Sometimes, you forget to headline these things...

Was it just me, or was February a strange and full month that just overwhelmed everyone else with stuff? I'm used to January seeming like a hangover from the previous year, but there was something about February this time that seemed to take me by surprise. Those damn leap years, man. They take it out of you.

Reviews of last week's books under the jump, for those who want comics.

BATMAN #674: This is a strange book; you get the idea that Grant Morrison knows roughly where we wants to go with the character, but just can’t quite get there for whatever reason. Ideas that should be big and bright and interesting – the trainee Batmans gone rogue, Bat-Mite showing up – fall flat, as if they’ve been rushed out without being thought through, and without art that boosts their potential by dazzling us into submission. It feels oddly like Morrison’s X-Men run, which had moments of wow and genius but felt more and more bogged down in mental sludge as it went on. Okay, I guess.

CAPTAIN AMERICA #35: Over here, however, Ed Brubaker has used the new Captain America to regain focus on another book that seemed to be getting trapped in itself a little bit too much. I didn’t find the Winter Soldier to be that interesting a character, but there’s something about Bucky’s aspiration to be Steve Rogers – and the fact that he’s kind of digging trying, despite the legacy – that I really enjoy. Weird to see Butch Guice doing such a great Steve Epting impersonation, but you can’t fault a book that has such a stylish rotating art team where you can’t see the joins. Very Good.

CRIMINAL #1: Talking of Brubaker, the return of his noir collaboration with Sean Philips is, very simply, Excellent; the writing doesn’t miss a beat or waste a word, and Philips’ artwork manages to be realistic and appropriately melodramatic all at once. The done-in-one format works surprisingly well, given the previous stories’ sprawl, and while the last story lost me slightly with what felt like overdone cruelty, this short piece gripped me all the way through. Really, really good, and easily PICK OF THE WEEK, as we used to say.

DOCTOR WHO #1: Eh, I suppose? It’s a strange book, which comes close to feeling right in a few places, but then veers off to a more cartoony place (in writing as well as art) that is off for some reason that I can’t quite put my finger on. I didn’t dislike it, but I didn’t really enjoy it that much, either. I’d say that it wasn’t what I expected, but I’m not sure that I could tell you what I expected if you asked.

RASL #1: Getting back to what I said about consistency yesterday – This is pretty much not the subject matter nor the writing that you’d expect from the guy who gave you Bone and last year’s Shazam book, and it’s much the better for it (The art, though, is very Jeff Smith; that’s not a bad thing, mind you). Like some kind of karmic doppelganger to Casanova, the main character here is a dimension-hopping thief lost in an alternate dimension that it’s quite like our own, but the execution is different enough to make it its own book. What’s going to kill it, ultimately, is the schedule; this is a Very Good first issue, but I probably won’t remember enough about it when the second issue comes out in three months.

X-MEN: LEGACY #208: Surprisingly strong, even if I find myself far more interested in the flashback/X-Men Saga scenes than the current-day plot about Xavier’s stolen body or Magneto returning, again. Mike Carey definitely has both a love of, and a feel for, Xavier and the old characters, and John Romita Jr.’s art is beautiful work – with equally beautiful coloring – but I wonder just where this is going, if anywhere. For now, a highly Good first issue of the new run; here’s hoping it keeps it up as we go through the history of the team.

But what did the rest of you think?

Around the Store in 31 Days: Day Three

I'm not the biggest fan of most Japanese manga; largely this is down to the common tropes that comprise the majority of what's been brought over -- the big round eyes and so on.

But there's a handful of pieces of manga work that I think are utterly terrific.

My number one favorite series is after the jump!

I love me some DEATH NOTE.

Part of it is that it is largely unlike any other manga that I've ever read, the other part is is it unlike any Western comics that I have ever read, either.

First of all: there's very little action of any kind. There's plenty of suspense, and plenty of twists and turns, but almost none of it is resolved with "action" -- you're not going to find a lot of car chases or shoot outs or fighting or any of the things that most comics tend to revolve around.

Second: there's a whole lot of interior dialog. I haven't counted or anything, but there are certainly entire chapters which are exclusively, or almost exclusively, told in thought balloons; and, at a guess, nearly half of the comic is just people thinking stuff.

Because DEATH NOTE is about mind games... it is about trying to out-think your opposite number, like a delicate dance on a chessboard, trying to stay three and five moves ahead. There are rules. Lots and lots and lots of rules, and new ones get added each chapter, but never in a way that invalidates the previous ones. Instead they build and spread and grow with the story.

DEATH NOTE is an incredibly tight, thoughtful and suspenseful piece of comics work, and is very much like a bag of potato chips: once you start, you don't want to stop, you want to keep eating and eating and eating, seeing what new twist and turn is coming up next.

Western comics have larger eschewed the notion of thought balloons over the last decade or so (here is an excellent essay by Steven Grant from a few weeks ago [Edit: heh, no that one was from 2005, THIS ONE is from a few weeks ago that I was thinking of. Read both!] on the subject) There's been some small movement to retake the tool, lately, probably most notably Bendis' somewhat strange usage in MIGHTY AVENGERS, so to see a work not only use them extensively, but to utterly rely on them to move the narrative forward is an utter treat.

Above all else DEATH NOTE is smart and clever, and Tsugumi Ohba and Takeshi Obata really do an amazing job of keeping both the characters as well as the audience on it's toes. What's nice is that, even though the book is really about murder and death, there's really very little violence and gore to it. While the books are rated 16+, almost every bit of that is for thoughtcrime (as it were)

There's bits of it which are better and worse than others: the first three volumes are pure comics wonderfulness, it lags out a bit in 4 and 5 (that's the section with the evil corporation, right? I didn't like those parts), and roars back in six, but, even at its worst, the mind games on display are intelligent and utterly clever.

Just because I've wanted to say something about it for weeks, and haven't found a space, let me briefly mention the anime of the same that's airing on Cartoon Network. Do you remember those old Marvel cartoons from the late 60s which were like straight swipes out of Kirby Komics, but they'd animate one arm, or a mouth talking. The DEATH NOTE anime is very much like that -- it's only slightly animated, but it is always moving because they've got the camera moving around the drawing (and it is much better scored) The anime does a reasonably good job of adaptation, but if you've only seen the cartoon, and not read the books, the comparison might be LEAGUE OF EXTRA-ORDINARY GENTLEMEN versus, um, LXG (or as the ads called it: ELL! ECHS! GEE!) -- they're just not the same thing at all.

Anyway, even if you "don't like manga", this might be a series for you -- it is smarter in plot and scope than virtually anything else on the stands.

-B

 

God Gave Rock'n'Roll To You: Graeme gets his ass kicked.

There is, I guess, something to be said for consistency of vision. For example, that’s probably the best thing about KICK-ASS #1, which otherwise could be easily described as “everything you’ve already read by Mark Millar in one comic”. Never mind his by-now-traditional unrealistic dialogue that mistakes unpleasantness and swearing for realism; there’s actual thematic threads in here from his other books, not least of which is Millar’s favorite “watching lead character transcend reality, which is mundane and soul-destroying,” this time managed through the power of self-belief and beating up black guys (Am I the only person who got nervous that the first thing the character did as a superhero was go out, find three black kids and call them “homos”? I can’t tell if I was meant to take that as an example that the main character is a nervous white kid with issues or that the writer was one, to be honest).

It’s definitely the ultimate Mark Millar comic, in the same way that The Invisibles remains the ultimate Grant Morrison comic – Something that sums up, demonstrates and exaggerates all of his writerly fetishes and ticks, but without the self-awareness (or, perhaps, the demonstrated self-awareness) that Morrison brought to his series. It’s almost as if Millar sat down and tried to write some genetically-engineered mutant version of everything he’s done before: Want to see Chosen’s unassuming teen protagonist discover the great things that he’s unwittingly destined for, but for those great things to be laced with Wanted’s self-conscious depressive “grim and gritty realism”? Want to see the random pop-cultural references that made The Ultimates so up-to-the-six-months-ago (Seriously, what was with that “I say that as Buffy fan numero uno” scene? What kid anywhere would call themselves anything “numero uno”?)? Want to see the weird, naïve belief in the power of superheroes from Superman Adventures? It’s all in here! And it all plays together relatively well, but none of it is interesting – It’s all just dully nasty, like Michael Jackson had decided to remake “Fight Club,” but make it about super-heroes; we’ve seen it before and there’s no new here to make us care this time around.

(The art by John Romita Jr. is nice enough, but it’s almost too comic-booky for the story that they seem to want to tell – I can’t really buy into the idea that the beating is anything other than familiar cartoon violence, because it just looks like Peter Parker being beaten up really badly by one of his villains. Again, I don’t know if that’s intentional, or whether that confusion is acting against the idea of the book.)

Overall, though, how you feel about Millar will dictate how you feel about the book. If you love everything he’s done, then chances are you’ll love it. Otherwise, it’s just Eh.

Batman, You're GOOD and OKAY With Me: Jog in Gotham on 2/27

In which we reach nearly the same grade in very different ways, although even when the grade is the same, its never really the same, you know? Batman #674: In which writer Grant Morrison is kind enough to provide an 'explanation issue' for most of what's been going on across his run. Honestly, he maybe goes a bit far with it - I sure could have done without Batman putting together the pieces of The Mystery of the Three Fake Batmen via captions and flashbacks, immediately followed by Commissioner Gordon and a beat cop repeating exactly the same information via dialogue, in case anyone didn't get it the first time around. I shouldn't complain, though - too often for me, this run has seemed less an actual story than Grant Morrison inviting me to flip through his notebooks, after which I think, "gee, this'll be pretty neat once he actually writes it!" For a lot of these chapters, everything about the comic has been interesting except, sadly, for the comic.

Still, there's been some fairly great moments (with one truly front-to-back fine release in #666), and issues like this leave me confident that things may yet gel in the end. There's dramatic build in this one, a little detective puzzling and narrow escaping, and a smart, minimally sketched look at villain Doctor Hurt, an Evil Creator seemingly straight out of Seven Soldiers, who accomplishes much mischief with his paranoia-fueled knockoff Batmen.

At this point, it's not exactly reading deep to see this run as a mirror image of Morrison's work on All Star Superman: the history of each series is marshaled, the prime threats are alternate versions of the main heroes, and hell - both are even going to climax with the title characters facing down death. And the second-most interesting thing about Batman is that Morrison is mostly throwing concerns for serialization and easy access to the wind in order to whip up a big, sloppy History of the Bat around Bruce Wayne's struggle toward the future, bedeviled primarily by The Gun-Toting Batman or A Knightfall-ish Batman But Also Bane, along with a son he never knew about, the result of a storyline he'd seemed to forget about. Aren't they all imaginary stories?

In contrast, All Star Superman is Morrison on his 'best' behavior, matching the goodness and light of Superman with easy-access, one-or-two-issue stories that often follow a template for confrontation and (mostly) peaceable resolution -- to a somewhat dulling effect, recently -- while keeping the narrative squarely on character interactions. It's a vastly less difficult superhero book, and maybe part of that's because Morrison isn't under the shared-universe gun.

Which brings me around to the most interesting about Batman: isn't it something that the out-of-continuity All Star Superman sees its kindly hero always striving to make good with his doppelgangers and bits of history, while the in-continuity Batman has its grittier struggling and bleeding against mostly the same forces, as if the crap from the past might yet rise up and ruin all he's done, transforming him (if only through substitution, a la Damian in #666) into something awful. This wouldn't be the first time Morrison's fretted metaphorically over where the shared-universe characters he works on will go once he's gone -- Seven Soldiers has an element of that, and even a creator-owned project like Seaguy touches on it -- but it's especially striking on such a high-profile book, with such a high-profile contrast running at the same time.

GOOD issue here, hopefully clawing its way up toward something really whole and compelling.

(and meanwhile, on the other side of Gotham...)

All Star Batman and Robin, the Boy Wonder #9: It's nice to see this series getting past its extra-long setup for a one-off issue; its strengths and weaknesses definitely stand out more clearly in the short form.

The plot is quite simple: cackling tricksters Batman and Robin(, the Boy Wonder) want to get the rest of the nascent DCU's superheroes off their back, so they confront Green Lantern -- who, by writer Frank Miller's take, is the dumbest, lamest, most ridiculous bag of nonsense ever to wear a superhero costume -- by painting themselves yellow from head to toe and inviting him to a talk in a yellow room, at which point they taunt him while drinking tall glasses of lemonade, eating what look to be corn chips, and reading comics featuring... wait for it... the Yellow Kid. It all goes well until the not-yet Wonderful Boy accidentally crunches Hal's throat, forcing everyone to break character and perform emergency surgery in the Yellow Room.

As usual, Miller's jokes range from corny gags to amusing throwaway lines to characterizations seemingly custom-designed to annoy large portions of the DC comics readership. It's also pretty self-indulgent in a 'writerly' sense, in that pages often groan under reams of words - bubbles, captions, newspaper clippings, etc. I wonder if the creative team has become acutely aware of this, though, since penciller Jim Lee is now detailing sight gags and the like, all in his hewn-from-marble approach with longtime inker Scott Williams. This density of visual information might also double as a way to compensate for the fact that over a third of the issue is splash pages of some type.

Aw, but All Star Batman wouldn't be itself if it wasn't so loud and gregarious, and somewhat nasty - the Dynamic Duo's 'daddy hits me because he loves me' interdependence is extra-queasy, although Miller's portrayal of early superheroes and supervillains trying out personas and playacting their way into legend is getting oddly compelling. OKAY, if you will.

And god, those last five pages where All Star Batman gets serious and Our Heroes cradle each other while shedding manly tears over all they've lost in life... has Miller been reading Kazuo Koike again?!

Around the Store in 31 Days: Day 2

Our second book is one that I hadn't read in nearly 20 years before opening it back up yesterday. The book is extremely well known, but, at a guess, the vast majority of Comix Experience regulars have never read it. It is one of the oldest continually-in-print comics on the American market, too.

More after the jump!

art speigelman's MAUS is a very important book. I mean I know, "duh" and all, but it really is the best known comic in the "real world", having won the Pulitzer; but it's also entirely important as a piece of work, both as a piece of reportage and history, as well as a completely honest piece of autobiography.

Some people complain about the anthropomorphics, but I think the distance they create from the subject is a good and necessary one, because the book is as least as much of a story of Vladek Speigelman of the "now" (although he passes in the middle of the book) as it is of the atrocities of "then".

I had totally forgotten, in the 20 years since I last read MAUS, how much of the book is set in "now" -- it's a comic about the Holocaust, after all, and that's what it is "best known for"; but on this read, it was all the "current" auto-bio that struck me more.

art spiegelman is brutally honest in his relationship with his father and how he perceives him, and what his faults are -- modern Vladek is not portrayed as a wonderful human being in the slightest. He's racist, grasping, penny-pinching, inflexible.

And yet he's a hero. Everyone who survived the concentration camps is, but Vladek is portrayed as nearly super-human in his cleverness, thrift, trust of his fellows, and inventiveness -- he does things and survives situations which are mind-boggling to me, and is portrayed doing it nearly with panache.

Its the dichotomy of those two portrayals, and speigelman's honesty in his conflict about them that makes this one of the most powerful comics of the twentieth century. Had it "just" been about the Holocaust it would still be an important book, because it's important that we never forget the types of atrocity that man can rain on his fellow man, but it's the acknowledgment that even a heroic survivor like Vladek is just as human (good and ill) as the rest of us that's the real heart of the book.

MAUS is an essential book for any store to stock, and for any comics reader to read.

-B

 

It's true, it's real, it's pretty: Douglas on "Little Nothings: The Curse of the Umbrella"

Lewis Trondheim's diary comics are so good I'm actually posting a puke joke here.trondheim

My first exposure to Lewis Trondheim was Mister O, which is one of the funniest things I've ever read--the first time I looked at it, there were at least two or three pages that made me laugh so hard I was lying on the floor gasping--and I've been skimming bits of his enormous catalogue ever since, trying to find something I like as much. (The sequel Mister I wasn't anywhere near as good, and I'm sort of mystified by A.L.I.E.E.E.N.) Most of his hundred-plus books aren't available in English; if you're reading this and you know which of his books are worth seeking out in French, feel free to recommend some stuff in the comments.

Little Nothings is 120 pages' worth of his diary comics, which he posts every few days at his blog, and they're some of the best diary comics I've seen. They don't have the same kind of broad humor as other books of his, but they're perceptive, totally charming, and exquisitely drawn--he draws himself as some kind of bird (and everyone else as animals too, which means that every drawing of a character is a little sight gag). His artwork here is deceptively simple--pen-and-ink line drawings, shaded with watercolors--but the coloring gives a great sense of lighting, and usually underscores the jokes, too. Look at the puke joke again: the splotches of yellow capture the effect of late-night streetlights, direct the eye toward Trondheim and his friends, and quietly recapitulate the gag while they're at it.

What I think I like best about it is Trondheim's attitude toward himself, which is always tricky to negotiate when you're drawing your own immediate experiences and then showing them to the world. He's amused by himself, but not particularly self-important; he's sometimes the butt of his jokes, but there's never really a sense of self-loathing. The root of his humor is his awareness of how his own mind works. It's funny when he sits on a train, watching people run for it, and then bursts into a sweat, wondering "And me? Am I on the train? Did I make it on time?" But it's even funnier when he realizes that he asks himself the same question every time.

A good-sized chunk of the book can be read here, in reverse order, which may make some of Trondheim's running gags confusing. If you can read French (or just like his drawings), his current blog entries are here, and use the weirdest and funniest system for dealing with old entries I've ever encountered. It's definitely low-key--if you want ambition from Trondheim, there's the Dungeon series, which I've yet to read most of--but it's Excellent.

 

Around the Store in 31 Days: Day One

I have a plan.

With the idea of having as much fresh content on the Savage Critic site as possible, I'm going to ATTEMPT to do a post-a-day for the month of March. These may not appear strictly every 24 hours, but I'm going to try.

I've decided the theme is going to be "31 classic graphic novels", trying to show the range and breadth of comics material that's available to a 21st century comics shop.

Please join me after the jump!

I opened Comix Experience in April of 1989.

There really weren't a lot of graphic novels available back then -- I think there were under twenty items that were in print and perpetually available at that point.

I still have a copy of my first order form that I placed right before opening the store, and on that order form DC offered for the very first time Alan Moore's SAGA OF THE SWAMP THING.

So, let's make that our first book.

It's tempting to say that SWAMP THING revolutionized comics -- certainly, it was the blueprint for Vertigo, and it showed you could do literate comics aimed at adults THAT WOULD SELL -- but what sort of amazes me is that twenty-four years later, the work really still holds up. There is plenty of "good stuff" from even ten years ago that I'll read and think "oh god, I liked this?!?" Not so with SWAMP THING -- this is still the shit.

Moore took a pretty incredibly two-dimensional character ("He's a monster that thinks he's a man!") and not only made it well-rounded and exciting, but built a new and innovative mythology that would last for another 150 issues (as well as 20 and 29 issues, respectively of follow up series), and would go on to influence many books and characters in the DC Universe "proper" (I'd say John Ostrander ran with the concepts the most, both in FIRESTORM and SUICIDE SQUAD), as well as creating a spin-off star in John Constantine whose HELLBLAZER just hit issue #241 this very week.

SWAMP THING showed that commercial comics could be "writerly", where omniscient-narrator captions could build mood and tone, and that they didn't just have to reiterate what was going on with the art (Like, say, the EC comics of the 1950s), but that they could counterpoint and embellish upon what you were seeing. SWAMP THING was also one of the first comics to strongly think in terms of pages, rather than panels, where words and phrases at the bottom of one page would lead you effortlessly into a completely different scene on the next page. That's a very common trick in today's narratives, but in 1984 it was a rare and wondrous thing.

I'm talking a lot about the writing here, but the art is equally wonderful -- Stephen Bissette, John Totleben (and, later Rick Veitch, Stan Woch, Alfredo Alcala, Tom Yeates, Shawn McManus, and others) brought mood and style, creeping horror, and transcendent joy to the page. Whether the subject was insane vegetable gods, demons that fed off and manifested as fear, or simple domestic bliss in the swamps, Moore's collaborators consistently brought their A-Game to the work. Vertigo went on to be known, by and large, as a "writer's imprint", but in these early days the art is at least as important to the bottom line, and it holds up wonderfully against Moore's expressive prose.

Also worthy of note is the lettering by John Costanza and Todd Klein where it is often clear who is talking JUST from the shapes of the speech bubbles. I know this sort of sounds silly in 2008, but it was really transformative in 1984, where very little of that was being done.

I should also single out colorist Tatjana Wood who did WONDERS with the limited color palette they had to work with back then. In particular, issue #56's "My Blue Heaven" (reprinted in SWAMP THING v5: Earth to Earth) which does astonishing things with extraordinarily limited tones.

SWAMP THING, I don't think, gets the respect today that it deserves in terms of the numbers of things it changed and impacted about modern mainstream comics; certainly for Comix Experience it sells just a tiny fraction of better known Moore works like WATCHMEN, V FOR VENDETTA, or LEAGUE OF EXTRAORDINARY GENTLEMEN. Everyone has a hard-on for MIRACLEMAN, but that has an awkward start, and a really rough middle section, while SWAMP THING is nearly home-run after home-run -- even the weakest points of the narrative (the monster-of-the-month nature of "American Gothic", a chunk or two of the Swamp-Thing-In-Space section) show a verve and daring and love of turning things on their head with bold experiments that is missing from most comics today.

Next year is the 25th anniversary of Moore's SWAMP THING, and I really hope that DC does something special to capitalize upon it, and refocus people's eyes on just how good these comics really are. At the least, I'm hoping that an Absolute Edition is possible for these pre-digital comics.

There are six volumes of Moore's SWAMP THING available, comprising his entire epic, as well as three volumes (so far) of Rick Veitch's solo run on the book. Each and every one of them is worth your hard earned money.

-B

 

Game got switched: Douglas on "Incognegro"

I had reasonably high hopes for this one, but the result is pretty much the definition of a bad movie pitch in the form of a graphic novel.

The premise of Mat Johnson and Warren Pleece's Incognegro: A Graphic Mystery is very loosely based on the experiences of Walter Francis White, the executive secretary of the NAACP from 1931 to 1955, who passed for Caucasian--he was blond and blue-eyed--which meant that he could collect information on the KKK and lynchings, at a great deal of personal risk. (White wrote what sounds like a fascinating book of reportage about lynching, with the hasn't-aged-well title Rope and Faggot; it's worth reading both some horrifying letters from Time readers about a review of it and White's deadpan response.) SPOILERS FOLLOW, got it?

The story, though, turns a potentially interesting premise into a bludgeoningly far-fetched potboiler. Zane Pinchback, the White stand-in here, decides to go out for one last lynching exposé to rescue his darker-skinned twin brother, who's been charged with murdering a white woman in Mississippi. (The story is set at a time that the narrator describes on the first page as "now, since the beginning of the '30s," but would appear to be before the repeal of Prohibition in 1933.) Zane heads down from New York with a comedy-relief friend who might as well be wearing a bright red shirt reading "I AM GOING TO DIE VIOLENTLY SOMETIME AROUND THE END OF THE SECOND ACT THANKS TO A CASE OF MISTAKEN IDENTITY," investigates, and discovers that things are Not What They Seem. The allegedly dead woman was actually his brother's lover, but actually the body dressed up in her clothes wasn't hers at all, but belonged to a sheriff's deputy who was actually a woman "pretending to be a man so she could live without limitations." It's all about the theme of Passing DO YOU SEE.

Also, at some point someone seems to have decided that, for a story in which color and skin tone are all-important, it would be perversely appropriate for the artwork to be black and white with no tones (and almost no cross-hatching to indicate shade). As it turns out, it's just perverse. It might work if Pleece were much, much better at drawing facial features, but Zane and Alonzo, who are supposed to be identifiably brothers but have very different skin colors, both have vaguely defined features and identical skin colors on the page. Johnson's dialogue is as creaky as his plot ("That weren't no angel. 'Least not the kind that comes from above"), and Pleece's artwork is much too stiff and brittle to mask the creaks. So, yeah, Awful, I'm afraid. But it's already been optioned as a movie, so mission accomplished.

 

Outside the circle of fire: Douglas on three 2/27 floppies

A handful of of pamphlets this week, two of which allude obliquely to Ant-Man. Two different Ant-Men, actually. After the jump: BATMAN #674, NEXUS #100 and WORLD WAR HULK: AFTERSMASH!: DAMAGE CONTROL #2.

BATMAN #674: Couldn't make head or tail of this the first time through; fortunately, Timothy Callahan has helpfully pointed out the connections between this story and "Robin Dies at Dawn" from Batman #156, which I found reprinted in Batman: The Greatest Stories Ever Told, and which includes a reference to an Ant-Man. (Note that this issue is called "Batman Dies at Dawn.") It's still a little confused by Morrison's occasional habit of selecting random fragments of a complicated story and leaving out the ones that would explain what's going on, but at least now it feels like it's going somewhere. But I love Batman trying to push all the horrible stuff he's experiencing into his world-view of "clues" and "crime," and I also think it's interesting that both Morrison's Batman and All-Star Superman are almost totally dedicated to iterations of the "superhero versus alternate versions of himself" story. Pretty Good.

NEXUS #100: Steve Rude's art is as gorgeous as ever, and this issue totally has the look-and-feel of Nexus in the '80s, when I read and enjoyed it. So why, I wondered as I slogged through the lead story, am I not getting any pleasure out of this? Oh, right: the previous issue came out in July, and it's a tightly packed story where almost every panel relies heavily on knowledge of comics that came out 20 years ago. I mean, if you'd asked me in 1987, I'd probably have known what a "Gucci assassin" is, or what Tyrone's relationship to Nexus is, or who Kreed is and why it's impossible that he's back from the dead, but that was a while ago. The backup story with Sundra brushing off advances from sleazy Washington, DC politicians might be a lot more enjoyable if it weren't a very tired old twist-ending story with a science-fiction muumuu flung over it, and if the pretty painted Rude art weren't built around the two sleazy politicians being modeled on Ted Kennedy and Hillary Clinton. (Hillary as a rapacious lesbian? Is there really any appropriate response to that but a blank, pitying stare?) Creepy: two different photos of Jack Kirby, apropos of not much, one accompanied by a semi-hagiographical essay about the history of the series that ends "Undoubtedly, The King of Comics is watching Steve Rude and his cohorts, approving of what they're all trying to create with their hearts and their hands... And he's smiling." Doubly creepy: the fact that Rude-as-publisher begins the letter column by running a letter from a friend of his about how clever and cool Rude-as-artist's artwork in the story we've just read is. And seriously, if you're going to be half a year late with your second issue, serialization is probably not an acceptable strategy. So yeah, it looks really nice, but that only nudges it up to an Eh. (And yes, I know I'm blaming this issue for something very similar to what I just praised Batman for, but the difference is that Batman is approaching its sources with the understanding that it's dealing with messy, primitive memories of long ago, and Nexus is trucking along as if all the stuff it's referring to just came out last month.)

WORLD WAR HULK: AFTERSMASH!: DAMAGE CONTROL #2: As the next-issue blurb suggests, very little happens this time: the cliffhanger from last issue is resolved through a few minutes' worth of conversation, there's some more discussion, and another cliffhanger turns up in the final two panels. But this is a little gem of a story about what happens after the big fight scenes in the post-Civil War landscape, with hugely fun character interaction, one funny line after another ("I don't want any of you having unnecessary origins"), and lots of nice little bits of visual business (I especially like John Porter's Spider-Man key ring). I was happy to see a reference to the "Slaying Mantis" routine from Irredeemable Ant-Man, too. My reservations about Salva Espin's artwork in the context of this particular story still hold--the more he draws these characters as broad caricatures, the more he threatens to oversell the jokes. Still, it's Very Good, and I kept thinking I'd so much rather see Damage Control complements to big Marvel events than Frontlines...

 

What Treasures Lurk Beyond the Cut: Jog and 2/27 know

RASL #1:

This is Jeff Smith's new series, a quarterly sci-fi serial of indeterminate length, although it's been estimated that this first storyline will run eight or so issues. Your $3.50 gets you a very no-frills, no-nonsense Cartoon Books package: 32 pages of b&w comics between the covers, with credits on the inside-front and next issue's cover on the inside-back.

There's been some curiosity surrounding this project -- beyond its simply being a new Jeff Smith series -- in that it's the artist's first longform comics project pitched toward somewhat older readers, after a marvelously successful run with very kid-friendly material. Granted, there's nothing in this issue that I wouldn't hand to a 13-year old, but it's not just a question of explicit content. What might this modified Jeff Smith look like?

As it turns out, faintly like some unstuck-in-time, post-Katsuhiro Otomo seinen manga, replete with wordless wandering across detailed environments, fast action racing through subdued page layouts, and strange technologies doing no-doubt scientific things that also happen to look cool - and check out the classic t-shirt getup on our mop-headed anti-hero! Never out of style, that.

It all strikes me as having a very 'action manga' visual approach, primed for sleek, fast reading, egged further on by Smith's preference for white space over background detail. Actually, he might be a little too light; his characteristically nimble, squinty 'tough' characters look fine standing around bleeding or posing while wearing odd equipment, but their punches and grappling don't convey the impact Smith's storytelling seems to want. It's more like especially rough slapstick, or maybe the comics equivalent of a direct-to-video action hero knocking down a bad guy, even though he clearly missed the bastard by a mile. Pantomime.

There's not a lot of plot to discuss - Our Hero is an art thief who leaves the tag "RASL" where he strikes. He escapes the law with the help of a delightfully bulky rocket engine shoulder pads contraption, which allows him to (painfully) zip around time and through alternate dimensions, although he can't aways predict where he'll wind up; an extended visual metaphor of a stone dropping and rising through water helps clarify the process, although not a lot of explaining is needed anyway. Guy's stealing, running. Odd folks and the law after him. Mystery; escape!

A firm chapter one GOOD right now, for its slick style and decent premise, although I suspect this particular sort of drift will move better once collected come 2010 or so.

Abhay Told You He was Going to Eat You! He Told You He Was Going to Eat You Up.

Now, shall we begin--?! I.

I got a request to review the latest issue of GHOST RIDER. So:

panelonetm2

Sure, sure: steel wire.

paneltwoek0 Between 1972 and 1973, Gary Friedrich & Dick Ayers produced 9 issues of COMBAT KELLY AND THE DEADLY DOZEN comic books for Marvel Comics.

It was kind-of shitty.

It was the second spin-off of the popular Marvel WW2 comic NICK FURY AND HIS HOWLING COMMANDOS to fail. CAPTAIN SAVAGE AND HIS LEATHERNECK RAIDERS didn’t catch on, either (except in my homoerotic dreams). Here’s what Gary Friedrich said about the two failed spin-offs later:

I think there wasn’t anything original about them. Martin Goodman, who owned Marvel at the time[…], saw that Sgt. Fury was doing pretty well and told Stan ‘Let’s do some more war comics’. Stan’s ideas were to do more of the same and that’s what we tried to do. I was in it for the money. If they wanted me to write ten war comics, I’d write ten war comics.

So: what do you do when it comes time to write the last issue of a failed comic? Do you have the main character wake up in bed with Bob Newhart? Do you have the main character chat with Grant Morrison? Do you have a mermaid fart, but then have her fart bubbles get trapped in her mermaid fish-tail, one after the other until the fish-tail finally explodes in an underwater orgy of liquidy-shit and sulfur?

If you’re Gary Friedrich and Dick Ayers, and it comes time to end COMBAT KELLY, it turns out you have a Nazi rip out your female lead’s Achilles tendons without using any anesthetic before the surgery. paneltwoek0

You know: someday, you’re going to click that Read More and get an eyeful of Not-Safe-For-Work Nick Fury. You’re far too trusting. “Oh, I’d like to read mo— NO, NICK FURY, NO.” You'll have deserved it for being so trusting.

Wait, no: nobody deserves that. Look at him. Look at poor Nick Fury. What the hell were they thinking? What IS that? Anyways, let's get back into character...

II.

35 years later…

Jason Aaron’s first GHOST RIDER came out a week or two ago. I went to pick that up; also picked up a book at random, on impulse—the 4th issue of Greg Rucka’s 52 AFTERMATH CRIME BIBLE FIVE LESSONS OF BLOOD (MAN IN MOTION) (featuring the Question!). All the talk about Greg Rucka cutting out on his exclusivity with DC (plus Mr. Douglas Wolk’s writing for this site) got me curious.

Aaron’s coming off of the “critically-acclaimed” SCALPED, which delves into the previously unseen world of crime on Native American reservations. When Rucka started in the mainstream, he was coming off of the “critically-acclaimed” WHITEOUT, which delved into the previously unseen world of crime in Antarctica.

There’s a noticeable learning curve, when people first start working for Marvel or DC. They launch books like the ORDER or ALIAS or GOTHAM CENTRAL where they try to offer a fresh perspective, try to offer something new to an audience; then, those books go away. They do things right; they do thing wrong, etc. Learning curve.

But: by the point they’ve settled into the Job, when they’ve gotten good, I guess I’m long gone. Shit, I haven’t read a Greg Rucka comic in years.

I’m excited that Jason Aaron’s writing GHOST RIDER. I’m not excited that Greg Rucka’s writing the Question. But, shit, they’re kind of similar guys, doing kind of similar jobs.. so...

III.

Jack Kirby quit working for Marvel in 1970. 1972 comes around, time to roll out COMBAT KELLY... Aaah, fuck it: why not just rip off THE DIRTY DOZEN? COMBAT KELLY AND THE DEADLY DOZEN is about a WWII-era suicide squad of convicted criminals given one chance at freedom—all they have to do is go on a series of high-risk missions to kill Nazis.

No big deal; happened other times: The EXORCIST had been a bestselling novel in 1971; a hit movie would come out in December 1973. Inbetween, Marvel says: why not have a book about an exorcist called SON OF SATAN? Let’s get ourselves one of those new-fangled exorcists! The kids, they love the exorcists!

I want Marvel Comics’s version of WELCOME HOME, ROSCOE JENKINS? “Welcome Home, Roscoe Jenkins… I hope you survive the experience!” Fuck it— it could work! It will work!

COMBAT KELLY was—it just wasn’t good. The “Deadly” Dozen—there’s a Dean Martin Deadly, a psycho Deadly ala Telly Savalas in the Dirty Dozen, a Native American Deadly with a bow & arrow. Two “British” Deadlies whose accent consists exclusively of randomly ending sentences with “Wot?” and using the word “Ruddy”. INCREDIBLY ANNOYING. There’s a black Deadly, a Japanese-American Deadly, a sexy lady Deadly (eventually Mr. Kelly's ill-fortuned girlfriend).

12 characters sharing 0 personalities. A few amusing moments aside : dreary, nonsensical, haphazard. The letter page is sometimes ruddy, but that’s about all you can say for it, wot?

My favorite is issue #2— Combat Kelly sneaks into a FUCKING CONCENTRATION CAMP in order to rescue three *Native Americans* the Nazis are holding in their Concentration Camp. The Native American POWs teach the Jewish victims of the Holocaust about the importance of hope before they die giving their lives fighting the Germans.

It’s fucking ghastly.

Issue 9 rolls around, and the entire team gets killed off. Most get shot in the back— two don't. Only Combat Kelly survives – but he quits the military. And then Combat Kelly and his shitty comic are forgotten, completely forgotten-- as is appropriate. Oh, wait, also: Combat Kelly’s girlfriend gets her Achilles tendons torn out by a crazed Nazi, and she gets crippled for life.

paneltwoek0 IV.

Combat Kelly? No matter how bad his comic was, or how few Achilles tendons his girlfriend had, someone's going to bring him back. You can set your clock to it. Fans just like that move from the playbook. Bring back a way-forgotten character? See, e.g. Jonny Double, Slam Bradley, Amazing Man, White Tiger, etc.

Yeah: Combat Kelly will be back.

It's all turning straw into gold, wot? GHOST RIDER? The Question in 52 AFTERBIRTH OF BLOOD CRIME BIBLE FIVE (THE LOVE THEME)? They’re just popular straw. They're both characters that would’a-could’a-should’a been forgotten decades ago, just like Combat Kelly.

I'll pick up an issue of Whatever if a writer I’m following is hired. But: but: but: what do I want to see that writer DO exactly? And how do I judge if they've done it well or not? Whoever’s writing GHOST RIDER is not going to get me to care. I’m going to care about Mr. Rider and his problems? I got my own problems, sister.

Straw into gold, though. Well, it's part of the big ruddy myth of the whole thing now, wot? Alan Moore took SWAMP THING and he- or no, Frank Miller took DAREDEVIL and he-- or no, when all hope was lost, Mark Waid took THE FLASH and he...

“Straw into gold” is an expression from the fairy tale RUMPLESTILTSKIN. In the fairy tale, Rumplestiltskin (or Grigrigredinmenufretin as he's known in France) turns straw to gold in order to impress a girl. He does it over and over and over for her, until she doesn't need gold anymore. She marries some other guy; tells him to fuck himself. He ends up ripping himself into two. I'm leaving out some parts (Rumplestiltskin's usually the bad guy of the story) but...

See: I could write a review of GHOST RIDER but here's what I find interesting tonight. It isn't the review of GHOST RIDER I would write. It's... it's the extent to which that review would be inherently dishonest, completely dishonest, totally dishonest. As revealed by, e.g., a review of 52 FIVE BIBLES OF CRIME LESSONS (FOR A FILM) I could write.

It's funny; I read this Don MacPherson "where is the early Brian Michael Bendis; early Bendis rules; late Bendis drools" piece today that got linked to here and there— the author was confused why he liked Bendis’s early stuff but not so much the later stuff...

My answer incorporates Grigrigredinmenufretin...

Uhm...

So, you guys like AD&D? It's more advanced than regular D&D.

paneltwoek0 V.

But fuck it, let's just keep rambling on: the GHOST RIDER review would also be dishonest because of the COMBAT KELLY review as set forth in section III, supra.

Marvel’s got a character named Galactus. Big fucking ruddy space-giant eats planets, wot? Not because he’s evil— fool just has this fucking crazy-ass hunger for planets that can never be satisfied. Some people look at the character as metaphor for capitalism or the Cuban Missile Crisis or environmental degradation. I like when he’s seen as a metaphor for fans the most.

Every month, 22 pages; the fans just keep coming and coming, and they’re never satisfied. They just eat and eat and eat, and nothing ever satisfies them. At the end of that first story, Galactus is only beaten because Mr. Fantastic waves the Ultimate Nullifier in his face-- "Here's some shiny New Bullshit to obsess over. Feel better?" Like jiggling car keyes in front of a baby!

Galactus is kind of like one of those rock songs about how the road’s hard, but some big-haired girl in Acid Wash jeans tragic enough to blow the bassist from WHITE LION makes it all worth it.

It's just the all-consuming hunger.

I’m always amused when critics talk about reading ESSENTIAL volumes—I love those too, guilty as charged, but I love that thing of: “Comic XYZ reflects a poor sense of pacing, composition and panel construction, with a narrative that frequently devolves into poorly crafted and meandering subplots. Now, if you’ll excuse me, I’m going to read 800 pages of the ESSENTIAL CONTEST OF CHAMPIONS. Don't bother me-- I'm eating.”

I could write a big fancy-pants review of GHOST RIDER— sometimes it has this totally cool vibe, it’s got moves, but sometimes it’s going on and on about Mr. Rider’s origin which I don’t understand even a little; art’s *rad* though. Or 52 MATH LESSONS OF THE BIBLE (WE SALUTE YOU)... there's a nice scene set outside, in the snow...

But if the very next thing I read is COMBAT KELLY AND THE DEADLY DOZEN...

paneltwoek0 It's hard to fake sincerity once the Achilles tendons come out.

Reviewing and Beta Testing at the same time: Graeme does 2/20 comics

Well, my lesson from Wondercon was “Never believe anything Bill Willingham says.” What was yours?

Also, it's time to test some exciting new potential technology. If all goes well, you'll have to click through to read my reviews for this week. If it doesn't, then I'll have to fix that later somehow... (If it does work, it's all Kate's doing, by the way).

AMAZING SPIDER-MAN #551: This really has settled into a strange middle ground, in terms of quality; it’s always just Okay, but in a weirdly comforting way, as if it wouldn’t make sense for it to be any better than that and on a mostly-weekly basis. Marc Guggenheim seems more self-conscious about the retro tone of the book (Those narrative introductions to each of his issues are just the wrong side of annoyingly smug parody), but he really does his best to make it work. Sal Larocca’s art has almost been good as well, but really, I’m just waiting to see the Marcos Martin issues that’ve just been solicited at this point…

THE BRAVE AND THE BOLD #10: Here’s hoping that the rumors of the removal of Mark Waid from this series are wrong, or at least miss out some kind of “and then he gets given a book called Mark Waid’s Awesome Superhero Book Where He Can Do Whatever He Wants” qualifier. Yet again, this is a wonderfully solid, simple reminder of not only why these characters are awesome (Superman traveling through time as if it isn’t such a big deal? That’s the kind of Superman I want to read more of), but how well done short stories can be – the disguised anthology format that the last couple of issues have taken on have been Very Good, and I could happily read this kind of thing for a long time, thank you very much.

HULK #2: I wanted to dislike this much more than I did, I have to admit. Especially when it came to that “Oh, the humanity!” page (which, by the way, what the fuck?). But… I don’t know. Maybe it was a moment of weakness, maybe it was the “Hey, Rick Jones isn’t the Hulk after all… he’s the new Abomination! Called A-Bomb!” reveal, maybe it was Ed McGuinness doing big and bold art again… I just bought into the sheer dumb action of this much more than I had the first issue. It’ll never be the kind of comic that will make you think, but it’s a Hulk comic – maybe smashing and beating up on Iron Man is all you need from that, really. A guilty, but genuine, Good.

THE IMMORTAL IRON FIST: ORSON RANDALL AND THE GREEN MIST OF DEATH: Whereas this was… Okay, and disappointingly so, at that. Perhaps my brain got mixed up and my usual Matt Fraction love got transferred to Jeph Loeb this week, because this seemed like a hastily put-together, familiar story that didn’t have the usual spark that the book has had in the past. The art was uneven, as well; Dragotta/Allred and Russ Heath provided something with personality, while Lewis LaRosa and Mitch Breitweiser’s work was sluggish and generic in comparison. Every now and again, I feel like I screwed up in reading a book because I disliked it, and this is one of those books – Was it really as disappointing as I felt, or should I take another look at it?

JENNA JAMESON'S SHADOW HUNTER #1: This book, meanwhile, was just plain Crap. It’s actually not as crap as it could’ve been, because of the serviceable art and nice coloring, but the plot is generic and the scripting horrific. The worst part about the whole thing, though, is that it’s just bad; I’d wanted something so bad that I could laugh at it, or rant about it, or have some reaction beyond “Well, that sucked.” What has the world come to if I can’t even say that about a Jenna Jameson comic?

MIGHTY AVENGERS #9: Okay, I get that comics are a visual medium and all, but holy motherfreakin’ spit (as Luke Cage would probably say), this book was so lightweight as to almost be insubstantial. Page after page after page of silent double-page spreads of the Avengers fighting generic bad guys, followed by an almost-silent struggle between Iron Man and Doctor Doom that made both of them seem like the most boring comic characters ever created, add up to an issue that felt less like Brian Michael Bendis was thinking “I’m going to give Mark Bagley a chance to shine” – especially because, well, he doesn’t, here. He’s never been the kind of artist who excels in the busy punching that this issue demands from him, and his double-page spreads are just confusing to the eye, with no dynamism or excitement coming from them – but was, instead, rushing to get the issue finished superfast because of a bet or something. That feeling is added to by the plot, which is literally this: “The Avengers attack Dr. Doom’s castle. Iron Man wrestles Dr. Doom, and in the process, accidentally activates a time machine, throwing both of them back in time. The end.” With a lack of dialogue (or, for that matter, any kind of writerly polish) on top of that bare plot – seriously, this review may have more words in it than there are in the dialogue of the entire issue – the whole thing stands out as much more hacked-out than either of the creators involved normally produce. Really, terribly Awful.

THE SPIRIT #14: Aaaaaaand with the addition of a new creative team, the series suddenly reads like the Will Eisner grave-robbing that we were all worried about in the first place. It’s not that there’s anything wrong with the book as such, but there’s no reason for it to exist – the story isn’t particularly entertaining, it’s not particularly stylish (in fact, coming after the Darwyn Cooke issues, it’s almost embarrassingly dull), and it feels as if the only reasons it exists are copyright-related. Eh.

Coming tomorrow: Doctor Who! Project Superpowers #1, which has the strangest corporate synergy that I’ve seen in quite some time! And some other books that I’ll probably not have time to read because I bought four Essentials phone books at the convention and currently think that it’s the early 1980s right now (“Dazzler? For $10! I’ll take it!” Oh dear...)

Diana Goes Digital #4: Natural Twenties

One of the most widespread genres in webcomics is fantasy, specifically that swords-and-sorcery sub-genre usually associated with RPGs (ie: DUNGEONS & DRAGONS). Interestingly enough, many of those webcomics (including all the series we'll be looking at today) have a decidedly subversive tone to them: they poke fun at conventions, they turn basic tropes on their heads, they break the fourth wall with a wink and a nudge. It's probably a reaction to the prominence of fantasy in the mainstream, particularly "serious" fantasy like LORD OF THE RINGS and HARRY POTTER (you have to wonder what Mel Brooks would've done had he picked Tolkien's trilogy to parody rather than STAR WARS or ROBIN HOOD: PRINCE OF THIEVES) - but that reaction leads to a whole multitude of stories that work with, and against, the formula.

LOOKING FOR GROUP by Ryan Sohmer and Lar Desouza is a basic "inversion" scenario - Cale'anon, the only good member of a wholly evil race, falls in with a trio of amoral killers on some sort of ill-defined quest. Despite his heroic intentions, Cale keeps stumbling into situations where he does more harm than good. It's comedy, of course, playing on the protagonist's continual mortification at the slaughter and mayhem, whereas his allies are decidedly less troubled. It starts out rather well, though Sohmer and Desouza lost me mid-second issue, when the story takes a more serious turn at depicting an internal Elvish conflict. The quips keep on coming, but the transition didn't really work for me.

Tarol Hunt's GOBLINS takes a different approach. Rather than deal with alignments (good, evil, lawful, chaotic, etc.), what's inverted here is the racial subtext built into the generic RPG world. Our protagonists are, as the title suggests, goblins - typically cast as the cannon fodder of the fantasy realm. Ironically, this doesn't change just because the story is about goblins: they're totally out of their league, clearly outmatched by "proper" adventurers. And I think that's a big part of why they're so sympathetic: they're the underdogs fighting the good fight, and despite their "monstrosity", their heroism is never questioned. The series does have one rather major flaw: unlike LOOKING FOR GROUP, which made a (hasty) shift from humor to serious adventuring, GOBLINS vacillates erratically between the two. One moment, we're all having a good laugh at stupid barbarians, the next we have to watch as a childlike protagonist is tortured horribly. It can be difficult to reconcile these extremes, all the moreso because there's no real transition between sequences: you're just snapped back and forth. The end result is somewhat paradoxical, because the world Hunt constructs is full of wonder (especially since you're viewing it through goblin eyes), but it's also a world where very bad things can happen to weak and defenseless people, without any mitigating effect.

If you're looking for consistency, I highly recommend Rich Burlew's ORDER OF THE STICK, one of the best examples of fantasy subversion - but beyond that, it's also an excellent webcomic in itself. Because there's more to this series than the jokes and the play on RPG rules and "mystical artifacts" - ORDER OF THE STICK is a true epic, offering a wide array of story elements such as romance, action, humor even during heroic confrontations, and a war worthy of Peter Jackson. Burlew should also be commended for his tight story structure: each phase of the Order's adventures reads like a novel in a series of novels, and elements from an earlier "book" (ie: the Linear Guild) recur in later stages to have real impact on the storyline. And while some might find the stick-figure-esque artwork simplistic, I actually think it's all the more effective given the story Burlew's telling - and, of course, there can be intricacy even in simplicity, which is precisely what I find here. ORDER OF THE STICK is one of my favorite webcomics, and with good reason.

I only recently discovered YET ANOTHER FANTASY GAMER COMIC by Rich Morris, and despite the title, this strip has some unique qualities when lined up with the other webcomics featured here. For example, in contrast to the other series, YET ANOTHER FANTASY GAMER COMIC has no central character(s): it's an ensemble piece styled on an Arabian Nights pattern where every storyline leads to the next tale, which may be set in a different place with a completely different protagonist. So what starts out as the romance of Bob and Gren smoothly transitions to Arachne and Drow politics, then we get Mrs. Bloodhand's story segueing directly into her son's tale. The overall narrative is always in motion, maneuvering very deftly between these "character clusters". As with ORDER OF THE STICK, I should make a note of the artwork - YET ANOTHER FANTASY GAMER COMIC relies primarily on pencil-based art, so if you're put off by that sort of thing, you might want to skip it over... though you'd be missing out on a great series.

From its very first page, Rob Balder's and Jamie Noguchi's ERFWORLD stood out as something... different. I can honestly say I've never seen a creation myth attributed to a trio of giant Elvii before, or a Tome of AOL. It's an adorable series, reductive in that it infantilizes RPG conventions - necromancy is referred to as Croakamancy, the local warlord calls himself Stanley the Tool after the divine hammer he wields (which just happens to look like a child's toy), dragons are referred to as Dwagons, and the artwork reminds me of chibi (well, minus the enormous eyes). Aside from being so damned cute, ERFWORLD has more than a touch of the surreal to it, which is actually unusual in that most fantasy webcomics I've seen take a very realistic approach to the worlds they create. So this is a fun, refreshing deviation from the norm.

Tom Siddell's GUNNERKRIGG COURT uses surreality much along the same lines, both in the artwork and the story: the titular Court is a boarding school that, in terms of visual design, serves as the anti-Hogwarts (which may explain, in part, my affinity for it) - it's dark, it's huge, there are subtly threatening mysteries around every corner. But the surreal feeling derives from the fact that no one, not even newcomer Antimony Carver, seems bothered by things like minotaurs, demons and robots. Also atypical is the setting: where other fantasy writers would put a great deal of effort into constructing an entire world to accomodate their protagonists, GUNNERKRIGG COURT is very centralized - the various chapters all take place either on the grounds or in the immediate vicinity (though, as it turns out, there's no shortage of nooks and crannies to explore within the Court itself. I also appreciated the subdued tone here, as opposed to the pomp and noise surrounding the world of HARRY POTTER - it feels more genuine, somehow, in the absence of people shrieking about Quidditch and magic beans.

And finally, technical notes:

* LOOKING FOR GROUP is ongoing, in color, currently at 125 pages. It updates every Monday and Thursday and its archive is organized by issues, each of which numbers around 30 pages.

* GOBLINS is ongoing, starting in black and white for two months before moving to full color. The series began in June of 2005 and updates erratically. Its archive divides the series into three books (so far), with additional divisions highlighting various "chapters" in the story.

* ORDER OF THE STICK is ongoing, in color, currently at 533 pages. The archive contains only a list of strips without any specific division, but the printed editions separate the series thus far into three books: strips 1-121, 122-300 and 301-484. It updates three times a week, more or less at random.

* YET ANOTHER FANTASY GAMER COMIC is ongoing, in black and white (with the occasional color strip). The series began in May 2006 and updates on a daily basis. The earliest strips in the archive are organized according to the featured characters, but this eventually gives way to individual titles per strip.

* ERFWORLD is ongoing, in color, currently at 96 pages. It updates Tuesdays and Saturdays. Like ORDER OF THE STICK, the archive doesn't divide the strips by story, though in this case it's probably because Balder and Noguchi are still on their first "book".

* GUNNERKRIGG COURT is ongoing, in color, currently at 17 chapters. It updates Mondays, Wednesdays and Fridays. The archive features chapter and page division; additionally, each chapter ends with a bonus page or two featuring less-discussed aspects of the Court's world.

My Life is Choked with Comics #16 - Panorama of Hell

Drop your glasses, shake your asses. My column on comic books has returned.

THE KILLER: HIDESHI HINO

Here's our man, manga artist, filmmaker and swordplay aficionado Hideshi Hino. He is a living legend of Japanese horror fiction, manga in particular. Here we see him dressed as every comics artist is at some point, often on the day their spouse decides to leave them, but Hino belongs in such garb.

Trouble, as you might suspect, runs through his blood.

I. Kill Your Family

Hino was born in Manchuria in 1946, in the midst of the post-WWII twilight of Japan's occupation. His grandfather, whom he did not know, was a yakuza, the head of a gambling ring, and not above using his kids as lookouts for the police. But Hino's father had become a railroad worker by the time of the boy's birth, facilitating the flight of Japanese from the region.

The family soon reached Japan on their own, where the father became a metal craftsman, and the son grew. Hino decided at a young age to become a manga artist, in the wake of the 1959 debut of Sanpei Shirato's Ninja Bugeichô (Chronicle of a Ninja's Military Accomplishments), a sprawling action comic boasting relatively realistic art and a sharp, class-conscious political awareness. The boy took early inspiration from the famously surreal children's mangaka Shigeru Sugiura, and later became influenced by alternative manga godfather Yoshiharu Tsuge. The eventual result:

Hino's earliest works appeared in the late '60s, in arty, progressive manga anthologies like Garo (named for a Shirato character) and COM (founded by Osamu Tezuka), but he soon made horror his forte; his first such work was 1969's Zoroku's Strange Disease, a Ray Bradbury-inspired fable about a mentally-challenged recluse whose body erupts into "rainbow-colored neoplasm," much to the revulsion of everyone in the nearby village. Zoroku is cast out, forced to live by eating maggot-strewn animal carcasses; his boils explode in the rainy season, and he vomits rainbows of ooze. But the colors of his secretions are so vivid that he uses them to paint wonderful, horrible pictures, and he eventually transforms into a turtle with a magnificent color shell and bleeding eyes, finally abandoning human society altogether.

It was a popular story, and ran in a children's anthology, where I suppose neoplasm was big. Hino kept at it, his visual style rotting into a warped spin on loose, fat-faced kid appeal comics. Blood and pus would often drip or spray, and bodily mutation became a fixation. The genre would eventually make him famous, and his works would be kept in print and adapted to film, and all that. He made a lot of stuff.

To be blunt, some of Hino's miscellaneous horror stories, from what I've read, are uninspired space filler; that's how it goes for all the Japanese genre specialists who've had the honor of getting lots of work released in English. And I haven't even gotten to a lot of Hino's more current material, post-'90s stuff, but I've read that it gets very poor indeed - lots of straining to match his round, dripping, kiddie-comics-gone-bad style to 'mainstream' demands (or at least hiring assistants to do so), lots of distracting computer effects and recycled, uninspired plots. Even some of his prime period stuff is loud, stretched-out and formulaic.

Yet the best of Hino begs some telling comparisons with his peers. For example, unlike the early works of fellow future horror manga legend Kazuo Umezu (of The Drifting Classroom), which are sprinkled with affirmations of traditional gender and social roles via normal people's struggles against the weird, many of Hino's comics presented the unusual or fantastic as something people needed to cope with in order to drag some happiness, however fleeting, out of life. A woman might give birth to a lizard, one that grows to eat birds and dogs, and, ok sure, maybe the face of the neighbors' kid, but it's always clear that it's better for the citizens of Hino's world to get the fuck over themselves and adapt to the ugly and strange nature of the world.

Elements of autobiography sometimes seep in. Common to some of Hino's stories is an artist character -- a painter, mangaka, whatever -- who delights in sick and terrible things. Sometimes he is explicitly identified as Hino himself, and sometimes he is explicitly identified as someone other than Hino, but he's always understood to be at least an awful alter ego.

In the early '70s story A Lullaby from Hell, perhaps the character's first appearance, Hino (as he's identified) boasts of his many ugly pets and terrible items. He confesses to having been "a sickly, depressing kid," and tells us about his brutal father, demented mother and gangster brother, and his early love for torturing animals and playing make-believe games in which he'd command devils from Hell to devour and disembowel crucified souls. The magic of Hino's work is in seeing his lil' googly-eyed kid self tittering "tee hee hee... heh heh heh..." in front of a gigantic heap of bloody corpses, all drawn in a friendly, almost doodled style.

(right-to-left, people!)

Young Hino then discovers he has the power to imagine the means of death for anyone he doesn't like, and have his wishes come true (typical child fantasy; shades of Death Note too). Life becomes grand, because Hideshi Hino fucking hates humanity; Mom plunges into a sewer, Dad gets ground into mush at the factory (economic miracle!), Bro is stabbed in a fight, a rival comics artist is struck by lightning, a mean editor is banked off a speeding car into the path of an oncoming steamroller... what delight! The story ends with Our Author crowing about how he now has plenty of time to draw comics, and declaring that you, the reader, will die in three days since you've learned the secret to success in comics.

"Die. Die! Fall. Fall!! "Fall down to the bottom of the Hell! Fall!"

This mix of self-parody, self-pity, fantastical quasi-autobiography and pure, full-bore hate would inform other works of Hino's.

In 1982, he would remake and expand A Lullaby from Hell into a full-length book, perhaps his masterpiece, Panorama of Hell.

II. Kill Your Work

But hey, you don't need to take my word for all this; believe it or not, Hino is one of the most-published of 'classic' manga artists in English-speaking environs. First and foremost, DH Publishing has a 14-volume series of books dedicated to the artist, Hino Horror, from 2004.

In 2006, Dark Horse released its own collection of Hino shorts, Lullabies from Hell, containing all the stories I've mentioned above.

Just last year, Last Gasp brought over a nice hardcover collection of color stories and images, The Art of Hideshi Hino.

And that's just the newer stuff. The comics stuff.

Really -- and I hope you don't mind a little detour here -- if anything propelled Hino into the cult figure stratosphere, it was a movie that initially didn't even bear his name.

Have you heard of Guinea Pig?

Don't click this. It's gross!

III. Kill Your Audience

I like to imagine it was a sunny, breezy day in 1985, birds chirping and children laughing, when Hino was approached by producer Satoru Ogura with the idea of making snuff movies. Fake snuff movies, of course, but vhs quickies that would employ the most advanced makeup effects (and the least advanced filmmaking technique) to blur the line as much as possible. There would be no credits, at least not on the first release, and the ad campaign would pretend that the material actually was found footage of some young lady getting murdered, on video, over the course of an hour or so.

Ogura was an admirer of Hino's manga, and figured he'd be up for a little creative filmmaking; he was right. But little did Hino know he was to be involved in a grand adventure, involving fame, money and Two and a Half Men cutup Charlie Sheen.

There isn't much to say about the initial pair of Guinea Pig movies; Ogura himself created the first, Devil's Experiment, and Hino the second, Flower of Flesh and Blood. They are literally nothing more than footage of a pretty girl being tortured, disfigured, dismembered, etc., until she is dead. The tapes did very well upon their 1985 release; Hino's entry, depicting one of his typical collector characters ritualistic chopping and carving of a body into the blossom of its subtitle, was supposedly was among the top 10 best-selling cassettes in the nation for two months.

As Hino told interviewer Tomo Machiyama in The Comics Journal Special Edition Vol. 5 2005:

"I really wanted to shock everybody with Guinea Pig. I wanted people to remember who I was and what my talents were, and take them by storm."

The series moved to a larger publisher after the first two episodes, and began to adopt a more typical 'horror movie' approach. Hino returned for the 1988 fourth installment, Mermaid in a Manhole, which is filled to the brim with his pet themes. The plot concerns an even more typical Hino stand-in artist character, who one day discovers a living, wounded, diseased mermaid down deep in the sewers.

In what functions as an extended callback to Hino's very first horror comic, the Zoroku fable described above, the artist takes the mermaid back to his studio and, at her request, uses the liquid hues of her rapidly decomposing body to paint her portrait; the self-absorption of Hino's original comic is thus transformed into a (somewhat) more mature reflection on artists striving to capture a fleeting beauty in their work, even as the world falls toward ugliness as they labor.

Lots of sticky effects too.

Things went well, all things considered. The series weathered the infamous 1989 media frenzy following the Tsutomo Miyazaki case, the so-called Otaku Murders, when one of the later volumes of the series was found along with all the anime and porno in Miyazaki's apartment. A 'best-of' compilation was created in 1991, various copies found their way into the Western world... it was all going well until Charlie Sheen got involved.

There's multiple versions of this story, as you might suspect. I'm going off the official R1 dvd history page (every movie in the world is out on R1 dvd, by the way, possibly including that home video of my dad pretending to be Max Headroom that he made when I was five). It so happened that one day Mr. Sheen came across a splatter movie compilation tape assembled by Chas. Balun of the horror magazine Deep Red; the action kicked off with Hino's Flower of Flesh and Blood. No doubt left agog at Hino's consummate artistry, the Hot Shots star mistook the footage for a genuine no kidding for-reals snuff film produced in the savage land of Japan, where life is cheap, and promptly contacted the MPAA (I bet they even refused it an 'R'!), which then summoned the FBI.

Luckily, the feds soon puzzled out that the movie was only fiction, possibly due to the existence of a 1986 'making of' documentary; snuff movies theoretically shouldn't have a lot of behind-the-scenes scoop available. Or maybe they noticed that Flower of Flesh and Blood climaxes with the girl's head sproooiiinging off her shoulders and bouncing against a wall.

In the above-mentioned Journal interview, Hino notes that he was never contacted by the FBI, although he would have gone to the US to chat if asked. Maybe he could have met Charlie Sheen.

But what to make of Hino? All this shock, mayhem (in the legal sense), slime and pitiable longing.

There was, at one time, a desperate culmination.

IV. Kill Yourself

So, who remembers the manga affairs of Blast Books? Covers designed left-to-right, contents produced right-to-left? They had three Hino-related releases, which I'll present in reverse order.

In 1996, a Hino story (Laughing Ball, 1991) was featured in the excellent, Kevin Quigley-edited anthology Comics Underground Japan, which I'd urge you to find a copy of. It's a great sampler of the 'alternative' manga scene circa 1985-92, and Suehiro Maruo's Planet of the Jap is probably one of my favorite short manga stories ever.

In 1995, Blast released a standalone Hino book from 1982, Hell Baby, the tale of a deformed child's adventures. I haven't read it, but I suspect most of Hino's common themes are in play.

But the first of Blast's Hino releases was the crucial one. It came out in 1989, 198 pages, with an English adaptation co-written by Screaming Mad George(!!). It's way out of print; I found a cover price $9.95 copy sitting forlornly in a comic shop. Rescue this if you see it:

Panorama of Hell is one of the oddest manga I've ever read. It's the sort of thing I can't imagine being released to the general public outside of a culture where comics stand with prose novels as popular literature, therefore allowing even small publishers wide access to the public.

Hino was in a bad way in 1982. Anthology work had dried up for an artist like him. He was out of money, and releasing books mainly through cut-rate publishers. He suspected the horror genre was not long for the comics world. He decided that Panorama of Hell would be his final statement, his farewell. He supposedly drew it quickly, in a booze-soaked, sleep-deprived binge. As I've mentioned, it's a remake of an earlier short story; it's also inspired by a 1918 short story from literary giant Ryunosuke Akutagawa. But it reads like a summary of everything.

As expected, the Artist narrates. He's not Hino this time; he actually mentions that his daughter is a fan of Hino's comics. And for the first 1/4 of the story, he does absolutely nothing but detail the mechanics of his strange world, and the interests of his family. He lives in an awful, violent Japan, painting pictures of it with his own blood and puke; a guillotine atop his home cuts the heads off people, the heads sent down a railroad, blood flowers blooming from the spilled gore. The bodies are burned in huge ovens, leaping and dancing as they crisp, until they go to the graveyard, rising up at night to wear ruined animal heads hung on crosses. And etc. And etc.

Hino's art is at its best here, oscillating between accomplished cartoon renderings, illustrational flourishes and furious scratched and dotted depictions of violence and gore. There is hardly a page in this book without violence or bloodshed; it is relentless, and its endless (yet logical!) opening chain of gruesome social mechanics make it seem like the rantings of an obsessive-compulsive after too much splatterpunk, although its ritual nature joins it to Flower of Flesh and Blood in the Hino catalog. It doesn't help when the Artist reveals how he loves to lick his happy children when they come in from collecting eyeballs for his collection, or how his wife runs a tavern for the headless walking dead, feeding them by carving mouths into their stumpy necks.

However, intent slowly reveals itself. There's hints early on -- one of the Artist's kids drawing a picture of men fighting over food, the state execution flavor of the beheadings -- but things really kick into gear when the Artist offers an account of his family history, one that plunges the story into surreal fantasy autobiography.

The Artist's grandfather was a yakuza and a gambler, prone to big winnings, bigger losses, and violent sex with grandma. When rivals cut him open on the road, piles of dice spill from his guts. The Artist's father moved to Manchuria, after a harsh childhood; in 1945, a ray from the bombing of Hiroshima struck his wife, portending the Artist's birth ("I was born the son of a defeated invader of that country of hell..."). The couple and their young child fled Manchuria after the War, witnessing death and suffering on the road, blood flowers blooming, driving the woman mad.

You see? Slowly, surely, the story coheres into parallel account of Hino's family history, kissed by evil magic; all the pain is encoded. I don't know if Hino's brother was a driven street fighter, like the Artist's is here, though I know from the Journal interview that he wasn't beaten into a coma and buried in the snow; no, he fell from a motorcycle and went into a coma. And he was in bad shape when he woke up, and the Artist's brother literally transforms into a moaning blob of flesh. After that little reminisce, the plot grinds to a halt for two solid pages of the Artist facing the reader, ripping his hair out, and screaming, screaming about how he all he knew how to do was draw, and how he couldn't help his brother out.

The comic adopts a gale force of psychological accumulation; you can't tear your eyes away from the confessions. There's a risk in trying to learn from these tales the Artist tells, because we don't know too much of Hino. Was his mother really mentally ill? Did his father truly hit him a lot? Even the broadest strokes seem primed to scratch against the reader, like when the Artist as a child is hung upside-down and caned by his mother, her breasts spilling from her robe, and he admits to learning ecstasy from pain. For further Mommy Issues, see Hino Horror Vol. 1: The Red Snake.

Eventually, the plot to A Lullaby from Hell kicks in, this time with the young Artist molding a clay model of the Hiroshima mushroom cloud, naming it the Emperor of Hell, dousing it in animal blood and wishing for his enemies to die; it works, and provides the finest inspiration for his hellish paintings. The boy grows, and the Artist becomes more ambitious: ocean disasters, train wrecks, plane crashes, the Falklands War - our man is behind them all. And it turns out we're just in time to witness is greatest, present work, the creation of the Panorama of Hell through the simultaneous detonation of all the world's nuclear weapons! Fuck!

What follows can best be described as a full-scale nervous breakdown on the comics page. The Artists needs as much human blood as possible to make his dreams come true, so he graps an axe and hacks up his family - but his wife is only a mannequin, his children dolls, his brother a sleeping hog. Sample lines from one page:

"Fucking hell!"

"Hell!"

"Hell!"

"Gasp... gasp..."

"Brother!"

He runs outside and hacks down a wall he's never seen the other side of. He's then confronted with a gaping female mouth on the horizon -- like a pair of Rolling Stones hot lips -- with a glowing bridge issuing from his maw over a black sea of blood and wailing bodies. A giant revolving lantern rises from the sea, containing his whole family history, then exploding into a drenching blast of gore. The Artist vomits, declares nuclear destruction to be his true father, and vows to be the last person left on Earth to paint the awesome beauty of annihilation. And he turns toward the reader, finger pointing:

"You will die!"

"You and you and you will die!"

"He will die, and she will die, and you will die!"

"You will all die!"

And he wheels back on the glowing bridge, fading into the ash snowfall of the crematorium, and flings his axe toward the reader, drawing closer... closer... closer...

Until it's The End.

I hope my description has given you a sense of what this book is like, although there's no substitute for reading it, if you can track it down. It is a work of supreme misanthropy, and astonishing intimacy. It is political, matching up colorized details of the author's troubled life with the violence that's marked his nation since the end of its empire-building ambition. The Artist is a child of defeat, and no economic revival can hide the tradition of cruelty that continues in homes and minds.

If not a panorama, it is a map of Hell: the mental state of a proud, lost native of a lost country, guilty that all he can do is collect the elements of a collective past -- all abuses -- and make some art to show the world how a man feels about it. Pity not Hino, here - lament his circumstances, and try to dodge the twirling blade.

Hino wouldn't work in comics again until 1985, the year of Guinea Pig.

"There was still something left inside me," he told Machiyama, in the Journal.

And the atrocity exhibition, mental blood flooding it, opened once again.

I'm going to avoid jokes about things working in concert: Jog was robbed of his puns on 2/20

The Umbrella Academy: Apocalypse Suite #6 (of 6):

That's not really true.

This is the last issue of writer/creator Gerald Way's and penciller/inker Gabriel Bá's (and colorist Dave Stewart's and letterer Nate Piekos') initial miniseries featuring these characters - it's even titled Finale (in the short form; there's no fucking way I'm typing out the 30-word full title, The Umbrella Academy, Featuring the Utter Destruction of Mankind in: Finale or, Brothers and Sisters, I Am An Atomic Bomb being Part Six of Six in the Story: Apocalypse Suite). But, in Mignola-approved Dark Horse fashion, we're clearly dealing with an ongoing series set up as a set of miniseries to offset the perception of delay in between storylines. And, in proper modern superhero fashion, the first storyline mainly serves to establish the extended premise and get all the main players in place for later action.

I liked this storyline, although I think its freshness has been slightly overestimated. When you really go through this comic, there's little that's original, or even particularly odd about it. You've got your fragmented 'family' of angsty superheroes -- a stolid leader, a hothead, an oddball (relatively speaking), a reluctant one with massive power, a badass with dark secrets -- pulled together by fate, a disgruntled teammate made extra-powerful but uncaring by a scheming supervillain, a global threat, some soap opera sexual tension, a supporting character's death to raise the stakes, and, finally, members of the team coming together against the odds through an uneasy mix of love and hate, some of them discovering they're greater than they'd ever realized, so as to save the day and opt to stick together for further exploits as hopeful rays of sunshine beam down to mark a fresh day. There's even a joke where someone says things aren't going like they usually do in these kinds of stories ("Is this the part where we all go home and act like a happy family?"), as often happens in stories like this!

Now, I don't think there's much inherently wrong with that, other than the lingering sense that you've read it somewhere before. The Umbrella Academy does have a lot going for it in superhero aesthetics; all of the visual elements join seamlessly, with this particular issue boasting a nice use of musical notation as a suffocating, near-magical force, something that's just not going to work if everything isn't lined up skillfully, and here it is. Better still, there's a good, complimentary balance between text and images; I liked how the image of the Televator bookends the really heavy parts of this issue's climactic fight, kind of starting and stopping the bloodiest bits like a bell in a boxing match.

There's also a certain subtext running through the series - all of the book's superheroes are without control of their lives, raised to act at the beck and call of a creator that built them into something mighty without having their best interests at heart. All of the threats they face in the present are aftershocks of old adventures, with the emotional ruin of the turncoat teammate being the worst problem of all. It's not hard to read this as anxiety of genre history, the way superheroes get brought back again and again to face often the same old threats, managed to profit but damaged in the process.

The thing is, while this storyline ends on a cute (and unequivocally triumphant) note of the past coming full circle so that everyone can move on, I don't think the book has demonstrated that anything has really changed, aside from superheroes changing a little so as to keep the adventures flowing. Like, they learn something about compassion -- or are some of them still mad?! -- and I guess they're out to live on their own terms now, but I see that as part of some pretty typical genre mechanics, and while the book is neat enough that I'm happy to read it, I don't pick up on anything all that striking. It's nice, and pretty eloquent, but I don't think it's especially interesting.

Still, you know, it's fun. The writerly decoration is peppy, there's some good jokes, and a nice grasp of archetypical characters with colorful powers. As I've said before, if more medium-burn superhero books were as slick and entertaining as this, I'd be picking up a lot more of them. GOOD stopping point, GOOD series so far. Way has an obvious talent for this thing, and I'm totally on board to see where the series goes next; I hope it develops in strange and fantastic ways.

A life code: It pays to talk to no-one.

Hey, Wondercon this week! There’s a sign that there won’t be that much sleep happening anytime soon...

BOOSTER GOLD #0: Wow, this really does take me back; ignoring the guest-shot from Parallax and Extant (Just to remind you just how unusual supervillain names got in the early ‘90s. Was there ever one called Ennui, or was that a missed opportunity?), using the issue to give a recap of Booster’s secret origin before setting up the next storyline captured the tone of the Zero Hour “zero issues” far too well, right down to the fact that it left you feeling as if you should somehow find it a lot more interesting than it actually was. Despite the metatextual shenanigans, though, it’s still Good.

CAPTAIN MARVEL #3: Meanwhile, over at the House of Ideas, everybody’s Skrull-Fu Fightin’. Maybe I’m missing something, but following the reveal of the alien sleeper agent conspiracy, the individual reveals that we’ve seen have all been incredibly underwhelming. “You mean this formerly-dead character that no-one cared about is really an alien?!? Now no-one is safe!” Even the hint that Mar-Vell himself may be a little bit Skrully disappoints, and makes you feel as if this series is entirely pointless outside of leading in to the next big crossover. Did no-one learn from Millennium? Eh.

FANTASTIC FOUR #554: Depressingly, pretty much exactly what I’d expected from the pre-release hype, right down to the stylized dialogue that –like a lot of Mark Millar’s work – reads not like the characters themselves, but like Millar has been told what the characters are supposed to sound like by someone else. Yeah, Johnny’s a jerk and Ben is lovable and Reed is the Big Brain, but none of them seem like themselves; they’re all the Mark Millar Unpleasantverse versions of themselves, instead. Like Doug, I was bored by the lack of new ideas and simultaneous sense that the creators thought that these were new ideas, and scenes like the schoolteacher talking about wanting to fuck a super-hero were just embarrassingly bad attempts at making the book “relevant” from someone who has their finger on the pulse of pop culture from last year. I fully expect Mark Millar’s take on Britney’s Meltdown - but she’s a superhero! – before the end of 2008. Bryan Hitch’s artwork is pretty, but also flawed; his anatomy is getting odd in the rush of the work (What happened to Sue’s arms on the cover? They seem too short), and feels very static and lifeless in all the rendering and crosshatching. It’s depressing; I really wanted to like this, for some reason, but there’s just no sense of either wonder or family there for me. Eh.

FANTASTIC FOUR: THE LOST ADVENTURE: God, for an Interesting, But Essentially Distressing rating. On one level, this is a fascinating book because of all the process stuff included – Kirby’s unfinished pencils (with margin notes), the reprint of the previous attempt to complete the story from the ‘70s – but the finished story itself is (perhaps necessarily) like listening to “Free As A Bird” for the first time; there are glimpses of what made you dig them in the first place, but it’s kind of like unintentional self parody at the same time. Okay, I guess?

GREEN LANTERN CORPS #21: On the one hand, I’m sure there’s an interesting story to be done about the dehumanizing of the Alpha-Lanterns, but on the other, this really isn’t it. There just aren’t really any sympathetic (or even reader-friendly) characters here at all, and so the whole thing is just flat. Crap, worryingly, just when I was getting into the book.

NEW AVENGERS #38: I know that Brian liked this, but it just seemed to confirm every stereotype about Bendis’ writing being meandering and driven by dialogue schtick, especially the cut-aways to the New Avengers finding a new headquarters, which were very Venture Bros for some reason. Also, if Ms. Marvel lets the unregistered super-heroes escape one more time, they might as well give up on this whole “living underground” thing anyway. Eh.

NOVA ANNUAL #1: An annual that recaps the hero’s origin while advancing the plotline of the main series? I can’t believe that that feels so much like a throwback, but still, this was an Okay primer for those who aren’t following the regular book, albeit an amusing one to someone who just finished the Essential Nova collection recently.

WONDER WOMAN #17: Goddammit, I really wanted this to be less frustrating than it was, even though I know that I’m frustrated because I got so involved with the story. The Etta Candy resolution feels like I missed something – She’s Wonder Woman’s alibi? So it is the same Etta Candy as before, and not a post-Infinite Crisis reboot? – and The Circle plot doesn’t so much resolve as get derailed by the Nazi invasion, some fighting, and then get pushed out to some later date. There’s still a lot to like here (Unlike Diana, I think it is a Good), but it doesn’t really fulfill the promise of the previous three issues.

WOLVERINE #62: Reading this and X-FORCE #1 back to back is an unusual experience. Both have essentially the same set-up – Cyclops sends Wolverine (and others) out to kill a bad guy because he just don’t done take no shit no mo’ – that I have a hard time buying because, come on, it’s fucking Cyclops. I know that Messiah Complex was supposed to change everything, but still; it’s as if writers can only ever play him in two modes: Neurotic tight-ass or Bad-ass tight-ass, and we keep swinging between the two. Anyway, getting back to the two new books – which seem to share a set-up with Young X-Men, as trailed in the back of this week’s Marvel comics; apparently “variety” is the watchword of the post-Messiah Complex X-franchise. That and “death” – the difference between the two is that, well, Wolverine is actually pretty Good, whereas X-Force is a steaming pile of Crap. Your mileage may vary, of course, but Wolverine sees an attempt to build a story onto the “Wolverine goes out to kill someone!” set-up, complete with retconning motivation in there, putting in an unexpected reversal at the end of the issue, and generally staying within character for the book’s stars, all wrapped up in some nice Ron Garney artwork. By comparison, X-Force does away with character pretty much altogether (Wolverine’s hilarious “You don’t want to do this. Bein’ a killer is tough. Your friends will look at you funny. You ain’t gonna cross this line unchanged, bub. Okay, let’s go and slaughter lots of people” monologue aside), substituting it with X-trivia (Bastion?!?) and muddy, emotionless artwork to give it the feel of being the comic read by nerds who want to feel very, very serious about their hobby. It’s humorless and kill-friendly, and the fact that it has a “Bloody Variant” cover pretty much sums the whole thing up. If you want to see X-Men want to kill someone, read Wolverine. If you’re fifteen and like the idea of lots of people dying, read X-Force.

But what did you think?

I will now adopt the Diamond perspective: That's how this is 2/13

Reich #1:

Here's an increasingly rare sight in the contemporary Direct Market: a new, serious, pamphlet-format 'alternative' comic from a comparatively small publisher, determined to serialize a single, long story over an indeterminate number of issues, to be released at a regular, quarterly pace, in probable anticipation of a collected edition to follow. Truly, Sparkplug Comic Books is appreciative of the old-time aesthetic!

Ah, but we must check our viewpoint against the realities of today. First off, this is not a new comic. It's new to most comics shops because Diamond, to the best of my knowledge, has just gotten to distributing the series. There's already two further issues out from the publisher. Moreover, writer/artist Elijah J. Brubaker has been working the series subject matter at least as far back as a 1995 minicomic of the same title, and had been releasing the present series' content as a webcomic until recently. And as I guessed above, I doubt this will be the material's final form.

Anyway, Reich is a comics biography of Wilhelm Reich, the infamous Austrian-American psychiatrist/psychoanalyst best remembered today for his development of orgone theory, and eventual imprisonment for failure to comply with a court injunction mandating the destruction of orgone therapy equipment and literature. Brubaker notes in his introduction to this issue that most perspectives on Reich trade on his counterculture value or fixate on aspects of the man's science; in contrast, this comic is set to present a take on the humanity of Reich.

It's also, by Brubaker's admission, "indebted" to Chester Brown's 1999-2003 comic book biography project Louis Riel (from Drawn and Quarterly; now collected), adopting both the simplicity of Brown's visual storytelling -- not one of this comic's 24 b&w pages breaks from a six-panel grid -- and his proclivity for backmatter annotations. Unlike Brown's squat, Harold Gray-influenced artwork, however, Brubaker pursues an oddly three-dimensional arrangement of big-headed stylized characters, their enormous noses casting deep, logical shadows on their faces. Character designs typically act as shorthand for everyone's internal state, although the artist also stretches, squashes or realistically details various heads when a specific, expressive effect is desired. In this way, emotions are known as constantly pliable.

It also gives off the sense of children playing around with Big Ideas; this issue sees Reich's awakening to orgastic potency in WWI, and his caddish romantic entanglements with young Social Democrats and pretty dilettantes in Vienna, while developing a passion for sexual analysis. Brubaker's story, while occasionally darting into diagrammatic illustration, or seeing characters narrate directly to the reader, mainly focuses on conversations between people across a flowing timeline. Politics seem little more than an excuse for fooling around, though Brubaker's Reich is doubly callous for adoring his theories of sex over living, sexual beings.

I wonder how the artist's visual style might impact Reich's later life; for now, for me, it seems to gently undercut the pretensions of youth; it also occasionally tumbles into obviousness, as with a panel of The Nasty Shadows cloaking Reich's face as he suggests an abortion for a poor girl he's impregnated, with awful results. I did find it GOOD on the whole, however, and would recommend it to those piqued by the subject matter.

Abhay Slops Out Some Reviews; Just Some Slop; Slop, Pig-Boy, Slop!

I've been sick. I've been busy. I've been sick of being busy, am I right, people? Anyways: comics. The Next Issue Project -- Fantastic Comics #24: Jog already reviewed this, but I'm feeling redundant since Jog already reviewed this, but I'm feeling redundant since Jog already reviewed this but COMEDY! This is a sort-of tribute to the public domain comics of the 1930's and 1940's, specifically a Fox Syndicate Features title, Fantastic Comics. The character lineup is an exact recreation (down to batting order) of, inter alia, 1940's Fantastic Comics #12, available online.

Sometimes it's fun; sometimes it feels like when people in their 20's wear suits and go dancing to big band music and say things like You're so money and you don't even know it or whatever.

1940's Fantastic Comics #12 was pretty different in comparison. Consider the Samson story from that issue. Apparently, Samson is a lesser Hugo Hercules figure, with a little Tarzan tossed in. Basically, a half-naked dude runs around wrecking shit.

The 1940 story opens on Samson throwing a factory through the air for no reason. Here and throughout the comic, he's accompanied by a half-naked boy companion named David. Just a young half-naked boy companion, so paging Dr. Wertham. Cut to Samson waving a pole at an ice cream salesmen. Random men tell him to put the pole down, so he puts the pole down (YEAH, LADIES, VALENTINE'S DAY CAN BE ALL YEAR LONG, THAT'S HOW WE DO IT ON THIS BLOG)(p.s. I'm 12 years old). Then a messenger is shot in front of his house.

End of page one.

Samson rips open a wall at the local newspaper, finds out from the editor of the local newspaper that "spies are trying to wreck this country". So he swims to ... somewhere, and fights those goddamn spies. He learns about the spy plot to blow up the Panama Canal. Samson races to stop them in a plane. The plane crashes because it's out of gas. Then, Samson arrives at the Panama Canal, and throws a freighter into the air before it can blow up the Canal. Then, he find outs that 70 men are being "smuggled in on the Underground Railway". So Samson steals a boat, finds a submarine, carries the submarine out of the water, then snaps the submarine in two with his hands-- FUCK YOU, SUBMARINE. Samson races to the spy secret headquarters which blows up. Samson fucks up a locomotive, then races into the "Secret Valley", busts through a wall, gets electrocuted, etc. The bad guys cut Samson's hair (robbing him of his powers!) and start to have bondage-fun with the naked-boy companion (remember him? I wish I didn't!), but luckily, Samson's hair grows back three panels later and the naked-boy companion is saved.

At which point, Samson just starts fucking wrecking shit indiscriminately.

He destroy a dam, throw a cannon at shit, finds a long-lost pyramid, wrecks that motherfucker-- FUCK YOU, PYRAMID! Finally, he finds the bad guy: oh my God, it's the editor of the local newspaper! FUCK YOU, JOURNALISM MAJORS. Finally, the last panel:

The End. That's a thirteen page story. It's funny how people claim kids today have no attention spans because of MTV, when their grandpas used to down these 13 page condensed nonsense shots. Maybe short attention spans aren't MTV's fault. Maybe it's the High-Fructose Corn Syrup. Quick, to a centrifuge!

The stories in #24 move a little slower. But: I'm glad they're not like comics from 1940 because (a) the stories in the 1940's FANTASTIC COMICS sure seem like they're mostly inane shit and (b) that Samson story made me tired.

Anyways, #24's a hang-out comic. Talented people hang out, and you get to see them have some fun. The stakes are pretty low-- if you appreciate the style, well, the battle the book seems to want to win is more than half won.

By that standard, I had a good enough time. The Ashley Wood story is pretty clever: Wood ignores the source material and makes more of an exhortation than a story, but it works, especially concluding a book with its fair share of near-misses and not-even-close-es storywise. Still, I'd say Jim Rugg & Brian Maruca's Capt. Kidd story was the most "successful" for me: a few minor visual nods to the 40's aside, Capt. Kidd feels like a Rugg-Maruca character when they're done with him. I'd read more of their Capt. Kidd.

But, hell, it's tough for the creators in this book: the distinction between appreciating the past, and fetishizing it, building a house on a shaky foundation-- well, that's a pretty thin line. I just think Rugg/Maruca avoided the latter the most successfully. If the relative merits of the stories in this first edition of the Next Issue Project indicate anything, I think it's that future creators in this format might want to consider avoiding overly fixating on the style of lousy Golden Age comics and maybe try sticking with good stories about fun characters. I think those might come back into fashion someday. I think that gum you like is going to come back into style.

Iron Man #25: I started picking up this comic a while back-- I don't know, something made me curious, maybe the movie, maybe the art, maybe how they've positioned the character in Civil War, maybe being an overgrown man-child, whatever. It's one of those books they made all serious-- it's all serious now. It's something in-between a pretty-cool espionage comic and an Ashley Judd movie. Sometimes it works; sometimes it's totally ridiculous. And it varies page-by-page because... well, because they're trying to do a serious espionage comic about Iron Man.

The creators get some mileage from the classic Marvel formula of outwardly strong, kinetic characters who are internally fucked up and full of self-pity and regret. They write Tony Stark with all these wacky mental problems -- that always seems to work. On the other hand, they try to write him as an underdog, as a minor government figure at the mercy of petty bureacrats, which is hard for me to square with the character's recent history.

I guess not everyone relies on that formula-- the Millar/Hitch FF appears to be about a group of well-adjusted, happy, rich celebrities who enjoy hot sex with beautiful people. One issue in, anyways, it's enormously self-satisfied and boring-- or as I like to call it, a Mark Millar comic! COMEDY! Maybe Millar has his own formula I haven't picked up on yet-- his stuff always seems like a bunch of loud noises to me... well: which I suppose can be fun when the noises are loud enough to drown everything out (see, e.g., Enemy of the State).

Anywho-- with Iron Man, it's amusing that even with a recap page, no one can be bothered to explain what Extremis is to me. Every other word in this goddamn comic is Extremis. I've read about four issues of the book now, and somehow I still have no idea what the shit an Extremis is. I swear, they mention Extremis on every page of this fucking comic book except the recap page. Why not just type out a link to wikipedia on the recap page? Why not just tell me about Iron Man's summer vacation? Tell me more, tell me more, did he get very far? Tell me more, tell me more like does he have a car? Et cetera.

This issue falls in the ridiculous camp more often than usual. The "detective work" in the issue ... I haven't read the book for a very long time so how Tony Stark solves the never-goddamn-ending mystery for me was a groaner. I'd have to think it'd be like getting punched in the balls if I were more invested in the comic, but who knows? At least, I think both fans and casual readers will be happy for any indication that such an extremely long and drawn-out arc might be approaching something resembling a conclusion. Most importantly, I hope Ashley Judd likes me.

Also, the Maria Hill character turns up in one panel to remind readers that the most horrible character a Marvel writer can conceivably imagine is a successful, aggressive woman; eventually they're going to kill her or rape her or kill-rape her or Skrull her or something, and the discomfort I feel pretty much every single time that character appears on a page will be gone.

Other Crime Comics: Scalped #14 has a swell 3-page stretch where the main character beats up a pickup truck. I particularly enjoyed that part, but seeing as the whole arc's based on some heavy-duty spoilers, let's leave it at that. So, yeah, SPOILER WARNING: don't get too attached to the pickup truck. '76 #2 has pretty much the exact same strengths and weaknesses of the first issue-- nothing about it seems to have much to do with the 1970's, but the Cool half is good fun exploitation sleaze while the Jackie Karma half starts to build up its street-mythology. Everyone in this comic is named Gino, though...? The Chemist #2 is dominated by a large action sequence. It all still feels a little by the numbers, but the lady sidekick abuses some prescription sleep medication halfway through the issue-- I liked that.

James Stokoe's Wonton Soup is not a crime comic, so much as a competitive-cooking-slash-space-opera hybrid. Stokoe's a contemporary of Brandon Graham and Corey Lewis, so you can expect that same kind of thing: high-energy rambling with the focus on fun drawings moreso than particularly intricate or meaningful narratives. Stokoe is maybe a little more laid back about his pacing, though. Not a lot happens slowly, but the scenery's fun enough, basically. It's definitely gentler and more focused on atmosphere than Stokoe's gonzo action webcomic, 41 Stories, which is where I think a lot of us were introduced to his work.

I was extra-happy the main characters were truckers-- I've always thought it was a shame there weren't more comics in the trucking genre (except Marvel's U.S Archer which I never read). You know: if it weren't for Star Wars, Smokey and the Bandit, starring Mr. Burt Reynolds, would have been the highest grossing film of 1977. Also: I think there should be more comics about moonshiners, like Burt Reynolds in White Lightning.

Also: I think there should be a comic called Sharky's Machine, about Atlanta vice cop Tom Sharky, and his machine, and their lives and loves. Who do I write letters to?

Brian does a few capsules of 2/13 books

Well, at least you know that I AM writing about comics, what with that eleven thousand freakin' words on the latest Tilting at Windmills. I swear, I'm dancing as fast as I can!! But how about some recent funny books? In no particular order:

FANTASTIC FOUR #554: Its been a while since Mark Millar wrote a regular continuity, non-event funny book that wasn't a short-form specific storyline, and it is nice to see him handling a straight-ahead superhero narrative again. There's nothing especially earth-shattering about this first issue, but that's just fine with me -- this is the basic level of quality that one of the "main franchise" titles of the Marvel (or DC) universe should be. There's a little confusion about just WHEN this takes place (eg: that line from Wasp about Hank and the Avengers, muh wha?), but who really cares. Spiffy art by Bryan Hitch rounds this out to a nice GOOD package, and I think it is worth your three bucks.

NEW AVENGERS #38: Secret Invasion, smecret invasion, its probably better to think this as an issue of the late, lamented ALIAS, and it is a terrific one. An easy VERY GOOD.

ASTRO CITY: DARK AGE SPECIAL #2: BEAUTIE: Well, that's what my invoice calls it, at least. Nothing particularly tied to the "Dark Age" storyline, however. Maybe its because that storyline feels like its been going on forever (well, only since August of '05), its nice to have a return to what feels like "prime" AC to me -- character-driven pieces that stand alone. I thought this one worked very well, especially with Brent Anderson's art -- there's a wonderful stiffness in his depiction of Beautie, and there's a really nice beat in there where she turns to face someone, or at least her head does. A very solid VERY GOOD.

SALVATION RUN #4: Ape versus Ape is cool and all, though I really have to wonder what they're thinking in killing off those particular characters. Yes, yes, they're "silly", but that doesn't mean they couldn't have something interesting done with them. Pretty sub-EH.

TINY TITANS #1: Who the heck is this aimed at? Kids won't get the in-jokey DCU references, adults are going to think this is too far below them. I really really don't get the thinking on this one (except maybe that they're paying Cartoon Network for the Titans Go! license, and don't want to pay that any more, and figure they can replace the book more or less equivalently), but it is basically cute enough to call it EH.

Sheesh, its taken me 3 hours to write up 5 comics, between the customers today. I'll try to be back next week with something more substantial....

What did YOU think?

-B

Change Their Minds and Change The World! Diana wonders about 2/14

The last time I tackled a Gail Simone book, worlds lived, worlds died and the Savage Critics were never the same. Will lightning strike twice?

Probably not. I thought WONDER WOMAN #17 and "The Circle" were OKAY.

I'll admit that I struggled with that grade - it was either going to be a high OKAY or a low GOOD. The thing is, I liked the premise; it was an interesting twist on the story of Diana's birth, pointing to an aspect of Themysciran life that had never really been dealt with before. And, of course, Alkyone's prediction could have come true very easily, which goes a long way towards making her and the other members of the Royal Guard sympathetic. Their story was compelling... up to a point.

The major problem I had with "The Circle" had to do with pacing, and this has been a issue for me with Simone-written series going back to THE ATOM and WELCOME TO TRANQUILITY: too much happens too quickly, and there's no room for depth or real drama, not when you're fast-forwarding through the story like Dark Helmet in "Spaceballs". This, in my opinion, has plagued Simone's recent output - a failure to allocate enough attention to the varied story elements. If I were to break down "The Circle" in terms of plotlines, this is what emerges:

A) The backstory of Alkyone and the Royal Guard, coupled with their present-day escape and their targeting of Diana.

B) The Nazis invade Themyscira, get whipped by the mother-daughter team-up of Hippolyta and Diana, and are sent packing.

C) Diana befriends gorilla warriors.

D) Etta Candy may or may not be a spy for Diana's boss or something... I didn't really get that sequence (though I don't fault Simone for that - I'm guessing it's a leftover from the Heinberg or Picoult runs?).

Now, the best stories are those which form thematic parallels between the B-plot and A-plot, the better to integrate them towards the climax: we can think here of how FABLES has moved Flycatcher's long-running character arc into the greater Fabletown/Empire conflict as an example. With "The Circle", though, what we get are two separate plotlines which only intersect in the name of contrivance (ie: the Nazis free the Circle), at which point they separate and are resolved separately - the Nazi cleanup has very little to do with the Circle's attack on Diana. As a result, neither develop any real gravitas: had this been the Circle's story, Simone might have been able to flesh out the other three members of the Royal Guard, and bring their conflict with Diana to a much more potent boiling point, dramatically speaking. But there simply aren't enough pages to do that, because you have Nazis and gorillas running about, smacking each other around. And at no point during this four-issue arc does Simone ever convince me that the Nazis and gorillas were needed.

Ultimately, "The Circle" fizzles to a very unsatisfying conclusion: there's something poignant about Alkyone's final realization, but at the same time, I felt that it just wasn't enough, that more could have been done with the Circle and their complex relationships with Hippolyta and Diana. So... OKAY, because I liked the idea and I wanted to see more, but I didn't.