Showing posts with label Comic Books. Show all posts
Showing posts with label Comic Books. Show all posts

Monday, May 14, 2018

2018 Free Comic Book Day Fall Out!

It took me a little over a week, but I've poured through the 50+ offerings from Free Comic Book Day (FCBD) 2018, and these, in no particular order, are the top 10 titles that have my interest piqued for the coming year:



Barrier (Image)
I assume the entire series will be printed in the landscape format and I am totally ok with that (as long as I don't have to keep turning the book).  This is a captivating story with a dual perspective across the Mexico/United States border.  The Mexico story is told entirely in Spanish (appropriately) and the American side is told in English.  This will be an excellent opportunity to improve my multi-linguistic abilities!  Events are hurtling toward one another from both sides when an entirely unexpected third party suddenly intervenes.  I'm very excited to see where it goes next!

ShadowMan (Valiant)
Coming off of my enjoyment of the epic X-O Manowar, Valiant has once again stirred up my interest with ShadowMan, another long-lived property I know nothing about.  I'm already in love with the New Orleans setting and all of the voodoo mysticism, so I am excited to find out more about who ShadowMan is and what's going on in the bayou!

The Mall (Scout Comics)
This one was a real shocker.  I was totally ready to toss it into the "nope" pile based on the cover and concept alone.  But then it hooked me with a totally relatable main character and all the 80's Miami mob intrigue you could want.  The main character evokes a young Peter Parker, only his superpowers are video games and sheer chutzpah.  He's left in a world of trouble at the end of this preview issue and I really need to know what happens next!

Die Kitty Die (Astro Comics)
Apparently Die Kitty Die is a thing and I have totally missed it.  But the thing it appears to be is an irreverent, self aware, ironic riff on Archie style comics.  It's poppy, it's goofy, and it looks like a lot of fun.  I need more comics like this in my rotation.

Shadow Roads (Oni Press)
Oni Press has always felt like the "you're not cool enough to read these edgy comics" publisher, so I've not really given them a fair look.  But Shadow Roads is scratching a Western comics itch that I caught back when Marvel did (and then promptly abandoned) Red Wolf a few years ago.  To be sure, there are some supernatural elements at the core of the story, but I really like the diversity of the characters and the way the story is being told.  Let's hope I'm cool enough to keep reading it...

Berlin (Drawn & Quarterly)
At first I thought this was an incredible mini-series about to launch, then I did some research and it appears this comic is actually very old news.  Berlin is a highly acclaimed graphic novel set in Germany in 1928.  It's told from two disparate perspectives and appears to provide a street level view of Berlin in the time between wars.  My wife has a degree in History and we always talk about these sorts of things so I expect this to be a great topic of conversation for us.  It's being recollected in hardcover which is why it's here in the FBCD pile.

Strangers In Paradise XXV (Abstract Studio)
Terry Moore won me over with Motor Girl, and SiP is hailed as his great masterwork.  Now he's dipping back into that world and I'm very curious about it.  This preview issue felt like I needed to already be familiar with the characters and their world, so I feel a bit lost, but I'm going to try to pick up some trades and read the old stuff along with the new.

Maxwell's Demons (Vault)
Child protagonists seem to be hitting a chord with me lately and Maxwell is no exception.  Maxwell seems to escape his miserable home life by traveling to other dimensions and having amazing adventures with a proper father figure.  But, much like with reality, that father figure also turns on him and that's when reality and hyper reality collide.  This looks like it's going to be equal parts dark and fun.

Crush (Yen Press)
Jorge is a pretty chill dude.  He puts an end to static whenever it pops up and he's always a great guy to have as a friend.  But when the artsy and awkward Jazmine comes onto the scene, Jorge is at a total loss.  She's kryptonite in girl form.  How will Jorge deal with this completely alien experience?  This might sound super mundane, but the characters are instantly likable and the story is one we can all relate to.  I expect to thoroughly enjoy Crush.

The Joe Shuster Story (Papercutz)
In the back of the Papercutz FCBD feature, there was a short preview of The Joe Shuster Story, the biography of the artist who created Superman.  While there were only a couple of pages of story, I was instantly enthralled by the simplicity of the storytelling and the quaintness of the art.  I love tales of comics early days, so I am definitely going to check this out when it lands.



Honorable Mentions


The Wormworld Saga (CubHouse)
Theo's dad paints pictures that become portals to other worlds (think Narnia).  Theo shares his dad's secret and often travels with him to these exotic places.  Ever the awkward boy, Theo decides to share this secret to impress his friend Laura in an attempt to avoid losing her to rival Tom.  Upon coming back from a harrowing adventure, an alien bug from that other world sneaks into our world just as Theo and Laura escape certain peril.  That's probably not good.  This series looks and feels a lot like the super disappointing Finding Gossamyr from several years back, so I am interested, but cautiously so.  I don't like getting wrapped up in a beautifully illustrated and magically captivating world only to have the story never be finished.  So I'll keep my eye on this one, but may not jump through the painting just yet...

Disney Princess (Joe Books)
I've seen these on the shelves and passed on them because they are with the "kids" comics, but I was surprised to find how much fun this comic is.  Not a full length story, but instead a collection of comic strip shorts, this has the same quick-hit fun appeal as the Ducktales comic I already get.  While I might not get every issue, if I see one featuring a character I really like, I will probably pick it up.


Another great FCBD in the can and some really exciting stuff coming out this year.  Of course, as I read it, I'll share my thoughts any maybe point you toward some great things you should be reading as well!



Monday, November 27, 2017

Swordquest Comic: It's Over

Swordquest #5 landed this week, and the comic series that started with a whimper goes out with a sigh.  If you were hoping the whole thing would marshal in the closing chapter and redeem the four issues of blechhh that preceded it, you were sadly mistaken and extremely naive.  Chad Bowers and Ghostwriter X stay true to their formula of bland characters, grade school level art, and dull storytelling to grind this terrible comic to a close.

I would warn you that this review contains spoiler alerts, but the word "spoil" indicates that there is something "ripe" here that can go bad, and that would be inaccurate.  To briefly summarize, Protagonist (I still cannot tell you his name, is it Chris, or Peter, or maybe Chad?) manages to get the Sword of Ultimate Sorcery and is teleported to Atara where he learns that he is the re-embodiment of Rulero (it hurts to type that) and that Atara has fallen into ruin under the rule of Tyrannus..  He uses the sword to teleport back to earth just in time to kill Konjuro, but not before the villain has stabbed the eye of the big man-bun guy.  After explaining to his friends what he learned in Atara, they all decide to return to Atara to fix that world, because they were somehow so competent on this world that their winning ways are sure to carry over.  That's it.  Oh and Man-Bun turns out to be a minotaur, because sure, why not.  But this summary doesn't really do justice to the steaming pile that is issue #5, so let's dig in and really appreciate how bad comics are made.

We start with this incredible cover!  This is the final issue, right?  So it needs a really gripping cover that conveys all the drama and excitement to be found in the concluding chapter of this fantastic story, right?  So what do we get?  A guy in a suit with a face half-shrouded in shadow.  That's it.  Who is he supposed to be?  All of the major characters in the story have been revealed so the nature of the shadowy face is a curious choice.  The suit and mutton chops suggest that its Konjuro, but Konjuro wouldn't wear his tie that loosely, he's (as consistently as Ghostwriter X can muster) always been represented as very well kempt.  And again, why would he be in shadow, we already know him well.  It cannot be Protagonist because he's a complete mess adorned in a t-shirt and jacket.  It cannot be Man-Bun, he's dressed like a biker.  It's not the Dunmer because this is clearly a man (although based on Ghostwriter X's skill that's been up for grabs from panel to panel).  So it can only be the other guy.  But though he wears a suit, Other Guy is black and the skin on mystery cover guy is blue.  Unless that's yet another bizarre style choice, that rules out Other Guy. So we have a final issue cover that features a character that is entirely unrelated to the comic book it contains OR is a character we already know but inaccurately represented.  No matter who or what that is, it's a boring, boring, boring cover for a final issue.  A guy in a suit. Off to a GREAT start.

Inside, for certain Ghostwriter X has pulled out all the stops and sharpened all of his/her pencils to give us something special for this big finale.  Can anyone tell me what's going on in this panel?  Context says that Other Guy is really angry that Protagonist has vanished and is going to try to kill Konjuro, but a robed cult guy has grabbed him to prevent that from happening.  But taking this panel on it's own, I'm left to wonder if Other Guy has sprouted some caucasian arms and is doing some kind of lewd dance.  If there were more than four colors in play in Ghostwriter X's palette, then maybe it would be clear that there was cult member back there at work, but since everything is gun metal gray, who can really tell.  Also, it kind of looks like the cult member's arms are there by accident, as if Other Guy stumbled into his embrace.  It certainly doesn't look like he's being restrained.  I shouldn't be stymied by a single panel this early in the comic.  This is page two, panel two.  Hopes are not rising for a big finish.  Oh, and dear Dynamite, either swear in your comics or don't, but don't swear and then cross it out.  It makes you and me look stupid, and I don't like to look stupid.

As the good guys reel from Protagonist's disappearance, Konjuro threatens to blind Man-Bun if Man-Bun doesn't tell him what he wants to know: something about magic or how to get back to Atara, or something.  Honestly, Konjuro's motivations have been all over the place, so who can tell.  In any event, he's got Man-Bun by the neck and he's weaving a magic dagger with which to stab him in the eye.  These are the pages in question:
Zoom in and get a good look at the Dunmer's face in panel 2.  More on that in a minute.

Pretty exciting right, with the eye-stabbing and all.  Except, please explain to me how we get from the panels at the bottom of the left page to the dramatic action of the first panel on the right page.  Again, Ghostwriter X reveals his/her failure to understand basic storytelling.  On the left page Konjuro has Man-Bun by the throat.  His left hand is holding Man-Bun's throat.  Admittedly, in panel 5, that grasp is somewhat ginger and delicate, but we can assume that this is the beginning of the much tighter grip in panel 7.  Let's do that.  In panel 6, Konjuro is so close that he can place the tiny magic dagger right up to Man-Bun's eye.  Panel 7 confirms this proximity by pulling out a bit to show us Konjuro threatening him with both arms clearly bent.  Heck the one is so bent, it's coming from somewhere around his waist, which is anatomically impossible, but that's really par for the course at this point. We also know he's close because he's grabbing Man-Bun so hard his head is tilted back. So we leave the left page with Konjuro rather close to Man-Bun threatening to stab him in the eye.  Then suddenly at the top of the right page Konjuro stabs Man-Bun in the eye as promised, but he does it from what has to be at least four feet away (the wife and I recreated this scene sans the eye poke to prove the point).  So what happened in the gutter between the left and right page?  Did Konjuro back up 2 paces and then lunge at him to stab him in the eye?  Why would he do that?  All he has to do is pull his arm back and then stab.  There is no need to back up and lunge.  He's poking an eye not punching through a wall.  And the stab is pretty wimpy at that because he only uses the very tip of his magic dagger to complete the act.  This should be a dramatic moment, but it is completely devoid of impact by Ghostwriter X's desperate attempt to make it more dramatic.  However his/her inability to understand bodies moving in space creates a ridiculous situation.  I'm pretty sure a close up eye-poking can be rather dramatic, see also the Joker in The Dark Knight Returns movie.

After failing to get what he wants Konjuro prepares to make good on his threat to take both of Man-Bun's eyes, but our hero reappears just in time to vanquish the evil villain.  To convey this, we get a full page splash panel of Protagonist stabbing Konjuro in the back, the most noble and heroic way to defeat a bad guy.  Sure, it's in line with his established, cowardly loser character, but if this is the final act and his character arc is going to demonstrate some amount of change, beating the bad guy by stabbing him in the back isn't going to cut it.  That's bad storytelling with no confidence in your characters to be more than they are.
Ghostwriter X's art isn't helping Bowers story here either.  Why is the main character's back to the audience during the most dramatic moment of his story arc?  Why do we not see his face and the emotion thereupon?  If Protagonist is right handed, then maybe turn the scene around to set up a proper moment of victory.  It wouldn't be that hard to do if you thought about more than just the panel you are currently drawing.  But instead we get a loser dealing a cowardly blow to the enemy with his back to the audience, the stance of a coward, liar or thief.  Konjuro looks like the victim here for sure.  He's the only one facing the camera.  If I didn't know anything about any of these characters and you showed me this panel I would assume the bad guy has stabbed the good guy in the back while the good guy was trying to help the guy at the bottom right.  Bad, bad storytelling.

Of course, that thrilling moment is followed up by commentary from our favorite Dunmer with malleable features:

Five issues and her snaggle-toothed face is still all over the place.

So Protagonist goes on to explain that when he got the sword he was instantly transported to Atara where a robed figure reveals that he, Protagonist, is the re-embodiment of Rulero, the true ruler of Atara.  And then the robed figure lays it all out for us:  not only is Protagonist Rulero, he's also the avatar of Herminus, the thief from the REAL original Swordquest comics, and his two friends, Dunmer and Other Guy are the avatars for Torr and Tarra, and they have relived the quest for the Sword of Ultimate Sorcery.  So, I guess, somehow Herminus is really Rulero, which makes absolutely no sense at all if you know anything about the original Swordquest comics, but hey, for this slopfest of a story that desperately tries and fails at fan service, sure, why not?  For the record, the lovely wife pointed out the twins thing back in issue #2, though I will admit the Herminus/Thief angle was totally lost on me because Herminus was a clever and conniving character and Protagonist was a mopey loser.  I also figured that Man-Bun would be the avatar of Herminus since they both lost the same eye, but he turns into a minotaur when they go back to Atara, so that opportunity was wasted.  I guess there is some reveal here after all.  It's a miserable reveal, but a reveal nonetheless.

The rest of the issue drones on in it's drab and dreary color wash tones as the group is surrounded by the cops, then Protagonist teleports them all away with his magic sword.  After a brief stop back at his house in Chicago, Protagonist explains that Atara is in trouble and since he's a dying loser on Earth, he may as well go try to set things right there instead of waiting around for the death he deserves.  The twins put up a token resistance and then all decide to go with him and see what adventure awaits.
Ghostwriter X will someday be allowed to use more than three colors.   

So any kind of real, actual fun adventure will happen off panel, after these five miserable issues of whatever this was.  Honestly, looking back on it, if everything that had happened in this mini-series had happened in issue #1, with this splash panel:

as the final page of that issue, this might have had a chance at being a good story.  If we spent 22 pages of setting up a pathetic loser in need of redemption-before-his-death with an opportunity to seek that redemption by living his dream of questing for the Sword of Ultimate Sorcery in a mystical video game realm, and then spent the next four issues telling that tale, we might have had something worth reading.  You could have even given the audience and the main character their ultimate dream of completing the never finished Airworld game (and comic).  But instead we spend five issues with this band of cardboard characters who are completely devoid of substance and end up with a story that I am hopeful I can forget as soon as I publish this blog post.  Seriously, just condense this 5-part story down to it's essence, drop pretty much everything except the idea that your main character needs personal redemption and cannot find it in the real world, then have someone show up to whisk him away to Airworld or wherever to complete the quest.  You'd have four full issues to explore Airworld and complete the quest and maybe have some character development.  Heck you could even work in Torr and Tarra, and Mentorr and Mentarra, and Konjuro, and all of it.  But no.  No.  We get this.  What a slap in the face to the very thing is purports to honor.  After a fun little fantasy story constructed by comic book legends like Gerry Conway and George Perez, we get a rotten egg laid by Chad Bowen and Ghostwriter X, someone who doesn't even want to put their real name on their work.

If there is any parallel here at all between this comic and the original Swordquest games and comic it's that both ended up being colossal disappointments.

Now that this is over, never let us speak of it again.

Sunday, September 10, 2017

Worse Comic: Swordquest #3

Swordquest #3 landed this week and sadly things did not get any better.  If anything this comic tumbled straight down the hill and landed squarely in downtown Crapsville.  Since it was very cathartic for me to take issue #2 apart, I figure why not vent my frustrations on issue #3 in the same manner and maybe we can all learn a little something about how not to make terrible comics in the future.

I got lucky (?) this month and my comic shop owner had pulled the Cover “B” variant for me instead of the dreadfully mundane Cover “A” in the style that bored us all to tears last month.  The Cover "B" variant featured a striking image of Torr and Tarra from the original (good) Swordquest comics by legendary, and original SQ artist, George Perez.  This was bittersweet however as it kind of looks like Perez wasn’t at this best and maybe rushed through the project in order to do work he actually wanted to do.  There is a sketchy quality to it that, while still distinctively Perez, is uncharacteristic of his usual polish.  Still, even on his worst day, a George Perez cover beats a computer-enhanced image of a woman holding a flashlight…

But that’s just the cover and results may vary.  We’re here for the riveting story and excellent storytelling that is sure to be found within these pages…

Well, crap, we’re 6 panels in and off to a thrilling start.  Our main character’s (I still don't recall his name) suddenly chesty and square-jawed mother (whatever happened to her pointy chin from last issue?) has wandered downstairs to find a note that suggests that maybe something might actually be happening in the story to move the plot along.  Don't get too excited.  You would kind of hope and assume that with three issues under his/her belt, Ghostwriter X would have settled in with these characters and gotten comfortable drawing them.  Nope.  It looks like every panel is a struggle just to get coherent lines on the page. I'm definitely not against new artists getting out there and doing stuff, but I expect a much higher level of execution from a $4 comic book from a company that wants to be a major player on an esoteric comic that is going to have to work very hard to find an audience outside it’s minuscule native one.  This first page, and protagonist’s mom, are a mess.

Things don’t get much better as the (lack of) action picks up on the following pages.  Our intrepid team is heading to LA to steal the Sword and apparently drop in on Konjuro, I mean Konrad Juros, for reasons unclear.  In what I can only assume are supposed to be character building and plot justifying moments, we get some very awkward moments between our cast members, not the least of which is this bizarre moment where a stranger approaches the brother of the Dunmer girl because he recognizes him from a reality TV show (makes it topical and relevant).  During this exchange, for no reason I can discern, we get this panel featuring the Dunmer brother as the chef from Burgertime

What the ass?  This goes completely unexplained and is just there because video games.  Maybe it’s there to break up what is otherwise a very dry and tedious interaction.  It’s kind of like on the next page where it’s clear that Ghostwriter X read on an online forum that to make talking heads more interesting you just move the camera around willy-nilly so that the characters are all at different and unnecessary angles.  

And then there is this moment where the Dunmer and the Protagonist share an uproarious laugh.  Look at those two.  They are breaking up with hysterics.  Try to calm down you two, you’ll get booted from the airport.

And before you accuse me of just being a big bully about the art, I want you to remember that this guy

is also this guy

somehow.

Ok, I’m going to try to give the art a rest and focus on the miserable story it’s so desperately trying to tell.  The team goes to LA and they get there a couple days ahead of the convention where they are going to steal the sword, so with the extra time they decide to look in on Konrad Juros, you know, for no reason at all that I can determine.  It is unclear what they hope to gain apart from finding out if he is really an evil wizard from a comic book.  And if they do discover that, what then?  If he's an evil wizard, he’ll just kill them, and if he’s not then we’ve got a scene worthy of inclusion in the Twilight books.

They get to the office and Protagonist uses his “notice words in the room around you power” to convince Konrad Juros to see them despite their lack of appointment or general purpose in life.    When we meet Mr. Juros it appears he’s put on some pounds since his appearance in the magazine at the end of last issue.  It also appears that Ghostwriter X got ahold of a comic book where Steve Dillon drew Wolverine and decided to copy that work for exactly one panel.  (I know, I tried to restrain myself).

Juros let’s our team into his secret arcade of games he created but never released and sure enough in that arcade is the long lost and lamented Airworld, the final game in the Swordquest series. Juros eagerly allows Protagonist to give the unreleased game a try and hands him an Atari 2600 CX40 joystick that is either connected to absolutely nothing, or is connected to a nearby arcade cabinet.  Either way, what the hell?







But I’m getting ahead of myself and have skipped over two video game-related gaffs that are absolutely inexcusable.  First, Konjuro explains away his coincidental name by claiming that it was the way programmers worked their names into video game related materials since there wasn’t room in the game programs for credits.  This is complete and utter bullshit and an outright lie.  There was plenty of room to program your initials or other credit into Atari 2600 games.  You can see this in numerous games from back in the day where programmers snuck their initials into games either on the sly or legitimately.  Hell, there’s an entire credit screen in the Asteroids game that says Atari, 1980.  It’s an entire screen JUST FOR CREDITS.  Tell me there isn't room for credits in the game.  BULLSHIT. The real story is that Atari refused to allow programmers to put their initials or names into games because they didn’t want to give their programmers independent credit for their games.  Don’t believe me? Find a programmer’s name in the Missile Command manual.  This is largely why Activision was founded and why you get an “about the programmer” page in every Activision game manual.  This is why Atari programmers had to hide their initials in their games as Easter Eggs.  This is why the most famous video game Easter Egg, Warren Robinett’s secret credit room in the classic Adventure game exists.  Not because there wasn’t room, but because Atari didn’t want their programmers to get credit. But this is an Atari sponsored comic, so I guess the truth can be flexible.

However, that makes the second gaff even MORE inexcusable.  In the same panel, Konjuro provides a second example of programmers hiding their names in game stuff by citing Yars’ Revenge as being Ray Kassar’s name backwards.  First, the nitpick:  Yars’ Revenge backwards is Egnever ‘Syar.  Not “Ray Kassar.”  And while it's true Yars’ is intentionally Ray backwards with an S, (the story goes that the game was Ray’s attempt to get back at the programmers who left to form Activision) the game was programmed by Howard Scott Warshaw, NOT Kassar.  Kassar’s name was used for the game title and other aspects to be a tongue-in-cheek “screw you” to the programmers who wanted credit for their work.  Kassar is reportedly the one who told programmers that they were no more important to the video game process than the assembly line workers who constructed the actual cartridges.  Ironically, and apparently obliviously to Chad Bowers (our esteemed writer), Howard Scott Warshaw had to hide his initials in the Yars’ Revenge game as an Easter Egg as well.  But again, this is video game history according to Atari as told to Chad Bowers, so the truth is subjective. (I’ve met Howard Scott Warshaw, he’s a really cool guy, this is a complete disservice to him)

Absolutely unacceptable.  If you are going to write a comic book about classic video games targeted to an audience of classic gamers, YOU SIMPLY CANNOT make these kinds of errors or rewrite real history the way you rewrite the history of the Swordquest world.  Complete horseshit.  All of this is common knowledge in the classic gaming world, you can’t swoop in with your revisionist comic and try to sell us crap goods.

But back to the story.  So Protagonist is left alone with Airworld so he can give it a try.  Konjuro is unworried because he knows the game is unsolvable due to impossible rooms in the game.  Moments later, Protagonist comes out of the room claiming to have solved Airworld.  Our team leaves and Juros checks out Protagonist's claim.  Sure enough, the game says, in far more text than the screen would be capable of displaying along with a playfield, that he did indeed defeat the game.  This is the same game that doesn’t have room for the programmer’s initials, mind you.  Konjuro does not look pleased.  Of course, Konjuro was right, Airworld does contain impossible rooms, rooms where you can have tons of text and a playfield.  If you are writing a comic about a specific video game on a specific system YOU MUST KNOW that game and system inside and out or you are going to look very very stupid to anyone who knows anything about said game and system. 
Impossible, indeed...

And while we’re at it, what the hell kind of paddles are those?  They certainly don’t belong to the 6-switch woody they are in front of.  It would also help if they had cords…

Later, Protagonist explains that he was able to complete the game because the it was completely randomized and Biker Bun gave him the, not only unpublished, but completely never written or drawn, Airworld comic book which had all the clues in the right order.  Then they all decide that everything that has happened is due to fate (not blatant cheating) and that they have no choice but to steal the sword.  

The final scene is of Konjuro putting on his robe, because nothing could be more predictable and trite, and getting ready to confront Protagonist over the Sword. 

Dear God, kill me now.

BAIT
As a parting shot, the other bittersweet thing about getting the George Perez cover is the literal “bait and switch” tactic at play.  You get a bright and colorful fantasy cover on the outside and THIS on the inside.  
SWITCH!

The textbook definition of “bait and switch.”  



This is a great comic book written by someone who read three wikipedia articles about classic gaming when tapped by Dynamite for the project.  This is a great first comic for a sixth grader who shows a lot of promise as a future sequential artist.  As anything else, this is a giant pile of crap.  Crap.  And they want you to pay $4 for it.  Don’t do it, let me take the hit for you.  Spend your money on good comics like X-O Manowar or Motor Girl.  As someone who grew up with and loved the Swordquest games and Atari in general this comic is a slap in the face.  Pathetic.


Monday, August 7, 2017

Bad Comic: Swordquest #2

Swordquest #2 does pretty much everything wrong and may be one of the worst comics I have read in a long time.

Followers of EF's Facebook page know that I have been reading and lamenting Dynamite's Swordquest comic since its ill-fated #0 issue.  Honestly, the comic has been so underwhelming that when I saw issue #2 on the stands this past weekend, I was certain I already had it and that the series was at least on issue #4.  I feel like I've been suffering this comic for far longer than I actually have.  But issue #2 proves to be the worst issue of this dismal comic yet.

For those of you not reading the comic, let's do a quick recap of the series so far.  A confirmed loser moves back in with his mom after his apartment burns out.  While there, he discovers his old Atari 2600 and his favorite game Swordquest.  He recalls the nerd glory of the contest associated with the game and his near winning of it.  He also regrets not winning the ultimate prize.  Also he is gay and dying of some kind of disease.  So, with apparently nothing to lose, he decides to steal the prizes from the 30 year old contest which are conveniently on display at a video game museum, because that will make him feel less like a loser.  To hatch his ho-hum plot, he enlists the help of two of his childhood friends, one of which he had an unrequited crush on long ago.  Cue unnecessary awkward homo-hetero tension.  As they are plotting the crime, a bizarre biker dude with a man-bun shows up with a cryptic message about the very prizes the main character is looking to steal.  That's where we are at the end of issue #1.  (If it helps lend some insight into how compelling this story is, 3 issues deep and I couldn't provide you with a single character's actual name)

Now that you are up to speed,  let's take a quick look at how bad a comic can be.
Maybe they left the bottom right quarter blank in the hopes someone would print a good comic in that space.  I'd take a 30 year old Family Circus at this point...
Let's start with this eye-popping cover.  It practically crawls to the back of the shelf and hides behind better comics.  In all actuality, given the lack of action or excitement in the first two issues of this comic, this cover perfectly captures the dullness to be found within its pages.  Nothing screams "BUY THIS COMIC" like a guy with an Atari shirt checking his blank smartphone screen.   You are publishing a comic based on an ancient and esoteric video game.  Your target market is at the confluence of comic book fans and classic video game fans.  That gives you about 50 potential customers.  That means in order for this comic to be a success you simply MUST appeal to non-target comic readers.  This cover will not do that in any way shape or form.  If you are Spectacular Spider-Man and you are 200 issues deep, you can afford to have a cover with a pregnant Mary Jane as your only image.  If you are Swordquest #2, your cover needs to have a vampire AND an explosion.



Off to a snoring start, let's check out the insides!  Thus far the action in this comic has come down to the following:  There was a fire.  A guy who was clearly down on his luck moved back in with his mom, found his old video games and then decided to steal some modern artifacts from a museum.  All of that action required a LOT of walking, talking and sitting.  Riveting stuff.  So, I guess, to offset the tedium of yet another issue of non-stop common human behavior, this issue starts with some fantasy adventure.  The man-bun biker from last issue is regaling our cast with a fantastic story about the origin of the fantastic world, which supposedly actually exists, upon which the Swordquest video games were based.  As the story goes, there were originally four worlds with four powerful artifacts that eventually devolved into a single world with a single artifact: the Sword of Ultimate Sorcery (video game nerds will recognize this as the grand prize in the real Swordquest contest).  Only one man could wield this powerful weapon and rule the unified world (called Atara, just so you know). That man's name?  Rulero.  I kid you not. Rulero.  That's "ruler" with an "o" attached to it.  Rulero.  Now extremely nerdy fans like me will be happy to tell you that the actual ruler of the kingdom in question was Reullo.  Anyone with access to the original Swordquest comics would know this. I would assume that the creators of this comic would have access to that as well.  I mean, they got Konjuro right.  He's from the source material.  So why Rulero?  Also, why rewrite the original story from the original comics?  For my money that story is a thousand times more interesting than whatever they have done here.  Also, I can allow for names like Konjuro, Mentorr and Mentarra from a 30 year old comic I got free with a video game.  I cannot allow for sloppy crap like Rulero from a comic I paid $4 for in the modern day.  Come on.

At the conclusion of the needless retcon of the Swordquest universe, Konjuro sends the Sword of Ultimate Sorcery to our world, where I can only assume it ended up as the prize for the Swordquest contest.  Which brings us back to "reality" and present day where the man-bun biker finishes his story.  Our cast of contentious friends have different reactions to the story with only one of them dismissing the tale as bad fan fiction.  Considering that this comic is a work of bad fan fiction on the level of Stephenie Meyer, having only one character dismiss even worse fan fiction as fan fiction is pretty much par for the course, but I would hope that, if this comic is supposed to be taking place in the "real" world, pretty much anyone who isn't our loser protagonist would react like man-bun biker was a kook.  Instead, over the course of the other half of this comic, through lots of talking and milling about, all three characters eventually come around and decide that what was once petty larceny is now an epic quest.  To be continued.  That's right.  We are at the end of issue two and we haven't even started on the actual "adventure" yet.  We had two regular issues, plus a bonus "0" issue to set up a completely underwhelming story.  Three total issues and nothing, absolutely nothing of any consequence has happened.

There's just not much here to have sunk $10 into. Our main character is completely unlikeable.  He's basically an adult video game loser stereotype with some tacked on curiosities like homosexuality and terminal illness to add artificial depth, I suppose.  We have been given no reason to root for him or wish him success in his mission.  His motivation is weak at best if it exists at all. He doesn't want to be a loser anymore.  None of us do.  But the path to cool doesn't begin with "steal video game artifacts from a museum."  His mission is to commit a crime, and not a noble one against a greater evil, but a meager one for petty personal gain.  How are we supposed to relate to and cheer for this character?  And it's clear that the supporting cast doesn't like him either.  His mother is apathetic to his situation at best and his two friends are openly hostile toward him.  The most he can hope for from any of his friends is pity.  And I guess that's the most the comic can hope from us as well.

I would comment on the story, but there hasn't been one yet.  At most I can tell you that the idea of a loser plotting petty larceny at a video game museum doesn't exactly inspire me to great things.

As for the art?  Back in the mid 1990's I read issue #9 of X-Force, which up to that point had been penciled by then hot up-and-coming artist (and now parody of himself artist) Rob Liefield.  Issue #9 however, had a guest artist, someone called Mike Mignola.  It was, hands-down, the worst superhero comic art I had ever seen.  This Mignola guy was an obvious hack.  Just horrible.  Of course, the only horrible hack in this story was me.  Mignola is a genius and a master storyteller.  He was also the one who opened my eyes to comic art beyond that of dynamic superheroes.  It wasn't that Mignola was a crap artist, it was that he was doing art that was a perfect match for horror comics or fantasy comics (check out his work on the Chronicles of Corum) and was completely different than the hyper-real super hero stuff I was used to. The moral of my tangent is that I am capable of understanding when an artist is working in a particular style or within the framework of a specific theme.  I no longer cringe when I see Jim Mahfood's name on a project.

That is not what is happening in Swordquest.  This art, by the enigmatic Ghostwriter X (I can see why they don't want to include their real name), is neither stylized nor thematic, it's just amateurish.  For a comic that features a LOT of talking heads you would hope that the artist tapped for the job would be good at drawing faces.  Not so much the case here.  Take a look at these not-at-all generic faces for our cast of characters.


This is our "hero."  Look at that guy.  Winner.  He's a very low rent Alton Brown.




This is his mom.  Notice how her facial features can morph at will. Her hairstyle can change almost instantly to hide or reveal her inconsistent forehead.  Sometimes she has a pointy chin, sometimes rounded.  Sometimes wide nose, sometimes narrow.  She's clearly a shapeshifter...with man hands.



This is one of his friends.  She's clearly an member of the Dunmer from Skyrim, although what she is doing in our world is yet to be revealed.  Sometimes she has cheekbones, sometimes not.  At least her forehead is consistent.  Ghostwriter X graduated from the school of "draw a head and then draw a face in it. Make it fit."

And I could go on, but I think you get the idea.  If you are going to read this comic, be prepared for confusion as to who is talking and when.
Lots of great pages like this to keep you enthralled
Ok, so maybe talking heads isn't Ghostwriter X's strength.  Makes him/her an odd choice for this comic, but ok, we can always fall back on the action scenes to carry us through the tougher conversation pieces, right?  Well...



First panel, I'm not sure what kind of green crotch monster they are fighting, but the woman has clearly missed her target with her green energy shooting sword.  Maybe it's due to her bizarre anatomy.  Anyone who can tell me what's going on with her stomach gets a bonus.  Rulero also gets credit for holding the world's thinnest and slightly bent spear.  And let's not forget his legendary wrist strength.  He can hold a thinly handled broad axe way down at the other end with just one hand.
Second panel, that is one lackluster murder.  Tyran puts about as much effort into regicide as he does taking out the trash.  And maybe he's cold blooded, but his facial expression is more one of boredom than "I'm killing the King to take over the throne!"  Just killing the king, doing his job.
Third panel.  Let's ignore Tyran loitering back there in the hallway, because that's a whole other paragraph and let's just focus on the softcore porn in the foreground.  I may be new to the ways of Atara, but where I come from females do not have an extra skin pocket on their hips for which to stick one's hands during copulation.
So even when things are happening in the comic, the art creates more problems than it solves and makes an already dull comic confusing and incoherent.

But at least the storytelling is solid, right?
Only if you are engrossed by powerful sequential art like this:
That's right.  Three panels of blank smartphones, two coffee mugs and a hand.  Gripping.  Really moves the story along.   And of course, issue #2 ends with a SHOCKING reveal:
That's right, Konrad Juros is none other than Konjuro himself!  You're telling me KONrad JUROs is really Konjuro?  Thank goodness for that spilled coffee or this madman would have gone completely undiscovered.  Oh, and who is Konrad Juros?  Well, he's supposedly the one behind the whole Swordquest thing here on earth.  Sure thing.  No one tell Nolan Bushnell or Ray Kassar.  Look at that guy. Unless Flock of Seagulls was higher up in the yuppie executive world than I remember, that guy was not an 80's power broker.


Two of these are the masterminds behind the Atari 2600 and it's success.  One is not. You tell me


The whole comic feels like something written by someone who has heard of the 1980's and classic video games and Swordquest, but never really experienced them firsthand.  Case in point, each issue is littered, and I do mean littered, with little panels of what are supposed to be Game Tips.  I think the idea is that we are reading a comic book about video games so these Game Tips are supposed to make us feel like we are also reading a video game magazine circa 1992.  "It's video game stuff, just toss a bunch of it in there so we look like we know what video games are." The main problem is that these "Game Tips" aren't even remotely close to being game tips.  Like this helpful fellow here:

A Game Tip is "Look behind the giant Ruk's Egg at the top of the tower to find the ultra-powerful Phoenix Materia."  A Game Tip for Swordquest is "Leave the Grappling Hook in Cancer and the Rope in Leo to get the third clue."  A Game Tip for this comic is "Read X-O Manowar instead."  What they are printing as "Game Tips" are just obvious writer commentaries that pander to the audience.  Bad idea, poorly executed.  And the comic is loaded with junk like this that either name drops popular video game icons or tropes or try too hard to be "in the know."  It's like when your non-drinking buddy tries to tell you that dopplebocks are his favorite ale.   Just admit you don't drink, dude.

Swordquest is a bad comic book.  It's a bad video game-based comic book, but it's mainly just a bad comic book.  Completely unlikeable protagonist.  Bland and unsympathetic supporting characters.  A plot that hasn't started yet, but centers around committing a minor crime in the name of helping the main character not feel like a loser.  Amateur art that neither paints a striking picture nor successfully articulates a story.  Swordquest is "How Not To Make Comics" primer for anyone starting out in the industry.  I've sunk $8.25 into this disaster.  Don't you do the same.  Dreadful.
Its-a me, Konjuro!




Wednesday, July 15, 2015

This Week's Comics 7.15.15

Small week this time, but every penny was well spent!

Black Canary #2 hit this week and I almost skipped on it.  Not because I didn't like the first issue, clearly I did, but I was thinking about being a bit more frugal with my comics dollar, and Black Canary was one of those that was good, but maybe not sponge-worthy.  I'm glad I went ahead and picked it up anyway.  This comic is a lot of fun, and it's very well written.  The approach is fresh and it makes me feel like I'm reading something hip, which probably means it isn't hip at all.  I like the traveling band angle, and all of the mystery surrounding our heroine (remember, all I know about BC comes from the Arrow TV show and tidbits here and there).  I'm not sure how long they can keep this up, but I'm happy to be along for the ride.  Next month, I'll not eye it with as crucial an eye.

And while Black Canary was confirmingly good, the real treat of the week was another "out on a limb" selection: Death Head.  I saw a solicitation for this comic last week that featured a few preview pages and found it intriguing.  I've never really read any horror comics, so I had no idea if I was going to pick this up or not, but I liked enough of what I saw to pay attention for it on the shelf.

If you read one comic this month, make it Death Head.  Again, I don't know from horror comics, but if they are all like this, then the genre is sorely under-represented.  For the first time ever, a comic book has creeped me out.  I really, really don't want to spoil the fun for you, but let me just say that there are several real moments of suspenseful dread.  No character feels safe, even if it seems like they are set up to be the protagonist for the series.  Best of all, the dialogue is as realistic as it comes.  Everyone wants to heap praise upon Brian Michael Bendis for writing realistic teenager dialogue by giving us hundreds of empty panels only broken by the occasional "hmm" and "uh" and "yeah," but as I've said before that's realistic dialogue no one really wants.  The dialogue in Death Head is both realistic AND entertaining. Bendis could take a few notes from these guys.

The art is great, creepy where it needs to be, but also bright and colorful to break the monotony of doom and provide contrast.  I think that contrast is part of what creates the tension and the feeling of insecurity.  You feel like at any moment the story is going to turn dark, really dark.  It's just smartly done all across the board.  It gives you just enough monster to keep you curious, but doesn't devolve into gratuitous gore or violence.  It is well paced and despite juggling a few storylines, it keeps everything clean and clear.  Best of all, these guys clearly know their horror.  They understand why movies like Alien and the first (and ONLY the first) Paranormal Activity work.  They also understand why the original (and ONLY the original) Poltergeist and Texas Chainsaw Massacre work.  All of that is very clear, just from this first issue.  I would say the feeling I get from this comic is similar to what I get when I watch TCM. (that's Texas Chainsaw Massacre, not Turner Classic Movies, that's a different feeling)

I enjoyed everything about Death Head and I am super excited for the next installment.  I highly recommend it to anyone who loves horror movies, but has never tried a horror comic.  This one is it!

Saturday, July 11, 2015

This Two Week's Comics! July 1 & 8

Yeah, so I went on a mini-vacation last week and missed updating you on the comics I bought.  Now you get two weeks worth and I get to tell you about some really great comics!  Let's not waste time, let's get right to it!

We'll start with the second issue of A-Force.  I was pretty interested in where this was going and the second issue didn't really disappoint.  I think the weakest part of this series is Battleworld itself.  The A-Force team is very interesting, but the "rules" of Battleworld both set the stage for the action and restrict the potential for what the team could be.  Super-hero teams need to work in a world that is grounded with known rules and status quo.  When the world that serves as the backdrop is still very new and a jumbled mix of other worlds, it makes it hard to fit the new team in a proper context.  I think I'll like A-Force more post-Secret Wars, but I'll stick with the team until we get there.



Next up, another second issue, Starfire #2.  If you recall, this was another "wait and see" comic that was going to be purchased solely on the value of the cover.  Well, obviously the cover was good enough to warrant a purchase and the interiors don't disappoint either.  If you are looking for a lighthearted alien super-hero comic, this will scratch that it.  I'm in.







Back to Secret Wars action with what might be the best mini-series of the lot.  1872 is the Old West, Marvel style, but very low on the steampunk or super-powers that you might be worried about.  Based on the first issue, this is a straight Western, just with characters you know.  Steve Rogers is the Sheriff, Tony Stark is the local inventor, and the Kingpin is the Mayor.  Things get dicey when Red Wolf wanders into town with a mission.  This might be the best comic I have bought in two weeks.  Highly recommended!  Can't wait for the next issue!




And before we leave the realm of Secret Wars satellite titles, let's take a look at the let-down of the week: Spider-Man: Renew Your Vows.  The first issue was a little shaky, but I was ready to give it a chance.  The second issue didn't honor that chance.  I am now more convinced than ever that Dan Slott has no idea how to write Spider-Man or Peter Parker.  And, just like with A-Force, the fractured world of Battleworld is far too strange to provide a reliable background for really good storytelling.  Even so, this comic went from rocky to disaster in two issues.  This was a chance to really see the Peter Parker everyone wants, the one with a wife and child and the burden of still being Spider-Man.  Slott kind of gives us that story, but Battleworld complicates things unnecessarily and anything Slott may have been trying to do doesn't stand a chance.  Couple that with his failure to understand the characters he is working with and you've just got a mess.  I've committed to my comic shop to buy this entire series, but I'm going to see if I can get out of it.

With that out of the way, we can now turn to a couple of winners.  First, Princess Leia #5.  A great finish to a great series.  This story reaches it's conclusion in a very satisfying way.  Unlike the other two Star Wars launch titles, this comic simply set out to tell an adventure starring Leia Organa, not shock you with its incredible "Star Warsiness." I'll say no more and suggest you go out and read the whole thing start-to-finish and enjoy!






And when you've finished Princess Leia's series, pick up Lando #1.  In the exact same vein, this series seems to be satisfied to tell a great Lando solo tale (well, Lando and Lobot...).  Basically, this is a heist story with tons of Billy D level suave and smooth.  I had confidence in Charles Soule, one of the best writers in comics today and he did not betray that confidence. Staying very true to the character and not shoving Star Wars up your nose at every turn, this comic looks poised to pay out big returns!  Go get!






Which brings us back to "Do." And by "Do" I mean Secret Wars #4.  This is a big issue in the series.  With the set-up concluded in issue #3, we finally get some action and important action at that.  Since most of what happens is a big spoiler, all I will say is that the core series is far better than most of the satellite series I have read.  Secret Wars is a big event and it has everything a big event needs.  Thus far it has been pretty satisfying.  I see what Marvel was going for with the whole company-wide mega event, but now that we are into it, maybe this would have been better as a maxi-series that relaunched the entire universe, rather than taking the universe with it.  But, that's a bigger discussion.  On the small scale, the Secret Wars series is definitely worth checking out if you are a fan of the Marvel Universe.  (I opted for this really cool Captain Marvel, or is it Ms. Marvel, who can tell these days..., alternate cover because I thought it looked way spiffier than the original cover)

And that will do it for these two weeks.  Some pretty good stuff overall.  If you are looking for solid reads, go get 1872 and Lando #1, and maybe chase it with Starfire.