Comic Reviews

SF/F Commentary

Comic Review: Drifter (Issue #1) by Ivan Brandon and Nic Klein

As I’ve read more and more comics, I’ve come to the realization that one of the things I am sorely missing is a good sense of the non-Marvel/non-DC comics worldview.  Thus, I have turned to Image Comics to find those gems that I would otherwise miss.  This is, of course, hardly a challenge for me, since I’ve enjoyed Saga as much as Wake and Wytches.  Still, the more I look at what I read, the more it becomes apparent to me that I’m not diversifying as much as I should — and that I’m not reading enough science fiction that doesn’t involve superheroes.  And so I have turned to Drifter #1, the first in a new series by Ivan Brandon and Nic Klein from Image Comics, where one of my comics-reading friends buys 99% of his comics because he likes the weird stuff they publish (so do I, it turns out). I have some mixed feelings about Drifter #1.  Though the overarching narrative is compelling, its subplots are somewhat mixed, leaving an introductory issue that, while intriguing, also misses something crucial in the narrative space.  The narrative follows Abram Pollux, a pilot whose spacecraft is severely damaged, presumably by the man chasing him.  Pollux is forced to crashland on Ouro, an alien backwater world; upon extracting himself from the wreckage, he is shot by the assailant and left to die.  But he doesn’t.  Instead, Pollux awakens in Ghost Town, a settlement populated by equally unfortunate rough-and-tumble humans.  In an attempt to track down his ship, and the man who tried to kill him, Pollux reveals that things on Ouro may not be what they seemed and that his notion of reality could be just a little bit false… (this is me being vague so as to avoid ruining the ending of the first issue, which is pretty awesome) As a comics reader, I am mostly picky about two things:  the depth and pace of the narrative and the art.  Though it is difficult to judge the former in a single issue, the latter is largely why I picked up the first issue in the first place.  Nic Klein’s artwork is simply gorgeous.  Though I wouldn’t call Klein’s art original, it is functional.  Klein conveys action with a deft hand and indulges in gorgeous wide shots when necessary for a sense of scale (one such shot is provided below).  At times, the level of detail is stunning, while at others, the details fall away as if the washout of text within an action sequence is also washing out the definition of the visual landscape.  I love this sort of variation when it comes to comics, especially when the artist puts more attention into the details than on a some kind of stylistic signature.  In this case, Klein is certainly focused on the details, not the style. From a narrative perspective, Drifter is hard to judge.  Perhaps the strongest aspect of the narrative are its characters, however briefly explored.  Though Pollux will likely remain the focal point for every issue, Sheriff Carter, a medic-turned-law-woman, bears the brunt of the narrative’s backstory, with Arkady, the priest, serving as the text’s punching bag.  Given the discussions of representations of women in sf/f, and in comics in general, I suspect Carter will be a focus for many.  From my perspective, her character, though undeveloped as of yet, provides the sort of “product of circumstance” nuance that will make for interesting conflicts in future volumes.  Carter is not quite the idealist, but she is the one who seems most practical when it comes to her role in Ghost Town, and she is likely the one who Pollux will most rely on because of his disruptive presence as an outsider and her authority as Sheriff and as “one who has already been here for a long while.”  Carter also benefits from having her gender largely ignored, except as a visual cue.  Brandon doesn’t essentialize her as any particular kind of “woman;” rather, Carter is allowed to “be,” even in a secondary role.  My hope is that future volumes will give her more of an arc so we can understand why she views Ghost Town the way she does. The narrative proper also shows promise.  I can see where Brandon intends to develop a thematic “man vs. nature” subplot and even where the brief interactions of the main character with the townspeople will produce some nuanced relationships for later parts of the narrative.  There is potential here for the narrative to escape its Western trappings to become something more than “outlaws doing outlaw things.”  This is my hope, as the familiarity of the setting and some of the subplots can act as a trap for the narrative. That said, there are flaws in the plot, particularly since it answers too few of its most basic questions.  Who is the man who shot Pollux?  Who is Pollux, and why does he have an inconsistent attitude with regards to violence?  The more complicated answers would be revealed over time, obviously, but the snippets are needed here not only to give Drifter‘s narrative arc depth, but also to avoid an attempt to alienate the reader without something to also ground them.  That level of estrangement disrupts in a way that draws too much attention to itself, which Drifter certainly doesn’t need. Part of this problem stems from the occasional poor transitions between dialogue sequences and from the occasional clunky dialogue.  Brandon attempts to convey a vernacular of sorts here, but one which is more rooted in a gritty Western aesthetic than something along the lines of Burgess’ Nadsat.  Often, this feels unnatural.  Phrases like “What kind of place, I guess we’re working at” occasionally grace the pages of Drifter #1 along with the use of various contractions (ain’t, why’m, etc.).  The strategy is the same:  contracting the language into something more rugged than direct; these contracted sentence structures draw attention not to the ideas under discussion, but to the words

SF/F Commentary

Comic Review: Action Lab Confidential (Previews)

Now that I have this magic tablet thing, I’ve been able to take advantage of all the lovely stuff floating around on ComiXology (a comic store/reading app).  And since I’m now a comic book nut, I figure it’s fair to toss some more reviews at you all. The first of my ComiXology reviews is for Action Lab’s preview collection, featuring excerpts from PrinceLess (Whitley, Goodwin, and Kim), Double Jumpers (Dwonch and Blankenship), Jack Hammer (Barrows and Ionic), Jetta:  Tales of Toshigawa (Wade, Wade, and Williams), Fracture (Gabborin, Cicconi, and Dwonch), Space-Time Condominium (Dwonch), Glob World (Freeman, Strutz, and Garcia), Monsters Are Just Like Us (Super Ugly), Exo-1 and the Rocksolid Steelbots (Pryor, Besenyodi, and Logan), Back in the Day (Dwonch and Logan), and Snowed In (Lundeen).  I won’t talk about all of these in much detail for obvious reasons (so many excerpts!).  Generally, I was unimpressed by the lot.  The best of these eleven comics barely rates as “something you’d use as filler.”  Some of them are awful precisely because they play into stereotypes best served “dead.”  Basically, even though I had no expectations when I went in, I came out extremely disappointed. Here’s the breakdown: PrinceLess (2/5) The basic premise for this comic seems to be this:  princess is trapped in tower; male suitors come to “rescue her”; princess insults them and uses the abuse (and a dragon) to send them on their way.  The idea is cute enough.  I like the reversal of the princess-in-the-tower trope, especially when that reversal comes with a large side of feminist anger.  However, I also find it difficult to enjoy what is clearly a patriarchal universe (something readily apparent in one of the full issues), especially when we’re supposed to accept verbal abuse as a legitimate attack on those structures, despite the fact that the “Princess” never leaves the tower in this particular excerpt.  It just didn’t work for me. Double Jumpers (0/5) Sexism and gaming culture. Why do they so often go hand in hand? Why can’t we have respectful portrayals of women and female bodies in the game world? Such are the fundamental problems with David Dwonch and Bill Blankenship’s Double Jumpers. The excerpt opens in a bar — if you’re expecting one of those “an accountant, a black guy, and a sexy redheaded intern walk into a bar” jokes, then you’ll thankfully find yourself disappointed here, though the setup seems to have been deliberate.  From there, everything goes downhill.  Well, actually, it was already at the bottom of the hill when it started; in the first few panels, one of the main characters does the following:  1) complains about someone else’s girlfriend; 2) proclaims that she is a bitch, but that he’d still “hit that” (direct quote); and 3) essentially hints that the redheaded intern’s value is derived from her ability to bring him beer.  Oh, and it doesn’t get better from there.  Shortly after, the same character acts as the butt of one of the oldest gaming jokes since the invention of female gaming characters:  guy wants to play big burly man warrior, but gets stuck playing the sexy warrior chick in skimpy clothes (boob grabbing and complaining ensues). What might have been a humorous, positive portrayal of women within gaming culture turned out to be a long sea of jokes I remember as “funny” in the 90s (that’s the beginning of my involvement, so I cannot speak for gamers who were active in the 70s or 80s). That’s honestly what this comic feels like: a throwback to 12-year-old me, dripping with assumptions about who plays video games, what female bodies mean in this culture, and so on and so forth. In the end, the decent artwork and the fun concept (geeks playing MMORPGs via VR) couldn’t save the terrible characterization and the out-of-date jokes. I’d pass on this one if I were you. Jack Hammer (2/5) Private detective?  Check.  World with some kind of super power?  Check.  Murder?  Check.  That’s basically what you’ve got in Jack Hammer.  Of all the comics in this lot, this is probably the only one I found semi-interesting, though that quickly fell apart when the perspective shifted to the people who committed the crime, and then once again to some sort of past event.  None of this is properly explained, so the excerpt reads like a bunch of semi-random pages from different issues.  In the end, I was more confused than interested. Jetta:  Tales of Toshigawa (2/5) There’s something about two warrior women fighting for reasons that aren’t altogether clear, and in the midst of that battle, the protagonist talks ad naseum about how she feels about fighting this individual.  Why?  I don’t really know.  There’s an obvious history here; the character suggests as much.  But without a full understanding of that context, it’s impossible to really understand what is going on, except that two women are fighting with swords.  Additionally, the characters frequently utter some variation of the word “unga,” which looks as ridiculous as it sounds.  I have no idea what that sound is supposed to represent, as I’ve never heard a human being make that sound in any other context than “I’m being silly.”  But these characters are kicking and trying to stab one another.  Unga?  No idea. Fracture (2/5) A young man with a blown knee suddenly shifts his mind into that of a local super villain.  Hi-jinks ensue.  If one were to restructure this comic to avoid the absurd “jump” from one body to the next, I suspect there would be a lot of potential in the whole idea.  But the excerpt feels like two indirectly-related chunks shoved together.  There is no sense of character development.  Instead, we’re supposed to care about someone we don’t know.  On top of that, I didn’t much care for the artwork, in part because the character drawings and settings looked too two dimensional — I’m probably spoiled, though. It’s sad, really.  I kind of liked this one at first. Space-Time Condominium (1/5) One very long poop joke.  You’ve heard this

SF/F Commentary

Comic Review: Marvel Point One, “Behold the Watcher” (2011)

As you all know, I have recently become immersed in the comic world.  In particular, I’ve rediscovered my love for some of the same characters I recall reading as a child.  Of course, having been away from the comics world for so long, I’ve missed a hell of a lot, including the issue I’m about to review now.  Since I have started reading the Marvel NOW “reboot” of the Uncanny X-Men, it has become apparent that I really need to know what the hell is going on. And so, here I am discussing “Behold the Watcher” (Marvel Point One) two years after its release.  For those that don’t know, this particular issues opens an entirely new sequence of events within the Marvel Universe.  The purpose of the issue, as far as I can tell, is to offer a gateway for new (or lost) readers to get into the various interconnected story lines to come.  I came to this particular issue because I have started reading things from the Marvel NOW “reboot,” including Uncanny X-Men and Uncanny Avengers, both of which spring off of events that occur in the Avengers vs. X-Men crossover from 2012 (there’s a “duh” moment lost in here somewhere).  Basically, when I tried to read the Marvel NOW versions, I found myself jolted out of my comfort zone.  Things had changed so much that I not only needed to go back for my own sanity, but also to fulfill my curiosity.  And so here we are, two years late and very much engrossed in this new series of events. “Behold the Watcher” (the title I will use from now on in order to avoid confusion with the Marvel NOW Point One issue) opens with an obvious, but clever frame story.  The title character, the Watcher, can see all time and space at once, and so must descend into a fugue state every three years in order to “upload” the memories to a collective of sorts.  The specifics of how the Watcher works isn’t all that relevant; rather, the character becomes a fixed point from which we can see the major events of this universe unfolding, which is relayed to us through two “data robbers” who have infiltrated the Watcher’s “lair” during one of those fugue states in order to retrieve information.  We’re not sure what these robbers are going to do with that information, but the act of infiltration allows us to see what is going on in the various “realities” of the Marvel Universe as the robbers dig through the memories in search of…something.  What we learn is this: Nova tries to warn friends and foes alike that a familiar force is returning, hell bent on destroying everything (even planets) in its path. In the Earth-295 universe (one of many Marvel alternates), the Red Prophet (part of the X-Terminated) exacts revenge on a mutant foe, setting the stage for a new conflict between a decimated human population and a newly-risen mutant one. A cured Kaine (clone of Peter Parker) mulls over his past and what it means to no longer suffer from genetic degradation, eventually revealing himself as the Scarlet Spider. Two twins, Coldmoon and Dragonfire, discover not only that they have been lied to their whole lives, but that when together, their powers are amplified.  In an effort to destroy the people who kept them apart, they join the Avengers. Dr. Strange ponders the bizarre mental state of a local Greenwich Village man, only to discover that trapped the man’s mind is Strange’s future with the Defenders. Lastly, in a future where Ultron has returned and threatened to destroy all humanoid lifeforms, Hawkeye and an injured Spider-Man barely escape death (presumably this is a precursor to the 2013 Age of Ultron arc). That’s a lot of material, I know, but as I said, the purpose for “Behold the Watcher” is to introduce new and old audiences alike to the major threads that have since dominated the Marvel Universe.  And as a gateway, it succeeds.  As someone who has been “out of the game” for at least fifteen years, one of the necessities for any gateway comic is the absence of confusion.  While I didn’t recognize all of the characters here, the various sections were appropriately framed as snippets into their lives, rather than as full-fledged narratives.  There is a lot I still don’t know about these various universes and characters, but having read this issue, I have gained a clear sense of the direction for the narratives to come. If there is one flaw in “Behold the Watcher” (aside from its suspicious absence of female main characters), it is its seemingly inconsistent artistic style.  While I suspect the variation is meant to keep in line with the series to come, most of which will be written and drawn by different people, I found the shift back and forth between the frame narrative and the introductory sections jolting.  There is a stark contrast between the more minimal style of the Watcher sections and the more flamboyant style of the Nova or Ultron sections.  Personally, I preferred the artistic formats for the introductory sections more than the Watcher ones, in part because I am rather partial to the glossy and detailed American format.  Minimally-detailed frames serve to target the reader’s focus, but the Watcher sections aren’t just minimal, but unnecessarily simple for such a grand narrative. In any case, while I can’t comment on any character arcs, given the nature of this issue, I can say that I quite enjoyed “Behold the Watcher” and expect to dive right into the Avengers vs. X-Men crossover soon (if not at some point tonight).  If anything, this issue gave me a nice little starting point for keeping up with all the stuff that has gone on since the 90s, even if I missed out on some of the important main events that precede the Avengers vs X-Men crossover.  Hopefully the AvX series will provide a deeper look into the characters than the New

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