Saturday, February 16, 2013

Saucer Country #12

Written by Paul Cornell
Art by Ryan Kelly

It really is unfortunate that Vertigo has pulled the plug on this excellent series as of its fourteenth issue, because Paul Cornell is really hitting his stride here, and the book becomes ever more enjoyable.  He has said in interviews that he intends to continue the series in some way when the rights revert to him and other considerations make it possible.

What this tells us is that Cornell will not be coming close to finishing off the storyline in the next two issues, and I'm okay with that.  As it is, it does feel as if he's condensing the story somewhat, seeing as how two issues ago, Governor Arcadia Alvarado was stuck in the middle of a heated primary fight, and now she's reached the final few days before the Presidential election which could put her in the White House.  That means we missed out on any number of good stories set on the election campaign trail, which is unfortunate.

There's not much sense of time having passed, but some changes have set in for our characters.  Professor Kidd has finally revealed to Arcadia that he is often visited by the tiny figures from the Pioneer space probes, and of course, she's now decided to keep him at more of a distance, a decision he does not take well.  We also learn a great deal about what Arcadia's former rival, Senator Kersey, experienced at the hands of some very different aliens (think of the ones from V).

This has been a very unusual comic, blending modern politics with alien abduction mythology, and I for one, have found it to be an amazing read.  Ryan Kelly returns to the art for this issue, which makes me very happy.

Storm Dogs #3

Written by David Hine
Art by Doug Braithwaite

Among a stream of excellent launches in the last year at Image is Storm Dogs, a series that has not been getting the same level of attention as some of the other books (which sometimes feels very random to me).  This is a book that a lot more people should be reading, as David Hine masterfully combines science fiction, anthropology, and police procedurals into the excellently-written book.

In this issue, the group of Union investigators continue to look into the murders taking place on Amaranth, a distant planet used for mining.  We learn a little about the company that runs the mining's plan for the planet, which is going to require the displacement or disappearance of the indigenous population to go into effect.  We also learn what happened at the scenes of one of the murders.

At the heart of this book is Hine's exploration of the indigenous cultures that live on the planet.  Its two dominant species have evolved a symbiotic relationship, and as such, are even more vulnerable to the actions of the outsiders, who are supposed to be confined to one area.  That's not how things are going, and with the addition of the mysterious gem discovered last issue, and its provenance, revealed this issue, it's clear that things are going to get a lot more interesting.

Doug Braithwaite continues to do excellent work, as he gives this planet and its people a unique look.

It's interesting to read this comic in the light of the growing chorus of protest coming from First Nations people in my country.  The Idle No More movement is growing in strength, and rightfully so.  I thought of the plight of indigenous cultures in our world today numerous times while reading this book, which is in no way preachy.  Instead, it's an excellent example of science fiction reflecting the times that we live in.

Friday, February 15, 2013

The Manhattan Projects #9

Written by Jonathan Hickman
Art by Nick Pitarra

The staff of the Manhattan Projects, under the leadership of General Leslie Groves, have effected a merger with their Russian counterparts, and have escaped the American government's attempt to stop their machinations towards independence.  What's left to do then, but to figure out who is really calling the shots, and go after them.

In this issue, Groves and his team do just that, acting on information they gain from the artificial intelligence that is all that is left of dead President Franklin Delano Roosevelt. They learn that their enemies include the luchadore head of an international banking cartel, a very old Egyptian with mystical powers, an overly corpulent man who controls all emerging markets, and of course, current president and Freemason Harry S. Truman.

It doesn't take long for the Projects crew to deal with all of these guys, and it is a lot of fun watching it happen.  Hickman's taken his time setting up this series, and with each new issue, he's introduced some pretty wild ideas.  Now, he's put the Projects in a new position of power, and has guaranteed that this book, which plays with historical figures with great irreverence, will continue to be a terrific read for a while to come.

Elephantmen #46

Written by Richard Starkings
Art by Shaky Kane

For the second time now, Shaky Kane pops into the Elephantmen world to provide a very weird little story that, while building on the series's continuity, doesn't really add much to Richard Starkings's long-term storyline.

Hip Flask has been sent to investigate a building in downtown LA, and is surprised to find it full of strange green mushrooms.  A woman appears, and begins puking up more of the same mushrooms, which freaks out Miki, Hip's on-again, off-again girlfriend.  Hip notices that there is a connection between these mushrooms and the FCN virus, which wiped out most of the population of Europe during the Mappo days.

The story that follows is odd, as we meet a guy named Harry Hazard, who was on the beach when an FCN-laden meteorite struck, many issues ago.  As he was buried up to his neck in sand, and had his head covered by a plastic bucket (don't ask), he was spared the worst effects of the virus, instead becoming blue and transparent, and able to grow mushrooms from his body at will.

As I said, it's a strange story, even for Elephantmen, a book which often serves as an outlet for whatever Starkings wishes to explore (last issue there was a beautifully illustrated Buddhist myth that ran for a number of pages).  Kane is a singular artist, and it's very clear that Starkings and he just wanted to have some fun with this issue, giving us an odd look at the moments after a mushroom-fuelled orgy.

This unpredictability is one of the reasons I enjoy Elephantmen so much, even when I sometimes find Starkings's unconcerned approach to linearity frustrating.  It's never a boring read.  Also, it's reminded me that I need to get my hands on the second Bulletproof Coffin series, as that is another comic where Kane cuts loose.

Morning Glories #24

Written by Nick Spencer
Art by Joe Eisma

This issue of Morning Glories has forty-four pages of story, and while it is priced at $3.99, that is more than twice what you would get from a similarly-priced Marvel comic, like say Secret Avengers #1, written by the same man.  I enjoyed that book, but I loved this one, even before considering the difference in quantity that my money bought me, because it also bought me the quality that comes with a creator-owned title.  Sure, this book is hella late, but when it's this good, and this fat, I don't mind at all.

In this issue, we finally return to Ike and Jade, who are the only students of Morning Glory Academy who have been left with the faculty when the rest of the school time-jumped away, or whatever that was.  They've been captured by Gribbs, who wants Ike to kill his father (again).

Now, perhaps I'm a little dense, but until this issue, I hadn't realized that Ike's father is the same Abraham that has visited each of the other students at some key point in their past, and who raised Jun's  friends, and trained them to infiltrate the Academy.  Maybe that was obvious before this point, but if it was, I never caught on.  Sometimes I don't notice things...

Anyway, this issue gives us a good amount of insight into Ike's personality.  He's always been portrayed as a hedonistic little creep who is only interested in looking after himself, and while that portrayal is accurate, it is also coloured a little by the experiences he's had, effectively growing up fatherless and ignored.

He's also the one member of the book's cast who always appears to have an exit strategy worked out, and this issue is no different.  Morning Glories is consistently an excellent read, in addition to giving good value for money.  Spencer and artist Joe Eisma have created a very unique book, that I always enjoy.  I'm pleased to see that Spencer is gaining acclaim for his Marvel work, and for his other Image title Bedlam (this really is Nick Spencer week), but I'm more pleased to see that it's not taking his attention away from this title.

Thursday, February 14, 2013

Streets of Glory

Written by Garth Ennis
Art by Mike Wolfer

I loved the HBO TV show Deadwood, which I suspect Garth Ennis had been watching when he wrote Streets Of Glory, his take on a Western.  He was probably reading Jonah Hex too...

The series opens with a man travelling through Montana with his older brother.  It's his first time going 'out west', and he's there to join his brother in a new business opportunity.  In no time, they are attacked by bandits, and the younger man survives only because of the intervention of Joseph R. Dunn, a legendary veteran of the Civil War, and America's varied conflicts with its indigenous population.

Dunn has history with two people in nearby Gladback; the bar keeper is an old friend of his, and the town doctor a former lover.  He's not there long before learning that his old enemy, an Apache named Red Crow (of course) is attacking settlers in the area.

Things follow their course, in the revisionist vein, as Dunn puts together a posse to hunt Red Crow, although he has to put up with considerable interference from the hired guns of the incredibly rich Charles Morrison (picture the way George Hearst was portrayed on Deadwood).  This being an Ennis book, there's a great deal of gore, a few odd deaths, and a touch of sentimentality to things.

It's not Ennis's greatest work, but it is an engaging enough read.  Mike Wolfer is a solid journeyman artist, who gets to work with some remarkable writers at Avatar.  His art is serviceable, although, like when Gary Erskine draws a comic, none of his characters are attractive.  I'm sure most people in the Old West weren't though, so it's all good.

Saturday, February 9, 2013

Wasteland #43

Written by Antony Johnston
Art by Russel Roehling

One thing that has consistently made Antony Johnston's Wasteland stand out from other post-Apocalyptic comics is the extent to which he has gone to develop and explain the world into which he has dropped his readers.  Social orders are thought through to a high degree, and every town and person has some kind of backstory that has already been worked out before we meet it or them.  I imagine that Johnston has notebooks full of ideas and stories that we are never going to read, and that exist only to inform what does make it into the comic.

In this issue, Michael is continuing on to A-Ree-Yass-I, the mysterious place where he believes that he and Abi were born.  He's on his own, having split from Abi a couple issues back, and is simply following his instincts.  He comes across a grove of trees that have grown alongside a river in the middle of some wasteland.  Michael's never seen trees in such number of or such height, and he becomes especially interested in an old man who lives among them - a former artisian from the town of Wosh-tun.  Michael doesn't know that he's being followed by Thomas, a man we met a few issues back, who has abilities somewhat like Michael's.

This is a quiet issue, but not in the manner of the last issue, where Abi found herself in the town where her former religious leader was born.  This issue is not about Michael overcoming any particular challenge or hardship; it's more of a filler to show his journey and to give Thomas the chance to catch up with him, but it is still very good, as we get to see a little more of Johnston's world.

Friday, February 8, 2013

Snapshot #1

Written by Andy Diggle
Art by Jock

I have very fond memories of Diggle and Jock's Vertigo series The Losers, which dealt with a group of American operatives who had to go underground after they discovered corruption in their leadership.  It was a taut military black ops thriller, at least until it started getting kind of strange towards the end.

Anyway, I was excited to see that the pair have teamed up again for a new series, which is much more urbane and grounded in a day-to-day existence that would be familiar to many comics readers.

Jake is a comics store clerk who, while biking to work one day, finds a smartphone lying on the ground in Golden Gate Park.  After opening his store, and chatting with his customer/friend Steve, he discovers a number of disturbing pictures on the phone, which suggest that a murder has taken place.  When the phone rings, he answers it, and when told he is speaking to the police, he immediately gives his name and location.  Of course, it's not actually a cop who comes to pick up the phone, but a man with a gun.

Jake finally figures out that things aren't right, and he gets out of there.  When the cops aren't interested in helping him, and in fact return the phone to the man in the pictures (who is very clearly not dead), Jake and Steve end up searching the guy's apartment, where of course, they discover a body.

I like the storytelling in this book, but there are a few things that are just too hard to overlook.  I would think that anyone who has read as many comics as Steve and Jake have would not so quickly put themselves into the kinds of situations that fuel hundreds of horror and thriller stories.  One would expect them to act in a more self-preserving way.

Still, now that things are underway, I expect that this book will get better.  Jock's art is always terrific, but I think I like it better in black and white.

Thursday, February 7, 2013

Multiple Warheads: Alphabet to Infinity #4

by Brandon Graham

In the middle of the last issue of Multiple Warheads, when Brandon Graham began introducing and developing new characters, the realization dawned on me that he had no intention of wrapping up his storyline when this mini-series ended with this issue.  I don't think I have any right to complain - Multiple Warheads started as a one-shot at Oni Press in 2007, and Sexica and her boyfriend Nikolai were not heard of again until this series began.

Still, I expected to see them in this issue.  Instead, the whole thing is given over to that other organ-hunter (I forget her name, and it doesn't appear once in this comic), who has continued to track the clone bodies that she lost a couple of issues ago.  In typical Brandon Graham fashion, the plot is secondary to the strange, pun-fuelled visuals that Graham has filled his world with.  The hunter is travelling with a pair of strange guys, and they are riding a sentient motorcycle across a series of pipes in the sky.

Eventually they come to a flying whale with a city on its back, which has a tree in the centre of it that gives them information as to where their prey is headed.  There is a pirate attack, a new game is introduced, and there are a few odd conversations along the way.

Story-wise, this issue is pretty simple, but Graham has made this a visually stunning comic, much like he did for the other issues.  It's a shame that it will probably be a year before Graham has the next four issues (subtitled 'Ghost Town') drawn, but it will be well worth the wait.

The Acme Novelty Library No. 19

by Chris Ware

After finishing the brilliant Building Stories a couple of months ago, I felt a powerful need to read more Chris Ware, which is not an easy thing to do.  I'd read Jimmy Corrigan: The Smartest Kid on Earth years ago, but aside from that, it's very difficult to get ahold of the rest of Ware's work.  His slow-moving and sporadic Acme Novelty Library series is out of print, and often exceptionally expensive to buy on eBay (except that I got lucky with a reasonably-priced #19).

I'd originally avoided this book when it came out because I knew it continued the 'Rusty Brown' story, which I had not read the beginning of, and which I assumed would be collected one day, like Jimmy Corrigan.  It having been five years, with no further movement on this story taking place, I decided it was time to dive in.

This volume is split pretty evenly between two stories.  The first, 'The Seeing Eye Dogs of Mars', is a comics adaption of a science fiction story written by Rusty Brown, the protagonist of the second story.  It follows the story of a man (also named Rusty), who is part of a four-person expedition to Mars, in a tale modelled after the pulp sci-fi books of the fifties.  The four people are really two couples, who set up farmsteads on opposite sides of a special atmospheric field that allows them to walk around in a small bubble of atmosphere and warmth.  Their plans to farm and start a colony there are dashed by the lack of a relief ship, and by the bitter jealousy of Rusty.  This story is much more poetic than those it is taking after, as Ware uses the design of the page, and his usual minute attention to detail to create a pretty interesting tale.

After that, we are treated to a story about Rusty Brown, as we follow him through his first love, during his early days in the 'big city', through to his hasty second relationship and marriage.  This is pretty familiar footing for anyone who is used to Ware's work - the hapless protagonist can't relate well to other people, and constantly misreads his lover's cues, moods, and motivations.

Reading this book leaves me craving a little more Ware, because despite how depressing his work can be at times, it really is marvellous.

Saturday, February 2, 2013

Nowhere Men #3

Written by Eric Stephenson
Art by Nate Bellegarde

Three issues in, I still have no idea where Eric Stephenson is going with Nowhere Men, his 'scientists are the new rock stars' series at Image.  On the surface, this book is supposed to be about World Corp., a company founded by four rock-star famous scientists in the 60s, but the reality is that they are barely in the book.

Instead, much of the focus is on a group of scientists who were living on a space station funded by World Corp.  They contracted some kind of inexplicable virus, and the company decided to simply wash its hands of them and leave them in orbit.  One of them built a teleporter though, and most of the crew stepped through last issue.

Now, they've appeared in different places on the Earth, and their disease seems to have changed some of them quite a bit.  A couple of them, stranded in the far North, do not feel any effects from the cold, while another, who looked like a giant scabbing pustule when we last saw him, now appears more like a bright red comic book strong man Ă  la The Thing.  That guy somehow gets into a conflict with a group of Mad Max style hippies, which really makes no sense to me, but there it is.

I find that the randomness of this book makes it pretty appealing.  The four central scientists, of whom only two show up this month, are all characters straight out of a Warren Ellis comic, while the other characters feel more grounded, despite being involved in some pretty crazy situations.  I feel like this book could run the risk of never completely gelling in terms of its disparate story elements, but for now, I'm curious enough to keep buying it, especially since Nate Bellegarde's art looks so good.

The Sixth Gun #28

Written by Cullen Bunn
Art by Brian Hurtt

This is one of those times where, because a series is in the middle of its arc, it's kind of difficult to find anything new to say about it.  Lately, the cast of The Sixth Gun have been spread all over the place, and it's taken Cullen Bunn a long time to manoeuvre them back together.

Series frontrunners Drake Sinclair and Becky Moncrief have been trapped in another world, like a pocket dimension, where a malevolent Wendigo spirit has decided to hold them until they die, so that it can, it claims, keep The Six out of the world.  Drake has been possessed by this spirit, and now Becky must decide if she can kill him or save him.

Their friend, Gord Cantrell, has gathered up the undead mummy Asher Cobb, and the duplicitous gunfighter Kirby Hale, and they are trying to find the other two.  They are being pursued by the Sword of Abraham, who have their own plans for The Six, the guns that Drake and Becky carry.

This is, as always, a very good issue of The Sixth Gun.  Bunn's increasingly busy writing schedule at Marvel has done nothing to hurt the quality of this title, and Hurtt continues to knock each and every issue out of the park.  My wish is that many of the people who are enjoying his Marvel work will check this comic out, because it is quite remarkable.

The Unwritten #45

by Mike Carey and Peter Gross
Inked by Dean Ormston

The last issue of The Unwritten ended with the surprise appearance of a character I didn't expect to see again for until issue 48 (which probably gives away the surprise for any long-term fans of this series).  As if to acknowledge that things were happening a little early, Mike Carey and Peter Gross use this issue to start a two-part story that doesn't feature regular series star Tom Taylor at all, but instead focuses on a couple of the supporting characters.

Richie Savoy has settled himself in Australia for the time being, although he doesn't seem to be doing more than hooking up with some of his fans.  The police Detective, Didge Patterson is stuck investigating a horrible crime scene, where an older couple have been ripped to pieces in what looks like an attack by multiple cannibals.  The only clue she finds is a school book filled with a story written by a young boy.

Didge being dyslexic, she turns to Savoy for help with the case, and that leads them to young Jason, who seems to be able to create reality with his writing.  He described perfectly the death of the folks who watch him after school, and later it happened the exact same way.

The Unwritten has always been about the power of story, and now it seems that Carey and Gross are taking us into another aspect of that.  The kid's abilities play out poorly for his father, who probably is beginning to regret feeding his son's enthusiasm for zombies.

This is a solid issue.  I always like it when Carey moves the series away from Taylor for a little while, and I'm also always happy when Dean Ormston pops by to ink an issue or two.  His addition to the proceedings always gives the book a darker look, and makes it feel different enough to feel like the story is special.  It also makes me appreciate Peter Gross's own inks more, as I like seeing how differently some penciller's work appears with different inkers.

Mara #2

Written by Brian Wood
Art by Ming Doyle

In one of Brian Wood's earliest comics, Demo, made with the incomparable Becky Cloonan, he explored how strange abilities, or super powers, would affect people who live everyday lives.  Mara, his new mini-series at Image, is exploring the same general territory, although it mixes in the complications of fame.

Mara Prince is the biggest star in the world, in a near-future where athletics have become the singular obsession of most societies.  Mara is a volleyball prodigy with massive endorsement contracts and the entire world's attention.  In the first issue, something strange happened during one of her games - it looked like she stopped time and interfered with how the game was played.  No one, including Mara, can account for what happened, and of course the 24-hour news cycle is abuzz with accusations of her cheating.

In this issue, she tries to pull things back together, although perhaps it would be more accurate to say that it is her staff who is trying to fix things.  Mara is clearly confused and at a loss for what happened, and is mostly just going through the motions of trying to get things back to normal.  She attends a residency at a training camp for young girls, and her abilities manifest themselves again, while being filmed.

I like how Wood has extrapolated a future where the Chinese Olympics program has become the global norm, and the story reminds me a little of the story of Caster Semenya, the South African intersex runner who has been accused of having an unfair advantage when she competes in races for women.

Ming Doyle's art is spectacular, in that slightly rough indie style, and I like how Wood is taking his time in letting this story unfold.

Friday, February 1, 2013

Glory #32

Written by Joe Keatinge
Art by Ross Campbell, Owen Gieni, Emi Lenox, Sloane Leong, Jed Dougherty, and Greg Hinkle

I've always been a sucker for those 'night before the big battle' kind of comics, where the heroes take a few quiet moments to reflect on their lives, and to contact loved ones before entering into the gigantic conflicts that can only be done properly in comics.  They work to add great weight to what comes next, even if, in mainstream comics at least, the big final thing is not all that final for anyone.

In this series, Glory, her sister Nanaja, and their assorted allies, are hanging out at Glory's parents' lovely house in the woods, waiting for a Knight of Thule, a gigantic, destructive creature  to attack.  To say that Glory's family has had it's share of problems is understating things severely, and it is from that that most of the issue's drama unfolds.

With the big battle looming, the characters get some time to themselves, with guest artists drawing two pages each.  Of the group named above, the only one I am familiar with (aside from regular artist Ross Campbell of course) is Emi Lenox, who draws autobiographical cartoons that are worlds away from the style of this series.  Still, her appearance here works well, as she chats with Henry, the big plush-toy looking medic, and he gives her his camera (there is no discussion of his giving away the sandwich press).  The other pages are more conventional, keeping closer to the look of the series (although Sloane Leong's art looks a lot like Giuseppe Camuncoli's, mixed with some Keith Giffen).

I have enjoyed being exposed to new artists, although I do hope that Ross Campbell handles the last two issues of this title on his own, as I love his beefy approach to Glory.