Monday, November 29, 2010

Comic Quickies


Chew #15: Things haven't been going so good for our hero Tony Chu, especially since his girlfriend found a severed toe in his freezer. Maybe some family time will help...yeah... Thanksgiving dinner with his family doesn't seem to improve his mood either, maybe because they are all a bit crazy. This plus-sized issue packs in the awesome content. We get to meet Tony's family, complete with a MAJOR plot twist, and a crazy cliff-hanger ending that was set in motion way back in issue #4. Plus you get a flippin' sweet tri-fold cover. (blow that shit up to get a good look!) Totally awesome comic.



Kill Shakespeare #7: This comic has been slumping on me a bit recently, but issue #7 got things back on track quite well. The issue uses a cool three-act format to deliver the goods, and many pages feature double-page spreads, with smaller panels set against one large backdrop. Its really beautiful to look at.

The actual content is pretty sweet too. We learn a bit more about Lady MacBeth's wicked machinations, and a traveling stage troupe comes to Shrewsbury, the current hidey-hole for Juliet, Othello, Hamlet, and the rest of the prodigals. During the troupe's performance, Hamlet gets called on stage to play a role in The Murder of Gonzago, a play that strikes too close to the heart for his comfort. Fleeing the stage, Hamlet enters a trippy, mystical hall-of-mirrors type place. Hot on his heels is Juliet, and amidst the mirrors, they share their secrets, and form a bond...Wow, I made that sound way more cheesy than it was in the comic. Damn. Anyway, this was a great issue.



Superior #2: In every super hero comic, there comes an issue where the guy or gal in tights figures out all the cool new powers at their disposal. That's this issue of Superior.

That said, it was done quite well. Never has a hero had a harder time harnessing their powers than Simon Pooni/Superior. Superior has pretty much all the same powers as that Superman guy, freeze breath, laser vision, strength, and flight. But watching a kid, trapped in a super hero's body, attempting to do things he has only read in a comic or seen on a movie screen, was pretty awesome. Millar and Leinil Yu, the artist handle it quite well. Especially the flying bit, which was essentially a terrible fall up-wards. Millar added a nice, sometimes sentimental, sometimes cheesy touch of juxtaposing the powers against Simon's former struggles due to his Multiple Sclerosis.

Aside from that, nothing really happened in this issue, and I'm not sure where things are headed or what the conflict is gonna be. Maybe the final word bubble which contained the phrase, "What the fuck?" will lead to some sort of conflict next issue.



Doorways #1: Last but not least comes a comic debut from the pen of my favorite fantasy writer, George R.R. Martin! Apparently, Doorways was slated to be a network sci-fi show back in the 90's when major network ordered a bunch of scripts from Martin. For better or worse, (I say better), things fell through and Martin went on to write A Game of Thrones instead. Now, a bunch of years later, we get Doorways in comic format. Yay!

So what is this about? Well, the story opens with a woman getting teleported right into the middle of rush hour traffic. She promptly blows up an oncoming truck, and gets herself knocked out in the process. She wakes up in a hospital, attempts an escape, maims a police officer, and is saved from some serious police brutality by Dr. Tomas Mason. It doesn't take long for the government to find out about her advanced fire power and mysterious wrist-gauntlet thingy. So, like any good government agency, they abduct the shit out of her. Luckily, Dr. Mason is allowed to see her, and thanks to his trustful bed-side manner, he gets her to spill the beans about her gadgets, and about why she is on the run. Turns out she killed some sort of Darklord, and is being pursued by some evil minions. Seems like some entertaining stuff to me.

Friday, November 26, 2010

Review: Midnight's Children


On the stroke of midnight, at the very same moment India was gaining its independence, Saleem Sinai was born. Midnight's Children follows Saleem's life, as the events in his life mirror those of his nation.

Midnight's Children was an extremely complex book, and a rather difficult read for me. The Author, Salman Rushdie, deliberately confuses, addles, and misleads the reader as his narrative twists and turns with the growth of his protagonist, and the growth of an independent nation. In many ways, this book is a family saga, as it follows not only Saleem, but a multitude of other family members, servants, and some of the 1000 other "Midnight's Children".

While Saleem is inextricably bound to the events of his country, his is also bound to the other "Midnight's Children". All those born in that initial hour of independence were born with extraordinary gifts, some with good powers, some with not so good powers. Saleem's power is the ability to be telepathically linked to the other Children, and to converse with them.

Saleem is also the narrator of the novel, despite the fact that he discusses some events that take place long before his birth. Early on, we learn that Saleem is telling his life's story because he believes he is falling apart, quite literally, he thinks he is cracking apart from the inside. His narration style is, to say the least, very non-linear. He jumps around a lot, and uses a stream of consciousness story telling style that at times drove me nuts as it was hard to keep focused on what exactly he was talking about.

The major theme running throughout the novel, is the parallel between Saleem's life and the status of India as a nation. These two aspects run on a very similar trajectory, yet a reader could easily miss this nuance if they are unfamiliar with Indian history dating from their independence up until the mid to late 70's. Like I said earlier, this was a novel that I really struggled to get through, and not knowing the history involved will only make it harder. Luckily, I was reading this one for a college English course, so much of the historical context was explained. However, I do recommend a wikipedia search or something if you choose to embark on this one.

For me this wasn't a book that filled me with that old familiar joy of reading. At best this was a slog for me. The tricky, jumpy, confusing narrative style, and ever-changing cast of characters, and the ever-changing natures of the characters made this really difficult to digest. However, the level of skill and craftsmanship involved in this book is quite high. Though the style didn't tickle my fancy, it is brilliantly done. My troubles don't stem from the novel being stylistically a broken concept, or from it being poorly executed; I simply found the challenge of digesting such a complex narrative at odds with my enjoyment. With that said, I do think Midnight's Children is one of those books that would get better, and make more sense with a reread, but I'm not sure I'm willing to test that theory.

This is certainly not a book that everyone will enjoy, but I think the novel has its merits, and it tackles some very interesting topics that may be obscure or unknown to the average Western reader. If you are in the mood for a challenge, or looking for a change from the usual, Midnight's Children might fit your bill.

Grade: C

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

Monday, November 22, 2010

Review: Top 10 Book 2


Picking up the story from where Top 10 book one stopped off, book two continues to follow Neopolis' finest in their mission to serve and protect.

Following a lead on a drug delivery, King Peacock travels to Grand Central, a parallel universe where the Roman Empire still reigns supreme. Though he is supposed to be following a lead, he unwillingly gets drafted into an inter-precinct gladiatorial tournament that pits him against super-cops from other dimensions. Meanwhile, back at Top 10, the crew is trying to keep their suspected "libra killer" under lock and key, while they tidy up shop in preparation for a visit from the commissioner.

While busy with housekeeping they also must contend with the Seven Sentinels, a world renown super hero team, who aim to free M'rrgla Qualtz, a former porn-star, and former member of the Seven Sentinels...however, around Top 10 they just call her the Libra Killer. To further muddy the water, Slinger and Smax investigate the suicide of a former pop-prince who also may have ties to the Seven Sentinels.

Top 10 book two is a continuation of the awesomeness that got started in the first book. I wasted no time in digging into this concluding volume, as I was totally hooked after reading book one. Top 10 has the feel of a great crime TV show along the lines of The Wire, yet with a science fiction twist. Moore does a great job of building up the case, and showing all the hard work and dedicated police work that it takes to break open a major case.

It was cool seeing "super heroes" use their brains as well as their powers to try and defeat the bad guys. Moore blended the super power aspect and the meticulous, painstaking attention to detail aspect of detective work well in this volume and the end result is another great graphic novel.

Top 10 is a two book, 12 issue, graphic series, so the story line gets completely wrapped up in this volume. Though this volume only contains five issues while the previous volume contained seven, there is no skimping on greatness here. The characters that I came to know and love in the first volume get further developed here. Moore adds in a few unexpected twists and character traits that add layers to many of the characters. Though Moore took time to develop each character quite well, I always wanted to see more of them, and learn more about their powers and what makes them tick. I think that constant sense of interest and intrigue was a large part of my enjoyment of this series.

Again, the artwork was great. The art team of Zander Cannon and Gene Ha prevail again. They skillfully filled each page with cool looking art, and brought the city of Neopolis and the world of Top 10 to life. A city filled to the brim with super heroes, robots and monsters would be a weird and strange place, and Cannon and Ha do a great job of crafting a bizarre, yet futuristic and fancy city that fits perfectly with the story.

Top 10 is an awesome cop/crime drama, and the science fiction twist is a great one. It never comes off as a cheap gimmick or a lousy mash-up of two tried-and-true genres. The world of Top 10 mirrors our own in many ways and thought it contains a heavy dose of the fantastic, it never loses touch with reality, and that is what makes it so special. This is a great example of how great comics can be. I strongly urge you to read this. You've been urged.

Grade:A+

Friday, November 19, 2010

Review: Top 10 Book 1


Imagine a city, that is completely populated by folks with super-human abilities; From the lowliest bum all the way up to the highest of high rollers. That's the city of Neopolis. It's a city where everyone has some sort of special power, and a costume and alter-ego to match. The city was built by the world's greatest minds, as a place to house the burgeoning amounts of super-powered people after World War II. A city full of supes is eventually gonna be in need of some serious law and order, and that's were the folks of the Tenth Precinct, AKA Top 10, come in.

This well crafted graphic novel follows the day-to-day lives of the cops who work at Top 10. Though there is no true "main character" in this story, we first follow new recruit, Robyn "Toybox" Slinger as she starts her first week on the job at Top 10. She's met with cold indifference by her partner, the massive, blue-skinned Smax, as they investigate a homicide. From there Slinger, Smax, and the rest of the diverse group of police at Top 10 investigate a series of crimes, murders, and evil scientists that all seem to be strung together somehow. While putting the pieces of the current mystery together, they must also deal with the return of a serial killer know only as the Libra Killer, and an the Ghostly Goose, an invisible specter fond of fondling unsuspecting women.

Top 10 is a fantastic crime story with a nice sci-fi twist. It's easy for superhero stories to cop out and not deal with reality at all, and serve simply as an escape to a fantasy world where good and bad stand out and the complexities of real life are swept aside. Top 10 is not that kind of superhero comic. In Alan Moore's Neopolis, robots, and monsters face bigotry, prejudice, and inequality and serve as a clear allegory to real world minorities.

The police that serve Top 10 are a diverse group and utilize a wide range of skills and strengths to keep crime at bay. There's King Peacock, a Satan worshiper who can find and exploit any weak-spot, Irma-geddon a one woman arsenal, the nigh-invincible, power-beam shooting Smax, electo-zapping Shock-head Pete, and many others who make up the team. Initially, it was somewhat difficult to keep track of all the characters, but since, as the reader, you initially follow Robyn Slinger on her first day, you get the experience of feeling like it is your first day at Top 10 as well. Eventually, the characters come to be familiar faces, and Moore fleshes them out quite well. Moore cleverly shows the reader the human side of his super-powered characters and through that I got to know them as people. This served to make them not only easy to relate to, but also quite interesting, and very memorable.

On top of being written by Alan Moore, Top 10 features an all-star art team up of Zander Cannon and Gene Ha. Cannon did the "layouts", and Ha was the "finishing artist" for this graphic novel...Since I'm pretty much an idiot, and I'm slowly learning about comics as I go, I'm gonna guess that Cannon penciled everything out, and Ha inked it. Does that make Ha a... tracer? I don't know.

What I do know is that Top 10 is pretty glorious to look at. Each panel is exquisitely detailed, and nuanced. Not only that, but there's a bunch of little references to other comics stuff in the art. Great art, and a great compliment to the wonderful story.

Top 10 is easily one of the finest graphic novel's I've read this year. So far everything I've read by Alan Moore has been a hit with me. In fact, I loved Top 10 so much that I instantly started reading the second book immediately after I finished this volume. So be on the look out for that review soon enough! While you're waiting, go out and pick up Top 10 book one.

Grade: A+

Monday, November 15, 2010

Review: Preacher: Alamo


All epics must come to an end, and Preacher: Alamo is the final tale in the story of Reverend Jesse Custer, Tulip, Cassidy, Herr Starr and the rest of the cast of characters.

After months of searching for God, Jesse, a Texan at heart, hatches a genius plan, and decides to end his whole ordeal at the Alamo. A fitting location given the task at hand. Though Jesse might want to square things with God, Jesse's old enemy Herr Starr has given up on his original plans of making Custer into a modern Messiah, thus bringing about a global apocalypse that would make Starr Supreme Overlord of Earth. Since it was a complex and convoluted plan at best, Starr scraps that plan in favor of a new one that is much more simple in concept, and involves only one step: Kill Jesse Custer.

Before any of that whole reckoning with God stuff can happen Jesse needs to settle things with that wanker-bastard Cassidy, cut a deal with the Saint of Killers, oh, and keep Tulip safe in the process. Sound like the set up for an epic ending to an epic story? It is.

I'm always a little hesitant when finishing off a long series that I've really enjoyed. I worry that the ending wont live up to my expectations, and I think a part of me just doesn't like to see a good thing come to an end. Well, Preacher: Alamo is just about as perfect of an ending as I could ask for. Not only is the ending entertaining, but it also was pitch perfect in regards to the the story. It fit very well with the tone of the series, and its conclusion was rather satisfying as well.

After reviewing the previous eight installments, it is hard to say much of anything about Preacher that I haven't already gushed about. All told the Preacher series was 66 issues long, with a handful of one-shots, that flesh out the series to nine volumes in graphic format. That's a hefty chunk of material, and what I find remarkable is the level of consistency that Ennis and artist Steve Dillon maintain throughout. Preacher is pretty much always awesome, all the time. Basically, if you are reading this, and you haven't started in on reading the series...DO IT!

Over the course of this year, Garth Ennis's Preacher has been a steady source of entertainment. This is a landmark story in the world of comics, and is a must read for comics lovers. But really, Preacher is awesome enough to entertain those who might otherwise disregard the comic medium. You can't go wrong with a story about a bad-ass Reverend who is a cowboy at heart, who sets out to make God answer up for all the terrible bullshit that goes on in the world. What the hell are you waiting for? Read Preacher!

Grade: A

Saturday, November 13, 2010

Review: Conqueror's Shadow


About two decades ago, Corvis Rebaine, the Terror of the East, damn near conquered the country of Imphallion. He did everything right. He enlisted the help of the mighty Ogres, purchased the skills of thousands of mercenaries, harnessed powerful magics to aid his quest, and through skill, smarts, and ample use of scare tactics, had easily crushed most of his opposition. However, on the brink of ultimate victory, Rebaine gave it all up, and fled into obscurity with Tyannon, a noblewoman he took captive to assure his escape.

Now Rebaine is a simple farmer and family man, married to the girl he once took captive. He seems happy too, having shed himself of his former visions of glory and grandeur. If he had things his way, he'd simply carry on living the farm life, but too bad for Rebaine, the real world intervenes on his cute little pastoral existence, and shakes things up.

The political events of Imphallion have been more or less steady since Rebaine was last seen, but a new threat has arrived, and it has a familiar feel. Audriss, also known as the Serpent, has set out on the path of conquering Imphallion, and he's doing it exactly like Rebaine did seventeen years ago. When assassins hired by Audriss try to capture and kill Rebaine's daughter, Rebaine decides it is time for the Terror of the East to ride again, and deal with this new threat.

There is something almost comforting about reading The Conqueror's Shadow. This book manages to merge two popular fantasy styles into one...a gritty, quest-style fantasy if you will. A comforting, well known and well liked, sub-genre mixed with some grit to get those adult readers excited. Hey, it got me to buy the book. The author, Ari Marmell, did a pretty good job of it too, telling a captivating story filled with interesting characters, but there were some flaws that took away from my overall enjoyment.

The main character, Corvis Rebaine was hit or miss for me. I had a hard time accepting the contrast of young Corvis the brutal, no mercy conqueror to that of the old Corvis, the gentle loving family man. Marmell fills in certain details, and fleshes out characters in flashback scenes, and through those we learn of Rebaine's past exploits. From these flashbacks I learned that Rebaine was one uncompromising son of a gun who would do anything, including killing innocent women and children, all to achieve his aims of glory. Then, when I eventually found out Rebaine's reason for abandoning his quest for conquering, it didn't seem to fit with his style of how he got to that point. I get that Marmell was trying to make Rebaine seem very flawed and conflicted, but he was oftentimes so contradictory that it was annoying.

I think the problems I had with Rebaine also led to me not being even remotely convinced by his love story with his once captive, Tyannon. A convincing love story isn't necessary for my enjoyment of a novel, but in this case it just didn't work for me at all.

My biggest gripe with The Conqueror's Shadow is the excessive use of sarcasm. Now I am a fan of the lighter touches in otherwise serious stories. I think humor can really add to a story and help break up the serious moments and add another thread to the tapestry. However, Marmell took things a touch too far. The problem was that everyone, by everyone I mean nearly every character in the story, was overly sarcastic nearly all the time. It wasn't just one character that had a sarcastic streak, it was everyone, the ogre, the witch, the wife, the kids, the bad guy, shit, even the demon was sarcastic, and that sarcasm was a defining character trait of them all. It really was too much, and it made the dialog annoying to read after awhile.

Despite the flaws, there were a couple of things that I did like. Warning: it is about to get dorky in here.

First off is the Kolben Shiar blades. Sure, they are kinda your basic magical weaponry; Super sharp! Impossible to break! Enhanced with runes! But there was a cool twist: they shape shifted into the ideal weapon for whoever was holding it. So Rebaine's Kolben Shiar blade was a mighty axe, while Audriss' blade was a dagger.

I was also impressed by the fact that Marmell was not afraid to bust out the POWER CRYSTALS! I'll admit, I am a sucker for power crystals. These ones had demons trapped in them and the demons gave the power crystal owner magical powers! Ok, so that is kinda generic, but I liked that it added an extra element to a couple of the characters.

Unfortunately, the flaws far outweighed the positives, and my enjoyment suffered for them. I think Marmell has ample room for improvement, but that the foundations for a strong career are there. He has a knack for telling a good story, but just needs certain other elements to come up to that level. The Conqueror's Shadow is a decent debut, but weak in too many areas for me to fully enjoy.

Grade: D+