of course, if you are the organization in charge of everything money becomes pretty meaningless. King - Mandrake The Magician #2Out of the Pulpy-verse titles this one probably still has the most potential.  That is helped by the fact that this is only on its second issue so there’s still a lot of potential left in the book and time to fix any many mistakes that might have been made.  Not that the book has really made any mistakes but it has yet to really branch out much either.  The magic is cool, the concepts are interesting and the potential is endless.  This really has the ability to turn into some old school Dr. Strange stuff which is complimented by the exaggerated, surreal artwork.  The art could veer off into some very psychedelic territory and not feel out-of-place.  The art already kind of feels like some kind of ‘enhanced’ reality, in a good way, so for things to take a reality bending turn would probably help the book out.  As much as I like the art it is kind of wasted just portraying regular people doing regular things.

Unfortunately there just isn’t much say about this book.  There’s not a whole lot to gush over.  The characters are colorful but not particularly unique or interesting.  They’re colorful because they are magic people in a magic world.  The plot is pretty straightforward but the setting is kind of driving everything else into the passing level.  If you like the more magical feel or have invested into the Pulpy-verse then this is a pick-up, if not then you aren’t missing out on anything.


Score: 3/5


King: Mandrake The Magician #2 Writer: Roger Langridge Artist: Jeremy Treece Colorist: Omi Remalante Publisher: King - Dynamite Price: $3.99 Release Date: 6/17/15 Format: Mini-Series; Print/Digital

Review: Naruto 700 +7

CALLED IT! Okay, so it probably wasn't that hard to figure out: our mysterious Uchiha friend is a former Orochimaru experiment.  That does not make it any less fantastic that Orochimaru and the Taka are being brought back into the fold.  I thought one of the strongest aspects of early Shippuden was Sasuke assembling the Taka (which he called “Hebi,” at the time, I believe).  Jugo, Suigetsu, and Karin are inherently interesting characters with unique abilities.  More importantly, they all tie neatly together around a central character, Orochimaru, who is by far the most interesting villain in the entire series.

Kishimoto is showing his maturity as a writer both with his own characters and with his willingness to explore philosophically provoking themes while demonstrating that he is not afraid to inject humor to break up some of the tension.  As I have said before, Naruto is nothing if not an exploration of older generations passing down a will and a purpose to the younger generations.  Contemplating the austere, sort-of-depressing biological nature of genetics via the Shin clones provides a stellar contrast to the ever-present theme of lineage in Naruto. 

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And Chocho?  Name me a better character than Chocho right now.  You can't.  A father and daughter are reunited for the first time in years and Chocho is trying to help one of the greatest Ninja of all time smooth things over by giving up her bag of BBQ chips.  She meets Orochimaru and blabs about how she can't figure out whether he's a man or a woman, much like I could not figure out when I first started reading.  I confess that I'm still not really sure.  Since Naruto himself has to act like Hokage most of the time, it's nice to have some silly comic relief breaking up the already intense drama of these early chapters.


Score: 5/5


Naruto 700+7 Writer/Artist: Masashi Kishimoto Publisher: Viz Media (via Weekly Shonen Jump 29)

Review: The Infinite Loop #3

Wow, okay well I wasn't expecting this. This being the tiny black bar on the cover that reads 'Suggested for mature readers', which if you're like me you totally didn't see before reading the first 5-6 pages. The Infinite Loop ramps up the sexuality of the book with a four-page love scene. Teddy saves Ano from the fall and takes her to her special place, which Ano nicknames her 'closet'. In the 'closet' they give in to their desires. This scene is a hard one to describe. First of all, I have no problem with girls falling in and making love with each other, nor do I have a problem with the depiction of the scene. It was drawn beautifully and emphasized the feelings the two characters have for each other. It just feels like it comes too soon in the story. We've jumped from Teddy feeling weird sleeping next to Ano to having intercourse in one issue. I understand that the analogy of the 'closet' allows her to unleash her inhibitions but it still feels too quick.

infiniteLoop03-cvrABeing a person who watches a lot of anime and grew up playing long RPGs I guess I'm more prone to drawn out storylines. I want to point out that I would have the same problem if it were a male/female relationship. I feel that putting two characters together that quickly diminishes their feelings for each other. Look at any show where we know two characters are going to hook up, but it gets put off while we learn why they love each other.

This is going to sound weird in a comic that involves time travel, but the accelerated time frame comes off as strange. The previous two issues were following Teddy in normal time-frame then this issue we get interludes during a five-month period. The point of drawing the time-frame out is to make the feelings look more genuine. But because it all happens in one issue you have to accept that the character’s opinions changing on a dime.

This all sounds like I didn't enjoy the issue, but I did. I love the style and I'm pleasantly surprised by the twists in the story. Still loving the use of flow charts to explain Teddy's thought processes. It ends well again, making you wonder what will happen next (and because of the way this one surprised me, I have no idea). I would have liked the love between Teddy and Ano to have been drawn out, but it's not my story. I still highly recommend this book, just probably not for younger readers now.


Score: 4/5


Infinite Loop #3 Writer: Pierrick Colinet Artist and Colorist: Elsa Charretier Publisher: IDW Publishing Price: $3.99 Release Date: 6/17/15 Format: Ongoing, Print/Digital

Review: Project Superpowers: Blackcross #4

Usually when mysteries are slowly unravelled, the reader gets more invested and interested. Finally things are starting to make sense and that cool creepy or mysterious scene you loved before makes a ton of sense in context. But as Blackcross slowly unravels, I find myself less invested. Actually that is a minomer, as the motiff is continued and the characters continue on a repeated path of lumination of what we the reader already know, I am losing interest. I want a little less repetition. In an issue where two of our protagonists are dealing with a body of a man they just killed the issue before, I felt like I had read half of the issue before. We get another character from before realizing the truth of the power that is no haunting him. We have another scene where a being bonds with another character. We saw all of this last issue, and after reflecting on it for a month, I wanted something new, or at least a repetition of something that is still mysterious. The answer of the powers is already semi illuminated, if you are going to show more origins please let them reveal something new.

Blackcross #4Now while I am lamenting on how much of this issue feels like retread from the one before it, some of the returning refrain still is great. The American Spirit serial killer remains haunting and terrifying, and I could probably read an entire issue of just the terror he produces as he horrifies his prey. At some point I want answers of course, but that is one recurring element I am far from over.

But there is still hope for this book, as the "heroes" slowly unite we do have some good dialogue. The art is still amazingly gorgeous and the right amount of dark. As I said above, the appearance of the American Spirit is still hauntingly beautiful to take in. I plan on trying any book Worley draws from here on out. Maybe Ellis and Worley can team up for another book once this one is over.

This issue isn't bad, but it isn't exciting either. It moves the story forward. No scene is wasted, they just lack a real sense of momentum. When read with the rest of this story I know it will fit in seemlessly, but as a single issue it feels a little lacking. I can't be too harsh on the issue though, everytime the American Spirit attacks is a great scene.


Score: 3/5


Project Superpowers: Blackcross #4 Writer: Warren Ellis Artist: Colton Worley Publisher: Dynamite Entertainment Price: $3.99 Release Date: 6/17/15 Format: Ongoing; Print/Digital

Review: Ei8ht #5

It’s finale time in the world of Ei8ht, which means now I can review the whole series and not just single issues! It’s every reviewer’s dream. So we pick up with Dr. Hamm and Nila finally getting in their ship and escaping the past to head for the Meld. There’s a pretty epic splash page of Collins vs. Savage Ape People, and then we’re back to the Meld to catch up with Joshua, Hari, and the gang vs. The Spear. The people of the Meld have retreated into the Burning Canyons and as The Spear’s people go to meet them, Joshua meets him on a bridge for a final showdown and swordfight. As the credit at the end of this issue is “End of Book One,” I’m going to let you guess who wins that swordfight, and who wins it pretty fast.

That all happens in the first half of the issue.

The back half sets up a lot of plotlines for the second storyline of this series, with Joshua on his own again, Nila leading the people of the Meld, and Collins just waiting for someone to come get her. I liked all the set-ups for the next book, but especially the “are they or aren’t they?” about Joshua and Nila being married in the future seemed underdone and confused. They mention a lot of things about Joshua’s wife in this issue (lack of tattoos, physical characteristics, etc) that we never could have put together ourselves, as we only ever saw glimpses of his wife, and always in her hospital bed. If we had been able to find those pieces for ourselves scattered through the issues, it could have built to a more satisfying resolution of Joshua going off to solve the mystery. Having said that, I am excited to see him take more trips to the blue future in upcoming issues, since we spent little-to-no time there in this arc.

Ei8ht-#5-1I have some issues with the story structure of this book, and I don’t think all of them are because of the story itself. The way Dark Horse likes to do series as “series of miniseries” (i.e. every arc begins with a number 1 and a subtitle, like The Goon: Once Upon a Hard Time #1 or any Hellboy/BPRD storyline) means that, for a long ongoing series, they can try to grab new readers at appropriate story breaks. For a new series like Ei8ht, it lets them take a gamble on four or five issues and then decide if they want more. The problem here is that the book reads like they found out during issue 4 or 5 that they could get more out of the series, and it wobbles while they reposition the last issue as a springboard for more stories, rather than a self-contained mini.

Having said all that, I really enjoyed this book every month. It’s a good, pulpy adventure story with a swashbuckling sense to it, in the vein of Five Ghosts. It’s a book that knows where it’s coming from and it enjoys playing against the tropes that got it there; It’s got a lot of Flash Gordon and John Carter in its DNA, in terms of stranger-in-a-strange-land adventure, and focuses on the fact of being stranded, less than the convenient revelations of an outlander being a savior figure. Albuquerque’s art and Johnson’s script kept this book moving at a good clip every month, and again, the color coding is just a really cool touch that doesn’t sink to the convenience of sepia toned flashbacks and the like.

Albuquerque and Johnson have built a solid platform for this series, and I can’t wait to see where they’re going to take it when they come back.


Score: 4/5


Ei8ht #5 Story: Rafael Albuquerque & Mike Johnson Script: Mike Johnson Art & Colors: Rafael Albuquerque Letters: Nate Piekos of Blambot Publisher: Dark Horse Comics Price: $3.99 Release Date: 6/17/15 Format: Mini-Series; Print/Digital

Review: Ghostbusters: Get Real #1

I've missed the new incarnation of Ghostbusters up until now. I saw the redesigns a while ago but I thought they were only for that kickstarter board game. It's weird seeing the two versions side-by-side, in a good way. The original cartoon designs are such a product of the time and so ingrained in me as the real ones. Then there's the new versions who have the characteristics of the originals but are just a little different. GB-GR01-coverThis is a really enjoyable return to something that was such a massive part of my childhood. The artwork is absolutely impeccable and feels like you're watching a Saturday morning cartoon (from the late 80's earl 90's, when cartoons were good). The story isn't anything particularly new in the crossover genre, alternate universe where one group crosses over to the other. Luckily they get the usual crossover stuff out of the way, first group thinking they are in their own universe and the two groups meeting and having misunderstandings. They get straight to working together which is nice.

Because I'm not familiar with the new Ghostbusters, I was glad that the story started with the 'real' Ghostbusters that I know. This allowed me to become invested in a way I wouldn't had they reversed the roles. I understand the update to slimer, even as a kid I wondered why he was a good ghost. But I'm not sure how I feel about the 'evil' version. I liked the way they allude to the previous crossover with the Turtles.

I'm definitely strapped in for the ride. This was a great first issue to get you up to speed, hopefully the next ones will have some more action.


Score: 4/5


Ghostbusters: Get Real #1 Writer: Erik Burnham Artist: Dan Schoening Colorist: Luis Antonio Delgado Publisher: IDW Publishing Price: $3.99 Release Date: 6/17/15 Format: Mini-Series; Print/Digital

Review: King: Jungle Jim #4

Jungle Jim #4 ends our first arc and leave me just as befuddled as I was when I started the series.  I thought the first issue was a pretty cracker jack intro into the world and people of Jungle Jim and then I just kind of floated along that Pulpy-verse wave pushed on the hype of every subsequent book.  My last review was a bit muddled.  I did, in fact, like the issue but I just could really get to why and when I tried to dissect that ‘why’ I ended up realizing that I couldn’t give it a passing score and I ended up giving it a 2. For some reason I still can’t define what it is I like about Jungle Jim.  The main characters is a mix between Dudley Moore’s Arthur and Tom Bombadil in the way he drinks and dances his way into, through and out of battle.  He’s not a terribly likable character nor is he a terribly deep character but I do find him interesting despite, or maybe because, of his flaws.

King - Jungle Jim #4Issues 3 and 4 mostly contain fight scenes as we scream towards our conclusion at a 100 miles per hour… Fahrenheit.  That’s how fast this plot is going, it’s going so fast that it can only be measure by speed AND temperature!  Simultaneously!  The story just flies by giving us the most needed of information.  Jungle Jim and company are freeing slaves in the name of our female protagonist’s brother to try to get Ming to have said brother executed on their planet.  They need to do this because of the botched ship theft in issue 2.  Our female protagonist needs her brother’s DNA to stop herself from turning into a snake lady because if she does she’ll die.  She ends up going snake lady any way and ends up being fine.  The fight itself is mostly mindless action with a bit of dues ex machine thrown in for the victory and then a cut-away avoiding any nasty, complicated denouement as we end our journey.

Jungle Jim shows up to the final battle drunk and provides little to no help.  Instead of using this in an interesting way he instead uses his drunkenness, because the whole jungle is drunk as a result, to start a fire and explosions.  We don’t really see how these fire and explosions help but since everything is fine in the cut-away it must have worked out.  It kind of ends the arc on a sad trombone sound with nowhere to go.  I think it would have been more interesting if Jungle Jim showed up drunk, the mission fails, the Rhino Guy is the only survivor and Jim sinks back into the jungle.  Rhino Guy tries to find Jim to get some kind of explanation, Jim reveals he can’t handle pressure like that and sabotaged himself and therefore the mission and deeply regrets who he is and what he’s done before going on to try to redeem himself in the name of the dead snake lady protagonist.  He could go on being the drunken party boy frat boy party boy but we’d get a little look under the mask.  There could have been a whole arc of Rhino Guy looking for Jim and seeing signs of his drunkenness, anger and sadness before finally finding him and having their heart to heart.  The whole time Rhino Guy not knowing if he’s going to kill Jim when he finds him.

As it is Jungle Jim is a fun bit of pulp nonsense but there wasn’t a whole lot beneath the surface this time around.  Maybe the next arc will bring something else.  I still just don’t know how to feel about it.  It’s not funny or light-hearted like my favorite comedy books (Howard the Duck and Squirrel Girl) but it’s not dark enough or deep enough to engage me on a more intellectual or emotional level (like Postal or Imperium).  It’s in this confused middle ground where I don’t know how to feel about it and I don’t know how to relate to it.  It’s good, it’s okay even, but, for me, it’s not much more than that.


Score: 3/5


King: Jungle Jim #4 Writer: Paul Tobin Artist: Sandy Jarrell & Tadd Galusha Colorist: Luigi Anderson Publisher: King - Dynamite Price: $3.99 Release Date: 6/17/15 Format: Ongoing; Print/Digital