Queen & Country Vol. 3: Hot on the heels of my earlier experience with Greg Rucka's Queen & Country books, I decided I'd dive in again for the rest of the story.
Again, I was treated to much of the same highs and lows that were associated with the earlier volumes of this material. This third volume, which wraps up Tara Chace's story has all the hallmarks of the Queen & Country series. First and foremost among those hallmarks: Greg Rucka's writing is quality. His spy stories are not only incredibly engrossing, but they also pack a very realistic feel, and strike a fine balance between political agendas and personal loyalties. Also, just like my earlier experiences, the art was hit or miss for me.
In the third volume, things were more hit than miss for me on the art front, as Steve Rolston, probably my favorite artist from the series, was back dealing out some high quality art, and Chris Samnee, who I enjoyed on the Rocketeer Cargo of Doom story, handled some of the art as well. Both those guys delivered some fantastic art, and helped raise the quality of this volume.
However, I was surprised to find myself frustrated with Rucka's writing. At the start of the second story arc, Operation: Red Panda the narrative drops the reader down into the middle of events, and it soon becomes very clear that there's been a very major plot development that has gone down. However, that major plot development is never explored, nor fully explained. Not only did I find this extremely confusing and frustrating, but I was pretty upset with this development, as I felt like I'd been cheated out of a huge piece of the story.
This whole ordeal seemed very out of character for Rucka's writing; He's typically a writer that is very good at tying everything together and buttoning up loose ends. So much out of character that I blamed myself for missing something.
Well it turns out I did miss something. An entire prose novel.
Between Operation: Saddlebag and Operation: Red Panda, there was apparently an entire prose novel titled A Gentleman's Game. I can only assume that the major plot events I missed out on occurred in the pages of that book. As a comics reader, I'm not so sure how I feel about that. It's frustrating that the whole story isn't told within the medium in which it was started, and it's also frustrating that even if I wanted to read A Gentleman's Game, by reading this comic, much of that book is already spoiled, thus taking away form that experience, so there's no really good way to get closure.
This also brings up a discussion; that of comics being the destination, not a vehicle to other more well respected mediums, that I don't want to get into. Suffice it to say that the switching of mediums, and subsequent major plot gap did a lot to take away from my Queen & Country experience.
Queen & Country Vol. 4: This fourth and final volume of the Queen & Country series collects the Declassified story arcs. Each story reveals the past of one of the characters from the Queen & Country series.
Hardcore fans of the series will likely find this material quite interesting, as it gives backgrounds for Paul Crocker and Tom Wallace, two of the key characters from the series. For me, after the empty feeling I was left with from the previous volume, found that I didn't care about this material as much as I could have.
The stories here are pretty good, the first two in particular were pretty solid, and it was nice to have Brian Hurtt, one of my favorite comic artists, back at work on some Queen & Country material. That being said, I wasn't a fan of the final story, which also happened to the first Queen & Country story written by someone other than Greg Rucka. For this one Anthony Johnston did the writing and Christopher Mitten was on art, and the shift in quality was noticeable.
Overall, I found that I didn't enjoy this final volume as much as I did the previous Queen & Country material. That being said, I'd say this is a strong comic series, but would recommend that any perspective reader gets the novel, A Gentleman's Game, and reads it at the appropriate time so as to get the full story effect. Regardless, Queen & Country is a very good spy story, and if that's your thing, then you can't go too far wrong here. Be prepared for strong writing, great characters, and inconsistent art.
Overall Series Grade: B
Showing posts with label Brian Hurtt. Show all posts
Showing posts with label Brian Hurtt. Show all posts
Tuesday, January 8, 2013
Tuesday, December 11, 2012
Comic Review: Queen and Country Vol. 1 & 2
I've had a lot of success in the past when reading comics written by Greg Rucka. Rucka is one of the few writers, both inside and outside of the comics medium, who can write fantastic female lead characters. This quality makes Rucka stand out from the crowd given the fact that well-depicted female leads can be hard to find in the comics medium. However, Rucka has proven his skills in this area in the past with Kate Kane in Batwoman, Carrie Stetko in Whiteout, and Dex Parios in Stumptown.
With Queen and Country, Rucka has penned another engaging comic series where a female character takes center stage. Queen and Country is an international espionage story that focuses on a British Intelligence team called the S.I.S., and much of the story centers around Tara Chace, one of the field operatives. In this opening volume of the series, which collects three story arcs, an awesome twelve issues worth of material, the reader is introduced to the world of international espionage, and all the crazy politics, games - and the players that play them, and all the ins and outs that go into making a mission successful.
As a field operative, Chace's life is one of alternating dull boredom and inactivity, mixed with intense bouts of incredibly vital and stressful missions in the field. While Chace is doing her thing in the field, her director of operations, the perpetually chain smoking Paul Crocker, is often walking a fine line between watching out for the safety of his team and dealing with all the political complications that are part of the international spy game.
Queen and Country impressed me as it felt like a very realistic take on what the international espionage game is really like. You won't get tons of action, shooting, explosions, or cheesy villains, but instead the story focuses on the people, modern spy politics, and how the S.I.S. folks respond to situations that pop up. As much as I've enjoyed Bond and Bourne films, I found the stories in Queen and Country much more engaging and in the end, equally rewarding.
The first Definitive Edition contains three story arcs, and in each arc a different artist provides the visuals. Steve Rolston, who impressed me before with his work on Ghost Projekt is first up on the art front, and he set the bar incredibly high with some fantastically detailed art. Rolston's lines are incredibly clean, and his art is a joy to look at. From there, on the second arc, the series rolled out another of my favorite comic artists, Brian Hurtt, of The Sixth Gun fame. Sadly, I didn't get the trifecta of great art I was hoping for, as I wasn't a fan of Leandro Fernandez, who handled the art for the third arc.
Fans of the first Queen and Country volume will find plenty to like in the second volume as it delivers much of the same good as the first. Rucka's writing is great, the stories are entertaining and engaging, and the art is again a mixed bag of artists which were sometimes good, sometimes not so good. To be honest, I wasn't such a fan of the artists in this one, but the story was definitely good enough to carry me through despite the fact that this volume wasn't as easy on the eyes as the previous one.
Rucka's writing in this series is top notch. Not only is each story arc interesting and engaging. In many ways each story arc could be read as a stand-alone, which is a big reason why the alternating artist trick works pretty well for this series. However, the arcs all connect as part of a larger tapestry.
That being said, I've found that the individual character arcs are what makes Queen and Country stand out as a fantastic series. I've enjoyed following Tara Chace on missions, through her interactions with her colleagues, and her incredibly dreary personal life. She's one of those characters that I found myself thinking about during the interludes when I wasn't reading the book, and still find myself reflecting on even after turning the final page. Additionally, the character arcs for the other primary S.I.S. team members are equally interesting and amazing.
Queen and Country stands out as one of the better comics I've read this year. The only real drawback being that because of the shifting artists, the art is inconsistent. So far, I'm 50-50 on whether I enjoyed the art or not, which isn't exactly the best track record. However, when the art is good, it is really good. In the end, I was still treated to a fantastic story where the focus is on well written, interesting, memorable characters. More comics gold courtesy of Greg Rucka.
Grade: B+
With Queen and Country, Rucka has penned another engaging comic series where a female character takes center stage. Queen and Country is an international espionage story that focuses on a British Intelligence team called the S.I.S., and much of the story centers around Tara Chace, one of the field operatives. In this opening volume of the series, which collects three story arcs, an awesome twelve issues worth of material, the reader is introduced to the world of international espionage, and all the crazy politics, games - and the players that play them, and all the ins and outs that go into making a mission successful.
As a field operative, Chace's life is one of alternating dull boredom and inactivity, mixed with intense bouts of incredibly vital and stressful missions in the field. While Chace is doing her thing in the field, her director of operations, the perpetually chain smoking Paul Crocker, is often walking a fine line between watching out for the safety of his team and dealing with all the political complications that are part of the international spy game.
Queen and Country impressed me as it felt like a very realistic take on what the international espionage game is really like. You won't get tons of action, shooting, explosions, or cheesy villains, but instead the story focuses on the people, modern spy politics, and how the S.I.S. folks respond to situations that pop up. As much as I've enjoyed Bond and Bourne films, I found the stories in Queen and Country much more engaging and in the end, equally rewarding.
The first Definitive Edition contains three story arcs, and in each arc a different artist provides the visuals. Steve Rolston, who impressed me before with his work on Ghost Projekt is first up on the art front, and he set the bar incredibly high with some fantastically detailed art. Rolston's lines are incredibly clean, and his art is a joy to look at. From there, on the second arc, the series rolled out another of my favorite comic artists, Brian Hurtt, of The Sixth Gun fame. Sadly, I didn't get the trifecta of great art I was hoping for, as I wasn't a fan of Leandro Fernandez, who handled the art for the third arc.
Fans of the first Queen and Country volume will find plenty to like in the second volume as it delivers much of the same good as the first. Rucka's writing is great, the stories are entertaining and engaging, and the art is again a mixed bag of artists which were sometimes good, sometimes not so good. To be honest, I wasn't such a fan of the artists in this one, but the story was definitely good enough to carry me through despite the fact that this volume wasn't as easy on the eyes as the previous one.
Rucka's writing in this series is top notch. Not only is each story arc interesting and engaging. In many ways each story arc could be read as a stand-alone, which is a big reason why the alternating artist trick works pretty well for this series. However, the arcs all connect as part of a larger tapestry.
That being said, I've found that the individual character arcs are what makes Queen and Country stand out as a fantastic series. I've enjoyed following Tara Chace on missions, through her interactions with her colleagues, and her incredibly dreary personal life. She's one of those characters that I found myself thinking about during the interludes when I wasn't reading the book, and still find myself reflecting on even after turning the final page. Additionally, the character arcs for the other primary S.I.S. team members are equally interesting and amazing.
Queen and Country stands out as one of the better comics I've read this year. The only real drawback being that because of the shifting artists, the art is inconsistent. So far, I'm 50-50 on whether I enjoyed the art or not, which isn't exactly the best track record. However, when the art is good, it is really good. In the end, I was still treated to a fantastic story where the focus is on well written, interesting, memorable characters. More comics gold courtesy of Greg Rucka.
Grade: B+
Tuesday, September 11, 2012
Comic Quickies: The Rocketeer Flies Again
Rocketeer Cargo of Doom: It's no secret around here that I'm a liker of the Rocketeer. So, a new Rocketeer mini series is pretty much an instant buy and instant read for me. IDW apparently also shares my love for the Rocketeer as well, since they have been responsible for producing all this great Rocketeer material of the past couple years.
The creative team behind The Cargo of Doom is a couple of industry heavy hitters, Mark Waid, and Chris Samnee. Recently, Waid has been winning Eisners and Harvey's thanks to his work on Daredevil and Samnee has been earning lots ofrecognition cred for his high quality art, on a variety of projects. As far as creative teams go, I think IDW really picked a couple of winners. Waid has a knack for writing gripping, action-packed, and fun stories that don't go off the deep end with too much darkness or grittiness. On the art side, Samnee has this great dynamic art style with lots of thick and juicy black inks that is a really great fit not only for the Rocketeer's high-flying action, but also a great fit for the time period the story is set in.
This first issue works pretty well as an opening issue. We get to know all the primary characters, get a taste for their personalities, get some Rocketeer action, and get just enough of a taste of the "cargo" that is so doomy. Oh, there's also some love drama in Cliff's life that could add an interesting element. I can already tell that this is gonna be one of my favorite comics for the next few months.
The Sixth Gun #24: Yikes! I can't believe it's been nearly a year since I last wrote about The Sixth Gun. I've been reading this comic in the monthly format since the first issue came out for free comic book day a couple years ago. Ever since then, this has been one of my favorite titles, and it has only gotten better as time passes on. Bunn and Hurtt have created a wonderful fantasy western world to set their story in and I truly enjoy falling into that world on a monthly basis.
This 24th issue is the start of a new story arc titled Winter Wolves and looks to be the start of more wonderful stuff. General Hume, who has been out of commission since the 6th issue, makes a brief and creepy appearance, and Drake and Becky run into some trouble with a giant white wolf. It also looks like we might see more of Gord Cantrell, one of my favorite side characters, in this arc. Gord's got some voodoo-dark magic tricks up his sleeves, so I'd love to see more of what he's capable of.
Brian Hurtt is one of the most unsung artists in comics, and this is one of his very best issues of The Sixth Gun yet. This is an artist working at the top of his game on one of the finest comics on the shelves. If you haven't had the pleasure of checking this comic out, throw all reservations aside. The Sixth Gun is a winner.
Fables Vol. 5 The Mean Seasons: Yup, I'm still reading and loving Fables. Hands down some of the very best stuff I've read in comics. The fifth trade collection, The Mean Seasons, is one hell of a whirlwind read. Lots, and I mean lots of things go down in this volume.
First off, we get our first taste of Cinderella in this one, and I gotta say, she is one of the most interesting fables yet. Her first story is brilliant. That's just the opening salvo of this volume which covers more ground than a football field. We also get a war story starring Bigby Wolf from back in his war fightin' days, the birth of some new little fables, the sundering of a relationship, and the election of a new Fabletown governor.
It's a lot of diverse stuff going on for one collected edition, but it didn't take away from my enjoyment one bit. Sure, this volume didn't do a ton to move the major story line along too much, but it did move many different character arcs forward and put some pieces in place to make the story going forward much more interesting. The Mean Seasons left me craving more from Fables which is why I followed this read up immediately with this next one....
Fables Vol. 6 Homelands: This one starts out catching everyone up with what Jack has been up to since he ditched Fabletown. The story is pretty good, as Jack is one of those characters I love to hate, but I gotta say I was not a fan of the guest artist for this story. David Hahn had the guest artist duties here, and he just wasn't up to snuff compared to the other guest artist that have been featured in this series. Weak art can definitely take away from a good story, and that was the case here, as I don't think I enjoyed Jack Be Nimble nearly as much as I could have.
So, the start of this volume was a let down, but the rest of the trade more than made up for the false start. The bulk of the remainder of this volume is given over to Boy Blue and his epic adventures across a series of fable-realms. With the Witching Cloak and the Vorpal Blade, two of the most powerful fable artifacts, at his disposal, Blue goes on a deadly rampage through the Adversary's realms in an attempt to take out that evil fucker. Not only is this an incredibly exciting adventure to read, but there's some really BIG reveals in this one that are quite important to the story.
With six volumes of Fables under my belt, I have no plans to slow down my pacing. Well, maybe a bit, as I have to read Underwater Welder soon, but I plan to dive even deeper into this series over the next few weeks. It is really fantastic and if you haven't already done so: read and enjoy.
The creative team behind The Cargo of Doom is a couple of industry heavy hitters, Mark Waid, and Chris Samnee. Recently, Waid has been winning Eisners and Harvey's thanks to his work on Daredevil and Samnee has been earning lots of
This first issue works pretty well as an opening issue. We get to know all the primary characters, get a taste for their personalities, get some Rocketeer action, and get just enough of a taste of the "cargo" that is so doomy. Oh, there's also some love drama in Cliff's life that could add an interesting element. I can already tell that this is gonna be one of my favorite comics for the next few months.
The Sixth Gun #24: Yikes! I can't believe it's been nearly a year since I last wrote about The Sixth Gun. I've been reading this comic in the monthly format since the first issue came out for free comic book day a couple years ago. Ever since then, this has been one of my favorite titles, and it has only gotten better as time passes on. Bunn and Hurtt have created a wonderful fantasy western world to set their story in and I truly enjoy falling into that world on a monthly basis.
This 24th issue is the start of a new story arc titled Winter Wolves and looks to be the start of more wonderful stuff. General Hume, who has been out of commission since the 6th issue, makes a brief and creepy appearance, and Drake and Becky run into some trouble with a giant white wolf. It also looks like we might see more of Gord Cantrell, one of my favorite side characters, in this arc. Gord's got some voodoo-dark magic tricks up his sleeves, so I'd love to see more of what he's capable of.
Brian Hurtt is one of the most unsung artists in comics, and this is one of his very best issues of The Sixth Gun yet. This is an artist working at the top of his game on one of the finest comics on the shelves. If you haven't had the pleasure of checking this comic out, throw all reservations aside. The Sixth Gun is a winner.
Fables Vol. 5 The Mean Seasons: Yup, I'm still reading and loving Fables. Hands down some of the very best stuff I've read in comics. The fifth trade collection, The Mean Seasons, is one hell of a whirlwind read. Lots, and I mean lots of things go down in this volume.
First off, we get our first taste of Cinderella in this one, and I gotta say, she is one of the most interesting fables yet. Her first story is brilliant. That's just the opening salvo of this volume which covers more ground than a football field. We also get a war story starring Bigby Wolf from back in his war fightin' days, the birth of some new little fables, the sundering of a relationship, and the election of a new Fabletown governor.
It's a lot of diverse stuff going on for one collected edition, but it didn't take away from my enjoyment one bit. Sure, this volume didn't do a ton to move the major story line along too much, but it did move many different character arcs forward and put some pieces in place to make the story going forward much more interesting. The Mean Seasons left me craving more from Fables which is why I followed this read up immediately with this next one....
Fables Vol. 6 Homelands: This one starts out catching everyone up with what Jack has been up to since he ditched Fabletown. The story is pretty good, as Jack is one of those characters I love to hate, but I gotta say I was not a fan of the guest artist for this story. David Hahn had the guest artist duties here, and he just wasn't up to snuff compared to the other guest artist that have been featured in this series. Weak art can definitely take away from a good story, and that was the case here, as I don't think I enjoyed Jack Be Nimble nearly as much as I could have.
So, the start of this volume was a let down, but the rest of the trade more than made up for the false start. The bulk of the remainder of this volume is given over to Boy Blue and his epic adventures across a series of fable-realms. With the Witching Cloak and the Vorpal Blade, two of the most powerful fable artifacts, at his disposal, Blue goes on a deadly rampage through the Adversary's realms in an attempt to take out that evil fucker. Not only is this an incredibly exciting adventure to read, but there's some really BIG reveals in this one that are quite important to the story.
With six volumes of Fables under my belt, I have no plans to slow down my pacing. Well, maybe a bit, as I have to read Underwater Welder soon, but I plan to dive even deeper into this series over the next few weeks. It is really fantastic and if you haven't already done so: read and enjoy.
Sunday, April 22, 2012
Comic Quickies: A Hot Batch of Tasty Comics
Reset #1 of 4: This new title has two good things going for it; one it is written by Peter Bagge, of Buddy Does Seattle fame, and it has a premise similar to that of my #2 book of the year last year, Replay. With two gold stars sitting proudly on its star chart, it should come as no surprise that I've been looking forward to Reset for quite some time.
So what exactly is the premise? Well, the comic stars a guy named Guy Krause, who's a has-been actor and stand-up comedian. Krause is at a court-ordered safe driving course, thanks to a road-rage conviction, when he meets Angie Minor, a consultant for a tech firm that has developed a machine that lets you relive your own life. Angie wants to hire Guy to be the guinea pig and test out this new technology. Since life seems to have Guy backed up against the ropes, he agrees to this strange proposal.
The first issue lays down a lot of ground work, and explains the machine but still manages to pack in some great story as well. Guy's first foray into his past begins at his high school graduation where a pretty girl who'd never spoken to him all through high school finally talks to him, and when she does she calls him a "Spaz". It's pretty funny to see how such a stupid little incident has had a lasting impact on Guy and watching him relive that moment is pretty hilarious.
As far as first issues go, this was a pretty good one and I'm definitely looking forward to more.
Prophet #24: Holy shit, it is hard to believe, but this comic just keeps getting better. First I was treated to three issues of incredible Simon Roy art, and though I am sad to see him go, I was also happy to see that the art for this issue and the next will be handled by the amazing Farel Dalrymple. This entire issue is like one great big treat for the eyes. I think I read the whole issue with my jaw dropped.
So yeah, Dalrymple delivers some very beautiful art here, and as per usual, Brandon Graham delivers another slice of awesome story. This issue kicks off a new story arc, and I gotta say, it looks to be another gem. I'd put this comic in my top three favorite comics right now.
Even though this comic is already great enough, I think it gets a few extra cool points for not only featuring some kick-ass art talent, but also some absolutely wonderful back-up stories. This month's Shock Post by Matt Sheean and Malachi Ward is my favorite one yet.
The Sixth Gun #21: This was a pretty cool issue of The Sixth Gun as it was a completely silent issue. The reason behind the silent issue is that (Slight Spoiler...) Becky has temporarily lost her hearing due to a large explosion, so we get a text-less issue.
When I was reading this I tried to decide if it would be easier or harder to pull off a silent issue, and I decided it would be much harder. The scripting has be a lot tighter, and there's a lot of pressure on the artist to carry the story and make it understandable.
Well, easier, harder, whatever, Bunn and Hurtt pulled it off, and delivered a sweet action-packed issue. Lots of shit gets blowed up, lots of bullets fly and lots of folks get filled with lead. There's also an appearance by a (seemingly) massive tentacled beast towards the end, so I'm excited to see what that's all about next month. This is one of the best comics on the shelf month in and month out.
Saga #2: Saga, one of the hottest debuts of the year is back for it's second issue. The first issue was sublime, so my expectations were pretty high going into this second issue.
Vaughan and Staples did not disappoint.
There's a lot of character development, and world building going on in this issue, and Vaughan does a great job of blending all that in with the story. I'm already beginning to like, dislike and be weirded out by a bunch of the characters in a way that reminds me of my first ever A Game of Thrones read. The various story lines are all quite fascinating so far, and I am very eager for more.
This issue also had a very creepy and haunting scene with a bounty hunter named The Stalk that will surely be giving me nightmares until the next issue comes around. Great stuff!
So what exactly is the premise? Well, the comic stars a guy named Guy Krause, who's a has-been actor and stand-up comedian. Krause is at a court-ordered safe driving course, thanks to a road-rage conviction, when he meets Angie Minor, a consultant for a tech firm that has developed a machine that lets you relive your own life. Angie wants to hire Guy to be the guinea pig and test out this new technology. Since life seems to have Guy backed up against the ropes, he agrees to this strange proposal.
The first issue lays down a lot of ground work, and explains the machine but still manages to pack in some great story as well. Guy's first foray into his past begins at his high school graduation where a pretty girl who'd never spoken to him all through high school finally talks to him, and when she does she calls him a "Spaz". It's pretty funny to see how such a stupid little incident has had a lasting impact on Guy and watching him relive that moment is pretty hilarious.
As far as first issues go, this was a pretty good one and I'm definitely looking forward to more.
Prophet #24: Holy shit, it is hard to believe, but this comic just keeps getting better. First I was treated to three issues of incredible Simon Roy art, and though I am sad to see him go, I was also happy to see that the art for this issue and the next will be handled by the amazing Farel Dalrymple. This entire issue is like one great big treat for the eyes. I think I read the whole issue with my jaw dropped.
So yeah, Dalrymple delivers some very beautiful art here, and as per usual, Brandon Graham delivers another slice of awesome story. This issue kicks off a new story arc, and I gotta say, it looks to be another gem. I'd put this comic in my top three favorite comics right now.
Even though this comic is already great enough, I think it gets a few extra cool points for not only featuring some kick-ass art talent, but also some absolutely wonderful back-up stories. This month's Shock Post by Matt Sheean and Malachi Ward is my favorite one yet.
The Sixth Gun #21: This was a pretty cool issue of The Sixth Gun as it was a completely silent issue. The reason behind the silent issue is that (Slight Spoiler...) Becky has temporarily lost her hearing due to a large explosion, so we get a text-less issue.
When I was reading this I tried to decide if it would be easier or harder to pull off a silent issue, and I decided it would be much harder. The scripting has be a lot tighter, and there's a lot of pressure on the artist to carry the story and make it understandable.
Well, easier, harder, whatever, Bunn and Hurtt pulled it off, and delivered a sweet action-packed issue. Lots of shit gets blowed up, lots of bullets fly and lots of folks get filled with lead. There's also an appearance by a (seemingly) massive tentacled beast towards the end, so I'm excited to see what that's all about next month. This is one of the best comics on the shelf month in and month out.
Saga #2: Saga, one of the hottest debuts of the year is back for it's second issue. The first issue was sublime, so my expectations were pretty high going into this second issue.
Vaughan and Staples did not disappoint.
There's a lot of character development, and world building going on in this issue, and Vaughan does a great job of blending all that in with the story. I'm already beginning to like, dislike and be weirded out by a bunch of the characters in a way that reminds me of my first ever A Game of Thrones read. The various story lines are all quite fascinating so far, and I am very eager for more.
This issue also had a very creepy and haunting scene with a bounty hunter named The Stalk that will surely be giving me nightmares until the next issue comes around. Great stuff!
Friday, August 5, 2011
Comic Quickies or Sea Creature Double Feature
The Vault #1: Undersea treasure hunting doctors, Gabrielle Parker and Michael Page think they know the location of a massive treasure trove. They've assembled a team, and acquired the financial backing of a man named Kirilov, who not only can put up the needed money to fund the remainder of their expedition, but can also supply some sweet digging technology. However, as they near their treasure trove, and start hauling out some booty, a hurricane threatens just over the horizon.
I came into this one hoping for some sweet sea creatures, and monster attacks, and from the way things panned out in this first issue, it looks like my wishes will be granted. I gotta say though, this first issue was a bit shaky.
There was a lot of information unloaded on the reader, and the learning curve of getting to know the cast of characters, and what is going on is a bit steep. On top of all that, writer Sam Sarkar packs in a lot of plot development and even the plotting is a bit garbled. There is a lot of in and out of the water stuff going on, with a character submerged underwater on one page and on the ship in the next. It is also pretty fucking hard to tell who is who in the diving gear.
This is only a three issue mini, so I can see why a lot was packed into one issue, but it did feel awkward. The art is handled by Garrie Gastonny, an artist I found hit and miss during his work on Warren Ellis' Supergod. The man can draw some sweet beastly creatures though, so I'm hoping for a bit of that in The Vault.
Witch Doctor #2: So, I was a little skeptical after the first Witch Doctor issue, and though I'm still a bit skeptical after #2, I'm feeling a bit better about things. This issue kicks off what is intended to be a 3 issue story arc, and has the Doctor investigating a baby who is possessed by a Cuckoo Faerie, a creature that mimics humans, while the brood mother feasts on the human babies her hatchlings are switched out for.
While Dr. Morrow is searching for the Cuckoo Mother, he is contacted by Absinthe O'Riley, a woman who seems to have past connections to the good doctor and is searching for a creature called a "Dagon Lure", a ghastly looking beast if I do say so myself.
The creepy, fucked up looking life-sized Barbie thing that is the Cuckoo Mother is a horribly freaky looking thing, and provided some solid entertainment for this issue. I get the sense that the real story for this arc lies with Absinthe O'Riley, and her weird sea creature though. Looking forward to where this is headed.
Elephantmen #33: There was only one reason I bought this comic...the artwork of Shaky Kane.
Shaky filled in on art for, uh, someone else, in this stand-alone story set in the Elephantmen universe, which I happen to know pretty much next to nothing about. The story is about a creepy plastic surgeon and his wife/canvas upon whom he tries his most elaborate and daring augmentations upon. His latest quest is to completely replace her skeleton with an all new ivory one...harvested from dead Elephantmen.
Um, so I didn't pay super close attention to the story, I sorta used my Steven Erikson reading technique where I skim parts that don't seem to matter, and read what is important. Via this technique I was able to get the gist of what was going on, then sit back and enjoy the insanity that is the art of Shaky Kane.
Kane's art definitely made this one worth the purchase. There is some amazingly weird and visceral imagery. Crazy shit, but totally worth it if you love the work of Shaky Kane.
The Intrepids #5: As I type this, there is a single, solitary tear leaving a wet track down my cheek...Why? Because it's pretty sad to think that there is only one issue of The Intrepids left to read.
From the very first issue, I have been in love with this series. Not only has it featured sharp story telling, some solid humor, great art and some epic battle scenes, but it has, by far I might add, the absolutely best mad-science constructs I've ever encountered. Though I have a soft spot for the Cyber Bear, Carbon Calamari the robo-squid who terrorizes the pages of this issue, is amazing and is in the running for the Best Creature of the Series.
The Intrepids is truly one of the great comics on the shelves. I realize at this point, if you aren't already reading it, then it makes sense to buy the trade, however if you aren't reading it, be sure to buy the damn trade when it comes out. You will not be disappointed.
I can't wait to have the final issue in my hands, and re-read the whole series start to finish. Great stuff and worth every penny.
The Sixth Gun #13: I mentioned this last time, but this latest arc of The Sixth Gun is shaping up to be the best one yet.
Every aspect of this comic has shown marked improvement, which is saying a lot 'cause it was pretty damn awesome to begin with. Hurtt's art is climbing to new heights, and the writing has not only provided some great new characters, but has delivered some great new twists as well.
Though I've enjoyed this series quite a lot, through each issue, I've never had much fear for the safety of the two main characters Sinclair, and Becky Montcrief. That being said, those two seem to be well and truly effed in this arc. They are seemingly surrounded by enemies, and their friends seem shaky at best.
This issue had a great cliff hanger of an ending and I'm pretty much drooling for more.
I came into this one hoping for some sweet sea creatures, and monster attacks, and from the way things panned out in this first issue, it looks like my wishes will be granted. I gotta say though, this first issue was a bit shaky.
There was a lot of information unloaded on the reader, and the learning curve of getting to know the cast of characters, and what is going on is a bit steep. On top of all that, writer Sam Sarkar packs in a lot of plot development and even the plotting is a bit garbled. There is a lot of in and out of the water stuff going on, with a character submerged underwater on one page and on the ship in the next. It is also pretty fucking hard to tell who is who in the diving gear.
This is only a three issue mini, so I can see why a lot was packed into one issue, but it did feel awkward. The art is handled by Garrie Gastonny, an artist I found hit and miss during his work on Warren Ellis' Supergod. The man can draw some sweet beastly creatures though, so I'm hoping for a bit of that in The Vault.
Witch Doctor #2: So, I was a little skeptical after the first Witch Doctor issue, and though I'm still a bit skeptical after #2, I'm feeling a bit better about things. This issue kicks off what is intended to be a 3 issue story arc, and has the Doctor investigating a baby who is possessed by a Cuckoo Faerie, a creature that mimics humans, while the brood mother feasts on the human babies her hatchlings are switched out for.
While Dr. Morrow is searching for the Cuckoo Mother, he is contacted by Absinthe O'Riley, a woman who seems to have past connections to the good doctor and is searching for a creature called a "Dagon Lure", a ghastly looking beast if I do say so myself.
The creepy, fucked up looking life-sized Barbie thing that is the Cuckoo Mother is a horribly freaky looking thing, and provided some solid entertainment for this issue. I get the sense that the real story for this arc lies with Absinthe O'Riley, and her weird sea creature though. Looking forward to where this is headed.
Elephantmen #33: There was only one reason I bought this comic...the artwork of Shaky Kane.
Shaky filled in on art for, uh, someone else, in this stand-alone story set in the Elephantmen universe, which I happen to know pretty much next to nothing about. The story is about a creepy plastic surgeon and his wife/canvas upon whom he tries his most elaborate and daring augmentations upon. His latest quest is to completely replace her skeleton with an all new ivory one...harvested from dead Elephantmen.
Um, so I didn't pay super close attention to the story, I sorta used my Steven Erikson reading technique where I skim parts that don't seem to matter, and read what is important. Via this technique I was able to get the gist of what was going on, then sit back and enjoy the insanity that is the art of Shaky Kane.
Kane's art definitely made this one worth the purchase. There is some amazingly weird and visceral imagery. Crazy shit, but totally worth it if you love the work of Shaky Kane.
The Intrepids #5: As I type this, there is a single, solitary tear leaving a wet track down my cheek...Why? Because it's pretty sad to think that there is only one issue of The Intrepids left to read.
From the very first issue, I have been in love with this series. Not only has it featured sharp story telling, some solid humor, great art and some epic battle scenes, but it has, by far I might add, the absolutely best mad-science constructs I've ever encountered. Though I have a soft spot for the Cyber Bear, Carbon Calamari the robo-squid who terrorizes the pages of this issue, is amazing and is in the running for the Best Creature of the Series.
The Intrepids is truly one of the great comics on the shelves. I realize at this point, if you aren't already reading it, then it makes sense to buy the trade, however if you aren't reading it, be sure to buy the damn trade when it comes out. You will not be disappointed.
I can't wait to have the final issue in my hands, and re-read the whole series start to finish. Great stuff and worth every penny.
The Sixth Gun #13: I mentioned this last time, but this latest arc of The Sixth Gun is shaping up to be the best one yet.
Every aspect of this comic has shown marked improvement, which is saying a lot 'cause it was pretty damn awesome to begin with. Hurtt's art is climbing to new heights, and the writing has not only provided some great new characters, but has delivered some great new twists as well.
Though I've enjoyed this series quite a lot, through each issue, I've never had much fear for the safety of the two main characters Sinclair, and Becky Montcrief. That being said, those two seem to be well and truly effed in this arc. They are seemingly surrounded by enemies, and their friends seem shaky at best.
This issue had a great cliff hanger of an ending and I'm pretty much drooling for more.
Friday, July 8, 2011
Comic Quickies: Westerns and Witch Doctors
The Sixth Gun #12: The first arc of The Sixth Gun was awesome, and it seemed like if they stopped there, that would be a fine end to an awesome story. Yet, creators Cullen Bunn and Brian Hurtt carried on and delivered a second arc that wasn't as awesome as the first, but still quite good. With this 12th issue, they kick off the third story arc, so without any delay, let's jump in.
Drake Sinclair and Becky Montcrief, who, between the two of them hold 5 of the 6 guns of power, are on a train heading west. Along for the ride are The Swords of Abraham, a religious order who are preparing for some sort of supernatural war. Missy Hume, holder of the final gun of power and one of the many fine villains from the first arc, discovers that the train is transporting the chained body of her husband, General Hume, a man who cannot truly die. With the help of a sinister looking fellah named Eli Barlow, she sets up an ambush that turns deadly.
If the opening pages are anything to go by, this arc shows a lot of promise. The train ambush was completely amazing, full of action, drama, and plenty of shit getting blown up. It looks like some of the principle baddies from the first arc will be back in this one, along with some new foul villains too. I'm interested to see what this Eli Barlow character turns out like. This was an awesome issue, and I'm very excited to see where things go.
For those who haven't had the joy of reading The Sixth Gun yet, but want to, this issue would serve as a great jumping on point.
Jonah Hex #69: I've never read a Jonah Hex comic before, and I don't know anything about the character, but this was a must-have issue for the fact that Jeff Lemire handles the art on this one.
When a gold prospector strikes it rich, some local thieves plan to waylay him once he's mined all the gold. Jonah Hex catches wind of the situation, and follows the thieves to stop the theft but is seemingly too late to save the miner who is gut-shot. It soon comes to light that the miner, and Jonah share a past, and Jonah Hex is all too happy to watch the man die.
Overall, this was a pretty great story, and Lemire's art is definitely awesome. His sparse and rough style works really good in a western-style setting and each page is awesome to look at. Lemire is one of my favorite comic artists in the business, so this was a nice treat for me.
I guess each issue of Jonah Hex is a stand-alone story, and they get different artists to work each issue. Next month's artist is Ryan Sook, so I'll probably check that one out too. In September, due to the DC Relaunch, Jonah Hex becomes All Star Western with art by Moritat, who is another fine artist, so I wouldn't be surprised to see more of this character popping up around these parts.
Witch Doctor #1: I've been eagerly anticipating Witch Doctor ever since I read an article about the comic at SFF World. Since then, the comic has gone through some changes and altercations, but though the road to print has been a long one, Image is finally putting a four issue mini-series of Witch Doctor out.
The first issue hit shelves a week ago, and it was worth the wait.
The first issue is a stand-alone story that pretty much sets up the who's who and the what's what of the comic. While investigating/diagnosing a possessed child we meet Doctor Vincent Morrow, his assistant Eric Gast, and his anesthesiologist Penny Dreadeful. We also get a mini tour of his clinic/lab, and a run down of his job - He's a specialist in supernatural medicine...I want that job.
For my money there was a bit too much information being dropped right off the bat, but really I cant complain too much because it was all about demonic possession, which is well, awesome. Not the greatest first issue, but a solid introduction to the story, and I'm interested enough to check out the second issue which'll begin a 3-issue story arc.
Drake Sinclair and Becky Montcrief, who, between the two of them hold 5 of the 6 guns of power, are on a train heading west. Along for the ride are The Swords of Abraham, a religious order who are preparing for some sort of supernatural war. Missy Hume, holder of the final gun of power and one of the many fine villains from the first arc, discovers that the train is transporting the chained body of her husband, General Hume, a man who cannot truly die. With the help of a sinister looking fellah named Eli Barlow, she sets up an ambush that turns deadly.
If the opening pages are anything to go by, this arc shows a lot of promise. The train ambush was completely amazing, full of action, drama, and plenty of shit getting blown up. It looks like some of the principle baddies from the first arc will be back in this one, along with some new foul villains too. I'm interested to see what this Eli Barlow character turns out like. This was an awesome issue, and I'm very excited to see where things go.
For those who haven't had the joy of reading The Sixth Gun yet, but want to, this issue would serve as a great jumping on point.
Jonah Hex #69: I've never read a Jonah Hex comic before, and I don't know anything about the character, but this was a must-have issue for the fact that Jeff Lemire handles the art on this one.
When a gold prospector strikes it rich, some local thieves plan to waylay him once he's mined all the gold. Jonah Hex catches wind of the situation, and follows the thieves to stop the theft but is seemingly too late to save the miner who is gut-shot. It soon comes to light that the miner, and Jonah share a past, and Jonah Hex is all too happy to watch the man die.
Overall, this was a pretty great story, and Lemire's art is definitely awesome. His sparse and rough style works really good in a western-style setting and each page is awesome to look at. Lemire is one of my favorite comic artists in the business, so this was a nice treat for me.
I guess each issue of Jonah Hex is a stand-alone story, and they get different artists to work each issue. Next month's artist is Ryan Sook, so I'll probably check that one out too. In September, due to the DC Relaunch, Jonah Hex becomes All Star Western with art by Moritat, who is another fine artist, so I wouldn't be surprised to see more of this character popping up around these parts.
Witch Doctor #1: I've been eagerly anticipating Witch Doctor ever since I read an article about the comic at SFF World. Since then, the comic has gone through some changes and altercations, but though the road to print has been a long one, Image is finally putting a four issue mini-series of Witch Doctor out.
The first issue hit shelves a week ago, and it was worth the wait.
The first issue is a stand-alone story that pretty much sets up the who's who and the what's what of the comic. While investigating/diagnosing a possessed child we meet Doctor Vincent Morrow, his assistant Eric Gast, and his anesthesiologist Penny Dreadeful. We also get a mini tour of his clinic/lab, and a run down of his job - He's a specialist in supernatural medicine...I want that job.
For my money there was a bit too much information being dropped right off the bat, but really I cant complain too much because it was all about demonic possession, which is well, awesome. Not the greatest first issue, but a solid introduction to the story, and I'm interested enough to check out the second issue which'll begin a 3-issue story arc.
Wednesday, May 4, 2011
Comic Quickies: All Guns Blazin'
The Sixth Gun #'s 10 and 11: Hoo boy, I sure am far behind on my comic reviews. So far behind that I had the tenth issue of The Sixth Gun sitting in my review pile for a whole month before I got around to it.
Don't let my terrible reviewing habits deter you from reading this series. It is absolutely flipping awesome. If I had to pick my next favorite ongoing comics series after Chew and Sweet Tooth, I just might pick The Sixth Gun. This comic is a fantastic blend of western, fantasy, and horror, and I absolutely love it.
While this second story arc has featured less of the six magical guns, and less shootin' it has delivered some epic and exciting moments. I will say that I enjoyed the first story arc a bit more than this second. I guess I never felt that Sinclair, Becky, and Gord were in as much danger during this arc as they were in the first when running from General Hume and his death squad.
What looks to be the important aspects of this arc are the introduction of Kirby Hale, and some cool world building. Some new supernatural elements are introduced, and the world of The Sixth Gun seems to be full of evil spirits, ghosts, ghouls and demons that are just itching to get their hands on the guns of power. That means that pretty much where ever Sinclair, Becky and the guns go, trouble is likely close behind.
It should also be noted that this second story arc was just five issues long where the first arc was six issues. Those of you looking to buy trades and jump on with the third arc, need to get yourselves prepared for some sweet six shootin' action sooner rather than later. Awesome, and inventive writing, along with some fantastic art, make The Sixth Gun one of the finest reads on the shelves. This is a comic you don't want to miss.
Rotten #'s 7-9: Never in my life has anything made me say "Oh, fuck yeah!" out loud more often then Rotten. In fact, it happens almost as much as I say, "Oh, shit, that's nasty!" Yes, I can truly count on Rotten to always deliver the awesome, the sickening, and the balls-out action.
The seventh issue kicks off a new story arc that has our two heroes, Agent Flynn and Agent Wade split up. While Flynn travels to Chicago to meet and debate with other intellectuals in the field of medicine, Wade Travels to a logging town in the Pacific Northwest to investigate the latest zombie outbreak.
The seventh issue stands out for what is maybe the most epic/hilarious/cathartic moment in all of comics. I don't want to spoil too much, but I'll say that Wade dispatches a Sarah Palin zombie in a very epic way. "Shut. The Fuck. Up. You brain-dead bitch." Is quite possibly the greatest set of speech bubbles ever.
While Wade is fucking up zombies, Flynn is living it up, socializing with other great minds, eating some tasty sausage, and courting a lovely lady. However, he also finds himself stuck in the middle of a large, ongoing debate between the scientific minds of Chicago, and a large group of ignorant citizens who don't believe in the theory of evolution. Flynn also crosses paths with the mysterious Aubrey, the strange albino who almost killed Wade in an earlier issue.
Though only nine issues in, Rotten, when it comes out, is proving to be one of the more entertaining reads on the shelf. The publication rate is pretty sporadic though. I believe this is more due to the publishing company, Moonstone, than it is the fault of the creative team. Since there has been a fairly lengthy gap between issues, I just save 'em up till I have a full story arc, then read the whole thing.
The writing of Rotten will definitely keep you on your toes. Not only does writer, Mark Rahner add in lots of little historical tid-bits that tie into modern day media, but he also demands your attention as the zombies evolve, and little clues are peppered in.
What sets Rotten apart from other zombie tales is the zombies themselves. While most zombies we see all too often these days are brainless, shuffling cannon fodder, the zombies of Rotten are an ever changing beast. In this arc Wade found himself battling hordes of untiring undead with the ability to run, and swim. In past issues the zombies have possessed different abilities. Though it might seem like a small thing, the fact that the zombies are different each time makes them a far more interesting adversary. I also like the fact that Wade and Flynn pretty much have no idea what they are up against, and what the zombies will be like the next time they cross paths.
Rotten is an underrated and under appreciated comic. It flies a bit under the radar due to that fact that it's not published by one of the bigger publishing names, but in my mind it blows away much of the competition. This is way better than almost all other zombie stuff out there, and it truly is getting better with each issue. When I reviewed the first Rotten graphic novel I wasn't in love with the art, but it improves with each issue. If you are looking for some balls to the walls action, and glorious zombie killin' that is as smart as it is entertaining, give Rotten a try.
Don't let my terrible reviewing habits deter you from reading this series. It is absolutely flipping awesome. If I had to pick my next favorite ongoing comics series after Chew and Sweet Tooth, I just might pick The Sixth Gun. This comic is a fantastic blend of western, fantasy, and horror, and I absolutely love it.
While this second story arc has featured less of the six magical guns, and less shootin' it has delivered some epic and exciting moments. I will say that I enjoyed the first story arc a bit more than this second. I guess I never felt that Sinclair, Becky, and Gord were in as much danger during this arc as they were in the first when running from General Hume and his death squad.

It should also be noted that this second story arc was just five issues long where the first arc was six issues. Those of you looking to buy trades and jump on with the third arc, need to get yourselves prepared for some sweet six shootin' action sooner rather than later. Awesome, and inventive writing, along with some fantastic art, make The Sixth Gun one of the finest reads on the shelves. This is a comic you don't want to miss.
Rotten #'s 7-9: Never in my life has anything made me say "Oh, fuck yeah!" out loud more often then Rotten. In fact, it happens almost as much as I say, "Oh, shit, that's nasty!" Yes, I can truly count on Rotten to always deliver the awesome, the sickening, and the balls-out action.
The seventh issue kicks off a new story arc that has our two heroes, Agent Flynn and Agent Wade split up. While Flynn travels to Chicago to meet and debate with other intellectuals in the field of medicine, Wade Travels to a logging town in the Pacific Northwest to investigate the latest zombie outbreak.
The seventh issue stands out for what is maybe the most epic/hilarious/cathartic moment in all of comics. I don't want to spoil too much, but I'll say that Wade dispatches a Sarah Palin zombie in a very epic way. "Shut. The Fuck. Up. You brain-dead bitch." Is quite possibly the greatest set of speech bubbles ever.
While Wade is fucking up zombies, Flynn is living it up, socializing with other great minds, eating some tasty sausage, and courting a lovely lady. However, he also finds himself stuck in the middle of a large, ongoing debate between the scientific minds of Chicago, and a large group of ignorant citizens who don't believe in the theory of evolution. Flynn also crosses paths with the mysterious Aubrey, the strange albino who almost killed Wade in an earlier issue.
Though only nine issues in, Rotten, when it comes out, is proving to be one of the more entertaining reads on the shelf. The publication rate is pretty sporadic though. I believe this is more due to the publishing company, Moonstone, than it is the fault of the creative team. Since there has been a fairly lengthy gap between issues, I just save 'em up till I have a full story arc, then read the whole thing.
The writing of Rotten will definitely keep you on your toes. Not only does writer, Mark Rahner add in lots of little historical tid-bits that tie into modern day media, but he also demands your attention as the zombies evolve, and little clues are peppered in.
What sets Rotten apart from other zombie tales is the zombies themselves. While most zombies we see all too often these days are brainless, shuffling cannon fodder, the zombies of Rotten are an ever changing beast. In this arc Wade found himself battling hordes of untiring undead with the ability to run, and swim. In past issues the zombies have possessed different abilities. Though it might seem like a small thing, the fact that the zombies are different each time makes them a far more interesting adversary. I also like the fact that Wade and Flynn pretty much have no idea what they are up against, and what the zombies will be like the next time they cross paths.
Rotten is an underrated and under appreciated comic. It flies a bit under the radar due to that fact that it's not published by one of the bigger publishing names, but in my mind it blows away much of the competition. This is way better than almost all other zombie stuff out there, and it truly is getting better with each issue. When I reviewed the first Rotten graphic novel I wasn't in love with the art, but it improves with each issue. If you are looking for some balls to the walls action, and glorious zombie killin' that is as smart as it is entertaining, give Rotten a try.
Tuesday, March 8, 2011
Emerald City Comicon
My 2011 Emerald City Comicon experience was pretty much the polar opposite of last year's visit. Whereas last year I was an awkward, uncomfortable comic newbie and pretty much directionless, attending mostly for the spectacle, this year I was a man on a mission.
It's crazy how much can change in a year. Last year my comic reading consisted of a few scattered titles here and there, and you could fill a library with everything I didn't know about comics. A year later and I could still fill a library with my major lack of comic knowledge, but I certainly am much more well read in the medium, and I have a much better grasp on my comic likes and dislikes. As a result, my comicon this year was a much more focused endeavor.
A couple nights prior to the con, I eschewed my pending schoolwork in favor of scouring the con guest list and taking note of all the writers and artists I wanted to see, and meet. You could've titled the list: Who's Awesome Work Will I be Drooling Over on Saturday. I even mapped out where their booths were. Despite my awesome planning, I knew the droves of comic fans were equally, if not even more hyped than myself, so I got there early.
Being the planner that I am, I prioritized my list, starring the must-see names. It should come as little surprise that John Layman and Jeff Lemire, were tops on that list. I'm proud to say that every last Chew related item I own is now signed by John, (who actually remembered talking to me at a comic shop signing last December!) and a good chunk of my Jeff Lemire collection is not only signed but sporting some awesome original art by Jeff. In the signature department, I also got the full Joe the Barbarian run signed by the super friendly and skilled artist Sean Murphy, and I got my Axe Cop graphic novel and the ultra new Axe Cop: Bad Guy Earth comic signed by both the Nicolle brothers. Getting my stuff signed by a six year old was pretty awesome, and my Axe Cop trade is sporting a sweet red lightning bolt along with Malachai's signature. The signing aspect of the con was a complete success, as I got everything I brought with me signed. I wish I could have lugged more around, but a backpack can only hold so many comics!
Aside from getting lots of stuff signed, I also got to talk to a lot of great comic writers and artists. It was cool talking westerns with Brian Hurtt, the artist of The Sixth Gun, and talking about the pressure of working with Marvel characters with indie artist/writer Farel Dalrymple. I had an interesting talk with Mark Rahner, the writer of Rotten, about how his gritty zombie comic set in the post Civil War era draws on some of the hot new items of our recent history. Mark puts a lot of research effort into the comic, and it adds nice hidden nugget element to the comic.
I found myself spending a good chunk of time at the Image Comics booth, which was loaded with cool creators. Probably the biggest highlight of the con for me was meeting Kurtis J. Wiebe, Scott Kowalchuk, and Nate Simpson, three young dudes who have some sweet looking comics already out or on the way this spring. All those guys were incredibly easy to talk to, super nice, and grateful for my interest in their material.
Kurtis and Scott work together on The Intrepids a sort of science-gone-wrong action comic. Kurtis also works on the upcoming horror comic Green Wake, which looks pretty sweet, and Nate is writing and drawing the beautiful looking Non Player which is looking absolutely amazing. Three dudes who have some great looking comics on the horizon.
I was totally pleased with my con experience. Getting to talk to people who entertain and inspire me is always a treat, and it gives me greater appreciation for their work, but lets face it: Part of going to comicon is to see people dressed up, so here you go, some con pics!
It's crazy how much can change in a year. Last year my comic reading consisted of a few scattered titles here and there, and you could fill a library with everything I didn't know about comics. A year later and I could still fill a library with my major lack of comic knowledge, but I certainly am much more well read in the medium, and I have a much better grasp on my comic likes and dislikes. As a result, my comicon this year was a much more focused endeavor.
A couple nights prior to the con, I eschewed my pending schoolwork in favor of scouring the con guest list and taking note of all the writers and artists I wanted to see, and meet. You could've titled the list: Who's Awesome Work Will I be Drooling Over on Saturday. I even mapped out where their booths were. Despite my awesome planning, I knew the droves of comic fans were equally, if not even more hyped than myself, so I got there early.
Being the planner that I am, I prioritized my list, starring the must-see names. It should come as little surprise that John Layman and Jeff Lemire, were tops on that list. I'm proud to say that every last Chew related item I own is now signed by John, (who actually remembered talking to me at a comic shop signing last December!) and a good chunk of my Jeff Lemire collection is not only signed but sporting some awesome original art by Jeff. In the signature department, I also got the full Joe the Barbarian run signed by the super friendly and skilled artist Sean Murphy, and I got my Axe Cop graphic novel and the ultra new Axe Cop: Bad Guy Earth comic signed by both the Nicolle brothers. Getting my stuff signed by a six year old was pretty awesome, and my Axe Cop trade is sporting a sweet red lightning bolt along with Malachai's signature. The signing aspect of the con was a complete success, as I got everything I brought with me signed. I wish I could have lugged more around, but a backpack can only hold so many comics!
Aside from getting lots of stuff signed, I also got to talk to a lot of great comic writers and artists. It was cool talking westerns with Brian Hurtt, the artist of The Sixth Gun, and talking about the pressure of working with Marvel characters with indie artist/writer Farel Dalrymple. I had an interesting talk with Mark Rahner, the writer of Rotten, about how his gritty zombie comic set in the post Civil War era draws on some of the hot new items of our recent history. Mark puts a lot of research effort into the comic, and it adds nice hidden nugget element to the comic.
I found myself spending a good chunk of time at the Image Comics booth, which was loaded with cool creators. Probably the biggest highlight of the con for me was meeting Kurtis J. Wiebe, Scott Kowalchuk, and Nate Simpson, three young dudes who have some sweet looking comics already out or on the way this spring. All those guys were incredibly easy to talk to, super nice, and grateful for my interest in their material.
Kurtis and Scott work together on The Intrepids a sort of science-gone-wrong action comic. Kurtis also works on the upcoming horror comic Green Wake, which looks pretty sweet, and Nate is writing and drawing the beautiful looking Non Player which is looking absolutely amazing. Three dudes who have some great looking comics on the horizon.
I was totally pleased with my con experience. Getting to talk to people who entertain and inspire me is always a treat, and it gives me greater appreciation for their work, but lets face it: Part of going to comicon is to see people dressed up, so here you go, some con pics!
Ramona Flowers |
It's sorta scary how much he looks like the real deal! |
Wonder Woman might wanna keep an eye on Freddy. |
The last unicorn. |
These guys were doing a cool pose, but my camera is slow to turn on, so instead of a cool Darth Maul attack, I caught the post-battle hug. |
Labels:
Axe Cop,
Brian Hurtt,
Chew,
comics,
Ethan Nicolle,
Jeff Lemire,
John Layman,
Kurtis J. Wiebe,
Malachai Nicolle,
Mark Rahner,
Nate Simpson,
Rotten,
Scott Kowalchuk,
Sean Murphy,
Sweet Tooth
Sunday, February 20, 2011
Comic Quickies or Attack of the Albino Alligator
Sweet Tooth #18: Writer/artist/creator extraordinaire Jeff Lemire continues to find new ways to work within the comics medium with this horizontal issue. For a lot of this issue Lemire forgoes the typical panel and word bubble format in favor of large illustrations and lines of text, sort of like a children's book. To some this may come across as a gimmick, but I think the alternative style is a cool way to go about showing the events of this transitional issue.
After escaping the militia camp Jeppard and Gus are reunited and they have now formed a bit of a strange rag-tag fellowship of traveling companions. Along on the journey are fellow hybrids Wendy, Bobby and one of the feral dog-boys, also Johnny, the Militia camp lacky and Doctor Singh are in tow and rounding out the group are Lucy and Louise, two former captives of the militia camp. Together they are traveling to Alaska in hopes of finding some answers about what caused the apocalypse.
This issue has a sweet feel to it, which is vastly different from other Sweet Tooth issues. The change in format makes for a nice interlude between story arcs, and I'm looking forward to the next set of stories.
The Sixth Gun #8: Drake Sinclair might have four of the six guns in his possession, but he's looking for ways to rid himself of the bond, which normally, can only be severed by death. Hoping to find some information, he travels through a haunted swamp to visit a man who might have some answers. Discovering more secrets than anything, Drake attempts to return to New Orleans, but is attacked by a gang of demon alligators. While Drake is on his little fact finding mission, Becky appears to be getting increasingly friendly with new comer Kirby Hale, whose intentions are foggy at best.
So far this story arc hasn't been as action packed as the first arc, and instead seems to be focusing a bit more on character development. Writer Cullen Bunn seems to be keeping his cards pretty close to his chest, as I'm still a bit unsure where this arc is headed. Sure, the Crossroads story arc is off to a slow start, but I expect things to pick up next issue as more plot threads are revealed.
Memoir #1: Another debut issue from Image Comics, who recently cranked out solid first issues of Who is Jake Ellis and Infinite Vacation. In Memoir, ten years ago everyone in the small town of Lowesville lost their memory. The protagonist, Trent, is a young hot-shot investigative reporter who has decided to travel to Lowesville and find out how the people there have recuperated their lives after the incident. Trent comes across as a bit of a self-assured cocky douche, which makes him sort of an unsympathetic lead. He certainly stands out as a stranger in the small town and it is interesting to see how he struggles to connect with the townsfolk of Lowesville and get interviews and information. On the surface, Lowesville seems like your typical small town, but the residents we meet in this first issue are distrusting of outsiders, a little bit crazy, and confrontational to boot.
It's impossible to say what exactly happened to everyone that made them lose their memories, as there is only one small clue in the opening page. On top of erasing their memories, whatever happened also seems to have make everyone in town ugly. This could be an unimportant detail, but with so little to go on, it is hard to say. the events of the last few pages are pretty tantalizing though, so I'll be interested to see where this one goes.
The black and white art work is solidly done and I was especially impressed with the fact that artist Nikki Cook managed to make the Lowesville residents so damn ugly, yet also make their faces so expressive. All in all, a well done first issue, though I am a little concerned about how much I initially dislike the main character. Still, at the end of issue one I find myself wanting to know more about what happened in Lowesville, so I'll be sticking around for a bit more.
Dracula The Company of Monsters #6: Dracula is on the loose and has decided to make America his new home. Evan, the poor guy who brought Dracula back from the dead, has been offered the opportunity of a lifetime: to become Dracula's apprentice. A pretty sweet internship if you ask me, but for Evan, sentimental guy that he is, it would mean turning on his family.
Why Evan is still loyal to the family and their corrupt business is beyond me, as his Uncle Conrad, the C.E.O. is a gaping asshole, and the one who got Evan into this mess in the first place. Oh, and did I mention ol' Uncle Conrad is a vampire too? Yeah, and he's using his powers to make Barrington Industries into a powerhouse corporation. As the cherry on top, Conrad has also started shacking up with Evan's power hungry fiance. What a dick.
I really hope Evan picks a side soon, (fingers crossed that he teams up with Dracula), as his fence sitting is starting to get tiresome. Initially, this issue didn't do much for me, but after giving it another look, it is actually pretty sweet. Lots of interesting things going on. The vampire-hunter crew is in out in full force now too, so that should make for an interesting triangle. I expect Evan will somehow get mixed up with them as well, thus having some sort of vested interest in each group, making whatever outcome there is in this series a bitter-sweet one for the poor bastard.
After escaping the militia camp Jeppard and Gus are reunited and they have now formed a bit of a strange rag-tag fellowship of traveling companions. Along on the journey are fellow hybrids Wendy, Bobby and one of the feral dog-boys, also Johnny, the Militia camp lacky and Doctor Singh are in tow and rounding out the group are Lucy and Louise, two former captives of the militia camp. Together they are traveling to Alaska in hopes of finding some answers about what caused the apocalypse.
This issue has a sweet feel to it, which is vastly different from other Sweet Tooth issues. The change in format makes for a nice interlude between story arcs, and I'm looking forward to the next set of stories.
The Sixth Gun #8: Drake Sinclair might have four of the six guns in his possession, but he's looking for ways to rid himself of the bond, which normally, can only be severed by death. Hoping to find some information, he travels through a haunted swamp to visit a man who might have some answers. Discovering more secrets than anything, Drake attempts to return to New Orleans, but is attacked by a gang of demon alligators. While Drake is on his little fact finding mission, Becky appears to be getting increasingly friendly with new comer Kirby Hale, whose intentions are foggy at best.
So far this story arc hasn't been as action packed as the first arc, and instead seems to be focusing a bit more on character development. Writer Cullen Bunn seems to be keeping his cards pretty close to his chest, as I'm still a bit unsure where this arc is headed. Sure, the Crossroads story arc is off to a slow start, but I expect things to pick up next issue as more plot threads are revealed.
Memoir #1: Another debut issue from Image Comics, who recently cranked out solid first issues of Who is Jake Ellis and Infinite Vacation. In Memoir, ten years ago everyone in the small town of Lowesville lost their memory. The protagonist, Trent, is a young hot-shot investigative reporter who has decided to travel to Lowesville and find out how the people there have recuperated their lives after the incident. Trent comes across as a bit of a self-assured cocky douche, which makes him sort of an unsympathetic lead. He certainly stands out as a stranger in the small town and it is interesting to see how he struggles to connect with the townsfolk of Lowesville and get interviews and information. On the surface, Lowesville seems like your typical small town, but the residents we meet in this first issue are distrusting of outsiders, a little bit crazy, and confrontational to boot.
It's impossible to say what exactly happened to everyone that made them lose their memories, as there is only one small clue in the opening page. On top of erasing their memories, whatever happened also seems to have make everyone in town ugly. This could be an unimportant detail, but with so little to go on, it is hard to say. the events of the last few pages are pretty tantalizing though, so I'll be interested to see where this one goes.
The black and white art work is solidly done and I was especially impressed with the fact that artist Nikki Cook managed to make the Lowesville residents so damn ugly, yet also make their faces so expressive. All in all, a well done first issue, though I am a little concerned about how much I initially dislike the main character. Still, at the end of issue one I find myself wanting to know more about what happened in Lowesville, so I'll be sticking around for a bit more.
Dracula The Company of Monsters #6: Dracula is on the loose and has decided to make America his new home. Evan, the poor guy who brought Dracula back from the dead, has been offered the opportunity of a lifetime: to become Dracula's apprentice. A pretty sweet internship if you ask me, but for Evan, sentimental guy that he is, it would mean turning on his family.
Why Evan is still loyal to the family and their corrupt business is beyond me, as his Uncle Conrad, the C.E.O. is a gaping asshole, and the one who got Evan into this mess in the first place. Oh, and did I mention ol' Uncle Conrad is a vampire too? Yeah, and he's using his powers to make Barrington Industries into a powerhouse corporation. As the cherry on top, Conrad has also started shacking up with Evan's power hungry fiance. What a dick.
I really hope Evan picks a side soon, (fingers crossed that he teams up with Dracula), as his fence sitting is starting to get tiresome. Initially, this issue didn't do much for me, but after giving it another look, it is actually pretty sweet. Lots of interesting things going on. The vampire-hunter crew is in out in full force now too, so that should make for an interesting triangle. I expect Evan will somehow get mixed up with them as well, thus having some sort of vested interest in each group, making whatever outcome there is in this series a bitter-sweet one for the poor bastard.
Wednesday, November 24, 2010
The Sixth Gun

I just read the 6th issue of this awesome ongoing comic series the other day, and it is easily one of the best single comic issues I've read all year. The sixth issue wraps up the first story arc and will be collected in trade/graphic novel format soon enough. I thought I'd give folks the early heads up and do a review of the first arc before the graphic novel version hits shelves.
My love affair with The Sixth Gun started waaay back in May on Free Comic Book Day. If you click the link, you can tell, I didn't have any idea how awesome this comic would be. The first issue opens with a group of Pinkerton detectives reporting to the mysterious and evil looking Mrs. Hume. The Pinkertons had been looking for some mysterious artifacs, namely "The Sixth Gun" which once belonged to Mrs. Hume's husband. Working alone, Drake Sinclair is also searching for the sixth gun, and his search which culminates at a ghostly gallows tree reveals the name Montcrief and a location.
The Pinkertons have had their eye on The Montcrief farm too, and after a deathly ambush, young Becky Montcrief comes to be bonded to the elusive sixth gun, yet is captured and taken away by the Pinkertons. In the meantime, the Mysterious General Hume, original owner of the Sixth Gun, has been released from his grave/prison by a group of four fearsome men, who all possess an enchanted six-shooter of their own.
Becky is eventually rescued from the clutches of Mrs. Hume and her Pinkerton lackeys by Sinclair and his dual-shotgun wielding friend Billjohn O'Henry. The trio narrowly escape after a brutal gun fight which brings them barrel to barrel with General Hume and his four henchmen. Reunited with his wife, General Hume and his company set out in search of Becky, Sinclair and Billjohn, setting in motion a deadly game of cat and mouse that culminates in an epically amazing showdown at The Maw.
The creators behind The Sixth Gun are Cullen Bunn and Brian Hurtt. These two consistently deliver awesome material in this comic. It is the perfect mash up of western, horror, fantasy, and a bit, but not too much, zombie killin'. What struck me about this comic from the get-go was how it easily managed to suck me into its world. When I read that first issue I instantly wanted to know more about the characters, more about what the hell was going on, and of course, I wanted to know more about the guns. That sense of mystery and intrigue still flavors the series, as more characters are introduced, and more is revealed about the principle characters.
Art is an important aspect of any comic, but Hurtt's art is especially important to this series as it deals with multiple genre's all rolled into one. Hurtt draws ghastly beasts, dusty western towns, zombies, and explosive gun fights with equal skill. Where he really shines though is his ability to draw atmosphere. I know that sounds like a load of shit, but I mean that, he draws scenes which depict creepy graveyards, raucous saloons, lightning filled magical incantations and brings them to life, and makes you feel like you are there. Basically, Hurtt is a great artist working on top of his game.
The Sixth Gun is one of those rare comics that has something for everyone. While a lot of the stuff on the shelves only appeals to certain audiences, this one delivers on multiple levels. Guns? Check. Not into guns? Ok, Swords? Check. Magic? Check. Fantastical Beasts? Check. Explosions? Check. Mystery? Mayhem? Check, check. Ok, so no sex, and no love story...yet.
The 6th issue wraps up the first story arc, so those of you who wait for trades can pick up the first trade soon enough. Which I strongly urge you to do. According to Comixology, it'll be out on January 12th. Hopefully it'll come sooner though. Simply put, The Sixth Gun kicks ass.
If you still are in need of further convincing, check out the cool video trailer:
Grade: A
Friday, November 5, 2010
Comic Quickies
This edition of Comic Quickies is brought to you by the letter S.

Strange Tales II 1 of 3: First of all, take a moment to drink in that gorgeous ass Rafael Grampa cover...Mmm, MMMM! That is pretty! Stange Tales is probably the coolest thing happening at Marvel these days. Basically, they let a bunch of indie writers and artists run wild with characters from the Marvel Universe. Brilliant idea, and the results are pretty brilliant too. The cover artist, Grampa, also has a great Lucha-Wolvie story that kicks this issue off. In it, Wolverine battles Deadpool in a no holds barred style death-match. This comic short is bloody and gruesome, but has a nice, soft touch to it as well. Great stuff.
Kate Beaton also has a hilarious Kraven the Hunter story, where he's on the hunt for a prom date. There's lots of other great stuff in this issue to, you really get to experience a lot of cool indie creators, and the stories they crank out are all pretty solid. Pretty much a value deal despite the hefty $4.99 price tag.

Skull Kickers #2: The first issue didn't exactly BLOW me away, but it certainly didn't blow either. So, with a small measure of trepidation, I approached the second issue. The opening pages are action packed, as the two still unnamed mercs whoop ass on some grave robbers, but I didn't find myself enjoying the action too much. It wasn't until they hit the trail of the recently escaped grave robbers, hung a dude over a fire and basted him like a turkey so he'd spill information, and wrecked a horde of goblins, that I really got to enjoy things. However, that being said, the whole issue is pretty much one action sequence after another, which isn't a bad thing, but it doesn't say much for the story.
Another gripe I have is that in one panel the two mercenaries are overlooking a lush verdant valley, when they decide to steal some approaching horses, then on the very next page, seem to be in a dusty,dry, desert locale. Maybe this is just supposed to be yet another gag, but it bugged me. Still on the fence.

Vertigo Resurrected: Shoot: Way back in the late 90's, ancient history for some folks, Warren Ellis started what many hoped would be a long run on Hellblazer. However, he quit after only 9 issues because Vertigo wouldn't run his issue titled Shoot which dealt with recent school killings in the U.S. Then the Columbine shootings happened and Vertigo decided that it wouldn't be the best thing to run the issue without some major changes. The changes were drastic enough that Ellis, as a writer, couldn't support the changes to his material, and quit writing Hellblazer. Shoot had never been available until now.
I guess if you'd been waiting since like, 1999 to read this one issue, it would be really fucking awesome to finally read it, but I bought this not just for the Shoot story, but also for the other great re-run short comics by some of the best in the industry. Some of my favorite writers and artists have comic shorts in this gritty, heavy read. Every story is a bit dark and twisted. As an anthology, they all work pretty well together, and they are also pretty good representations of each creator. Not a bad way to sample some of the biggest names in the biz, if you are just getting started on comics.

The Sixth Gun #5: Is it possible for a Western/Horror/Fantasy to be a comfort read? If you are me it is. The sixth gun is pretty much all the reasons I read comics rolled into one. Great story, great art, cool characters, great setting, cool shit happens, crazy shit happens, when the issues is over, I instantly want more.
I don't want to gush too much, but I really think this series gets better with each issue. The good guy team of Becky, Drake, and BillJohn balance the scales a bit in this issue, but General Hume and his cronies still have some pretty diabolical tricks up their sleeves. The end of the issue sets up what I expect to be a pretty god damn amazing showdown at The Maw for the next issue.

Strange Tales II 1 of 3: First of all, take a moment to drink in that gorgeous ass Rafael Grampa cover...Mmm, MMMM! That is pretty! Stange Tales is probably the coolest thing happening at Marvel these days. Basically, they let a bunch of indie writers and artists run wild with characters from the Marvel Universe. Brilliant idea, and the results are pretty brilliant too. The cover artist, Grampa, also has a great Lucha-Wolvie story that kicks this issue off. In it, Wolverine battles Deadpool in a no holds barred style death-match. This comic short is bloody and gruesome, but has a nice, soft touch to it as well. Great stuff.
Kate Beaton also has a hilarious Kraven the Hunter story, where he's on the hunt for a prom date. There's lots of other great stuff in this issue to, you really get to experience a lot of cool indie creators, and the stories they crank out are all pretty solid. Pretty much a value deal despite the hefty $4.99 price tag.

Skull Kickers #2: The first issue didn't exactly BLOW me away, but it certainly didn't blow either. So, with a small measure of trepidation, I approached the second issue. The opening pages are action packed, as the two still unnamed mercs whoop ass on some grave robbers, but I didn't find myself enjoying the action too much. It wasn't until they hit the trail of the recently escaped grave robbers, hung a dude over a fire and basted him like a turkey so he'd spill information, and wrecked a horde of goblins, that I really got to enjoy things. However, that being said, the whole issue is pretty much one action sequence after another, which isn't a bad thing, but it doesn't say much for the story.
Another gripe I have is that in one panel the two mercenaries are overlooking a lush verdant valley, when they decide to steal some approaching horses, then on the very next page, seem to be in a dusty,dry, desert locale. Maybe this is just supposed to be yet another gag, but it bugged me. Still on the fence.

Vertigo Resurrected: Shoot: Way back in the late 90's, ancient history for some folks, Warren Ellis started what many hoped would be a long run on Hellblazer. However, he quit after only 9 issues because Vertigo wouldn't run his issue titled Shoot which dealt with recent school killings in the U.S. Then the Columbine shootings happened and Vertigo decided that it wouldn't be the best thing to run the issue without some major changes. The changes were drastic enough that Ellis, as a writer, couldn't support the changes to his material, and quit writing Hellblazer. Shoot had never been available until now.
I guess if you'd been waiting since like, 1999 to read this one issue, it would be really fucking awesome to finally read it, but I bought this not just for the Shoot story, but also for the other great re-run short comics by some of the best in the industry. Some of my favorite writers and artists have comic shorts in this gritty, heavy read. Every story is a bit dark and twisted. As an anthology, they all work pretty well together, and they are also pretty good representations of each creator. Not a bad way to sample some of the biggest names in the biz, if you are just getting started on comics.

The Sixth Gun #5: Is it possible for a Western/Horror/Fantasy to be a comfort read? If you are me it is. The sixth gun is pretty much all the reasons I read comics rolled into one. Great story, great art, cool characters, great setting, cool shit happens, crazy shit happens, when the issues is over, I instantly want more.
I don't want to gush too much, but I really think this series gets better with each issue. The good guy team of Becky, Drake, and BillJohn balance the scales a bit in this issue, but General Hume and his cronies still have some pretty diabolical tricks up their sleeves. The end of the issue sets up what I expect to be a pretty god damn amazing showdown at The Maw for the next issue.
Thursday, October 28, 2010
Review: The Damned

In the mood for demon mobsters who traffic in the typical prohibition era vices like booze, drugs, gambling and souls? Wait, souls? Ok, so The Damned isn't your typical mobster story, it's better.
In the reimagined prohibition era created here by Cullen Bunn and Brian Hurtt, demons run the Chicago crime syndicates, and soul trafficking is a big part of the game. Two of the Windy City's biggest mob families are about to broker a deal and consolidate power, but before the deal can go down, the middle-man, tasked with helping the two rival families iron out the details, goes missing. That's where our hero Eddie comes in.
Eddie has been dead for three days when we first meet him, but before too long, he's alive and more or less well, helping the Aligheri family track down the missing middle-man. See, Eddie's been cursed, and he can only sorta die. Whenever he dies, the next unlucky bastard to touch him gets Eddie's deathly injuries transferred to their body, and Eddie, well, he's alive. So Eddie is sent to find the missing middle-man, but what he finds is one tangled-ass web of double crossings, deceit, murder, and soul thievery. Eddie might just be able to get to the bottom of things too, if he can stay alive.
The Damned is a pretty awesome hunk of crime/horror. Writer Cullen Bunn does a great job of creating a fascinating world, and also a great job of setting things up with the first few pages. I found that there was so much more I wanted to know once the principle plot had been introduced. The demons also add a great twist to the classic mobster storyline.
The characters in this graphic novel are also quite well done. Plugging evil demons in as mob bosses and muscle was a nice touch and a few of the demons are very entertaining characters. Where Bunn's character building really shines is with the hero, Eddie. Eddie's pretty much a bad-ass who can get the job done, and while his tactics aren't necessarily the most humane, or kind, I definitely came to appreciate his unique style. It might help that he's one of the few human characters in the story, so at the very least he's easier to relate to.
The hierarchy between humans and demons was sort of an interesting side story. The relationship between the two beings never gets explained, but a lot can be learned just from the text, and the art.
Speaking of which, the art, done by Brian Hurtt is great. Hurtt draws both humans and demons with skill, and knocks the scenery and the setting out of the park as well. I really got a real sense of time and place as I read. The 30's come to life with Hurtt's eye for detail, architecture, not to mention, clothing, and technology. Normally, I'm a bigger fan of color with comic art, but Hurtt's black and white art was great, and I actually think the black and white treatment was more appropriate given the setting of the story. All in all, very solid work.
When I had finally read the last page of The Damned I found myself wanting more, and supposedly there is more of The Damned to come in the future, but for now, the creative team of Cullen Bunn and Brian Hurtt are hard at work on their ongoing comic, The Sixth Gun, which is also quite awesome. I would be hard pressed to say which I'd rather have these guys working on as both are high quality and highly entertaining. My advice is buy this graphic novel of The Damned, then start reading The Sixth Gun and thank me later for helping to improve your quality of life. You're welcome.
Grade: B+
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