Two Topics, One Post

I read a lot online. I tend to gravitate toward book blogs and video game sites, which makes sense with my background. Me recent perusals have brought up two wildly different topics, and I’ve decided to just write about both of them.

ON BOOKS

Recurring articles pop up all the time in the book-o-sphere, and one that always catches my eye are bloggers and industry folk discussing their “journey” with eBooks. See, many of them were staunch opponents to eBooks. On one end of the spectrum there are folks who didn’t want to support eBooks because they thought it to be the demise of their favorite industry and/or pastime. On the other end are the more hipster-ish arguments claiming that the feel or smell of a physical book is integral to the reading experience.

First, let me say that both of these arguments are bullshit. The publishing game is changing, yes, but the idea that upheaval in the modern book industry would result in the death of prose as an artform is ludicrous. Any arguments regarding the book as a physical object being an inseparable core aspect of the reading experience is equally silly: it is the words on the page that keep you reading, and I defy anyone to tell me with a straight face that when they are immersed in a story they still pay attention to how the pages smell.

On the other hand, I agree that the early days of eBooks were pretty rough. Reading a book off of an LCD screen – especially an older one with a lower refresh-rate – was physically painful for me, causing me tons of eye strain and headaches. Upon the invention and refinement of ePaper, though, all of those barriers go away.

I was thinking about writing an article about my “journey” into eBooks, but it really boils down to this: ePaper is awesome, eBooks rock, and the moment that had the ability to rid myself of stacks and stacks of books and replace them with a single device that could, ostensibly, hold every book I’d ever want to read presented itself I jumped in with both feet. I’m sold.

ON VIDEO GAMES

The big hubbub today centers around EA’s release of the new SimCity title, a game they showed at last year’s E3. In a surprise to exactly no one, EA’s been having all kinds of troubles maintaining the persistent, always-on internet connection required to play the game. Players have reported everything from 5+ hour downloads to the loss of hours of gameplay due to a server hiccup to the complete inability to connect at all.

I remember watching the demo for this title during E3 and being really excited for it. I used to play a ton of SimCity on an old Mac Classic, spending hours and hours using cheat codes to get extra money while having natural disasters turned off, then building up a giant metropolis only to turn natural disasters back on and watch the whole thing sink into what amounted to an apocalypse.

When they announced that the game required a persistent internet connection, though, I immediately scratched it off of my want list. The entire concept that if my internet connection goes down I suddenly lose access to games that I’ve either purchased in physical form or downloaded to a local device is appalling to me. It has, and always will be, a deal-breaker.

I really wish I could be a fly on the wall in meetings where executives discuss the reasoning behind requiring an internet connection to play single-player games. Video game industry folk try to sell us this idea as an anti-piracy measure, but I believe that’s more smokescreen than anything else. Executive-level folks like to make a big deal out of piracy, but it has considerably less effect on a company’s bottom line than many would lead us to believe.

In reality it’s more of a way for them to collect data on their players and target all of us with advertising. Plus, with the video game industry about to enter a major era of flux, game companies are panicking because they have no idea what gamers want anymore. Many of them believe that collecting this sort of data will help them figure out what the next big thing will be before it gets here. What they don’t realize is that with game development cycles that last 3+ years, the fickle nature of the industry will have changed between development and release, so all you can do is cross your fingers and hope.

In the meantime, the larger companies like EA and Blizzard are instituting this asinine always-on DRM that will end up losing them way more customers than piracy ever would. How about trying a different tactic: make good games, and make them as easy to obtain and play as humanly possible, for a decent price. Could it truly be that simple? Seems pretty basic to me.

An Excerpt from Construct

Alright, here it is. At some point I had to develop the balls to put my writing out in front of people, and today is that day. Below, you will find the first chapter of the manuscript I’m working on right now, called Construct. Feel free to offer feedback, preferably in the form of a showering of unadulterated praise.

Please to enjoy Construct: Chapter 1.


          The images crashed into him, lifting him and roiling about him like the drag of storm-swelled surf, like memories but somehow not, somehow foreign. Too fast and confused to make sense of, and yet some few stood out from the others, splitting through the morass of pseudo-rememberances, plastering themselves against his waking mind.

• • • • • • • • •

          Cold eyes bore into his, close enough that he could see nothing else. Their color could have been grey or blue, but reflected a silver sheen in the dim light. The voice that came from beneath them was little more than a whisper, forming words laced with a killing trace of deep malice. “You made it too easy for us, canner. You’ve denied me my challenge, and I can’t abide boredom.”
          He felt fingers press into his chest, and coldness rushed into his core. His sight flooded with blue light which was extinguished as fast as it had come, leaving only darkness. The feeling of cold was being replaced by numbness, and even his hearing was beginning to falter. In his last moments he heard distant echoes of conversation somewhere above him.
          A second voice slinked into his hearing, chilling him even through the spreading numbness. “There’s too much. It’s too obvious, and we’re out of time here.”
          The voice with silver eyes replied. “Then burn it. Burn it to the ground.”

• • • • • • • • •

          Despite his efforts, he could not move. He lay on his side in the coagulating gore, unable to tear his eyes away from the grisly scene laid out before him. He didn’t know the woman’s name but he recognized her face from somewhere. Where had he seen her before? What had she looked like alive?
          He’d been here before, not long before, and had fled. What had drawn him back here? A noise drew his attention, someone at the front door. He knew he must leave, and tried again to move but his limbs would not function, and it was as though a great weight bore down on his chest.
          His fingers twitched. He was regaining his facilities, but he feared at too slow a pace. The knocks at the door became more insistent, the calls of the men outside unintelligible. One final push and he rolled, his arms and legs gaining mobility, but burdened with agonizing weakness. As he gained his feet, the knocks had transformed into crashes, and the door burst inward.
          He turned as the men rushed in, holding up his hands to protest his innocence, but his voice failed him. Something struck him on the shoulder, sending a shockwave through his body and weakening him further, driving him back to his knees. Fires of hatred burned bright in their eyes as they continued hitting him, each strike of their clubs carrying more than just impact, sapping his energy – his life – away.
          Falling prone to the floor, his face came to rest in a cool, sticky pool of drying blood. Once again he saw her face, her eyes still open as though pleading with him for help, just as she had in the last moments of her life. Another strike; everything was gone.

• • • • • • • • •

          The pleasant scent of wood fire drew him back to consciousness, reminding him of some far off place, of a distant memory he couldn’t quite grasp. When his vision returned he couldn’t focus – a confusing jumble of items blocked his immediate view. His head was turned to the left, and he was looking at what appeared to be a pile of wood. A pile of books… and a fallen bookshelf.
          He was lying on the floor. He tried to get his legs under him – they were heavier than he expected – and as his weight shifted he realized he was pinned. Maybe not pinned… but there was weight on his chest that was not his own, and his weakness was disorienting. His eyes slid downward, away from the rubble and to his own torso.
          An unmoving arm lay across his chest, whose length disappeared under heavy form of the downed bookshelf. The hand at its end was supple and young, but the fingers were scarred. Not the scars of cuts, but more of light burns, like someone who works with wax or molten glass. The hand’s two middle fingers bore silver rings, which together formed the image of two writhing winged serpents locked in mortal combat. No, not two rings… one, linking the two fingers just behind the first knuckle. Above the wrist was as tightly buttoned white cuff of a simple cotton tunic. Past the cuff the white cotton changed, sewn with a random pattern. No, not sewn… perhaps dyed?
          He turned his head to get a sense of his surroundings. The room was small and cluttered, tables and shelves filled to overflowing with books, parchment, glass phials, small dishes, and unrecognizable tools. The floor was littered with haphazard piles of random items, and one of the worktables across the room had been upturned, its contents a shattered mess on the floor beside it.
          The wood fire smell came to him again, stronger now and tinged with another bitter scent. His gaze moved upward along a bookcase whose contents lay in heaps before it, and whose top was obscured somehow as it connected with the room’s ceiling. The ceiling itself roiled as though insubstantial, more gaseous than solid, and bore with it a terrible realization:
          The building was on fire.
          But what building? he wondered. He had no idea where he was, and no memory of how he got there. The smoke was pouring down the walls now, beginning to descend toward him. He could hear the flames licking at the borders of the room, the incessant crickle-crackle of dry leaves crushed in calloused hands, and he sensed the heat. His vision dimmed and his head thumped heavily back to the wooden floor. A weakness overtook him, for only just a moment, and then his strength returned. I have to get out of here.
          He reached up to his chest; the dead hand upon him was nothing like his own, softer and more delicate, and bearing one more finger opposing its thumb than the three that adorned his. The differences between the two did not end there: his was covered in an orange-brown worked metal, like armor of copper or bronze, but still moved with a subtlety that an armored glove would not allow. His mind tried to reconcile the differences between the two, but he could not decide which was normal and which was out of place. Searching his mind for any memories that would help him discern not only where but who – or what – he was, he found only a yawning void. Prior to the moment where he awoke to the smell of smoke, there was just… nothing.
          He lifted the dead arm away from his chest, thinking to push himself out from under its owner. At this attempt he found his left arm and hand were useless, giving him no leverage to move, so he dropped the scarred hand to his side and rolled. It landed with a slap! as he shifted away, an unexpected sound on the wooden floor, and he saw over his shoulder a still-expanding pool of fresh blood seeping from under the bookcase. The pattern on the sleeve was not dye after all, and whatever happened to this person was a very recent memory.
          His hips carried him out from under the body and the bookcase, his shoulder smearing blood across the floor from the pool in which he lay. As he came upright, his useless arm thudded heavily against his body, swinging on a crippled shoulder joint, and he found that even his fingers wouldn’t move. He began his search for an escape, but wheeled back next to the pool of blood. Lifting the dead hand from the floor, he fumbled to removed the serpent-ring. It wouldn’t fit over his armored and oversized middle finger, so he hooked it around the smaller outside finger, thinking to carry it there until he could find a place to store it.
          As he searched the room for an exit, he found the only door to the room blocked by the fallen bookcase, and the rest of the room was in ruins. The floor and tables were littered with broken glass and unnamable liquids, parchment was strewn, books had been carelessly tossed from shelves and lay in heaps in the corners. He pulled his feet in and balanced above them, and could feel weakness in his stance. His movements were jerky and stiff, his joints creaked as like a warped door on rusty hinges.
          Hooking the fingers of his good hand under the fallen bookshelf, he widened his stance and pulled with every ounce of might he could gather. A subtle shift but nothing useful, more due to the relative softness of the support beneath than any result of his efforts. If this shelf would not move, the door behind it would not open, and flames from all sides would decide his fate. He tried the door anyway; as he suspected it opened inward.
          Damn this broken limb, he thought. With two good arms I could make a solid effort at it, but like this… He moved to the other end of the room, looking for anything that might help him gain some leverage against the debris. Everything in the room seemed delicate – all glass and spindles and parchment. The smoke hovered lower now, and he could see the heat radiate inwards from the door.
          He swooned again, his senses dulling. The floor floated and bucked beneath him and his balance failed, pitching him forward to his knees. Tipped onto his good right hand, his defective left thunked hard on the wooden floor as the serpent ring skittered away under the nearest table. He tried to shake free of the haze, but he could feel his consciousness being sapped, as though someone or something was draining his will. He crawled forward, fumbling for the dropped ring and willing himself to retrieve it, his bewildered mind clinging to the idea that it was somehow important.
          His mind came back to him and he surged forward, grasping the ring and powering himself back to his feet. His search became more frenzied, pulling more books from shelves and rooting through piles of flotsam trying to produce any idea or conclusion. His search revealed nothing of use, only more books, phials, oddly shaped tools, tubing of all sizes, parchment, some long rags, and a heavy cloak. The cloak, perhaps? Maybe I can wrap myself in it and when the flames weaken the wall, I can make a dash for it…
          A foolhardy plan, but it was all he could manage as he fumbled himself into the cloak, pulling it over his damaged shoulder. Inside it he found several small pockets, into one he dropped the serpent-ring. He reached up and donned the hood, clutching the cloak closed at the neck, and waited.
          The heat was stifling, and the air in the room would soon become dangerous. At the room’s periphery, papers curled and darkened, not burning yet but warping under the waves of heat. Leather bindings on ancient books shriveled and twisted, the pages shrinking inside their covers. Small stacks of parchment that had been laid atop rows of books on the shelves curled and fell, some bursting into random flames as they floated toward the floor. The inside of the room was beginning to burn in earnest.
          A tendril of the ever lowering smoke caught his attention, twisting down out of its cloud and slinking away between two of the bookcases at the rear of the room, opposite the door. He lunged for the corner, probing the fingers of his right hand between the shelves, looking for anything that would lead to the opening where the smoke was being pulled. When nothing obvious presented itself, he grabbed the edge of the corner bookcase and pulled.
          It moved.
          He pulled again, harder this time, and the bookcase swinging outward rather than falling over, but stopped against a jumble of books. He kicked away the pile and grabbed the shelf again, planted his foot against the neighboring support, and heaved. In spite of his languid effort, the bookcase hinged open, a space of only a foot or so, but enough that he could see (and possibly move) behind it.
          Behind the opening was a small chamber, no more a meter or so square, with a low angled ceiling and… no doors or windows. Confused, he searched the room for anything he could see, but the space was becoming obscured by smoke that was now billowing in. Over his shoulder, the door had caught fire, and hungry flames licked upward, sending tentacles of heat across the ceiling and down the opposing wall to consume the books on the top shelves. Soon, the entire opposite end of the room was on fire. The smell of woodfire was replaced by the sweet smell of burning flesh as the tumbled bookcase began to burn, and its prisoner along with it.
          Inside the chamber the smoke, no longer swirled and disturbed by his frantic search, began to settle but perhaps too far, drawn between the cracks in the chamber floor. Is there an opening underneath? He pushed his way inside, splintering the old wood on the backside of the bookcase with his shoulder, and dropped to his knees. His good hand searched every nook and crevice in the floor, his fingers failing to find purchase until he noticed that one board ended short of the rest. Inward from the board’s end he saw the glint of metal reflecting the firelight in a split in the wood. He dug his fingers into the split and pulled, and it hinged open to reveal a large iron ring beneath. A trap door!
          A loud crash startled him out of his bemusement. The room had begun to collapse, the walls and supports engulfed in ravenous flame. He lurched up and away, his feet just barely outside the small chamber and off of his glorious escape door. Grasping the iron ring, he gave as mighty a yank as he could muster and… nothing. Weakness had betrayed him and the iron ring held fast, the wood of the false floor barely creaking under the not-so-mighty pull.
          Hellfire and heat filled the space at his back, and everything in the room began to crumble. Shelves fell away to the floor as their supports burned, glass melted atop worktables that had turned to elevated pools of fire. Parchment flared and burst, and glowing embers of paper swirled in the superheated air of the oven-room. Flames touched at his face as the moving bookcase caught, and he bent again for one more try. One more try, he thought, because if it doesn’t open this time I’ll be charcoal.
          With his good hand he gripped the ring tight and crouched down, prepared to throw his entire body into the pull. His legs and back uncoiled and, with a creaking sigh, the trapdoor swung upward. He braced his hand on the underside of the door, pushing it back as he moved forward over the open space. The darkness beneath gave no hint to where he would end up, but it couldn’t possibly be worse than where he was.
          Even so he hesitated, looking one last time back into the burning room into which he had been born only moments before. He felt distant, spying the room through a looking-glass, and his thoughts fell away into a murky weariness. Slipping downward, the whole weight of him dropped into the darkness beneath the trap door, which slammed shut above as the room collapsed in a heap of flaming debris.

Just Have Some F**king Fun

When I was a game tester, I spent a lot of time talking with other geeks about movies. “A lot of time”, in this case, means well over 30 hours a week. It was a constant subject amongst a group of (sort-of-but-not-really) like-minded nerds, and something that never failed to generate lenghty debates and more than a few heated arguments. It was a sure fire way to ward off boredom during a 12-hour shift banging polygons together or checking every word of text in the latest Pokemon iteration.

I learned, over the course of these many “discussions”, that people are fucking idiots. In general, yes, but especially when it comes to movies and entertainment. It is genuinely offensive to the alpha nerd in the wild for another of his genus to have a differing opinion. Hey, jackass: I like different things than you. And I’m pretty sure that has ZERO effect on your ability to like and dislike the things that you do. So why, exactly, does one feel the burning need to leap out of their tiny cubicle two rows over, storm up to me at my own veal pen, and go on a tirade about how I’m a mouth-breathing moron for even hinting that I like The Chronicles of Riddick, and that I shouldn’t be allowed in the workforce until I’ve learned better judgment?

Yeah, that actually happened.

On another occasion, we were discussing our favorite zombie movies. I found out the hard way that there was a Romero Zealot at the table when I engaged in the following conversation:

Me: I really liked the remake of Dawn of the Dead. I thought it-
RZ: That movie is garbage.
Me: …
RZ: Zombies that run? Come on, that’s bullshit.
Me: Bullshit? Why?
RZ: It’s completely unrealistic!
Me: …
RZ: ::defiant stare::
Me: And the dead rising from their graves to consume living flesh is what? Documentary filmmaking?
RZ: Fast moving zombies are crap.
Me: I liked them fine in 28 Days Later.
RZ: Those aren’t zombies.
Me: What?
RZ: They’re not zombies.
Me: Um… Sure they are. They’re mindless, flesh-eating predators in the shells of once-living humans.
RZ: Not zombies.
Me: Yes, they are.
RZ: No, they’re not.
Me: …
RZ: Not zombies.

I got up and walked away without another word. I haven’t spoken to that douche-nozzle since, and that was 7 years ago.

It’s conversations like these that point me right at people who have forgotten how to JUST HAVE SOME FUCKING FUN. Who gives a flying baboon’s taint if Constantine was a shitty adaptation of Hellblazer? Why the shit do you care if Antonio Banderas plays an Arab? And why on God’s giant spinning disco fuckball should anyone care that A Knight’s Tale has a classic rock soundtrack!?!

What’s worse is lauding one piece of cheesy fun while panning another. Did you think Cutthroat Island was stupid, but enjoyed Pirates of the Caribbean? Watch them back to back and tell me how truly different they are. Plus, the undead pirates have a fucking dance number. Did you like The Mummy and hate Van Helsing? They’re the same damn movie.

You know what these movies are? FUN. Romps, if you will. Why the hell is “turn your brain off” used as a derisive term to describe movies? Maybe I actually want to do that every so often. Not every piece of entertainment needs to be thought provoking or intelligent. Sometimes it’s just escapism. You know, for enjoyment. And that is 100% okay.

So let it be okay. Turn your brain off every so often. ON PURPOSE. Don’t be a zealot about any subject, because you close yourself off to interpretations that might just entertain you. And don’t get up in someone’s face about liking something different from you. If we all liked the same shit this place would be really bland.

Engage in the escapism that’s being offered instead of dimestore-analyzing all of the merriment out of your whole goddamn life and maybe, instead of constantly arguing with the people who are supposed to be your contemporaries, you might actually find a smile on your face every so often.

Review: Seven Warriors #1


Story by Michael Le Galli
Art by Francis Manapul

Seven Warriors, a historical fantasy tale set in the fictional north-African kingdom of N’nas Amon during the middle ages, begins at the fall of the capitol city of Tamasheq. Queen Tsin’inan recruits a crew of six female Sarmatian warriors to escort her son to the hidden city of Jabbaren, away from the danger of the impending war.

Amongst all of the historical references and abundance of apostrophes, Seven Warriors is a simple adventure tale. Le Galli laces the story with excessive dialogue at times, spending a few too many words explaining somewhat straightforward situations. The book begins on a sex-scene that the writing in the book never adequately explains, relying on artwork that doesn’t fully clarify its place in the story. The story picks up pace once the introduction to the world is handled, but perhaps not enough. The end of the book feels forced, ending in a cliffhanger that creeps up almost as an afterthought.

Francis Manapul’s art is strong throughout, evoking Michael Turner-esque style of his Aspen and Top Cow roots. The story is as much about its environments as its characters, and Manapul doesn’t skimp. From the ancient city of N’nas Amon to an alpine snowscape to a long-forgotten underground passage, the book’s environments are given solid attention to detail. Unfortunately it’s sometimes difficult differentiate some of the characters, leading to the aforementioned confusion regarding the book’s opening.

It is of note that the book is also presented in a strange square format, reminiscent of Archaia books like Mouse Guard, but still printed at standard size. This leads to large bars of blank white at the top and bottom of every page, almost like letterboxing, and feels like a lot of wasted space.

The last few pages of Seven Warriors can be forgiven when taken as a set piece in a larger tale. Although this wasn’t the strongest first issue, there’s potential for a fun medieval adventure if the right beats are put in place.

Review: Orchid #2


Story by Tom Morello
Art by Scott Hepburn

Intellectual escapee Simon and headstrong prostitute Orchid, along with Orchid’s little brother Yehzu, have been captured and sold into slavery. Although Simon insists that escape and rebellion are not only possible, but right, his words fall on the deaf ears of his broken fellow slaves. Moments before being sold at auction, Simon devises a plan to escape and gain entry to Fortress Penuel, where he will mount a rescue of the rebel leader Anzio…

While the first issue of Orchid, by necessity, focused on introductions and world-building, Morello spends significantly more time building on the personalities of his protagonists here. Simon is a know-it-all who runs his mouth too much, and spends much of his time confusing Orchid into discounting his ideas. Orchid is stubborn to a fault, single-mindedly focused on her and Yehzu’s survival after their mother’s murder. The character moments can be heavy-handed but they work, and never distract from the budding adventure at hand. The historical asides help to build Morello’s post-apocalyptic vision – one that is not devoid of life but teeming with it, and all of it dangerous – and serve to provide context for “present day” events.

Hepburn’s art is strong throughout, an interesting mix of gritty and cartoony that serves the character depictions well. His character designs are intriguing and distinguishable, and his monsters are suitably scary – whether they be animal or human in nature. His backgrounds are lush, showing us the swampy remains of a once waterlogged world rather than the standard desert terrain typical of the genre.

Orchid has its flaws – primarily in dialogue – but a lot of story is told in a small amount of space, and the world being built is a unique blending of different sci-fi and fantasy genres that, so far, works well. A new character introduction at the end of the book leaves us on a great cliffhanger, eagerly anticipating next month’s issue.

Review: The Occultist #1


Story by Tim Seeley
Art by Victor Drujiniu

Rob Bailey is a successful college student with a beautiful girlfriend. Everything was going his way until he was possessed by an ancient spellbook called the The Sword that grants him magical powers. A suspect in the murder of one of his professors, Rob must figure out what The Sword – and its pursuers – want with him while avoiding any police entanglements.

The Occultist #1 picks up immediately following the events of The Occultist #1. If that sentence confused you, imagine how I felt reading the book. It was originally a Dark Horse one-shot in 2010 that, while critically well received, didn’t make much of a splash. Unfortunately, this new start reads too much like a second issue, dropping readers into conversations and situations that require far more setup than the meager intro paragraph can provide.

Tim Seeley, typically deft at blending comedy and action in his creator-owned Hack/Slash series, misses the target for much of this issue. The lack of successful humor could be forgiven if balanced by tension, but even the action and horror scenes merely plod along, attempting to toe the line between exciting storytelling and necessary exposition but failing at both. The result is a lack of narrative arc that’s absent of stakes.

Drujiniu’s art is solid, and Dalhouse’s colors give it a painted feel that’s well suited to the material. One panel gives us a glimpse of Drujiniu’s traditional style, though, which I’d like to see shine through a little more. Unfortunately, two characters in the book look distractingly like celebrities (Rob’s roommate as portrayed by Anthony Anderson, and an eyepatched menace that’s clearly William Fichtner). One of the character designs – a bounty-hunter that looks like a girl in “female Indiana Jones” cosplay – is just absurd.

I feel like The Occultist is floundering for a direction. The creative team either needs delve into a grittier interpretation or embrace its absurdity. As it stands, though, it’s just a little bland.

Review: Abe Sapien: The Devil Does Not Jest #2


Story by Mike Mingola and John Arcudi
Art by James Harren

Concluding the short mini-series, Abe Sapien: The Devil Does Not Jest #2 picks up immediately after the unfortunate lapse in Abe’s focus that landed him in hot water at the end of the last issue. He awakes injured and hallucinating, conversing with the ghost of a dead demonologist.

The presentation of this conversation is excellent, providing a well-crafted fantastical framework for some necessary historical exposition. It’s an interesting look at the subject of the first issue, and leads us directly into the events of the second half of the book. That transition was a tad confusing, though, and it took several re-reads to really understand. Once that was handled, the rest of the book is a fun, old-fashioned monster bash.

There is a very small side note of a story featuring Salvatore Tasso and Hellboy that could have been left out of the issue entirely. It feels pointless in the context of Abe’s story, and only inserted for a lame punchline in the last panel that actually serves to weaken the payoff at the end of the book.

James Harren’s artwork is considerably stronger in this issue than the first. The historical segments and hallucinations are well rendered, and one particular panel involving a demonic transformation is exceptionally creepy. His monster designs are suitably gruesome, and his action during the primary fight sequence is kinetic and engaging. I was pleased with the art throughout, which is well complimented by Dave Stewart’s colors.

As an individual issue, this one weighs in a little light, but it’s a better-than-average conclusion to the overall tale. I think this story would have been well served by editing it down to a fat one-shot rather than splitting it over two issues.

Review: Superior #5


Story by Mark Millar
Art by Leinil Yu

Issue #5 picks up with Superior on his way into Afghanistan, ready to take care of the business that the U.N. cannot seem to complete. The remainder of the issue is a series of vignettes showing Superior well on his way to solving all of the world’s problems, all the while taking the time to live out every single Make-A-Wish Foundation fantasy he can imagine.

In preceding issues, Millar played up the relationship between Simon and Chris and the superhero story suffered, feeling a little too derivative of Superman. In issue #5 he turns the tables, and I’m not sure it’s for the better. Simon’s relationship with Chris is almost completely sidelined in favor of the superhero tale, which Millar cranks up to 11 with Superior jet-setting across the world performing impossible humanitarian feats directly in contrast to his previously small-time offerings. Even Maddie Knox’s role in the issue is suspect, stripping her of what little depth she had built until this point. The build-up feels like a shallow lead-in to the book’s punch-line, serving up one (although likely not all) of Ormon’s machinations in an ultimately underwhelming conclusion.

Leinil Yu’s art is excellent, with only a few dips in his standard level of quality. I am consistently impressed with Yu’s depiction of Superior as a cross between Superman and Shazam, and one early panel gives us a subtly elegant portrayal of the excited young boy inside the marble-jawed superhero exterior. The artwork is unfortunately marred by Sunny Gho’s heavy-handed coloring, which at times distracted me from the story.

Although Superior has never been the deepest comic on the shelves, this latest offering feels even more shallow – a haphazard means to an end rather than an intriguing character tale. I’m still interested to see where it leads, but this single issue fell flat for me.

Review: Vescell #2


Story by Enrique Carrion
Art by John Upchurch

Vescell #2 is split into two separate, unrelated stories. The first is a tale of a vengeful high-school girl who plots to steal her cheerleader sister’s life, and is ultimately foiled by Moo and Machi. In the second, Moo is called in by Vescell to assess a client for v-trans (a consciousness transfer into a new body) – only this time the client is an artificial intelligence. He denies the claim, and hilarity ensues.

Carrion’s characters lack any depth and are entirely unsympathetic. In the first story, Moo and Machi brutally kill two people – one of which was a high-school jock who was more dumb than evil – with no explanation of why they deserved such a fate. Moo just tramples blindly forward on orders, no consideration given to the scope or consequences of his actions.

The text in the second story is excessive, comprised entirely of exposition paired with a healthy dose of eye-rolling absurdity (an assassin fighting off an attacker with a dildo?). One conversation consisted of some chunky dialogue overlaid on top of a two-page sex scene, actually making me wonder if they’d accidentally mis-paired the text and imagery. There’s even a page that I had to re-read multiple times because it breaks the basic rules of panel-flow.

Upchurch’s characters are generally well constructed, especially facially, but their overall designs are rather boring. The rest of his artwork is just bland, a problem not helped by his almost religious aversion to drawing complete backgrounds. If a panel contains any background at all (most are just a slate of color), it is usually blurred rather than finished.

Vescell #2 as a whole is just a mess. The makings of an interesting high-concept sci-fi noir tale are here, but they’re buried beneath a heap of poor execution, shallow dialogue, and blatant immaturity.

Review: Lady Death #9


Story by Brian Pulido & Mike Wolfer
Art by Gabriel Andrade

After learning of New Abreffaw’s supposed alliance with the Death Queen, Hope throws away any idea of recruiting the independent city state to her cause and decides to burn it all to the ground. Before she can act, the general Behemoth and his monstrous legions attack the city, forewarned of Hope’s presence as well as that of the rebel leader Wargoth.

In truth, I was pleasantly surprised by the latest issue of Lady Death. Upon first glance, it could easily be written off as thinly veiled smut, but in spite of the abundance of well-endowed and scantily clad women, this fantasy tale carries an unexpected weight and charm along with it. While Wolfer’s scripting isn’t anything earth shattering, this latest issue is entertaining and culminates in real consequences for the lead characters.

While there is one gratuitous scene toward the beginning (two naked women somehow speaking to each other while kissing is a magical ability I was not heretofore familiar with), the remainder of the issue consists of a well-handled fantasy battle sequence replete with monstrous generals, giant fire-spewing spiders, and hordes of undead. The story is well-paced and entertaining, if mildly shallow.

The real draw here is Gabriel Andrade’s frenetic artwork. While his women are suitably sexy and his battles requisitely epic, he truly excels in the expressions and emotions of his characters, especially in a particularly wrenching moment of loss for one character late in the book. His posing and detail is excellent throughout, lending mass and movement to all of his embattled players.

While I’ve never been a fan of Lady Death, I’m intrigued by this issue. Although it was filled with primarily action, I’m impressed enough – especially by Andrade’s artwork – to seek out more.