Ex Machina: March to War takes place at the onset of the Iraq war. Mayor Hundred, as mayor of New York City, must decide whether or not to let peaceful anti-war protests to take place in his city streets. Though the risk for some sort of terrorist situation seems highly possible, Hundred allows the protests to take place and is left to pick up the pieces when many of the protesters are killed or hospitalized due to a toxic dust cloud attack.
As bad as the attacks are, they hit extra close to home as one of Hundred's cabinet members is severely injured in the attack. To make matters worse, in response to toxic dust cloud attack, which may or may not have been the work of terrorists, a few New Yorkers have decided to deal out some street justice by killing people they assume to be "terrorists".
So, while the police are doing what they can to find these killers, Hundred and his chief of police team up to find the person or persons who built the device that delivered the toxic dust. Hundred and Chief Angotti don't exactly go "by the book" to crack the case either. Instead, we get an impressive display of how Hundred's ability to talk to machines can be used in subtle ways.
Also added into this fourth volume is the two-part Life or Death story line that delivers some great insight into Hundred's life while he was The Great Machine. We finally get to meet Pherson, The Great Machine's archenemy, a man with the ability to talk to, and command animals. Pherson is pretty much the antithesis of Hundred and for that reason, makes a great archenemy. The guy is pretty damn creepy too....like all bad-guys should be.
Not surprisingly, this was another solid Ex Machina trade. I thought the peace protest story line was quite engaging since it represented a piece of fairly recent history that I have strong memories towards. Vaughn does a great job of placing this narrative in an engaging context and then also delivers a story that is not only exciting to read but also packs an emotional punch.
I like to think that I'm not one who usually gets excited for reading about politics, but I actually really enjoy the way Hundred goes about his mayoral duties. He pretty much handles shit the way a normal person would, and doesn't pander to anyone, including constituents, fundraisers, or political parties. When a crisis does come up, and they tend to hit him all at the same time, he is all about taking care of business by any means necessary. The way these scenes are written with the character interactions come across as incredibly sincere and real. The characters talk like real people, not like action heroes or dramatic performers. I really appreciate that quality.
On the other hand, I also like to think that I'm not the kind of guy who gets excited for super hero comics, but the super hero bits of Ex Machina are also quite awesome. Simply said, Hundred is, at best, a pretty amateurish hero... Aside from the time when he saved one of the Word Trade Centers. In the flashbacks to his hero days he always seems to be saving someone who doesn't want to be saved, or messing up and doing something like saving a mom before he saves her children. Once again, all this comes across as genuine and realistic. I like that Hundred struggles to do what he thinks is right, even though that isn't necessarily what someone else wants him to do in the heat of the moment. I like that The Great Machine isn't just some perfect, omnipotent do-gooder. It makes the flashback scenes extremely entertaining.
As per usual, Tony Harris' art is top level in this installment. I don't have any complaints, and though I could easily gush, I'll spare you and just say that Harris' work on Ex Machina is consistently great and a perfect example of a top flight artist working at the top of his game. Sexy-sexy stuff. (Yup, two sexies!)
Ex Machina: March to War is a return to form for this series. I was pleased to see the writing half of the series step its game up and deliver a story line that was interesting and engaging. The extra two-part Life or Death arc was like a delicious icing on the cake. Alone, the March to War arc was one of the best in the series so far but adding Pherson, The Great Machine's nemesis into the mix gave this graphic novel some extra juice. All around good stuff.
Grade: A
Saturday, May 21, 2011
Wednesday, May 18, 2011
Comic Shop Birthday Blowout
This past Friday the 13th, local Seattle comic shop extraordinaire, Arcane Comics held their 7th annual birthday bash. Aside from promoting tasty eats and yummy beverages, they also scored big time and got four awesome local comic creators to come into the shop to sign, sketch and add some flavor to the event.
Mark Rahner of Rotten fame was there. I had a very cool chat with him about how he and Robert Horton go about co-writing an issue of Rotten. Basically they meet up at a bar and hammer out the stories. Rahner said he tends to write the parts that feature Agent Wade, because he is more like Wade, and Horton writes the Flynn parts because he and the character are also similar.
Rahner said they have the whole series plotted out, and know pretty much exactly how everything will play out. There is a bit of a risk that their publisher, Moonstone, wont give them the full run they deserve, so they might need to compress things a bit to squeeze in the full plot. My fingers are crossed that wont be the case. Rotten is one of those under-appreciated gems. I know I've urged you all before, but check out this comic. It is worth a read for sure.
Matt Southworth, the artist of Stumptown was also there doing sketches and signing stuff. Southworth mentioned that his band was playing in town the following night so he and I talked for a while about his musical influences. He was kind enough to hook me up with his band's CD and add an amazing sketch on the inside of my Stumptown graphic novel.
Also in attendance was Moritat, the artist of some Elephant Men issues and DC's fairly recent relaunch of The Spirit. He was kind enough to draw a very cool sketch of Hip Flask, one of the characters from Elephant Men, which you can see above.
Rounding out the comic creator crew was Stefano Guadiano, an artist who is best known for his work on the highly acclaimed Gotham Central. He brought some original pages to sell and did sketches as well.
All in all, it was a damn fun party and a great signing/sketching event as well. If you are a local Seattleite, I urge you to check out Arcane Comics, it is truly the finest comic shop in a city filled with some pretty amazing comic shops.
| Hip Flask of Elephant Men, drawn by Moritat |
Mark Rahner of Rotten fame was there. I had a very cool chat with him about how he and Robert Horton go about co-writing an issue of Rotten. Basically they meet up at a bar and hammer out the stories. Rahner said he tends to write the parts that feature Agent Wade, because he is more like Wade, and Horton writes the Flynn parts because he and the character are also similar.
Rahner said they have the whole series plotted out, and know pretty much exactly how everything will play out. There is a bit of a risk that their publisher, Moonstone, wont give them the full run they deserve, so they might need to compress things a bit to squeeze in the full plot. My fingers are crossed that wont be the case. Rotten is one of those under-appreciated gems. I know I've urged you all before, but check out this comic. It is worth a read for sure.
Matt Southworth, the artist of Stumptown was also there doing sketches and signing stuff. Southworth mentioned that his band was playing in town the following night so he and I talked for a while about his musical influences. He was kind enough to hook me up with his band's CD and add an amazing sketch on the inside of my Stumptown graphic novel.
| Stumptown sketch by Matt Southworth. |
Also in attendance was Moritat, the artist of some Elephant Men issues and DC's fairly recent relaunch of The Spirit. He was kind enough to draw a very cool sketch of Hip Flask, one of the characters from Elephant Men, which you can see above.
Rounding out the comic creator crew was Stefano Guadiano, an artist who is best known for his work on the highly acclaimed Gotham Central. He brought some original pages to sell and did sketches as well.
All in all, it was a damn fun party and a great signing/sketching event as well. If you are a local Seattleite, I urge you to check out Arcane Comics, it is truly the finest comic shop in a city filled with some pretty amazing comic shops.
Sunday, May 15, 2011
Open Up Your 3rdI: Tool
Welcome to Battle Hymns in Drop D. This is the first of hopefully many posts dedicated to all things music. I wanna introduce you all to 3rdI, a man who shares a taste for great fantasy novels and more importantly, awesome music. Being the all around solid dude that he is, 3rdI was kind enough to offer up his musical knowledge for the betterment of Battle Hymns in the form of some posts dedicated to bands we both love. Periodically we will be posting about bands that we think have pushed the boundaries of music. Some of these bands you might be familiar with. Others you probably have never heard of. What is common amongst each band is the quality of the music. We hope you enjoy this new addition to the Hymns. Check back often and keep rocking!
This first post is about the band Tool. In 1992, Tool released their first EP, entitled Opiate. The original line up consisted of Adam Jones (Guitar), Paul D’Amour (Bass), Danny Carey (Drums) and Maynard James Keenan (Vocals). Opiate is a raw, angry album. The compositions are fairly short and straight forward. Keenan’s powerful vocals mixed with Adam Jones crunching riffs, Danny Carey’s precise drumming, and Paul D’Amour’s powerful bass lines combined to produce a sonic thunderstorm that hinted at greater things to come.
The band gained momentum and in 1993 released their first full-length album, Undertow. Undertow shares some similarities with Opiate in that it is also a very raw, powerful album. The compositions however are longer and more mature as the band began to evolve and grow as musicians. The song Sober catapulted the band into commercial success. Sober encapsulates the feel of the album; a powerful, thunderous song that showcases the bands musical talent and complex subject matter. Nothing else on the radio sounded like it. Tool achieved something rare in music, particularly so early in their career, by creating their own signature sound. When I first heard Sober it did not remind me of anything. It sounded new and immediately caught my attention. With that first famous bass line Tool created a sound that would become a cornerstone of modern progressive rock music.
In 1995 the band underwent their only lineup change. Paul D’Amour left the band and was replaced by bassist Justin Chancellor. A year later saw the release of Tool’s second album, Ænima. Ænima is a masterpiece and is one of the most important rock albums ever released. The first single, Stinkfist, is a stunning piece of music. It was also extremely controversial. MTV renamed the song Track 1 and censored some of the lyrical content. Ænima is a complete album in every sense of the word. While the album does not center around one theme it is very much in the tradition of a Pink Floyd or King Crimson style album where every song is absolutely vital to the album. It is a complex, meandering voyage combining heavy riffs and intricate drumming with ambient interludes and sonic exploration. The album ends with 13+ minute mind fuck that is the song Third Eye and is without question one of the bands greatest compositions.
The band became embroiled in long legal fight with their label that lasted over two years. Finally resolved in 1998 the band soon began work on their next album. In 2000, Tool released Salival. The album includes live songs and some fantastic covers including the cover of Led Zeppelin’s epic song , No Quarter.
In 2001 the bands long awaited third full-length album, entitled Lateralus, was released. Tool had once again pushed the boundaries of rock music by creating a truly remarkable work of art. Lateralus is one of the most complex pieces of rock music ever created. It combines complex time signatures, mind-bending polyrhythms, precise control, and artistic vision to create beauty in chaos. It pounds along with breakneck speed only to abruptly stop and wander off into ambient soundscapes. Most of the songs clock in at over 7 minutes. Schism, at 6 minutes 47 seconds, became an instant classic and received heavy play on many radio stations. On this album Danny Carey firmly cemented his place amongst the pantheon of all-time great drummers. His drumming on Lateralus is the finest drumming I have ever had the pleasure of listening to.
True to form it was another 5 years before the next Tool album was released. 10,000 Days, the band’s fourth full-length album, was released in April of 2006. It is the bands most musically complex work to date. The album debuted at number one and the first single, Vicarious, received heavy rotation around the country. 10,000 Days saw the band yet again reach new artistic heights. It features songs like Wings for Marie, (Wings for Marie, Pt1 and 10,000, Wings Pt2), Lost Keys/Rosetta Stoned, and Jambi which contain fascinating time changes, complex polyrhythms and intricate chord progressions. Again most of the songs on the album are well over 7 minutes long with Wings for Marie clocking in at 17 minutes 24 seconds. The album title 10,000 Days is a reference to Maynard’s mother, Judith Marie, who suffered an aneurysm which left her paralyzed for the last 27 years (10,000 Days) of her life. The Song Wings for Marie is an intensely personal tribute to Maynard’s mother. It is a remarkably complex piece of music that resonates deeply with anyone who has ever lost a loved one.
Tool are currently working on their fifth album and have stated they hope to have the album out by the end of the year. I speak for the entire Tool community when I say that we cannot wait. Tool is the very best band that many of your friends know nothing about. Millions and Millions of records sold worldwide with very little radio/video support when compared to other popular rock bands. Tool has pushed the envelope of what is possible and has influenced many current bands. After 20 years they are still going strong. Spiral Out.
3rdI
Friday, May 13, 2011
Comic Quickies With a Side of Victorian Murder
Captain Swing #3: It has been a long-ass time since Warren Ellis got around to delivering us an issue of Captain Swing, but the third issue was totally worth the wait.
This issue pretty much does it all. Ellis, the crafty bastard that he is, manages to give a tour of Cindery Island, the electric pirate hideout, develop Captain Swing's character a bit more, develop Gravel's character, and add in a whole grip of action and fiery story-telling. To top it all off, he threw in a couple of awesome twists that set things up for the fourth and final issue of this mini-series to be very interesting. I'll be looking forward to it when it finally comes out.
The art of Captain Swing continues to be pretty great. Raulo Caceres can draw people, places, and weird electrical steam-punky technology with equal skill. I feel like sometimes the artists Ellis works with can be a bit over the top and over do it on the art front, but Caceres seems like the perfect fit for this title. An all around awesome issue that made me very excited to read the final installment.
Infinite Vacation #2: Add this title to the list of comics I'm on the fence about.
This issue started out pretty slow, and then got bad, then at the end managed to be totally awesome and draw me back in.
My problem is that there is almost too much text in this comic. There's a whole lot of explaining to do with this concept and to add in a murder mystery on top of the already complex idea leads to a lot of word bubbles that basically serve the purpose of filling you in as to what the hell is going on. I feel like a big chunk of the story is a veiled info-dump, and though it is somewhat covered up by being part of the story, it is still a big of a turn off for me.
Also, the artwork is extremely hot and cold. I'm not even remotely exaggerating when I say that the art quality varies from panel to panel. There can a panel on a page that looks pedestrian at best, then one later on the page that is absolutely gorgeous and does crazy stuff with negative space.
Each issue so far has also had a span of pages that are photographs of actual people with word bubble. This switch has thrown me for a loop each time, and I'm not a fan of it.
Interestingly enough, the last few pages of the comic were so damn good that they managed to re-invigorate my interest in the series. My hope is that we're beyond the info-dumps and it will be pure story from here on out. Hopefully the art quality will solidify, and I'll be treated to more pastelly-trippy unique artwork.
The Mission #3: This third issue of The Mission begins with Paul and his wife in couples therapy. It's pretty clear to see that his new life as Killer For God has totally screwed up his family and marital life. The nice thing about Paul is that he's a fighter, and when his next meeting with Gabe, the so-called angel, happens, Paul decides to do a little bit of detective work. However, tailing Gabe leads to a dead-end, and dusting his coffee cup for fingerprints turns out to be a total waste of time.
It seems pretty obvious that Paul is losing his mind, and that Gabe, and all the other stuff related to "The Mission" are a figment of his imagination. Just as Paul begins to come to grips with his new-found insanity, he receives a glimmer of hope in the form of an old-fashioned ass-whoopin'.
Even though this issue wasn't as action packed as the previous issue, it delivers some good psychological-dilemma layers that add to the story. I'm not completely sure Paul is nuts, but at the same time, there's a good chance he is.
The art of The Mission continues to be pretty underwhelming, but the writing is pretty solid and I'm enjoying the story.
The Strange Case of Mr. Hyde: I've saved the best for last this time around. So far 2011 has been a great year for new comics, and The Strange Case of Mr. Hyde is looking to be another great one.
This one begins with a little bit of back story regarding the infamous Dr. Jekyll, then jumps ahead five years to "present" day where an unnatural killer is slashing up whores in the streets of London. Inspector Thomas Adye is on the case and his investigation of the most recent murder leads to the discovery that the killer is not only capable of preforming feats of uncanny strength, but can also ran faster and jump much higher than the average man. The last killer with such unnatural abilities was Dr. Jekyll's alter-ego, the beastly Mr. Hyde. In need of some help with the case, Inspector Adye reluctantly seeks the aid of the one man who might be able to help him, but also might be insane.
I don't want to spoil too much of the first issue, but there is an amazing scene of back and forth banter that is not only expertly written but also drawn fantastically. The writer, Cole Haddon, packed a lot of story into this first issue, and most pages are packed with panels. Even though there are a lot of panels, I never felt like the text and the art were fighting for space. The artist M.S. Corley does a fine job, and I enjoyed his artwork throughout the issue. The groundwork is laid for what looks to be an entertaining Jack the Ripper story with some Dr. Jekyll mixed in. I'm very much looking forward to the next issue.
This issue pretty much does it all. Ellis, the crafty bastard that he is, manages to give a tour of Cindery Island, the electric pirate hideout, develop Captain Swing's character a bit more, develop Gravel's character, and add in a whole grip of action and fiery story-telling. To top it all off, he threw in a couple of awesome twists that set things up for the fourth and final issue of this mini-series to be very interesting. I'll be looking forward to it when it finally comes out.
The art of Captain Swing continues to be pretty great. Raulo Caceres can draw people, places, and weird electrical steam-punky technology with equal skill. I feel like sometimes the artists Ellis works with can be a bit over the top and over do it on the art front, but Caceres seems like the perfect fit for this title. An all around awesome issue that made me very excited to read the final installment.
Infinite Vacation #2: Add this title to the list of comics I'm on the fence about.
This issue started out pretty slow, and then got bad, then at the end managed to be totally awesome and draw me back in.
My problem is that there is almost too much text in this comic. There's a whole lot of explaining to do with this concept and to add in a murder mystery on top of the already complex idea leads to a lot of word bubbles that basically serve the purpose of filling you in as to what the hell is going on. I feel like a big chunk of the story is a veiled info-dump, and though it is somewhat covered up by being part of the story, it is still a big of a turn off for me.
Also, the artwork is extremely hot and cold. I'm not even remotely exaggerating when I say that the art quality varies from panel to panel. There can a panel on a page that looks pedestrian at best, then one later on the page that is absolutely gorgeous and does crazy stuff with negative space.
Each issue so far has also had a span of pages that are photographs of actual people with word bubble. This switch has thrown me for a loop each time, and I'm not a fan of it.
Interestingly enough, the last few pages of the comic were so damn good that they managed to re-invigorate my interest in the series. My hope is that we're beyond the info-dumps and it will be pure story from here on out. Hopefully the art quality will solidify, and I'll be treated to more pastelly-trippy unique artwork.
The Mission #3: This third issue of The Mission begins with Paul and his wife in couples therapy. It's pretty clear to see that his new life as Killer For God has totally screwed up his family and marital life. The nice thing about Paul is that he's a fighter, and when his next meeting with Gabe, the so-called angel, happens, Paul decides to do a little bit of detective work. However, tailing Gabe leads to a dead-end, and dusting his coffee cup for fingerprints turns out to be a total waste of time.
It seems pretty obvious that Paul is losing his mind, and that Gabe, and all the other stuff related to "The Mission" are a figment of his imagination. Just as Paul begins to come to grips with his new-found insanity, he receives a glimmer of hope in the form of an old-fashioned ass-whoopin'.
Even though this issue wasn't as action packed as the previous issue, it delivers some good psychological-dilemma layers that add to the story. I'm not completely sure Paul is nuts, but at the same time, there's a good chance he is.
The art of The Mission continues to be pretty underwhelming, but the writing is pretty solid and I'm enjoying the story.
The Strange Case of Mr. Hyde: I've saved the best for last this time around. So far 2011 has been a great year for new comics, and The Strange Case of Mr. Hyde is looking to be another great one.
This one begins with a little bit of back story regarding the infamous Dr. Jekyll, then jumps ahead five years to "present" day where an unnatural killer is slashing up whores in the streets of London. Inspector Thomas Adye is on the case and his investigation of the most recent murder leads to the discovery that the killer is not only capable of preforming feats of uncanny strength, but can also ran faster and jump much higher than the average man. The last killer with such unnatural abilities was Dr. Jekyll's alter-ego, the beastly Mr. Hyde. In need of some help with the case, Inspector Adye reluctantly seeks the aid of the one man who might be able to help him, but also might be insane.
I don't want to spoil too much of the first issue, but there is an amazing scene of back and forth banter that is not only expertly written but also drawn fantastically. The writer, Cole Haddon, packed a lot of story into this first issue, and most pages are packed with panels. Even though there are a lot of panels, I never felt like the text and the art were fighting for space. The artist M.S. Corley does a fine job, and I enjoyed his artwork throughout the issue. The groundwork is laid for what looks to be an entertaining Jack the Ripper story with some Dr. Jekyll mixed in. I'm very much looking forward to the next issue.
Sunday, May 8, 2011
Review: Mistborn
The world of The Final Empire is one that is covered by falling volcanic ash during the day and shrouded in mist by night. For a thousand years the Final Empire has been ruled by one god-like man known as the Lord Ruler. During those thousand years, both the nobles and the slave-like skaa have been manipulated, and controlled by the Lord Ruler and his minions. Though there have been some Skaa rebellions, all have been thoroughly and soundly crushed by the Lord Ruler. However, a glimmer of hope survives. That hope lies in the hands of one man, Kelsier, a skaa himself, but possessor of some magical skills and thieving know-how that might just be the perfect combination to topple the Lord Ruler once and for all.
Kelsier is what they call an Allomancer, or in common terms Mistborn. As an allomancer, Kelsier has the ability to burn certain ingested metals, which grant him magical abilities. For example, burning pewter makes him stronger and faster, burning iron or steel allows him to push or pull on surrounding metals in the environment, and burning brass and zinc lets him manipulate people's emotions. There are other metals that can be burned too, but you get the idea. It is quite rare that someone is a "Misting", or has the ability to burn just one type of metal, and it is extremely rare that someone is an allomancer and can burn all the metals.
For some reason, the ability to burn metals only occurs in a person with noble blood. Which for the most part is why the Skaa are oppressed. However, there are a few skaa, with misting or allomantic powers due to some mixed breeding.
In his younger days, before he discovered his abilities, Kelsier was a top-level thief. However, his biggest and most ambitious job got him captured by the Lord Ruler and sent to the mines of Hathsin, a place from which no one returns. Except Kelsier. Now he's back in the capital city, Luthadel, and he's got his old thieving gang back together for one last glorious job: Toppling the Lord Ruler and his government. This job puts Kelsier in contact with the Skaa rebel faction and another thief, a young girl name Vin. It turns out Vin is also an allomancer, and has a rather important part to play in the upcoming job.
Mistborn had a very Ocean's 11 meets Star Wars feel to it for me. The crime/caper story aspect of this book was well done, as was the rebels fighting evil oppressors and folks with sweet ninja/magic powers aspect.
The elaborate caper was a big part of Mistborn. It was fun getting to know Kelsier's crew, and their distinct abilities, and I felt like there were a lot of twists and turns along the way to make me feel like the plot wasn't following a tried and true course. Brandon Sanderson, via Kelsier, did a solid job of keeping his cards well hidden, and revealing them slowly, at the right moment.
The strongest aspect of Mistborn however, was Sanderson's well designed, easy to follow, dare I say genius, magic system. Though the powers that people achieved from burning various metals was pretty astounding, and a full-on allomancer was a lethal weapon, those with the ability to burn metal, never seemed to be extremely over-powered characters. I feel like magic users in fantasy are too often all-powerful and destructive, and it was nice to see a slightly toned down magic system. Also, any scene where an allomancer battled another allomancer was pretty epic and jedi-tastic.
As I mentioned earlier, the plot of Mistborn was filled with twists and turns aplenty. The pacing was also well handled, and I though the book is a fairly lengthy 642 pages, I never felt bogged down or mired in dull stretches. Despite some good twists regarding the caper aspect, and strong pacing, I never really felt like there was much tension in this novel. I never had the feeling that the ending was up in the air, or the outcome I expected was ever not going to happen. The main characters, despite engaging in some highly risky business, never seemed in that much danger, (though I was proven wrong on a couple accounts).
Though Mistborn is a very solid fantasy and well written, Sanderson didn't exactly reinvent the wheel. For the most part I always sort of felt like I was reading a well plotted, albeit a bit generic opening to a fantasy trilogy. Maybe my expectations for Sanderson were too high given his popularity, but I wasn't overly impressed and I didn't feel like I was reading something that had that extra-special, hard to put my finger on quality I look for in a great fantasy novel. I can see this novel being very accessible to nearly any genre reader, but for me, a guy who needs his fantasy to feel fresh and different, Mistborn fails to stand out from the pack.
Grade: C
Kelsier is what they call an Allomancer, or in common terms Mistborn. As an allomancer, Kelsier has the ability to burn certain ingested metals, which grant him magical abilities. For example, burning pewter makes him stronger and faster, burning iron or steel allows him to push or pull on surrounding metals in the environment, and burning brass and zinc lets him manipulate people's emotions. There are other metals that can be burned too, but you get the idea. It is quite rare that someone is a "Misting", or has the ability to burn just one type of metal, and it is extremely rare that someone is an allomancer and can burn all the metals.
For some reason, the ability to burn metals only occurs in a person with noble blood. Which for the most part is why the Skaa are oppressed. However, there are a few skaa, with misting or allomantic powers due to some mixed breeding.
In his younger days, before he discovered his abilities, Kelsier was a top-level thief. However, his biggest and most ambitious job got him captured by the Lord Ruler and sent to the mines of Hathsin, a place from which no one returns. Except Kelsier. Now he's back in the capital city, Luthadel, and he's got his old thieving gang back together for one last glorious job: Toppling the Lord Ruler and his government. This job puts Kelsier in contact with the Skaa rebel faction and another thief, a young girl name Vin. It turns out Vin is also an allomancer, and has a rather important part to play in the upcoming job.
Mistborn had a very Ocean's 11 meets Star Wars feel to it for me. The crime/caper story aspect of this book was well done, as was the rebels fighting evil oppressors and folks with sweet ninja/magic powers aspect.
The elaborate caper was a big part of Mistborn. It was fun getting to know Kelsier's crew, and their distinct abilities, and I felt like there were a lot of twists and turns along the way to make me feel like the plot wasn't following a tried and true course. Brandon Sanderson, via Kelsier, did a solid job of keeping his cards well hidden, and revealing them slowly, at the right moment.
The strongest aspect of Mistborn however, was Sanderson's well designed, easy to follow, dare I say genius, magic system. Though the powers that people achieved from burning various metals was pretty astounding, and a full-on allomancer was a lethal weapon, those with the ability to burn metal, never seemed to be extremely over-powered characters. I feel like magic users in fantasy are too often all-powerful and destructive, and it was nice to see a slightly toned down magic system. Also, any scene where an allomancer battled another allomancer was pretty epic and jedi-tastic.
As I mentioned earlier, the plot of Mistborn was filled with twists and turns aplenty. The pacing was also well handled, and I though the book is a fairly lengthy 642 pages, I never felt bogged down or mired in dull stretches. Despite some good twists regarding the caper aspect, and strong pacing, I never really felt like there was much tension in this novel. I never had the feeling that the ending was up in the air, or the outcome I expected was ever not going to happen. The main characters, despite engaging in some highly risky business, never seemed in that much danger, (though I was proven wrong on a couple accounts).
Though Mistborn is a very solid fantasy and well written, Sanderson didn't exactly reinvent the wheel. For the most part I always sort of felt like I was reading a well plotted, albeit a bit generic opening to a fantasy trilogy. Maybe my expectations for Sanderson were too high given his popularity, but I wasn't overly impressed and I didn't feel like I was reading something that had that extra-special, hard to put my finger on quality I look for in a great fantasy novel. I can see this novel being very accessible to nearly any genre reader, but for me, a guy who needs his fantasy to feel fresh and different, Mistborn fails to stand out from the pack.
Grade: C
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.
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.
Monday, May 2, 2011
Review: Blacksad
One glimpse at this beautiful graphic novel in the comic shop told me that Blacksad was a must read. Three things that instantly leaped out and screamed "Read me you bastard!" are: 1) Crime Noir. When done right, crime noir is a guaranteed hit with me. 2) Anthropomorphic Animals. I have a weakness for talking animals. 3) Really, fucking beautiful art.
The Blacksad graphic novel collects three stories each of which is about 60 pages long. The collection is oversized, and hardcovered, so you get a damn fine product for your money. Each story centers around John Blacksad, a private investigator. For better or worse, John manages to get caught up in cases that involve murder, kidnap, and even nuclear secrets.
In the first story, Somewhere in the Shadows, John investigates the murder of a film starlet who also happens to be one of John's former lovers. His investigation leads him to underground boxing arenas, the home of a screen writer, sleazy night clubs, graveyards, even downtown skyscrapers. The opening story establishes John Blacksad as a tough, never say die character, and also delivers a solid murder mystery plot with plenty of twists and turns.
The second story in the collection Arctic Nation deals with the kidnapping of a young girl from a forgotten section of town, and mixes in a group of white supremacists calling themselves the Arctic Nation. Amidst some intense racial tensions and violence, John must try to rescue the child and keep himself safe from the various white furred animals trying to terrorize the city. This story also introduces John's pal/informant Weekly, the slightly sketchy, and smelly, news reporter.
The final story, Red Soul, begins in Vegas, but winds up back in John's home city, where the debate and strife caused by nuclear proliferation is causing lots of drama. Otto Liebber is sort of like a father to John, but he's also one of the fathers of the nuclear bomb and John has become mixed in with Otto's crowd of thinkers, artists, poets, and authors. When these great minds start getting killed, it is up to John to do what he can to protect his loved ones. Even if that comes at the expense of his own happiness.
Writer Juan Diaz Canales does a wonderful job of telling some gripping, dark, and entertaining crime stories. For my money they weren't as dark as I had hoped, but they were still quite good, and did a good job of scratching my crime noir itch. On the artistic front, Juanjo Guarnido proved to be more than capable. Each page was an amazing combination of great looking characters, fantastic backgrounds, and rich detail. I think the most noticeable thing about Guarnido's art was his ability to draw extremely life-like facial expressions on talking animals. Think about how hard it would be to make a toad smirk, or have a gorilla look like he's in deep thought. Not easy, but Guarnido pulls it off.
If I were to make one gripe about Blacksad it would come from the depictions of female characters. The male characters always looked like their counterpart from the animal kingdom. John looks like a large black cat or puma, a toad looked like a toad, a gorilla looked like a gorilla, and so on. The women on the other hand, had some animal-like features, such as larger ears, or animal-like noses, however, for the most part, the likeness ended there, and they pretty much looked like human females with knock-out bodies. The difference between how the male and female characters were drawn gave me a bit of a hang up because each time I saw a female character, it was hard to figure out what type of animal they were. Sure, it was a small annoyance, and one other readers might be able to easily dismiss, but it bugged me.
With beautiful art, and crafty writing, Blacksad is a must have for any lover of the comics medium. The time I spent between spotting this at my local comic shop and saving up the cash for so I could buy it was enough time for them to sell out of copies. Apparently Blacksad is also out of print, so I had to resort to an Amazon purchase for this one. Despite the hardship you might face in tracking it down, Blacksad is worth the effort. Blacksad is a throwback to when stories were told right, without blatant attempts to shock an awe the short attention spans of the audience. The stories here will make you think, laugh and make you stay up too late reading. All good reasons to read this one.
Grade: A-
The Blacksad graphic novel collects three stories each of which is about 60 pages long. The collection is oversized, and hardcovered, so you get a damn fine product for your money. Each story centers around John Blacksad, a private investigator. For better or worse, John manages to get caught up in cases that involve murder, kidnap, and even nuclear secrets.
In the first story, Somewhere in the Shadows, John investigates the murder of a film starlet who also happens to be one of John's former lovers. His investigation leads him to underground boxing arenas, the home of a screen writer, sleazy night clubs, graveyards, even downtown skyscrapers. The opening story establishes John Blacksad as a tough, never say die character, and also delivers a solid murder mystery plot with plenty of twists and turns.
The second story in the collection Arctic Nation deals with the kidnapping of a young girl from a forgotten section of town, and mixes in a group of white supremacists calling themselves the Arctic Nation. Amidst some intense racial tensions and violence, John must try to rescue the child and keep himself safe from the various white furred animals trying to terrorize the city. This story also introduces John's pal/informant Weekly, the slightly sketchy, and smelly, news reporter.
The final story, Red Soul, begins in Vegas, but winds up back in John's home city, where the debate and strife caused by nuclear proliferation is causing lots of drama. Otto Liebber is sort of like a father to John, but he's also one of the fathers of the nuclear bomb and John has become mixed in with Otto's crowd of thinkers, artists, poets, and authors. When these great minds start getting killed, it is up to John to do what he can to protect his loved ones. Even if that comes at the expense of his own happiness.
Writer Juan Diaz Canales does a wonderful job of telling some gripping, dark, and entertaining crime stories. For my money they weren't as dark as I had hoped, but they were still quite good, and did a good job of scratching my crime noir itch. On the artistic front, Juanjo Guarnido proved to be more than capable. Each page was an amazing combination of great looking characters, fantastic backgrounds, and rich detail. I think the most noticeable thing about Guarnido's art was his ability to draw extremely life-like facial expressions on talking animals. Think about how hard it would be to make a toad smirk, or have a gorilla look like he's in deep thought. Not easy, but Guarnido pulls it off.
If I were to make one gripe about Blacksad it would come from the depictions of female characters. The male characters always looked like their counterpart from the animal kingdom. John looks like a large black cat or puma, a toad looked like a toad, a gorilla looked like a gorilla, and so on. The women on the other hand, had some animal-like features, such as larger ears, or animal-like noses, however, for the most part, the likeness ended there, and they pretty much looked like human females with knock-out bodies. The difference between how the male and female characters were drawn gave me a bit of a hang up because each time I saw a female character, it was hard to figure out what type of animal they were. Sure, it was a small annoyance, and one other readers might be able to easily dismiss, but it bugged me.
With beautiful art, and crafty writing, Blacksad is a must have for any lover of the comics medium. The time I spent between spotting this at my local comic shop and saving up the cash for so I could buy it was enough time for them to sell out of copies. Apparently Blacksad is also out of print, so I had to resort to an Amazon purchase for this one. Despite the hardship you might face in tracking it down, Blacksad is worth the effort. Blacksad is a throwback to when stories were told right, without blatant attempts to shock an awe the short attention spans of the audience. The stories here will make you think, laugh and make you stay up too late reading. All good reasons to read this one.
Grade: A-
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