Nut Ink. Mini reviews of texts old and new. No fuss. No plot spoilers. No adverts. Occasional competency.
Showing posts with label Graphic Novel. Show all posts
Showing posts with label Graphic Novel. Show all posts

Wednesday, October 14, 2015

Revolutionary War (2014)

Authors: Andy Lanning / Alan Cowsill / Kieron Gillen / Rob Williams / Glenn Dakin / Brent Eric Anderson / Tom Palmer / Richard Elson  ||  Illustrators: Richard Elson / Dietrich O. Smith / Will Sliney / Nick Roche / Brent Eric Anderson / Tom Palmer / Ronan Cliquet / Gary Erskine / Richard Elson  ||  Page Count: 192

"I'm so tired. I've made mistakes. I wish they mattered."

A revival for a number of original Marvel UK characters after a staggering twenty year absence from the shelves! They first appeared in a bi-weekly anthology called Overkill that dared to go up against 2000 AD. It was a valiant attempt, but they were forced to call it a day after just 52 issues. (I have the original series from way back then. Someday I'll maybe venture into the eldritch wardrobe, unearth them from their resting place of two decades and do a retrospective.)

Seeing them return for an eight-issue miniseries gave me warm fuzzies, but there's a sour downside, a surreptitious reason for their timely return. It isn't just a loving way to mark an anniversary, it was a toe-dip in the water to see if it would be possible to introduce them into the larger Marvel Universe; i.e. The American market. They brought the Overkill heroes back hoping to throw them into a pool of withered storytelling that's overflowing with spandex and fan-wank. That crushing realisation comes in the first few pages and it puts a dampener on the revisit. Damn you, Marvel, for doing what you have every right to do.

The crux of the story: the Mys-Tech Organisation that years before was a thorn in the side of every one of the characters is attempting an aggressive comeback. For Dark Angel that's a deeply upsetting prospect. The debt she inherited as a result of the Faustian deal between Mys-Tech and Mephisto was one written in perpetuity. If the Corporation return they'll upset the dubious balance that she struggles to maintain and the world could become a playground for techno-mage ambition. (That would be worse that the current government?)

The first and last chapters provide a catch-up and resolution to the overall series, respectively. The six bookended chapters wisely narrow their focus primarily to one hero/duo/team. Dark Angel was one of the strongest pillars of the original comic, so it's right that she should feature prominently, but juggling the small in the large is a difficult task for any writer, meaning some of the other interesting characters get criminally overlooked. One or two are absent completely.

If you're a fan of the Overkill comic, be prepared for your reintroduction to be as messy and hurried as many of the other recent Marvel 'events'. If you're new to the whole thing, then it's possible you'll be underwhelmed and slightly confused.

The book contains all eight parts of the Revolutionary War miniseries: RW: Alpha; RW: Dark Angel; RW: Knights of Pendragon; RW: Death's Head II; RW: Supersoldiers; RW: Motormouth; RW: Warheads; and RW: Omega. That's also the order they're designed to be read if you have them as single issue one-shots.

2½ metres below the Museum of Pagan Antiquities out of 5

Thursday, October 1, 2015

Dead Boy Detectives: Vol 2: Ghost Snow (2015)

Author: Toby Litt  |  Illustrators: Mark Buckingham / Gary Erskine  |  Page Count: 160

'I saw my best friend, Rosa, taken by an evil ghost. I was eight.
No one believed me.'

Vol 1: Schoolboy Terrors (2014) left some pretty fantastical threads in need of gathering at its climax. Volume 2 picks them all up and weaves them into a tapestry that has the present represented on one side and the past on the other; Charles’ past, to be specific. I said last time that the boys love a mystery; that’s still true, but for Charles the feeling has gotten more complicated because it’s his family that is the mystery and he’s a piece of the puzzle. He fears what he’ll discover if he starts the digging process, and he fears what he’ll become if he doesn't. The truth can hurt even when you’re dead.

One of the most significant of the aforementioned threads was the one that connected to the Neitherlands. Events there run concurrently with events back on Earth as Charles and Edwin make some new friends. The new characters have a significant role to play, and even though they're dropped into a story that's already under way, they're well-rounded (i.e. well-written) enough to hold their own, even the two feuding philosopher kittens.

I enjoyed Ghost Snow a little more than I did Schoolboy Terrors, but it was largely due to having a solid background already in place, and I suspect that when I go back and re-read them both in one sitting then the collective score will be at least equal the one given below, or perhaps even higher.

Sadly, it concludes the short run of the revived series. Like many of the Sandman offshoots it didn't outstay its welcome, it left me wanting more. (Shut up, wallet!)

The book collects together Dead Boy Detectives issues 7-12 (The End... for now?).

4 faithful poppets out of 5

Tuesday, September 1, 2015

Dead Boy Detectives: Vol 1: Schoolboy Terrors (2014)

Author: Toby Litt | Illustrators: Mark Buckingham / Gary Erskine | Page Count: 160

'...He always treats us like royalty, it's just... sometimes it's the red carpet... and sometimes it's the guillotine.'

Of all The Sandman secondary characters that could've been revived for an ongoing series the Dead Boy Detectives wasn't high on my list of wants, but Toby Litt has changed that. The previous incarnation (2001) is acknowledged and respected but Litt has taken a different approach to the storytelling. He doesn't reinvent what's already in existence, he rejuvenates it, making everything feel more vital and a lot more entertaining.

The two boys, Charles Rowland and Edwin Paine, were born decades apart but they share a passion for solving mysteries. Where there’s a mystery it follows that there’s almost always danger; doubly so if the occult is involved. When the two friends decide to help a young girl they find themselves in the deep end of personal history, surrounded by terrors unique to them. It's a place where being already dead is no guarantee of safety.

Something I don’t think I've mentioned before is the work of Todd Klein, the finest letterer in the business. If you're new to comics you might think that it’s just text and any fool can do it, but no, not like Todd. His text boxes, bubbles, etc, complement Litt's dialogue by being written in different fonts and presented via different mediums, each one chosen specifically to accentuate the traits and unique personalities of the character from which they originate. Edwin was born in the 1900s, so you'd expect his vernacular to reflect that, but so too does his lettering. Likewise, Charles is a child of the 1990s, his analytical approach to things is more hard-boiled and so his lettering reflects that.

If you pay attention not just to what you read but to how it's written then you'll discover many more examples. Hopefully it'll open the way for you to appreciate the other unsung heroes in comics, such as inkers and colourists, too.

The book collects together Dead Boy Detectives issues 1-6; and stories from Witching Hour issue 1; Ghosts issue 1; and Time Warp issue 1.

3½ French exchanges out of 5

Friday, August 14, 2015

The League of Extraordinary Gentlemen: Nemo: River Of Ghosts (2015)

Author: Alan Moore | Illustrator: Kevin O'Neill | Page Count: 56

"It was the piranhas mostly. They can be spiteful if they're in yer trousers..."

Eighty-year-old Janni gathers together a crew (one of whom would've certainly been worthy of League membership in an earlier time) for one last sailing of the Nautilus into the heart of darkness; i.e. up the Amazon. Her ultimate goal is to put to rest someone who ought to have been dead years before, someone we've met before and for whom death was initially a long time coming.

She’s wizened and determined, with a face that looks like it’s been carved out of wood. Many of the crew think her mad, but she’s knows the truth.

It’s not usually until my second read-through that I'm able to appreciate the intricacies of the League books. I'm too busy trying to spot extraneous references and getting lost in the backgrounds during the first read. But I enjoyed River of Ghosts on the first pass. Either Moore has finally found a suitable level of outside influences being pitched inside, or I simply overlooked a ton of them. Either way, it was a more fluid experience, enabling me to get caught up in the yarn easily.

The aforementioned crew member is Janni’s bodyguard. He's an amalgamation of more than one fictional/legendary character, and more than once he steals the show with his actions; at one point he even does it while having lunch.

The ending is abrupt, but the entire thing had been leading organically up to it, so in the overall scheme it’s simply punctuation that serves a dual purpose. If you've followed the journey up until now then there’s no reason not to step aboard for the conclusion to the trilogy. If you've been hesitant because of how it was split over time, as was the case with Century it'll likely get a collected edition sometime in the future with new O'Neill cover art; an option is to wait for that.

3 broken lady parts out of 5

Wednesday, July 1, 2015

WitchCraft (1996)

Author: James Robinson  |  Illustrators: Peter Snejbjerg / Michael Zulli / Steve Yeowell  |  Page Count: 135

"The fires of madness burn at a gentle heat, stoked by grandiose delusion."

The Hecate, also known as Maid, Mother and Crone, are three aspects of the same ancient Greek deity. Likewise, the three parts of the book represent three different eras, each one more aged than the last, structurally mimicking a part of the content. The individual chapters tell their own story while also being a part of the same, larger story. Each has its own prologue wherein we’re privy to the Hecate’s thoughts and hopes for what eventually follows.

It begins with a brutal act of violence against a young priestess whom the Hecate show favour to. Her aspect and that of her tormentor are reincarnated over and over throughout the ages so that she can meet him again and again, until she’s able to sate the Hecate’s need for bloody revenge. The witches aren't going anywhere. Their longevity means they can play the waiting game for as long as it takes.

The different eras are suitably well-realised, with the language taking cues from the years in which the drama is set. Even though time advances as normal for the main story there are instances where the reader is pulled back to an earlier time within the smaller framework, showing us the reincarnated priestess’ upbringing and education. One such example is Faith Armitage aged seventeen, a product of her teachings, is contrasted with Faith Armitage, orphan aged seven, a malleable child with a mind waiting to be filled. There's not enough time to go deep into the nature vs nurture debate, but it's there to some degree.

Author James Robinson (sometimes credited as James Dale Robinson) shows us the lecherous nature of mankind that, if left unchecked, could become an all too familiar occurrence. In this case it's a fictional deity that steps up to the line, but even then it's only because they felt they were wronged or robbed of something valuable. Not putting a stop to something is not the same as sanctioning it, but sometimes just looking the other way can itself be perceived as an unjust act.

The book collects together the entire first miniseries, WitchCraft issues 1-3.

3½ rotations of the wheel of fate out of 5

Wednesday, June 3, 2015

Clive Barker's Nightbreed: Volume 1 (2015)

Authors: Clive Barker / Marc Andreyko  |  Illustrator: Piotr Kowalski  |  Page Count: 112

"Midian calls to all of her children. No matter where we are..."

Given the choice, I’d rather have had a sequel novel than a prequel comic book, but a comic version of Nightbreed that's canon is better than nothing at all, I guess.

It’s a story set in the present, broken periodically with flashbacks to years before. To confuse matters, the 'present' is the year the film is set, so, yes, you'll need to have viewed the film prior to reading, and the flashbacks are from a number of different perspectives, each one telling the story of how a particular member of the collective lived prior to finding the safety of Midian.

I had a secret hope that the series would do what the film failed to do: flesh out the inner-workings of Midian and deepen the concerns of the creatures, warts and all beyond just: we may be ugly on the outside but humans are morally uglier on the inside. With that in mind, it begins badly. Presenting Peloquin as a kind of monstrous version of Wolverine was worrying. Thankfully, his story is just one of many spread out over the years with each era given its own visual look.

The histories continue in a similarly bland fashion until the end of issue three. Without going into detail, an unexpected element is introduced that may (fingers firmly crossed) turn out to be a pivotal happening further down the line. There are a number of different routes it could take and I'm guessing that most—if not all—of them end in bloodshed. The only question is whose blood; Natural or Nightbreed?

The cover art by Riley Rossmo is excellent but misleading. Only about half of those shown actually feature in the first volume. I didn't feel cheated because squeezing any more in would've made the story seem even more piecemeal than it already is, but it's worth mentioning, nonetheless, in case one of those pictured is your favourite and you were really hoping to find them inside.

The book collects together Clive Barker's Nightbreed issues 1-4 (of 12).

2½ learned behaviours out of 5

Friday, May 1, 2015

The Dreaming: Beyond the Shores of Night (1998)

Authors: Terry LaBan / Peter Hogan / Alisa Kwitney | Illustrators: Peter Snejbjerg / Steve Parkhouse / Michael Zulli  |  Page Count: 208

The likeliest hypothesis we’ve come up with is that we're dead.  Everything else seems too far-fetched.”

The first regular offshoot of The Sandman.  It lasted an impressive 60 issues, most of which have unfortunately never been reprinted.  Besides the one you’re reading about, the only other available TPB is Through the Gates of Horn and Ivory (1999), and there’s a single issue included in The Sandman Presents: Taller Tales (2003).  The rest are only obtainable by seeking out the original single issue publications and that’ll likely cost a lot more than they were originally worth.  I wish I could say that I have them already, but I don't.

Beyond the Shores of Night contains three stories all set in or around elements of the Dreaming.  Does it have any Sandman characters?  Yes.  It’s much too difficult to skirt around which ones exactly because they’re prominent in all three, so I'm just going to go ahead and say.  It’s what most people want to know, anyhow.  If you’re not one of those people, then please don’t read any further.

01. The Goldie Factor:
A three-part tale about Abel’s pet gargoyle, Goldie, whose origins have hitherto been shrouded in mystery.  All we'd been told previously is that, in an uncharacteristic gesture of niceness, Cain gave her to Abel while she was still an egg.  Even the little winged creature doesn't know where she came from.  But all that is about the change.  It’s not the most exciting adventure and some of it's clearly filler to get it across three issues, but the ending is memorable and it’s good to see the sad-faced gargoyle get something meaningful to do.

02. The Lost Boy:
A four-part story featuring a returning Sandman secondary character that I don’t have to name.  Yay.  Unfortunately the person speaks with an accent and is written to reflect that, meaning it’s as irritating to read as Abel’s dialogue was in the previous work.  Again, the story is longer than it ought to have been.

03. His Brother’s Keeper:
A one issue tale that’s much closer to the kind of storytelling found in the original Sandman series.  Perhaps the previous two stories were an attempt to get away from it—it is a separate title after all—but it doesn't change the fact that His Brother’s Keeper is by far the best of the three.  It begins as an unscheduled meeting in the House of Mystery and develops into something much darker.

Overall, it could be a lot better than it is, but revisiting the Dreaming, even in a lesser way, is still an enjoyable way to spend some waking time.

The book collects together The Dreaming, issues 1 - 8.

3 personal hells out of 5

Tuesday, April 14, 2015

Dredd: Urban Warfare (2015)

Authors: Arthur Wyatt / Matt Smith  |  Illustrators: Henry Flint / Paul Davidson  |  Page Count: 96

'From the gleaming tower, he watches the sector burn.'

I rated Underbelly (2014) less than average on a comic book Dredd scale, but I was still planning on buying the second tie-in, a two-parter titled Uprise (2014), simply to show support for the franchise and keep hope alive for a second film. However, by the time I was ready to pony up the cash, details of Urban Warfare had already appeared online. Seeing as how it collects both the previously mentioned works and adds a third story, telling of Ma-Ma’s origins, it seemed the more logical choice to go for. Plus, it’s a hardcover. The three stories are:

01. Top of the World, Ma-Ma (2012)
A violent prologue to the Dredd movie (2012) that shows us a little of Ma-Ma's past, most of which was mentioned briefly in the film's script. It foreshadows certain events, too, which was a nice touch. It really is just a prologue, so don't expect anything more than that and it'll deliver the goods.

02. Underbelly (2014)
I read it again, but even with adjusted expectations my feelings towards it are unchanged. You can read the previous post HERE. The page size is returned to what it should've been, not the US comic size, and for that I'm grateful.

03. Uprise (2014)
Yes!  The best of the bunch. The story is less of a rehash of the film and more like something that would fit snugly into the comic. I realise they're two different aspects and should remain as such, but there's nothing wrong with attempting to meet the Megazine's standards.
There's a declaration of ownership from a sector within the Big Meg, a direct defiance of the system that Dredd represents. It's a threat that needs put to rest fast, lest it spread virus-like to other areas, so Dredd rolls in and busts heads.
It uses the 'riot happening alongside clue-uncovering' scenario, but it's done well and it doesn't wimp out. It also places itself firmly after the film by referencing something from it. It feels like an ongoing story, not just an adapted one.

I'm disappointed they chose to reuse the cover art of Underbelly. There’s no shortage of artists waiting in line, willing to draw Dredd. They could've at least used one of the lesser-known variant covers that were featured on the Uprise single issues. Grud knows variants aren't of use for anything else.

3 pacification units out of 5

Wednesday, April 1, 2015

The Sandman Presents: Thessaly - Witch for Hire (2005)

Author: Bill Willingham | Illustrator: Shawn McManus | Page Count:  96

"I refuse to be destroyed by something I've never heard of."

WFH picks up the story of the last of the Thessalian witches two years after the end of The Thessaliad (2002), a four issue miniseries that you can also find collected together in the Taller Tales (2003) TPB.  If you haven’t read it there’s some catch-up text at the beginning to get you up to speed.  If you have read it you’ll maybe remember the big unanswered question surrounding the supporting character.  Bill Willingham remembers it and expands upon it.

Fetch is back, like a bad smell carried by an ill-wind, with a complement of ideas above his station (his station being that he’s dead—that's not a spoiler for The Thessaliad).  He’s still lusting after the aeons-old witch, but his courtship methods are far from traditional.  Nevertheless, he persists, undeterred by the fact that what they both want from the ‘relationship’ differs greatly.

The ending could just as easily be seen as another beginning leading into a regular series, but that didn't happen.  Maybe the readership had grown tired of the Sandman spin-offs, or the writers had?  I don't know, but if the Dead Boy Detectives can make a comeback then there’s hope for Thessaly.

The book collects together all issues (1-4) of the second miniseries, The Sandman Presents: Thessaly - Witch for Hire.

3½ client confidentialities out of 5

Sunday, March 1, 2015

The Sandman Presents: Taller Tales (2003)

Author: Bill Willingham  |  Illustrators: Mark Buckingham / Peter Gross / Paul Pope / Michael Kaluta / Phil Jimenez / Adam Hughes / Linda Medley / Marc Laming / Zander Cannon / Albert Monteys / Daniel Torres / Shawn McManus / Duncan Fegredo / Kevin Nowlan / Jason Little / Niko Henrichon  |  Page Count: 224

A bestial song of Darwinian law in six-part harmony.  A celebration of the never-ending, inescapable gospel of tooth and claw.

Taller Tales gathers into one book a small collection of the many post-Sandman stories.  There's some one-shots, a complete mini-series, and a single issue of the now defunct monthly 'The Dreaming'.  Each of the individual publications may still lurk in specialist comic shops, but why spend more than the cover price when you can have them in an advert-free TPB?  In the order presented:

01. Merv Pumpkinhead, Agent of D.R.E.A.M. (2000)
Merv recounts an unlikely story of derring-do in which he’s the one daring and doing.  I like Merv, but a James Bond parody isn't something that stays in my memory long.  Most of the actual Bond movies are like parodies of themselves, so besides the hero having a pumpkin for a head, there really isn't much difference.

02. The Dreaming, issue 55: The Further Adventures of Danny Nod (2000)
At Lucien's behest an enthusiastic young lad goes in search of books that are either overdue or have simply gone missing from the Great Library's stock.  The youth's dedication to his job is his shield as he enters the Book-Lands.
About half a dozen different artists lillustrate the short, fanciful journey.  The result could've been messy, but it works in the story’s favour for reasons that I can’t reveal.  It doesn't plumb any great depths emotionally or creatively, but it’s hugely enjoyable, nonetheless.

03. The Thessaliad (2002)
A four-issue miniseries featuring Thessaly, the last of the Thessalian witches, first seen in Sandman Vol V: A Game of You (1993).  On the surface she’s a meek, bespectacled and bookish college student with pink bunny slippers and a teddy bear backpack filled with English Lit work, but get closer and you’ll see she’s beautiful and powerful.  Get on her bad side and beautiful will sidestep so that terrible can take centre stage.  She'll fry your ass.

04. Everything You Always Wanted to Know About Dreams... (2001)
Each answer is attributed just a few pages to make its point.  It’s mostly light-hearted stuff, but despite each short being written by the same person (Bill Willingham) there are a number of unique voices in play.
It makes a kind of sense that constructing a dream would be like constructing a movie, and that it should experience the same kind of production problems.

4 challenge stops on the Allegorical Subway out of 5

Friday, February 6, 2015

Judge Dredd: America (2008)

Author: John Wagner  |  Illustrator: Colin MacNeil  |  Page Count: 144

'Somewhere along the way childhood ended. Ami and I were drifting apart. I watched it happening, hating it. Powerless to prevent it.'

America is regarded by many Dredd fans as one of the best Big Meg stories ever written, and with good reason. It’s a mature telling of a small but significant event in the Megacity’s history. If you join the dots over a longer period of time it can even be seen as a precursor to an eventual re-evaluation of the system itself.

From the first page it’s clear that what we’re getting is a deeply personal confession suffused with tragedy and a sharp, painful remorse that even time hasn't dulled. It puts us on the alert and reminds us that notions of hope and change are a dangerous combination when paired.

It dĂ©buted with the launch of Rebellion’s monthly Judge Dredd Megazine (1990), a title that offered their regular writers the freedom needed to explore more hard-hitting, adult themes than the long-running weekly 2000 AD magazine was able to do. In an unexpected reversal of reader expectations the first issue had Dredd be an antagonist, not the hero of his own title.

At its most basic level it’s about two childhood friends who take different paths in life. Bennett Beeny lives peacefully under the controlling gaze of a judicial system that he hates and fears, whereas the strong-willed America Jara, the woman that Beeny loves, chooses the opposite, America takes a stand, putting herself between a merciless green boot and a seemingly hopeless belief.

Placed strategically are brief scenes that on the surface may seem to affect just one or two of the secondary characters, but each instance has a cumulative, emotional impact on the reader. When stacked, they further characterise the world. The glimpse inside of Resyk, for example, chillingly highlights how the human need for warmth has been replaced by a heartless practicality.

The sequels, Fading of the Light (1996) and Cadet (2006), are included in the collection but they aren't in the same league as the main feature. I would even say that while they’re decent stories, overall they have a diluting effect. The writing isn't as good and the digital colouring is abominable. The original story gets full marks, easily, but the others bring the average down a little.

4 kinds of victim out of 5

Tuesday, January 20, 2015

Silent Hill Downpour -- Anne's Story (2014)

Author: Tom Waltz | Artist: Tristan Jones | Page Count: 80

"I'm just sayin', if you don't change the record you gonna hear the same damn songs over and over again... change takes guts, though."

In Silent Hill Downpour, fans were presented with an NPC who was seemingly up to bat in the town at the exact same time as the game’s playable protagonist, Murphy Pendleton. While all of the games have had notable and plot-relevant ancillary characters none of them appeared to have experienced things in exactly the same manner as those directly under your control. They showed up where they needed to but it didn't feel like they were on a continuous journey of truth and discovery, akin to your own.

Anne Cunningham, however, very much was. In a perfect world, she would have gotten her own complete scenario in the game itself. In this one, she gets a four-issue mini-series penned by one of its original writers, Tom Waltz. Things could be much worse, and I am pleased with the outcome.

Admittedly, revelatory isn't a word that can be used to describe this endeavor. There’s literally nothing here about Anne that a thoughtful player hasn't already inferred from what’s presented in the game proper. Further, the artwork is inconsistent when it comes to her appearance. In some “panels,” it’s spot on. In others, it’s too soft and vague to resemble her in-game model. I suppose one could argue it’s done to mirror internal turmoil, and I do appreciate the way other characters’ faces are purposefully changed in certain situations. There’s also a few series references casually peppered into the art for attentive readers to find.

In a vacuum, it would be strange (and damning) to say that the things revealed about and said by the side-characters are the most interesting nuggets found herein. In context, however, it’s the highest praise I can give because they are the means by which we’re shown how this exact version of the town exists for Murphy AND Anne.

On top of that, this taught me something I wouldn't have known otherwise and officially canonized my preferred ending. If you’re only a casual fan of the series or haven’t played the game, please, save your time and money. There are (appropriately) recreated scenes, but Murphy’s narrative is not rehashed in anything close to full. I can only truly recommend this to those who explicitly mention Downpour when reciting their series favorites.

3 Weeping Bats Living in Reseda out of 5

Nutted by NEG (last seen re-entering the hardware store).

Note: You can find spoiler-free, mini-reviews of some of the Silent Hill games, including Downpour, at our sister site, Nut Load.

Thursday, January 1, 2015

The Sandman Presents: The Furies (2002)

Author: Mike Carey  |  Illustrator: John Bolton  |  Page Count: 96

"...the immortality resides in the role, not in the being that enacts it."

Events in The Furies take place a few years after the end of Neil Gaiman’s Sandman saga (1989-96).  It continues the story of one of the secondary characters, Lyta Hall, so if you've not read all 75 issues (collected as ten volumes) then you’ll be missing a huge chunk of backstory.  In truth, it would be best to not read The Furies if you lack that Sandman knowledge, because it’s largely reliant on it.

Carey’s words build an atmosphere that’s thick and oppressive.  Bolton’s painted art compliments it.  He’s a superb artist, so it’s hard to say for sure but there may be some actual photography blended into the backgrounds.  Either way, it manages to be more emotionally affecting than the text; it’s as if there’s actual pain and a unique kind of anguish captured in the brush strokes.

The text is structured similar to a Greek myth but within that there’s a recurring theme of attempting to understand what’s required to play a role.  We’re asked to wonder if the proper surroundings would make it any more real.  Imagine being witness to a Shakespeare play performed in the actual Globe Theatre.  There’s no doubt that the historical setting would add an extra element to your appreciation and a special kind of resonance to the happenings.

Carey’s best works manage to provide both a satisfying ending to the story and somehow leave a reader with deep thoughts rolling round in their head, thoughts that inspire further, relevant readings; he achieves that with The Furies.

3½ pomegranate seeds out of 5

Monday, December 1, 2014

Batman: Arkham Unhinged: Vol. 2 (2014)

Author: Derek Fridolfs  |  Artists: Various  |  Page Count: 168 

Penguin’s been hiring people to kill you.”
“That old crow’s wasting his money. I’m already dying… of boredom.”

The second volume of video game tie-in Batman manages to outdo the first, but unfortunately it's on the scale of tedium that it excels. Being tied to a game plot limits the freedom an author has, and at the end of the day any changes made must be reset so that everyone is returned to their game setting. In a situation like that the dialogue becomes even more important than normal, so extra effort should've been made to spice it up as much as possible, but—no disrespect to Fridolfs, perhaps he was busy with other, more important projects—the majority of it could've been written hastily over a light breakfast.

Robin pops in and out of the walled city as if it's a twenty-four hour supermarket, making a mockery of the idea that it's supposed to be near impossible to escape from. Whilst there he becomes an ineffectual bit player in what amounts to an extended fight scene that goes nowhere interesting.

The Arkham City Sirens story fills in some of what happened to the trio of women after the events in the first game, but mostly it feels like an excuse to have ladies with back-breaking breasts jumping around. The three women are at least largely faithful in personality to their game counterparts, which is to say they lack any kind of warmth or likeability; even the colourful Harley, who's admittedly a love-her-or-hate-her character ordinarily, never escapes two-dimensionality.

The only part of the text that I enjoyed was a flashback to a time years before the walled city was in existence, a time that deeply affected one of the villains and set him on the path he's currently on. It's not in-depth enough to be called an origin story, but it's an insightful glimpse into what spurred him to take the first steps into his current career. It was a clichĂ©d moment but because it dared to be dramatic it still managed to feel superior to anything else. Repeated use of flashbacks would eventually draw too much attention to the technique, but the distance it provides from the walled city seemed to have given Fridolfs the space he needed to better express himself creatively.

The book collects together Batman: Arkham Unhinged issues 6–10.

2 punch bag thugs for hire out of 5

Sunday, September 28, 2014

Avatar: The Last Airbender: The Search: Part 2 (2013)

Author: Gene Luen Yang | Page Count: 76
When people come to your throne room and bow, they're not bowing to you. They're bowing to what you represent.
Continuing on their quest to find the whereabouts of Ursa, the Gaang are increasingly at odds with Azula until Zuko makes a concession over Ursa's letter and a confession to Aang about his willingness to rule. With some peace between them, they make it to Ursa's hometown of Hira'a  where they meet the director of the acting troupe of which Ursa used to be a member. The director leads them towards Forgetful Valley, a dangerous place where people who enter supposedly never return.

The suspense is killing me, but leaves me giddy with excitement. The characters felt so alive, I could picture them moving like I was watching the show, especially a certain bit of Sokka making faces. The interwoven flashbacks are also deliciously revealing and contain quite a few continuity nods to the series. Azula's antagonism was a little tiresome as it was clear that she would only freak out so as to add some drama that wasn't really needed, but she is there so she needs something to do. Still a decent read with great art, characters and the reveals on a tragic and romantic story.

4 involuntary poop face out of 5

Tuesday, September 23, 2014

Assassin's Creed: The Chain (2012)

Authors: Cameron Stewart / Karl Kerschl  |  Illustrators: Cameron Stewart / Karl Kerschl  |  Page Count: 96

"They like to think of themselves as a Brotherhood. A family. But if that’s true, then they’re a family of wolves."

A sequel to Assassin's Creed: The Fall (2011) that continues the story of both Daniel Cross and the assassin Nikolai Orelov. In one man's world a peace time is broken, while in the other a kind of peace is attained but it’s quite possibly fallacious.

The book explores the resultant struggles of the two men, but it's difficult to say how Daniel got to where he is at the beginning without spoiling the end of the previous entry, so I’ll take the easy option and not mention him again directly. On the other hand, the Russian born Nikolai's story is easier to summarise. He's settled in a new territory but experiences the same old prejudices. It follows that where there’s hatred and men willing to do evil for money there’s often tragedy.

Central to everything, and the part that carries the most emotional weight, is the journey of a young boy who learns the difference between killing out of necessity or mercy and allowing suffering to continue by doing nothing—the understanding of which is a basic tenet of the Assassin order.

There’s a second lesson to be learned, too, that every deed has consequences even if sometimes they take years to surface or occur. How we deal with them determines what kind of man we are, and that in turn determines which side an individual is compelled to take in the Templar/Assassin war.

There are a number of pages with little or no dialogue, meaning the onus is on the art to tell the story, which it does very effectively. The changing colour palette also contributes in a clever, almost subliminal way.

3 balance adjustments out of 5

Thursday, August 21, 2014

Dredd: The Illustrated Movie Script and Visuals (2014)

Author: Alex Garland | Illustrator: Jock | Page Count: 240

You were shit out of luck when you ran into the Ma-Ma clan.

If there’d been a poll asking what people would like to see in a book titled 'Illustrated Movie Script and Visuals,' everything that’s already included would be on my list.  As someone who enjoys Dredd comics, screenplays and can happily waste an hour studying concept art, it seems almost tailor-made.

On the left hand pages is Garland’s script, laid out in the usual format.  It’s also where you’ll find trivia, concept art depicting various stages of evolution and full colour production stills, not all of which were used in the final version (unused hall of justice, judge badges, etc), with brief passages of text describing what each one is and how it fits into the overall structure.  It’s the ‘Visuals’ half of the book.

The right hand pages display the ‘Illustrated Movie Script’ half.  Jock’s sketches give life to the scene as written on the left.  The monochrome art is somewhere between traditional storyboards (minus the giant arrows) and a regular panelled comic.  It's filled in places with black and white screen tones (repeating dot patterns often seen in manga).  Dialogue is included.  It’s the best of both worlds.

Had it been created after the film I’d have said there’s a vibrancy and urgency to the lines that capture and communicate the gritty, uncompromising and violent aspect well.  But it was made first, so it’s fair to say that the film captured those aspects of Jock’s sketches.  Had a non-comic artist been responsible, someone without a history of Dredd, the film might not have felt so authentic.

I found it more enjoyable to read the comic part in one sitting, and go back afterwards to concentrate on the left hand pages.  Doing that spilt the book into two distinct halves but the alternative was disruptive to the flow of the story.

People who bought Dredd: The Screenplay (2012) as an ebook might be a little sore double-dipping but if any of the additional content mentioned above is to your liking, there’s likely enough to warrant a repurchase.

5 Munce Box Meals out of 5

Tuesday, August 12, 2014

Judge Anderson: PSI Files Volume 4 (2014)

Author: Alan Grant  |  Illustrators: Steve Sampson / Arthur Ranson  |  Page Count: 304

'Resyk was way past its limit – an’ the corpses just kept pilin' up.'

Anything goes (usually illegally) in Mega-City One, but esoteric concerns have always been better suited to Anderson's corner than that of the typical street judges. There's a lot of that kind of thing in Vol 4 and she's at the centre of it.

The first part finishes Steve Sampson's excellent run on art duties. He returns the reins to series regular Arthur Ranson for a multi-part epic that manages to be set present day (for the Meg) and simultaneously be tied into an event that happened prior Necropolis. It could've been a mess but it isn't, it works and it references a lot of history while doing so. It's also bloody and gruesome in places.

Being a senior PSI means Anderson's often relied upon to make the big decisions, but for her sometimes the personal ones are the biggest of all and there's nothing more personal than the world that's formed when you retreat into the confines of your own mind. With imagination having no boundaries, the vastness can be terrifying; more so when your deadliest enemy has also spent some time there.

If she's to be saved then the decision-making will need to fall to someone else, followed by consequences carefully weighed and action taken. It's fortunate she has a good working relationship with the current Chief Judge.

Something that not unique to 2000 AD and the Megazine, but certainly isn't commonplace in comics, is the acknowledgement that characters get older. They have a finite period of usefulness. For Judges that means it's only a matter of time before they’re either dead or forced to take the Long Walk into the Cursed Earth. Anderson isn't at that stage yet, but it's on the horizon.

As usual there are brief 'bonus stories' at the back of the book taken from various 2000 AD / Dredd specials, collectively featuring scripts by Mark Millar and Tony Luke with illustrations by Dermot Power and Russell Fox.

4 fields of death out of 5

Monday, July 28, 2014

Judge Dredd: Necropolis (1998)

Author: John Wagner  |  Illustrator: Carlos Ezquerra  |  Page Count: 192

If you bring them back, th-thousands will die!
I disagree. You’re setting your sights too low. All will die. Total annihilation – it’s the best way!

In light of some poor decisions by the Justice Department, Chief Judge Silver makes another one that leaves the Big Meg vulnerable. Elsewhere, a door is being opened to a place where judgement of the guilty and the innocent returns the same sentence…the Sisters of Death are ready to move.

Ah, Necropolis. There have been bigger and some would say better Dredd epics since then but it remains my favourite for a number of reasons. It’s not Dredd specific. The story, by original creators Wagner and Ezquerra, is much too big for just one man to carry. PSI Division plays an important role, which means Judge Anderson's talents are needed. It splits the reactions and resolutions in a number of different ways. That could've made it feel fragmented but John Wagner was too focussed to allow that to happen. The build up toward it was extensive (see below) and the aftermath shaped many aspects of the world and the works that followed. In short, it was a huge game changer.

It’s from an era when 2000 AD was commissioning fully painted artwork for many of its ongoing stories. There are time-saving colour blocks but it doesn't feel like a cop out; the colours used are often representative of deeper allusions (e.g. the colours of malady). Ezquerra’s art style will forever be associated with Dredd; those weird black dashes that he uses to outline certain characters became a part of that. I even began to miss them when they weren't there.

Some backstory is needed if you're to fully understand the scope of what happens during the 26 chapter storyline, why it happens and how the Justice Department themselves were partly responsible. The minimum of which would be knowledge of the Morton Judd / Judda storyline and The Dead Man arc. The latter acts as an essential prelude to Necropolis and helps explain why Joe looks like someone has taken a huge acidic shit on his face.

It might sound like a daunting task tracking it all down but Rebellion made it easy by reprinting all past adventures in chronological order as The Complete Case Files. I don’t know which volumes you’ll need because I've not bought them yet, but if you’re still reading this then you’re well equipped to find the answers.

5 black hearts out of 5

EDIT: According to Wiki, the entire Necropolis story is in The Complete Case Files: Volume 14, along with The Dead Man arc that I mentioned above.

Tuesday, July 22, 2014

Assassin's Creed: The Fall (2011)

Authors: Cameron Stewart / Karl Kerschl  |  Illustrators: Cameron Stewart / Karl Kerschl  |  Page Count: 96 / 128 (Deluxe)

"Nothing is true, everything is permitted…"

Considering how asinine and clusterfucky the story of the AC games was, is and likely will become, I didn't have high hopes for The Fall. Shock news: It’s surprisingly good. It's not amazing but it does a better job at balancing two different time periods and making them feel like one cohesive whole than any of the games I've played so far have managed to do.*

You ought to know by now that each instalment has two protagonists; one in the present and one in the past. In the present (sometime around the turn of the 21st Century) there’s Daniel Cross. The book spends a fair amount of time showing us what kind of guy Daniel is and, perhaps more importantly, what kind of guy he isn't. He’s not a noble champion of the people. He’s quick to anger and full of doubts, dislikes authority, enjoys a drink and is slowly spiralling out of control.

By contrast his ancestor, a Russian born assassin named Nikolai Orelov, is selfless, honourable and fully committed to a cause greater than himself. His goal is that of all his Order: to stop the Templars from creating a new Eden structured solely to service them. (If you think about it, there are zealots on both sides.)

There are similarities between game and comic, such as the obligatory artefact that, like Desmond’s Apple, is of great importance but easily forgettable. However, by being self-contained the book doesn't have to drag out the modern day part of the story ad nauseam. It has a proper beginning / middle / end.

Okay, there’s a sequel, so you could argue that the 'end' is merely a stop gap, but you don’t have to read the sequel if you don’t want to. In short, it doesn't tease you with something and then fail to deliver it like the games do.

The artwork serves the story well. Panels aren't just rigid squares, there’s some thought put into them, including splash panels and pages when needed.

The Deluxe Edition has some extras including a 10-page epilogue that diminishes the power of the original ending and leads into AC: The Chain (2012). If you've more money than sense, both The Fall and The Chain were collected together in AC: Subject Four, a TPB that was part of The Ubiworkshop Edition of AC III (2012).

2½ things that 'used to be' out of 5

*You can read reviews of some of the games on our sister site, Nut Load.