Four Color Trading Cards Launched to Cover Public Domain Comic Book Characters

Four Color, a new trading card series by The Drawn Word, will collect as many obscure and public domain comic book characters as possible. The Kickstarter-funded card series, which will come out in 20-card packs, launches today.

“When I first started learning about comics in high school, I was fascinated with the amount of old characters who’d fallen between the cracks of comics history,” The Drawn Word’s Christopher Irving says. “Since getting into the trading card game with the Madman Comin’ Atcha 3D trading card set (with conversions by Christian LeBlanc), the Amazing Heroes cards, and the Captain Action pack, I decided it was time to collect as many of these characters in trading card form.”

The series will feature 20 different characters a pack, with plans to continue publishing as the campaigns keep funding. The first set will feature Black Angel, Frankenstein, Captain Flash, The Target, and Black Owl--amongst others. Characters who evolved during their publishing life, such as Dick Briefer’s Frankenstein, will get a separate card for each version.

Backers can not only fund for the basic card pack, but also one of three special metal cards--that include art from Lou Fine, Harvey Kurtzman, and Dick Briefer--only offered for this campaign. Other levels also give backers the opportunity to vote for or elect characters for the next set. Once the goal of $1,250 is met, Irving will set a stretch goal for a special foil-stamped card.

“One thing the past few campaigns, particularly Amazing Heroes, taught me is in the importance of community. This is a chance for me to build a regular support system of fans and collaborators, to make an incredibly fun card set.

“With support like I’ve gotten through Kickstarter backers, the sky’s the limit.”

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Source Point Press Brings Adam Green’s Holliston to Comics

Source Point Press has announced they are currently in production on a graphic novel titled “Holliston: Friendship is Tragic”, based on the horror sit-com Holliston tv series created by filmmaker Adam Green. This announcement coincides with Source Point’s debut publisher booth at C2E2 in Chicago, and to celebrate the announcement the first promotional image for the comic will be available as a C2E2 exclusive art print limited to only 50 copies. Writer Greg Wright, artist Stephen Sharar, Editor Travis McIntire, and colorist and letterer Joshua Werner will be in attendance and available to sign the prints. The characters from the tv series appear in this brand new stand-alone adventure, being brought to comics for the very first time. Adam, Joe, Corri, and Laura are about to discover just what their friendship can handle when Adam finds a cursed credit card and buys his friends some Halloween gifts. The presents are perfect... a little too perfect.

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Soon, mad killers, giant monsters, and evil aliens are on the loose, as well as the deadliest threat of all: success! Will the gang sell out? Will they ever speak to each other again?

What’s the return policy for cursed credit card purchases? Find out in Holliston: Friendship is Tragic!

“For a newer publisher like us to be given an opportunity of this magnitude, by a creator like Adam, is beyond huge,” says Editor-In-Chief Travis McIntire. Our number- one priority is to release a book that he’ll be proud has the Holliston name.” Holliston: Friendship is Tragic is based on a concept by Gary Sobek, and has been fully scripted by writer Greg Wright (Monstrous, Wild Bullets) and is currently in the process of being penciled by Stephen Sharar. The graphic novel is scheduled to be released in October of this year.

Coupled with the recent announcement that the Holliston cast has begun reading scripts for Season 3 of the television series, it’s a very exciting time to be a fan, a member of the Holliston Nation!

Source Point Press is a Detroit-based publisher of horror, supernatural, occult and pulp comics, novels, and art books. Founded in 2012 by Joshua Werner and Trico J. Lutkins, Source Point Press slowly paid their dues on the convention circuit, churning out titles. That hard work has begun to pay off as they find themselves as one of the fastest growing small press publishers in the industry!

More information can be found at www.SourcePointPress.com, twitter.com/SourcePtPress and facebook.com/SourcePointPress.

Review: Monstress #4

The opportunity is perfect to make a bad deed. To hurt someone somehow, everything about it says that you should, except for your mind. You’ll feel remorse if you do it, and it will be morally satisfied, but wondering what would have happened if you had. What if you had done that, your body would stop aching for it, you may feel remorse about it, but you know the curiosity would have been quenched and the hunger to know would almost offset that remorse. Monstress #4 plays with that as our main character continues to understand the darkness inside her. Monstress-#4-1The other side of the territory is revealed, this issue hits straight into it as the Warlord for the Arcanics She presents herself in front of the Queen of Wolves, and the revelation of the cease fire between them and the Cumaea. Meanwhile in the woods, a tiny Fox who follows Maika, make an attempt to settle for the night, as the horrible creature inside here wakes up and tries to feed on anything close. The monster inside Maika is fully awake, it wants out and it’s hungry…

Monstress #4 continues to take big strides in moving its story forward. Marjorie Liu shows an Aracnic side that in many ways is similar to the Cumaea, in the way they play politics and plan their strategies. It’s very much a cold war scenario happening between both sides and it seems that both the Cumaea and Arcanics are playing a very tense game of chess. Contrasted to that, there are enough answers to Maika past to make me ache or the next issue. Takeda shows a lighter side by contrasting it to the Fox girl who follows Maika and the cat. Everything surrounding her is darkness and evil, yet she remains faithful to her goddess and hopeful that she will survive. By having even cute moments between her and the cat, it breaks the constant tension that could tire a reader after three issues could reader, and makes one appreciate them even more. The more interesting thing about this issue is that now that the creature inside her is awake, and although the curtain of mystery has been lifted, their interaction together is handled well. The monster inside is aching to take over a reluctant Maika who isn’t afraid of it, but understand how dangerous it can become and that she might slowly be losing control.

Monstress #4 is an issue that is both revelatory and quick paced. It delivers in continuing the overall story surrounding Maika, and her personal goal and the mystery inside her. Sana Takeda delivers both in the gory and horrifying aspects, as well as the cute and fun (short lived) moments. I have said it since the first issue and will continue to do so, there’s no reason as to why Monstress shouldn’t be on your pull box already.


Score: 5/5


Monstress #4 Writer: Marjorie Liu Artist: Sana Takeda Publisher: Image Comics Price: $3.99 Release Date: 3/16/16 Format: Ongoing; Print/Digital

Review: Wynonna Earp #2

Wynonna Earp is back in a decent way. Issue two of the comic book based on the upcoming TV series has some improvements from the first issues while keeping a few of the flaws. This issue continues the story of Black Badge Agent Wynonna Earp as she continues hunting for her arch-nemesis and leader of “The Cupacabra Cartel,” Mars Del Rey. This leads her to Malad City where the population is a mixture of humans and flesh eating creatures that can look like humans. In this city Mars Del Rey is heading an operation to transfer human organs to sell to demonic customers all under the cover of a milk producing company. Gross, right? I thought the horror element in this issue was campy and fun. There is a decent amount of gun violence and blood splattering in this issue. It feels a little unnecessary as does some of the mature language. At times I found that it took me out of the story and was just there for shock value. Being that this is going to be a Syfy TV series that makes a little sense. WE_02_CVRWynonna is a fun character to read. Unfortunately the supporting characters such as her superior Agent Dolls, appear to be more plot functions than fleshed out characters. This was a problem I had in the first issue. An improvement was made with the introduction of the character of John Henry, who serves as an ally to Wynonna during her mission. He has enough of the mouthy sarcastic persona that he is able to have entertaining banter with her. Mars Del Rey was a big bad mentioned in the last issue that did not appear. The build up from last issue was that he would be a major villain. That didn’t come across in the way he was drawn and portrayed in this issue. From the moment he’s introduced he looks like a normal dude and doesn’t stand out as someone to be feared. Without giving too much away the confrontation between him and Wynonna was the least action-packed point in the story.

I had my reservations about this title since it is a TV show tie-in but I think the way this issue wraps up opens the door for more fun stories to be told. I’m not sure how many of these issues will be direct adaptations of episodes. My feeling is that if one is more entertaining than the other than I will pick it up or tune in. Luckily the comic came first so the bar is set. We’ll have to wait and see if the quality of this book equals or surpasses the quality of the TV show. Either way I had a good time reading it and I’m looking forward to the next issue.


Score: 3/5


Wynonna Earp #2 Writer: Beau Smith Artist: Lora Innes Publisher: IDW Publishing Price: $3.99 Release Date: 3/16/16 Format: Ongoing; Print/Digital

Review: A&A: The Adventures of Archer and Armstrong #1

One could say they are going to an AA meeting and truly mean they have taken upon themselves to work through a terrible addiction and better themselves. Or it could now also mean gathering at the comic book store with fellow readers of the adventures of an immortal man with a drinking habit and his friend who was originally trained to kill him. AA_001_COVER-A_LAFUENTE1The issue begins in New York, 1953 as Armstrong and one of his many friends raiding a restaurant that serves as a mafia front. As per usual with the immortal drunk, everything goes wrong and they have to bust their way out and enjoy some of the great booze Armstrong was able to put in his bag. Jump into present day with the big man holding an obituary cut-out of his friend who’s died at the age of 89. Something seems to have happened between them, but still deserves a toast  of that very expensive alcohol, there is one problem. The booze is nowhere to be found. Archer comes later that day to find a empty room, and an open infinity bag on the floor. Armstrong has gone in and all manner of creatures are coming out.

The Adventures of Archer and Armstrong (that’s a lot of A’s) assumes you know the characters already, other than preview page. This is a continuation on the many stories already told, except the reason behind Armstrong’s Felix the Cat-like bag. It’s a fun, straightforward story that sets out to answer one question, “how does Armstrong’s bag actually work?” and it answers it the most fun way possible. While Archer and Armstrong are stuck inside the bag, the outside of it seems to be getting a bit more and more ugly. The art takes its time to get used t. While I was more accustomed to the 90s style with these characters, or even a less cartoony outlook for this story, it works. Particularly with it’s paneling and the layouts, by fracturing an image into several panels, there flow of the comic has more sequence and flows well with the wit of the dialogue.

Archer and Armstrong is a solid title that reinvigorates the characters, while keeping up with the level of quality it has since its relaunch.


Score: 4/5


The Adventures of Archer and Armstrong #1 Writer: Rafer Roberts Artist: David Lafuente Publisher: Valiant Comics Price: $3.99 Release Date: 3/16/16 Format: Ongoing; Print/Digital

 

Preview: Legend from Sam Sattin and Chris Koehler

I'm kind of a sucker for stories from animal's POV's so sign me up for this. That and Z2 Comics has had an amazing track record thus far.

What if a biological terror agent wiped out most of humanity, and our domesticated animals were left in charge? How would our dogs and cats set about ruling and rebuilding the world? Ransom, the leader of the Dog Tribe, has been murdered by a creature known as the Endark. An English Pointer named Legend reluctantly rises to lead in his place, vowing to kill the monster once and for all. From acclaimed novelist Samuel Sattin and award-winning illustrator Chris Koehler comes LEGEND, where cat technology rules, dogs partner with hawks, and humans may be the most beastly creatures of all.

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Review: Ghostbusters: Deviations

You know, when you spell out the plot synopsis for 1984's Ghostbusters, it's kind of remarkably dopey. Yes, the movie is a comedy, but it is pretty well grounded for the most part, unless you actually pay attention to the plot. Spoilers ahead, I guess. A group of small business owners threaten all existence and kill a giant, demon-possessed marshmallow person. After going against the explicit warning not to cross the streams of their ghost-stunning particle wands, the Ghostbusters vanquish the villain of the flick. Long story made short: the good guys win. Ghostbusters: Deviations takes place in the alternate aftermath of the first Ghostbusters motion picture. The comic proposes a world where the ghoul-trapping quartet did not misuse the proton packs on their backs. For of heroes, the sinister Sumerian shape-shifter Gozer turns out to be too hot to handle without resorting to drastic measures. So the bad guy wins. Now Gozer, the first movie's master of evil, is just wandering the Earth, unable to leave his tottering, fluffy corporeal confection container. Failing to save the day the first time around, our heroes are going to have to take control of the situation they created.

GB-Deviations-cover-5a4d7-659x1000So... why don't the Ghostbusters cross the streams now? After the danger has grown beyond their ability to manage, what's stopping them? Did they just never think to do it in this splinter universe? Are they too afraid of the consequences? It always struck me as a needless risk in the movie. And I think there could be a decent conversation on the subject. Deviations addresses this. But only in passing. This comic is only interested in a handful of jokes facilitated by the alternate universe.

Ghostbusters: Deviations leans hard on the comedy. It's very wacky. So much so that a lot of Ghostbusters fans are likely going to be turned off by some of the book's content. And, though poop is the center of a mildly funny gag, quite a bit of the dialog has decent wit as well. Venkman gets the best of writer Kelly Thompson's dialog. But that's to be expected. Bill Murray's portrayal of the character exemplified snark for a generation of audience members. Lorenzo Music, from the first animated series, carried that baton for the rest of us. Many writers are probably unconsciously channeling either performance when writing brilliant lay-about scoundrels in any piece of fiction.

This comic presents the appearance of being about dealing with consequences. However, the book is so light on content, it never explores its concept to my satisfaction. Much of the writing feels like a mad dash from one joke to the next. And those comedy pathways aren’t terribly well-built. Of particular note -- and I admit this is a nitpick -- a character uses the term "asshat" which I doubt was in popular usage in 1984. Maybe that's one of the alternate timeline's changes. Who knows? The book sure doesn't care enough to show us much of this changed universe.  The phrase is just there to be humorous sounding, regardless of appropriateness.

Sad to say, this book is really bland. No one gets to stand out. Although everyone gets a moment in the dim spotlight. I can't muster a lot of excitement for the proceedings because the plot is extremely uneventful. No suspense. No horror. Plenty of tepid humor. Kelly Thompson's writing strips Gozer of nearly all his menace. And whether or not that chafes you will depend on how much silliness you want in your horror/comedy mix. As a petulant foil, Gozer is a little funny. And, if given enough room outside of a one-shot, his character could be quite charming in his disdain for his time on Earth. But, overall Ghostbusters: Deviations is weak and not as interested in the alternate reality concept as I think it should be.


Score: 3/5


Ghostbusters: Deviations Writer: Kelly Thompson Artist: Nelson Daniel Publisher: IDW Publishing Price: $4.99 Release Date: 3/16/16 Format: One-Shot; Print/Digital

Review: Low #12

Low #12 begins a new arc, and what a departure it is. At long last Stel reaches the surface, and just when you think Remender is going to let up, he flips everything on its head again. Tocchini’s palette turns from the deep blues and purples of the ocean depths to the bright red and oranges that make up the deserted surface of Earth. The contrast is startling, no longer are we confined to domes and submarines, but with this new world comes a whole new set of challenges. After a harrowing climb from the ocean to the cliffs above, Stel and Zim finally crest the mountains and see what is left of the old world. Crumbling cities, smashed machinery, rocks, dirt, and sand become the new backdrop for what Stel has dreamed of her entire life. Despite the harsh scenery she is overjoyed, and despite the probe being a hundred miles away she doesn’t care. Her entire life has come to this moment, of reaching the surface, doing what couldn’t be done, and proving everyone wrong. Remender doesn’t let us sit long on this note of optimism, as Zim and Stel’s peaceful moment of breathing in real air is broken by voices.

Low-#12-1Though the radiation on the surface is enough to kill humans without protection from pills or suits it appears that the thousands of years of radiated living have caused different life to emerge. Giant humanoid rats are returning home from their hunting trip, and we catch a glimpse of their civilization before hell breaks loose. Stel gazes down from their cliff side hiding spot at baby rat people hugging their fathers for bringing back such a bounty when from the sky dozens of bee soldiers called “The Swarm” begin to attack. It’s a massacre, and leaves the rats decimated as the bees fly off with rat corpses for their Queen. The entire scene felt out-of-place, and took me off guard. Maybe this was out-of-place for the human-run underwater worlds of Low, but in this arc it is obvious that humans no longer rule the surface and new species have evolved to take their spot.

I always liked how the sci-fi world of Low was populated with all sorts of strange humanoid creatures, mer-people, shark-men, and all different types of mutated sea folk. This was never explained, but makes it better, in the way that you know the entire series takes place on Earth, but it is an Earth so far in the future that it doesn’t make sense anymore. Perhaps this was unintentional, though I doubt it, but in this issue Tocchini’s art takes a strange turn. The first few pages of this issue align with his more subtle style, while in the second half the lines get thicker and the characters begin to look much more cartoony. Maybe Tocchini was having an off day, because in my opinion the art here gets a little sloppy, but then again it was a battle between giant rat men and bee soldiers, so perhaps it allows for a little bit of playfulness in the art.

In a moment of realization at the end of the issue Stel thinks how foolish humanity was that the world would just stop once they vanished from it. She thought that she could find the probe, find a planet that humanity could inhabit, and save the world. After the bloodbath that she just witnessed she knows that nature continued without them. The endless struggle to reach the surface is over, and just like that Remender pushes us into a whole new adventure. We thought we knew what was waiting for Stel on the surface, but we had no idea.


Score: 4/5


Low #12 Writer: Rick Remender Artist: Greg Tocchini Publisher: Image Comics Price: $3.99 Release Date: 3/16/16 Format: Ongoing; Print/Digital

Review: Irwin Allen's Lost in Space: The Lost Adventures #1

If you're unfamiliar with the premise of the 1965 television series upon which this comic is based, it is not in fact a time displaced, space themed follow-up to the television series LOST. It is instead a science fiction adventure about a bunch of people trying in vain to get home after being celestially stranded via sabotage. I clarify all of that because this issue of the clumsily titled Irwin Allen's Lost in Space: The Lost Adventures pretty strangely avoids explaining the show's setup. Instead, a preface let's us know the original screenplay upon which this script is based was written by the same hand that gave us Star Trek's "Space Seed".

The material's origin both benefits and hampers the comic. It really does read like television sci-fi of the Sixties with that decade's not-yet-faded wonderment at science. You could glue the phrase "Gee Whiz" to the front or back of any sentence here without ruining the tone of the book. I find this era of science fiction adorable. And if you're into it too, that wide-eyed spirit is alive and active.

Regular Cover by Steve StanleyThe comic medium allows for grand sights and effects unattainable in the show's era. However, IALiS:TLA (it‘s even worse as an acronym) doesn't take advantage of the strengths provided by comics. Vistas are vast, but empty. Technology is vague and cheap looking. In trying to mimic the look of the show, the comic limits its visual scope to an unfortunate degree. I wish the art could be bigger, more awe-inspiring. The set and prop designers on the show had images in their heads that were almost certainly not reflected in the final, produced episodes. Here’s a chance to go crazy and unshackle the look from the constraints of reality.

Kostas Pantoulas' art is at times distractingly grimy. Faces don't emote, which renders some of the more dramatic panels accidentally humorous. The illustrator is stuck with the loose likenesses of the show's actors. And there is a haunting lifelessness in their eyes. As a result IALiS:TLA has basically built a little shack in the uncanny valley and struggles to climb out. Pantoulas does fine with what's been given, though I'm always aware of how slightly off everyone looks. This distraction saps the writing of a lot of what could be menace as our heroes find themselves lost... on a planet... in space.

And it's a real shame the art doesn’t quite hit the mark. Some of the scenes are surprisingly effectively written. In particular, young Will Robinson's admission that he's old enough to face some harsh adult realities strikes a deep emotional chord in just a few panels. It is one of the final moments of the issue and it is genuinely touching as Will and his father learn to respect each other just a little bit more.

Irwin Allen’s Lost in Space: The Lost Adventure is commendable as a place for an unproduced. TV script. It remains to be seen if the rest of the story can take full advantage of the medium or if the book will flounder due to its small screen origin.


Score: 3/5


Irwin Allen's Lost in Space: The Lost Adventures #1 Writer: Carey Wilber and Holly Interlandi Artist: Kostas Pantoulas Colorist: Patrick McEvoy Publisher: American Gothic Press Price: $0.99 Release Date: 3/9/16 Format: Mini-Series; Digital

Review: Devolution #3

Following hot on the heels of the explosive second issue, Raja and her new group of rebels escape the mayhem of the camp where she had been imprisoned. At long last Remender and Wayshak unleash full prehistoric destruction upon us. Flying through the wasteland in an old military helicopter we finally get back to the action outside the doors of Gil’s camp and what awaits is truly gruesome. Devolution #3 takes us back to the spirit of the first issue: mutated, prehistoric monsters rampaging through the ruins of American cities, waiting to eat every human in sight. Devolution03-Cov-A-LeeDevolution always kind of felt like a bored kid’s daydream played out in scribbles across a notebook, dreaming of big guys with guns shooting at dinosaurs from the back of a jeep or helicopter. It’s Xenozoic Tales meets Jurassic Park with a whole lot more violence and profanity packed in. My previous complaints were that this book was too derivative, too shallow, and not really exciting enough. I wanted to taste the zany world that Remender was trying to craft, and I wanted the characters to explore it as well. Issue #2 bogged us down with exposition about these ex-military thugs and their power hungry warlord boss, a trope we’ve seen many times before in stories like this. It lost momentum until the final scene where Raja and her crew blasted out via helicopter and headed for freedom. Now via the sky we get a glimpse at the horrifying world that Remender hasn’t shown us since the beginning of issue #1.

Giant spiders, mosquitos, ants, pterosaurs, and all sorts of gross looking fauna inhabit what used to be San Francisco. All of those things are sent out against the protagonists, as they blast their way out time and time again trying to find a safe place to rest on their way to find the cure to the Devo Virus. Devolution finally feels fun, because it should have been all along. I get it, the second issue was to set up how evil Gil is and build him up as the main villain, but it still felt like a slog. Now that that’s behind us the adventure can really start, there are a few more bodies for some gory kills that Wayshak really excels at depicting, and things feel like they are really moving along.

Devolution #3 puts this comic back on track, setting up perfectly for the finale. Let’s just say someone we spent a lot of time with in the second issue isn’t quite ready to give up the hunt. Gruesome, bloody, weird and wildly imaginative Remender’s prehistoric wasteland is a wild ride that you won’t want to miss. I’m glad my faith has been restored and perhaps reading this in trade form the entire run would’ve made more sense. Devolution still isn’t my favorite by Remender by a long shot, but at least it’s fun.


Score: 3/5


Devolution #3 Writer: Rick Remender Arist: Jonathan Wayshak Publisher: Dynamite Entertainment Price: $3.99 Release Date: 3/16/16 Format: Mini-Series; Print/Digital

Review: Jetty #1 & 2

Jetty-#1-1When I first saw the cover for Jetty I had no idea what to expect. I mean… that’s a crazy ass cover and really that’s exactly what you should expect from Jetty… craziness. The first issue explains the story so far… which is weird because I just wrote “first issue.” We’re given a breakdown of characters and a little of their backstory and it’s goofy, but fun sounding. Then we’re thrown into the book… and I mean that. We’re thrown into the middle of a conflict that’s happening one billion minutes in the future as Sea Bandits with helicopter hats are attacking Buddhist monks. It’s a brutal scene, but also kind of funny as Monk’s attempt to defend themselves and really suck at it. They load up the Beach Beetle (which is a character in the story) with the injured and there just so happens to be belts to strap down everyone and they get the hell out of there.

The other side of the story and what takes up a lot of the second issue is Grok & Puggy, two cyber-punks stranded in the dark internet. Which is also a weird story that doesn’t seem to connect with the other story. We’re given a bit of a status quo for this side of the tale, but then in the second issue it’s blown up and changed.

Jetty-#2-1Jetty is fun. It’s entertaining and while the narrative walks to the beat of its own drum, it’s not bad. It’s experimental in parts and for the most part I think that it’s successful in its experiment. The narrative may not be deep at the moment, but it’s easy to follow even if it feels disjointed at times. The characters are goofy and interesting making the story a romp to follow.

As for the art, it’s strange. It reminds me a little of Bug Juice and not just because of the bugs. I think most people would look at it and instantly say, “It’s an indie/alternative style” which isn’t exactly wrong. The linework is clean for the most part. It’s also very thick given it a style of its own. It isn’t very detailed, but in its own way it is. I know, terrible description, but that’s the best I can do as it dances on both sides of the blade.

I don’t know if I would seek out Jetty to read. It’s fun, but it’s not quite fun enough. It’s not quite weird enough. I hope that it’ll get there, but right now it feels as if it’s playing it a bit safe. It needs to go all in otherwise it’ll be hard to forgive its quirkiness. The first two issues are interesting and a quick read so if you’re just looking for something strange and different then check it out for yourself.


Score: 3/5


Jetty #1 & #2 Creator: Rio Aubry Taylor Self-Published Format: Digital Patreon

Review: Rat Queens #15

Bilford Bogin! That was one seriously intense issue of Rat Queens! So much happened that I feel a lot like a Smidgen at an orgy: unsure of where to begin. So in order to help lubricate the process I’m going to pour myself a tall ‘Betty’, dig deep into my bag of candy/assorted Psilocybin  and just let it all flow out… mmm… it’s delicious… The first panel is a stylistically ornate window into Hannah’s past. While attending Mage University we learn she stood before the Council of Nine, the University’s governing body, accused of using dark magic and conspiring with a Fiend (making a deal with a Devil). Those readers who have been following along in the series will recognize the familiar landscape, as it is the exact same spot where we first met Gerard (Hannah’s father) back in issue #11 (don’t you love it when everything comes full circle!?).

Spoilers Ahead

Flash forward to present day and we find the Queens sitting with Dee’s brother Senoa (or is it him?) listening to Hannah as she recounts the deal she made with her demon all those year ago. After hearing the truth about Hannah’s time at Mage U, Betty is finally able to confirm her suspicions of Hannah using black magic from their battle in the Palisade (issue #5). Stricken by her own surmounting feelings of guilt, Betty confesses to the group how she knew about Hannah using dark magic to help aide them in their quest. This causes an eruption within the group and leaves Hannah feeling alone, ostracized but most importantly angry. She storms off brooding and when she returns she is not the Hannah the Queens remember. Her eyes are dark, her hair is gone and on her head are two sharp and pointed horns. Hannah reveals that she intends to storm the Council of Nine, rescue her captive father, and clear her family name. Then suddenly, as if appearing out of thin air (or were they summoned?) the Council guards appear and ambush the Queens. They try in vain to withstand the attack but in the end it is no use and they are forced to submit. Hannah is taken to a Void prison (a sort of inter-dimensional limbo) and after three months of solitude she receives a visit from the demon Fiend, only this time Hannah is the one doing the propositioning... Will the Queens be able to rescue Hannah or will her soul become forever lost to darkness?

Pretty intense cliff hanger, eh? Alright, getting away from the plot for a moment I want to discuss the excellent use of artistic foreshadowing in two key moments: the cover for this month’s issue and ‘Hannah’s Reflection.’ Stjepan Sejic’s most recent cover displays a battered shield bearing the crest of the Rat Queens; the heart at its center lies broken. A shield is a warrior’s last line of defense, if it breaks then all is lost. Displaying the Queens on a shield might be Seijic’s way of saying that Palisade has lost its protectors? Or since the shield splinters outward perhaps the intended message is rather it’s the tiny fractures within the group, not an outward assault from a foe that will inevitably lead to the Rat Queens undoing?

RatQueens_15-1‘Hannah’s Reflection’ is the name I have given to what may be Tessa Fowler’s greatest artistic contribution to the series. I mean EVER. Near the end of the issue there is this incredibly honest moment where Hannah is walking from room to room, shedding her clothes as she goes; almost as if she is peeling off layers of herself with each falling article. She comes to a stop in front a full body mirror, surveying her naked body as if for the first time and she is absolutely beautiful. Her hair is let down to expose her horns and the effect is nothing short of sinister (yet so seductive that Adam would have ate an orchard). She’s smiling but she’s not happy, her eyes are foccussed but not kind. This is the moment where Hannah becomes reborn in the flames. Where she embraces her darkness and willingly sets upon her path of self-destruction. It's a perfect juxtaposition and a stunning portrayal of the paradoxes of beauty.

Above all else this issue was a truly transformative moment for Hannah. The driving force behind this change was her anger and I would like to take a moment to comment on how anger as a motivator, both good and bad, is a recurring thematic element we see again and again in Rat Queens. Up until this current arc Hannah’s anger has always aided her. It made her stronger and able to carry out what needed to be done. Now it is her greatest hindrance. It's causing her to not only doubt herself but also those closest to her. Anger is a funny thing that way: properly harnessed, it can be a motivator allowing us to keep going when the outcome seems dire; a reason to hang on in the absence of hope. Unchecked it becomes our greatest downfall, poisoning not only our minds but our hearts as well. If we aren’t careful, the tinder stoking its glowing embers can explode into a roaring wildfire - consuming everything and everyone it touches. It can make us blind; it can render us deaf to all surroundings. It can feed on every last piece of happiness we possess until we have but one remaining purpose in life: revenge. This is the path Hannah seems to be walking and for the first time I think readers are afraid of how far off the deep-end of the morality pool she can/will venture.

I guess that brings us to a close! If you couldn’t tell this was one of my favourite issues of Rat Queens since the departure of Roc Upchurch. Both the art and story have been pushed to another level and I can’t wait to see what happens with the beginning of the fourth arc. What will happen to Hannah? Who is Petunia Harvestchild? I hate to have to wait but I am excited to find out - the Queens are Kings once again!


Score: 4/5


Rat Queens #15 Writer: Kurtis J. Wiebe Artist: Tess Fowler Publisher: Image Comics Price: $3.99 Release Date: 3/16/16 Format: Ongoing; Print/Digital

Review: Don’t Mess With Us #1

Did you ever see Independence Day? Or are you planning on seeing the unnecessary sequel? Well picture an alien invasion of that scale, but we never leave Texas… and Texas has superheroes. That is the basic plot of Don’t Mess With Us which of course is a spoof on the Texan mantra of “Don’t mess with Texas.” The story gives us three different storylines and characters/groups of characters to follow. The first is a teenage boy that’s clearly just an average kid in love with a girl that’s “out of his league” and dating someone already. Classic high school. When the aliens invade she’s trampled and left for dead by her boyfriend and our average guy picks her up and instead of bringing her to anywhere that can help her, he instead carries her all the way to his house… and puts her in the cellar. I mean sure… aliens… cellar… sure. But I really can’t buy that A) a teenage boy was able to carry another teenager “Superman holding dead Supergirl” style all the way home and B) to his house? Really? I mean… realistically she’s going to wake up and freak the fuck out because she’s been kidnapped and yet I bet that she wakes up and thanks him, falls in love and blah, blah, blah. I lost interest in this storyline instantly and it was really out of place with the next two.

Don't-Mess-With-Us-#1-1The next two being one about a billionaire that has an Iron Man suit, minus the helmet… which seems like an oversight. He did hilariously get bumped into by a random person and make a note to himself to fire the guy. There was no context really for this so it was just dumb fun. I don’t even know if the guy actually works for him or not since I think he was in a public place, but whatever.

The last storyline is about a family of superheroes that have to pathetically carry around their dad because he can’t fly. It was something out of the 90s X-Men cartoon in which Gambit/Cyclops and Wolverine were always being picked up and carried by the rest of the fucking team.

The story is just these three parties dealing with an alien invasion. We barely see the aliens and instead follow their stereotypical flying saucers. The story is pretty hokey and I’m fairly certain it’s supposed to be. I mean the billionaire is referred to as Billionaire Big Shot Mr. Johnson which among other things is a dick joke. It’s entertaining, but just barely. Hokey is one thing, you still have to have a well put together story and characters worth caring about and right now… eh. Nothing is terrible, but nothing is really good either.

The art is okay. I wish I had a name for the style, but it’s kind of what I see a lot in indie comics. I’ve seen this type of characters in countless comics. It’s attempting to be realistic with its design, but the skill just isn’t there yet. It’s competent and that’s really the nicest thing I can say about it. It’s not exciting, it’s not very good and it doesn’t support the humor of the story very well.

Don’t Mess With Us is entertaining. It’s not going to leave a huge mark on the comic industry, but it might give you a chuckle if you just want to see an alien invasion foiled by Texas superheroes… and a kidnapper.


Score: 2/5


Don’t Mess With Us #1 (of 4) Writer: Bobby B. Smith Artist: Gino Kasmianto Self-Published Price: $5.00 (P)/ $1.99 (D) Format: Mini-Series; Print/Digital

Review: Son of Bigfoot #1 & #2

By Ben Boruff

Forget what you think you know about Bigfoot. Co-creators Josh Eckert and Kevin Olvera have created a world in which Bigfoot has a family, a tribe, and a sordid past. Interestingly, however, the popular sasquatch does not make much of an appearance in the first two issues of this comic. Bigfoot appears only as a pastel flashback in this otherwise vivid tale. Instead of celebrating the usual mysteries of the traditionally North American cryptid, Eckert and Olvera amplify the conventional legends to create a broader, more touching story about family and identity—a story that really isn’t about Bigfoot at all. This story is about Bigfoot’s son, Iseq, and his quest to find the truth about his father. Eckert and Olvera offer a brief nod to popular Bigfoot-related folklore in the first couple pages of the first issue—Iseq is seen gazing at several hazy photos of his father—but the co-creators quickly shift the story away from sketchy sasquatch sightings and instead focus on introducing the reader to Iseq and his surroundings. Iseq’s world is filled with clans of sasquatches, and all sasquatches learn one thing as children: beware of “the flip,” a moment when, on parts of the planet, the gravity shifts. When this happens, everything not rooted to the ground falls into the sky. Whether intentionally or not, Son of Bigfoot’s “flip” is an apt metaphor for the co-creators’ approach to Bigfoot: the traditional conversations about sasquatch sightings and habitats are turned upside down. Instead of viewing Bigfoot through a distant, obscure, us-versus-him lens, readers are introduced to the infamous humanoid through the actions and questions of his adventurous and unapologetically curious son.

SoB-001-cover

In spite of these deviations from popular myth, however, the story still manages to capture the spirit of our cryptozoological fascination with Bigfoot. As a curious explorer, Iseq seems to embody the collective curiosity of all real-life individuals who believe that Bigfoot exists. The history of Iseq’s father is shrouded in mystery, and the first issue of the comic suggests that the son of Bigfoot will make at least part of his journey alone, a situation to which some passionate Bigfoot believers might relate.

SoB-002-cover

Son of Bigfoot’s artwork is both subtle and captivating. Many panels show only a face or two, which highlights the fact that, at its core, this story seems to be about identity and relationships. But occasionally the perspective shifts, and readers see larger areas of Iseq’s planet, a world filled with sturdy trees, twinkling stars, and seemingly luminescent creatures. The planet’s forested areas are a modest combination of Endor and Avatar’s Pandora. The comic’s flashback scenes (which occupy several pages in the second issue) are filled with muted colors, and the sketches seem rougher, much like actual memory.

Son of Bigfoot has enough narrative strength and artistic originality to captivate most readers. I do wonder, though, how long the adventurous-son-searching-for-mysterious-father storyline will last. This plotline has a definite end. At some point, the questions surrounding Iseq’s father must be answered, and I do not how the narrative will progress once they are. However, as many sons and daughters have learned, children are not embodiments of their parents’ mistakes, so perhaps this story is more about Iseq’s ability to shape an identity of his own. Maybe his struggle with his father’s demons is simply part of a larger journey toward self-discovery.

Score: 4/5

Son of Bigfoot #1 and #2
Writer: Josh Eckert
Artist: Josh Eckert and Kevin Olvera
Publisher: Son of Bigfoot Comics (self-published)

Review: The Legacy of Luther Strode #5

I don’t know why, but I panicked and thought that this was the final issue of the series. Once I remembered that there was one more issue I breathed a sigh of relief. This has been a hell of a series and at this point there’s not much in terms of “story” going on. Luther has arrived at Cain’s… holding cell? I don’t know if it has an official name, but basically it’s where the people that have been bound end up. Luther and Petra execute their plan which involves Luther going in alone against four warriors powered by the Cain juice and Petra blocking the door with their car. Which seems like a moot point, but oh man does it play out in a satisfying way. Luther continues his battle of words with the warriors trying to convince them that they can do better and be something more. You can see it work on two of them, but I’ll leave it for you to figure out which two.

We also learn how Luther has been able to beat the others that are like him. I mean the entire reason they’ve been bound is because they’re so difficult to beat and they can see each other’s movements. Luther has figured out something in the time we’ve spent with his character across three series and it’s just absolutely perfect for his character.

Legacy-of-Luther-Strode-#5-1There is some character development, but really Luther is maxed out. The only way he can develop more is if he can convince Cain or beat Cain. That’s his journey now. Otherwise he and Petra are fully developed characters and they’re just riding out the end of the series in the best possible way, completely exposed to the reader. If you’ve followed the series, then you know them quite well and that’s what makes this volume pretty damn satisfying.

The ending of the series is puzzling and I really wonder which way Justin Jordan will go with it. There’s the two obvious endings: one in which Luther wins but dies and the other in which he wins and lives. In both of those scenarios Cain dies of course. While either of those would be fine and interesting on their own I feel as if there’s a third in which Jordan does something completely unexpected… kind of like this entire concept and series. I’m looking forward to the conclusion and I’m happy that it has one. Some stories are meant to go on forever and others are meant to have an ending.

Tradd Moore and Felipe Sobreiro continue to be the absolute stars of this series. The story is great, but the art is what honestly brings everything to life. I’m going to spoil one scene because I have to talk about how fucking amazing it was so consider that your warning. The scene in which Petra red mists one of the dudes is amazing! Not just the part with the bullets hitting, but the gory aftermath of his meaty flesh sitting there. Oh man… so gross and yet amazing. I mean the detail and the creativity behind this is great. It’s not gross out gore which I think sometimes gets slapped on this series, its more in line with Akira in which is just matches the maturity of the world the story is taking place in. Moore and Sobreiro are a dream team and when Moore eventually shuffles off to gigs at the big two again I hope that he’ll at least bring Sobreiro along to make his art look as fantastic as it does here.

One issue left in what’s been one of the most ground breaking comics in the last decade. I am looking forward to it and if you’re still all “what’s a Luther Strode” then you need to get caught up on a comic that not only changed comics, but launched three creator’s careers in one swoop.


Score: 5/5


The Legacy of Luther Strode #5 Writer: Justin Jordan Artist: Tradd Moore Colorist: Felipe Sobreiro Publisher: Image Comics Price: $3.50 Release Date: 3/16/16 Format: Mini-Series; Print/Digital

Review: Gunnveig’s Saga #1

By Ben Boruff

In Gunnveig’s Saga, familial revenge and progressive gender roles receive a Viking makeover. At times, the story reads like an underdeveloped blend of How to Train Your Dragon and Mulan. Gunnveig Hákonsdóttir, the female protagonist, is wronged by her brother, so she decides rather abruptly to take revenge by assuming the identity of Gunnar Kristjánsson, a young male Viking, and travelling to Norway—all of which the reader discovers in the first several pages. The comic’s internal monologues are clunky and often cliché, but the story progresses at a steady—perhaps too steady—pace. The narrative does not linger long on any one plot point, which gives the reader license to overlook some of the comic’s weaknesses, like the simplistic characterization of Gunnveig and her companions. As a character, Gunnveig Hákonsdóttir has the potential to be kick-ass, but the comic’s narrative limits her. She is a silhouette of a strong female character, but she lacks the substance needed to be compelling and relatable. In an age of independent, intriguing female characters like Jessica Jones and Kamala Khan, Gunnveig falls short.

Gunnveig's-Saga-#1-1

Though Gunnveig is unconvincing as a character, her motives as a protagonist are worth dissecting. In many revenge narratives, the desire for retribution comes from the antagonist, and the plots that feature protagonist-driven revenge are often fueled by an even deeper love for someone else, like a murdered lover or a kidnapped child. Gunnveig, however, wants revenge only because her brother damaged her pride. In other words, the entire story is powered by a largely selfish desire. Though Gunnveig is not evil—she is portrayed as a relatively guiltless woman with admirable self-respect—her primary goal is to get her inheritance back, an action that helps no one but herself. At times, Gunnveig’s inner monologue hints that her quest for revenge may be a means of honoring her deceased father, but those moments are fleeting. Such pure, unapologetic self-interest from a protagonist is refreshing, and it is one of the few truly stimulating aspects of this comic.

Though pleasant to view, the artwork distracted me. The uncomplicated colors and hazy backgrounds draw the reader’s attention to the foreground of most panels, as if Gunnveig and her companions exist in a dreary dream world, a blurred reality filled with a few melancholy Vikings. The panels progress slowly, often without much variation. At best, the obscure settings intentionally mirror the protagonist’s angst. Gunnveig is a troubled woman, and her bleak environment reflects that misery. In fact, some panels nicely pair narrative density with visual simplicity, like the stained-glass prologue of Beauty and the Beast. At worst, however, the artwork weakens the story, stripping the narrative of all nuances. Either way, as I read Gunnveig’s Saga, I spent most of my time attempting to mentally justify the minimalistic artwork—at the cost of appreciating the story.

This comic should appeal to Viking fanatics and individuals of Icelandic heritage, but others may find it cumbersome. Though many pages are peppered with cliché dialogue and overused tropes, the comic has some moments of true creativity, artistic ingenuity, and narrative finesse. Much like Gunnveig herself, Gunnveig’s Saga has the potential to offer an original approach to some important topics, but so far it lacks the substance to effectively do so.

Score: 2/5

Gunnveig’s Saga #1
Writer: Arnar Heidmar Önnuson
Artist: Melissa Nettleship
Publisher: WP Comics Ltd.

Review: Wrath of the Eternal Warrior #5

The thing about filler issues is that they’re best served when they’re not painfully obvious. Unfortunately, as of late Valiant’s filler issues have been pretty obvious. Especially on Robert Venditti’s titles and while they’re never bad, they never hold weight with the rest of the series. It’s just a clever sidebar of sorts with the appeal only being to the diehard fan. After spending four incredible issues learning how Gilad is reborn, we’re taken back in time to see him with his first family. Well kind of. We actually see Gilad on a hunt while his village and family are slaughtered and his first born son is captured. Once Gilad arrives home and discovers what’s happened he sets out to find his son. Intercut between all of this is Gilad’s memories of his wife asking to have his child and being rejected by Gilad over and over.

This issue is actually really good. It is. I won’t deny that in the least bit. The pacing is wonderful and the flashbacks are small and not intrusive. That and they’re all in a red hue which serves as a reminder of how they end… in blood.

Wrath of the Eternal Warrior #5The only problem I see with this issue is that it’s a little like getting an appetizer that you didn’t order. Sure you’ll eat it because you’re hungry, but it makes you wonder what’s going on with your food that they had to give you an appetizer? I say this because the way the fourth issue ended really captured your attention. I mean it was a huge shake up after seeing the hell Gilad goes through to leave his paradise every time. To not get that this time… well, it’s like that appetizer you didn’t order. It’s a good issue, but I was expecting my meal to come out and instead I’m left waiting longer. Still, I can’t deny that I enjoyed the issue.

The art from Juan José Ryp is of course impressive. I always enjoy Ryp’s artwork and sometimes it’s enough to save a story. Not that this story needs saving, but it certainly needed Ryp. He excels at ancient civilizations and that’s maintained here as the story is set in ancient Mesopotamia. While Ryp’s artwork is always detailed to the point that some characters are ugly looking, what really stood out to me this issue was the baby he illustrated. It really had a Manara look to it and showed a lot of skill.

I don’t think that this was Jordie Bellaire’s first time coloring Ryp’s work, but it’s probably the first full Valiant issue of his work. It’s good, but not great. Some of the linework is too think and it doesn’t maintain that sketchy pencil look that it normally has. It’s not bad by any means, just that I’ve seen his artwork colored better. There are a lot of improvements that Bellaire makes to the settings and backgrounds in general that I definitely welcome. There was a clear definition between characters and setting which some colorists fail to do.

Overall, I think this is an issue that each reader will make their own choice about. Some will be more than happy to read another tale from Gilad’s long life while others might be put off by the fact that we’ve been teased and then forced to wait for the next chapter of the story. For me, I enjoyed the story and it’s just unfortunate that it’s cut so close down the middle, but ultimately I’m bumping it up just a touch because that art is always incredible.


Score: 4/5


Wrath of the Eternal Warrior #5 Writer: Robert Venditti Artist: Juan José Ryp Colorist: Jordie Bellaire Publisher: Valiant Comics Price: $3.99 Release Date: 3/16/16 Format: Ongoing; Print/Digital

Review: Injection #8

Warren Ellis has often written books with an air of excess. The charm of Spider-Jerusalem lay in his seemingly bottomless well of vulgarities while the wonder of Planetary lived in its free-for-all approach to adding disturbing twists to every kind of fictional world. It may seem a little odd then, that I find issue eight of Injection faltering mainly when Ellis allows the book to be as crazy and crass as his past masterworks. The problem is that Injection has been defined by a surprising sense of discipline up until now. The book deals with weird science and magic with an approach that has consistently been subtler and more stayed than anything Ellis has done since Fell. But this second arc in places feels like a different, less intelligent book, especially when focusing on the well-travelled Vivek Headland and his pulpy adventures. Issue eight follows Vivek's continuing investigations of his ghost-sex case which remains hugely amusing, if at times a little disturbing. Meanwhile Brigid and Simeon continue to banter like siblings as they prepare to leave for New York. Their brief scene is a light but telling sequence that does a lot to flesh the characters out. Beyond the pop-culture references (Simeon thinks Idris Elba, whom Declan Shalvey modeled him on, should play James Bond), it's nice to see two character who care about each other in a way that is warm and believable (as a counterpoint to Vivek's constant strangeness). And of course, Shalvey's uncanny ability to light scenes via glowing scientific orbs doesn't hurt.

Injection-#8-1After the Brig and Sim scene, the problems set in as the issue detours to a steadily more ridiculous tour of Headland's sexual history which ranges from the creepy (he apparently had sex in grade school with his much older teacher) to the, well, weird and creepy ('dongzilla' the sex toy). I will admit I am not often a fan of graphic sex in comics. As with graphic violence, the use of explicit sex more often than not is a journey into gratuitousness for its own sake without adding anything much to the story. But even with my personal tastes aside, the central section of this issue feels like a different comic entirely. While it is in keeping with what we know of Headland that he would have a bizarre sexual past, I don't think the sequence added anything to my understanding of him as a character. And more unforgivably, Ellis establishes four of the central characters as sexual partners. While there is a separate discussion to be had about the sexual politics of the scene (apparently most members of the cursus are bisexual), it doesn't fit with anything we know about the characters or their relationships to each other.

But exactly when the book was at its weakest (a double bedmate reveal that reads like a very odd rom-com scene), Robin Morel comes to the rescue. In a cast with so much diversity, I feel a little guilty that I like the white male lead the best (Maria complains about just this sort of behavior), but Robin is a fascinating, fully-realized character in a way the others simply aren't yet. Ellis has experience writing a more famous run-down British magician, but Robin Morel is a far more humane, moral man than John Constantine. As the cursus members engage in 'human interaction', Robin confronts literal ghosts from his past, and, later, confronts the series big bad in what is the better of the issue's two cliffhangers.  His subplot is so strong that despite it's entirely different tone from the main plot, it made the issue most palatable.

All told, I am more than a little disappointed in Injection #8. The long sequence of sexual excess will likely not bother Ellis' many diehard fans, but for me, it strikes a discordant note in a series that has been sharply unified in its tone. With the format of 'Injection' being one arc for each character, I find myself increasingly hoping that when the focus shifts from Vivek Headland, the series will get back to the grounded, haunting material it began from.  While I can only hope the next arc focuses on Robin Morel, I would settle for anything that meant a little less jokey flashbacks, and a little more Declan Shalvey fantasy-scapes.


Score: 4/5


Injection #8 Writer: Warren Ellis Artist: Declan Shalvey Publisher: Image Comics Price: $3.99 Release Date: 3/16/16 Format: Ongoing; Print/Digital

Review: Project Nemesis #4

I get nervous when kaiju stories start an issue with the human side of the story. I know that the human element is necessary otherwise the story will be pretty dumb, but it’s always the weakest part of the story. With the exception of the original Godzilla film that is, otherwise I don’t give a fuck about your broken relationship with your father or how your wife separated herself from your kid cough*newGodzilla*cough. Frankly I don’t find any one person’s battle with the monster to be believable because it isn’t. That’s why I feel Project Nemesis actually works. We’re following one man and he’s our main character and narrator of sorts, but he has a team. He has people helping him and playing their role in the larger picture of defeating the kaiju, but not once have they been in the lead. In this issue we find Hudson waking up after being knocked unconscious for a few hours. Upon waking he’s got a lot to catch up on… which is a scary idea for him and us as a reader.

The gist is that the monster has moved on and grown… again. The team does some research on the human flesh they found and find a match. It belongs to a little girl that was recently killed. That’s not all though, they find a connection between the girl, the kaiju and the word “Nemesis.” It’s a very clever connection that separates Project Nemesis from typical kaiju stories.

Project Nemesis #4bThe writing is sharp on this issue. I don’t know how many more there are in the series, but I like the reveals of this issue. It gives us a lot of insight, but then it also manages to leave us plenty to discover on the ending. I personally find mini-series that over expose the second to last issue to be poorly plotted because the only reason you have to read the final issue is to see if they really deliver the ending you’ve already figured out. With Project Nemesis I’m very curious to see how they’ll use the information they have rather than just see them take down the monster. Right now I have an idea of their options, but I really need to see how they’ll go about everything which makes for a rewarding conclusion already.

The character development for the supporting cast was also noticeable and made them feel like more than just role players. For once the human element felt necessary instead of a genre requirement.

The art continues to be consistent which is one of the highest compliments you can pay any comic. The kaiju is obviously the best part and the way it continues to evolve is interesting. It’s becoming cooler and cooler looking, but my guess is that it’ll end up looking kind of like it did in the beginning of the series. The action and destruction may take the spotlight, but it takes talent to keep everything else interesting and not just filler.

This series started off interesting but its developed in to a really solid, well put together mini-series that has something new to offer the giant monster genre. That’s really saying something considering that’s not a whole hell of a lot to do with the genre that hasn’t been done in countless movies and then ruined in countless other movies. If you like the kaiju genre, then you should already be reading Project Nemesis.


Score: 4/5


Project Nemesis #4 Writer: Jeremy Robinson Artist: Matt Frank Colorist: Diego Rodriguez Publisher: American Gothic Press Price: $3.99 Release Date: 3/16/16 Format: Mini-Series; Print/Digital

Review: Cthulhu Williams #0

“Cthulhu” is a word crafted by author H.P. Lovecraft. It’s the name of an ancient creature that appears in several of his stories and other stories throughout popular culture. That has nothing to do with this review but I thought it would be a nice history lesson. Cthulhu Williams is the first issue of the new series from indie publisher, Big Tim’s Funny Books. The titular character of this comic is the leader of a supernatural investigation squad. He’s your average hunky cop who closely resembles a Gerard Butler, Jake Gyllenhaal type. Other than him being the narrator and somehow immune to the supernatural I think he’s the least interesting of his group. The squad he leads consists of a Grey Alien that speaks in an indecipherable language (I don’t even know how the writer found the font that appears in his text bubbles) and a young mysterious woman from the future named Trixx. The main story here is pretty short and to the point. Cthulhu and company are investigating a series of missing children. It leads them to the home of a corrupt, demon worshipping councilman.

Cthulhu-Williams-#0-1I was disappointed that the resolution came so quickly and easily. Even though it’s an issue zero I felt there was more potential to add more to the main plot. The other main characters are the highlight of this book. Their conflicting personalities remind me a lot of a police comedy sitcom like Brooklyn Nine-Nine. If the series continues there’s a lot of potential for these characters. This issue is more about the operations of the group as a whole which makes the title a little misleading. I also don’t think Cthulhu deserves it.  He’s that boring.

This premiere issue is packed with extra content including a cover gallery, rough character sketches and two other “rough” short stories. They contribute to the story only by giving us more background details about the world and the characters. I would’ve been more satisfied if the writer, Tim Sales, used those pages to flesh out the main story or fit in another full story.

The artwork was executed with a definite style. There are a lot of neon colors and overall it has a science fiction feel. I have a love/hate relationship with three-dimensional looking art. It’s beautiful to look at but because it is so intricate it’s rarely consistent throughout each page. There are a few pages here that lack the definition and quality of the rest of the book and rather than making things look cool, they appear cheesy. The last page of the book is a prime example of this.

In the indie world zero issues are often a version of a preview book so I take this for what it is. Overall I think this zero issue is a good tool to draw attention to the creative team. It’s clear from the author’s notes and the extra content that this is a labor of love. I hope the creative team learns from this process and is able to continue the series with a full number one issue soon.


Score: 3/5


Cthulhu Williams #0 Writer: Tim Sales Artist: Mortimer Glum Publisher: Big Tim’s Funny Books Price: $2.99 Format: Ongoing; Digital