Showing posts with label recommendations. Show all posts
Showing posts with label recommendations. Show all posts

Wednesday, June 19, 2019

Wednesday Comics: Captain Fear


Captain Fear is an obscure DC character who's first (of two) runs was as a feature in Adventure Comics with art by Alex Niño, written by first Robert Kanigher and then Steve Skeates. Captain Fear appears in issues #425-427, 429, 432-433 for this first arc in 1973.

The titular Captain Fear is Fero, a young member of the Carib tribe from what is now Haiti. He enters the story as part of a fishing expedition that encounters a Spanish ship. The Spanish seek to capture the Caribs, who fight back. Fero's father is killed, but he gives a last admonition to his son:


The remaining tribesmen swim to land, where they are captured by the Spanish. They are taken to a mine at put to work. Under Fero's leadership, they escape, killing the sleeping Spaniards, and stealing their ship. Unfortunately, they are struck by a storm. The ship is destroyed, though Fero survives, adrift on flotsam.

He must drift a really long time, becauses he's picked up by a ship that looks like a Chinese junk, crewed by Asian pirates. Fero challenges the pirate captain and easily beats him, assuming the captaincy, with the other pirates quickly proclaiming they will "follow him to hell."

The next installment begins with Captain Fear and his men saving a young woman from sacrifice to the god Thu in the jungles of "Indochina." (The year in this installment is given as 1850, which seems unlikely, given the vibe of this story. The later run places him in the 17th Century.) After a tense escape in the jungle, Captain Fear's ship is attacked by another group of pirates. No sooner are they defeated, than the woman, Denise, threatens him at gunpoint to return her to her father--though she reveals he is not a rich plantation owner as Fear had hoped, since he wanted to ask for a ransom.

Her father is a pirate who's ship is fast approaching. In a pitch battle, Fear's ship is destroyed and he and his men are taken captive. Later, Denise has a change of heart and frees him. He fights Denise's father and kills the pirate. Now, Denise is Captain and offers Fero a position as her second in command.


Fero rejects her offer and jumps into the ocean to swim away. Denise vows revenge.

The next installment, Denise is as good as her word. Her men capture Fero when he reaches land. She has him sold into slavery. You can't keep Captain Fear down, though, because at the first oppurtunity, he stages a mutiny. Which fails--but soon after a storm strikes the ship, and it hits a reef. Fero is able to escape.

He reaches shore and is quickly captured by the Spanish. He's back in the Carribean--on his home island! Horrifyingly, he is told his tribe is now gone. They died fighting the invaders. They intend to make Fero a slave.

He is purchased by a Senora Fernandez. When he refuses her offer to be her personal bodyguard, he rebuffs her, and she calls her suitor, Captain Gomez to dispatch him. Fero bests Gomez and escapes. In the jungle, he is rescued by a group of black men who take him to a fellow Carib and friend.  He finds that all of them are escaped slaves from the Hernandez plantation.


The men take the plantation, but then enacts the rest of Fero's plan. They take a ship, determined to be pirates. Captain Fero sails over the horizon, and won't appear again for 7 years, and then in the hands of a new creative team.

Wednesday, May 29, 2019

Wednesday Comics: Things I Read Last Week

These are the comics I've read over the past week. Only one of them is new.

Martian Manhunter (2018) #5
John Jones discovers he's not the only Martian that survives his planet's death, and he needs John Jones partner, Diane, more than ever to bring him in. The parallel story of the last days of Mars draws incrementally closer to its tragic end. This continues to be one of the few current comics I'm interested. but the decompression is starting to wear on me.

Kill 6 Billion Demons Book 3
I confess the first two installments of Kill 6 Billion Demons were interesting to me because of the setting, and because I thought it was leading to somewhere cool. This volume, though, I enjoyed for what it was doing at the moment. Here we get an epic heist story or classic D&D setup in the city of Throne itself.

Black Hood (1991)
Black Hood was the last of the ongoing series as part of DC's Impact Comics line, a resurrection of Archie's MLJ heroes. Black Hood has the best high concept and the best first issue of the Impact titles: It ends with its Punisher-esque, journal-narrating, vigilante hero getting killed, and a teen age kid taking up his mask that is more than just a simple piece of cloth. The premise unfolds less grittily than one might image given that '91 was when comics were at peak anti-hero, but then the Impact line was aimed a bit at younger readers, which in that era didn't mean anime-inspired stylization in the art and more simplistic stories, but instead younger protagonists and less violence. Sort of. The whole series is available on Kindle/Comixology.

Wednesday, March 27, 2019

Wednesday Comics: Some Things I Read

Moving as left me no time for reading Storm, so his adventures will have to wait a little longer. Instead, here's the rundown on some stuff I read recently:
Spider-Man: Life Story 1: The 60s
Chip Zdarsky and Mark Bagley begin the story of Peter Parker's life as Spider-Man, if it hadn't been untethered from the era in which it was written and proceeded in real time. As readers of my Omiverse essays have likely guessed, this is the sort of thing I like. The first issue didn't wow me, but it was competent, and I'm on board. There are hints that it may develop into a fairly different Marvel Universe along the lines of the differences to the DC universe seen in the similar DC New Frontiers or maybe even as variant as Batman & Superman: Generations. We'll see.

Peter Cannon: Thunderbolt #2
I mentioned issue #1 of this here. I admit after the clever first issue, I expected issue #2 would start getting down to brass-tacks superheroics of dealing with the "evil" (we assume) Not-Ozymandias-But-Peter-Cannon of the alternate Earth, but nope, Gillen chooses to go full Morrison, with characters entering (and breaking) the nine panel grid like it was  a magic circle. I want to say it was a bit too clever for its own good, but maybe its because I was expecting it to do what it did. Regardless, they have on board for next issue.

Wednesday, March 6, 2019

Wednesday Comics: Things I Read Recently

Classic Star Wars
From 1981-84, the Star Wars newspaper comic strip was written by Archie Goodwin and drawn by Al Williamson. I am a big fan of Williamson particularly with sci-fi, and these stories, while hardly standouts, are serviceable, and will make you nostalgic for the days before Star Wars became a genre unto itself with an immense backstory.

Peter Cannon: Thunderbolt #1
You know, of course, that Alan Moore had at one point pitched the idea of that would become Watchmen using the characters DC had acquire from Charlton Comics. One of those was Peter Cannon aka Thunderbolt, who was the initial inspiration for Ozymandias. Morrison used the Charlton characters in a way that referenced Watchmen in Multiversity, by DC had lost the rights to Peter Cannon by that time.  Enter Dynamite and Kieron Gillen, who (mild spoilers) pits one version of Peter Cannon against another, with the fate of the world at stake.

Martian Manhunter #3
I keep telling you this is good.

Monday, February 25, 2019

Carapace


In a fit of waning Google+ generosity, Goblin's Henchman sent me a copy of his zine-size adventure Carapace, available for free on drivethrurpg.

Carapace is an interesting product. The adventure (geared toward AD&D but usuable with any flavor), involving a giant ant-hill near a isolated town has no keyed locations. There is a brief bit of setup, covering not only the situation but what various parties in the community might want done, and what the consequences of the adventure might be. After that, there's section of on not one, but three different methods of procedurally generating the maze of tunnels and rooms in the colony: Pointcrawl, Labyrinth Move, and Hex-Flower. Read the Henchman's brief explanation of them here. Finally, there's a section on random encounters and random "dungeon dressing."

If you really dig new procedural approaches and procedural generation in general, this will definitely be your thing. Even if you are like me and this isn't generally your thing, the alien structure of an ant hill seems to me exactly the place where something like this might be useful. Not only would I run this, I may steal some of its techniques for use in other environments.

Wednesday, February 20, 2019

Wednesday Comics: Outer Darkness

Outer Darkness from Skybound and Image is a blend of science fantasy, space opera, horror, and a bit of humor. It's written by John (Chew) Layman and drawn by Afu Chan and tells the story of the voyages of the USS Charon on its mission beyond known space into the titular Outer Darkness. It's sort of like Star Trek, if the crew were mostly scheming bastards of various sorts, the Captain a disgraced mutineer with a hidden agenda, and the Enterprise's warp drive was a Sumerian god that demanded periodic human sacrifice.

The Charon's compliment includes a ship's oracle and various quantum mages among the usual space opera crew positions. Threats its crew will face include a demonically possessed sun, undead aliens, and hidden threats from within.

"Magitech" is something I find pretty cool when done well precisely because it is not typically done well. It works best when it isn't the fantasy equivalent of the Stone Age tech on the Flintstones, but instead holds on to a degree of the fantastic rather than making the fantastic mundane. A flying carpet that acts just like a car is bad, but a car that obeys rules of magic is potentially interesting. So far, Outer Darkness as more of the latter than the former.

The art and the story are pretty good too, though the art style doesn't particularly say horror, to me. That's probably to the book's advantage, because the story seems more darkly humorous than horrific, at least in the first 3 issues.



Wednesday, February 13, 2019

Wednesday Comics: Black Book: The Art of Jim Starlin

Preempting my return to Storm this week was the fulfillment of the Ominous Press Kickstarter, Black Book: The Art of Jim Starlin. It's available for preorder now from the Ominous Press site. it includes images (mostly black and white but some color) from over his career and at the Big Two and independents.

We get to see his original image of Thanos:


And unpublished stuff from an as yet unfinished (tragically, never to be finished by Starlin alone) new Dreadstar story:


It does tend to skew a bit toward more recent material rather than his heyday, but has some images of stories or characters that never saw print, including work he did on a Captain Marvel (the Shazam! one) limited series.

If you are a Starlin fan, it's something you'll want to pick up.

Wednesday, February 6, 2019

Wednesday Comics: Heroes of the Golden Age Reference Guide #2


The pdf's for the Kickstarter of Heroes of the Golden Age Reference Guide #2 are out, which is a bit confusing because there wasn't a issue 1. It's actually a remaining of the series that started out as Heroes of the Public Domain, which I discussed previously.

Other than the man change, it is much the same as the first one. It has art by Chris Malgrain (who's name and work you may recognize from Armchair Planet Who's Who stuff) and entries on a number of Golden Age characters from Airmale (not a typo) to Tommy. This issue highlights just how many captains there were in Golden Age comics. There are seven in this issue alone.


If this sort of thing interests you, issue 3 will be not doubt Kickstartered as well, so be on the look out.

Wednesday, January 16, 2019

Wednesday Comics: Martian Manhunter #2

The first thing you might notice  about Martian Manhunter #2 (in a 12 issue maxi-series, a name I have not heard in a long time) is the word balloons on the cover. This bit of retro contrasts with the art itself that is slightly cartoon and tinged with some photoshoppy sort of effects. I don't know how this relates to the books contents other than it suggests you ought to expect something different.

The first issue intrigued me with its imagining of Mars as a place familiar enough, but very alien. Though it synthesized elements of J'onn Jonzz Silver Age origin, the 1988 DeMatteis/Badger "most everything you know is a lie" limited series, and the Ostrander/Mandrake ongoing from 1998, it add new stuff to it, and looked it the old continuity from a new angle. It also revealed that J'onn J'onzz on Mars was a dirty cop.


I am happy to report the first issue was not a fluke. The second continues to be just as interesting with its parallel stories on a murder investigation on Earth and J'onzz's life on a doomed Mars. As life continues mostly as normal for the "manhunter" and is family, tension has begun to creep in. The deadly Curse of H'ronmeer is spreading. Rossmo's art really adds to the alien sequences, but is adequate in the more True Detective Earth-bound portion of the story. The coloring style seems to shift a bit between the two sections as well.

It gets bonus points for providing an explanation for J'onzz's bettlebrow: a brief Martian Neanderthal-mania.


Wednesday, January 9, 2019

Wednesday Comics: Comixology Unlimited


DC Comics has joined Marvel (and a number of indies) on Comixology Unlimited. There are currently 52 (huh?) DC titles available along with the other stuff for $5.99/month. It's not a lot, and it's mostly newer stuff, but hopefully that's just where they are starting. It might be the excuse I needed to finally go with Comixology Unlimited, but we'll see.

In other news, after a bit of holiday, I'm getting ready to return to the adventures of Storm. You might want to refresh yourself on the last story, "The Living Planet" to get ready.

Wednesday, January 2, 2019

Wednesday Comics: The Good Stuff I Read in 2018

I read a lot of superhero comics in 2018, but a minority of them were new (within the past couple of years) but here, in no particular order, are the ones that stood out:


X-Men: Grand Design: I'm not sure the X-men needed to be woven into one sprawling narrative, and doing so has Piskor making some odd choices, but I like the retro approach and the Marvel Saga-esque dive into the past.

Green Lantern (2018) #1-2 and Earth One: Wonder Woman Volume Two: Middle tier Morrison (though with only 2 issues extant, the jury may still be out on Green Lantern) is still better than most stuff.


Supernaut: A little bit Morrison, a little bit Warren Ellis, this is a sci-fi superhero yarn very much of the exposition heavy "mad idea" school. And from an indie, no less. There's a trade, but Amazon doesn't seem to carry it. Comixology has the issues, though.

Martian Manhunter #1 and Electric Warriors #1-2: Both of these are written by Steve Orlando. MM has a take on Mars I found really cool. Electric Warriors has an interesting concept (covering some of the period between the Great Disaster at the time of the Legion). It's early in their runs, but I'm going to be optimistic.

Final Frontier #1: I'm not sure exactly when this was released, but it's a Tom Scioli take on a rock 'n roll band Fantastic Four, so you should read it.

Wednesday, December 19, 2018

Wednesday Comics: 80s Moon Knight

Moon Knight is often derided as an ersatz Batman and had sort of an inauspicious beginning as a gimmick villain for Werewolf by Night. The latter point on serves to show how good characters in comics are often only arrived at over time. The former criticism misses the point that Batman himself had antecedents, and comic book are full of completely valid variations on a theme.  Is it interesting, though, that Moon Knight's co-creator and the scribe on his seminal first series, Doug Moench, left the character to write both Batman books for the next three years.

Though the earlier appearances aren't bad, the character only really comes into his own in backup stories in the Hulk! Magazine. (These and other early stories are collected in the first volume of the Epic Collection.) That's where Moench teams up with Bill Sienkiewicz, who gives Moon Knight a silhouette and ghostly presence not unlike Neal Adams' Batman. Moench's stories are less superhero that pulp, with villains lurid for the printed page, but not really for 4 color comic. They are at once mundane and strange for that mundanity. This is the blueprint for the 1980 ongoing series.

Moon Knight finally gets an origin with an ambiguous hint of the supernatural, a set of cover identities, and a group of operatives. These last two schticks come courtesy of the Shadow, only Moon Knight's identities are suggested to be virtual alternate personalities--phases of the moon, perhaps--an idea only barely ever hinted at in the stories.

Most of the issues portray Moon Knight as a premier, perhaps even only, hero of a New York City still recovering from the seventies. Political machines, xenophobic terrorists, educated winos, and disgruntled vets stalk its streets. The rest of the Marvel Universe seems pretty far away, despite an occasional cameo or team-up.


Sienkiewicz's art begins as a bit like a rougher Adams, then looks a bit like Frank Miller (when like Miller, he is inked by Janson), before becoming more expressionistic and stylized. It isn't quite the Sienkiewicz of New Mutants until the very end, but he's on that trajectory. The art also conveys a bit of noir edge in later issues that might make one think of Sin City, but in a comic spinner rack sort of way.

While my favorite story (maybe because I read it as a kid), is the two-parter where terrorists dose Chicago's water supply with hallucinogens in #8-9, the storytelling gets more ambitious in the direct sale only later issues like the meditation on violence in #26 ("Hit It") that sort of reminds me of _The Spirit_ in its artifice.

Not all of the '80-84 series has been collected yet in color (though up to issue #23 has), but the third volume of the Epic Collection, Final Rest, is on it's way the 30th of this month.

Wednesday, November 28, 2018

Wednesday Comics: Mike Barr's Dark Knight Detective

Mike W. Barr's work with Batman has not always been particularly respected. His Son of the Demon was excised from continuity and disavowed for decades, until Grant Morrison introduced Damien. Batman: Year Two, His follow-up to Miller's revision of Batman's origin, is reviled on the internet for being terrible, mainly because Batman uses a gun in it (despite the fact that's exactly what he did in some of his early appearances), but the story is the nucleus of the best Batman movie to date Mask of the Phantasm.


But in 1986, before Year Two, Barr and Alan Davis produced a series of stories in Detective Comics that swam against the tide of the grim and gritty Batman that eventually drowned most other portrayals. These were stories where villains really stuck their respective schticks in planning their crimes, fights might happen in the vicinity of giant appliances, death-traps galore, and Batman called Robin "chum." These stories (and one anomalous Legends tie-in preceding them) are collected in Batman: The Dark Knight Detective volume 1.

Despite some homages to the Batman TV show, this is not Batman '66. Instead it's a slightly lighter (mostly) side of the Bronze Age Batman, that just happened to come post-Crisis. They also have gorgeous Alan Davis art.




Wednesday, November 14, 2018

Wednesday Comics: Stan Lee


As everyone has likely heard Stan Lee passed away this week. The exact contributions of the pioneering creators of Marvel Comics will likely never be known, but Lee and Kirby: 'Stuf Said! from TwoMorrows will give you those two contentious creators' own words on the topic over the years.

A better thing, I think, is to just enjoy the fruits of Lee's collaborations with artist-creators. To that end, you should probably start with Fantastic Four Omnibus Vol 1, and see where that takes you.

Lee's other embittered collaborator was Steve Ditko. There work "together" can be found in Spider-Man Omnibus Vol 1. All due respect to Ditko, but I'm kind of partial to the Lee/Romita partnership era of Spider-Man Omnibus Vol 2.

Excelsior!

Sunday, November 11, 2018

Well-Met in Umberwell

I reject the notion that there is one right way to do a setting book. Those making the argument in favor of a more terse or utilitarian style often point to the bloat found in setting books by the major publishers. While I won't deny there is often a verbiage problem with those books, I'd also suggest that they are an easy target for the people making these sorts of arguments, i.e. members of a community to some degree defined by its opposition or at least contrast to major publishers' ways. While I'm sure not everyone is a fan for a number of reasons, I've never seen anyone cite The Tekumel Sourcebook volumes or Glorantha books as examples of overwriting.

There are two thoughts I have about setting books that (I think) better get to the truth of the situation. The most obvious one first: People like or want different things. Some people want to be transported, others just want prompts or aids. The second thought is that settings should be written in such a way as to make the setting more interesting, realized, and playable. Any verbiage not to this end is excess, but also any brevity that undermines those elements counts as a deficit.

All that preamble to cite an example of something that does it right, the third of such supplements to hit the mark, as I see it, by Jack Shear: Umberwell: Blackened Be Thy Name. Umberwell is one of a handful of 19th Century-ish fantasy settings in terms of technology, though the vibe is a bit Elizabethan underworld, a bit Dickensian nightmare, and a whole lot New Weird. It is also, as are all of Jack's settings, eminently integrated in a D&D environment, embracing the whole Star Wars cantina array of races and classes. it does this all in 134 pages.

The city has a European feel. Its island arrangement recalls Venice, and its character recalls London (or versions of London like New Crobuzon). It might be a bit Weimar Berlin in its decadence. There are bits of New Crobuzon evident, certainly, a bit of Sharn perhaps, and I perhaps flatter myself that I see some glimmers of the City in a couple of places, but it is its own thing.

It succeeds where Eberron, to my mind, fails. Eberron's vague, 21st Century Americanness skims across the top but does not penetrate the weird and Medievalist elements. Eberron is to genuine pulp sensibility what a guy sporting a fedora in an Instagram pic is to Sam Spade. Umberwell feels authentic (for lack of a better word), but never in a way that sacrifices it's fundamental D&Dness.

It is not complete, in the sense that it does not try to give you the totality of a world, nor does it attempt to. If any given Forgotten Realms splat is like a history or geography book, and Weird Adventures a travel guide, Umberwell is like a travel essay or TV show. It is painted in impressionistic strokes and focuses its efforts on the things that directly confront its visitors (i.e. the players and DM), only filling in other details as needed to color and accentuate those.

And yes, I'm thanked in the book, so my review is assuredly unbiased, but if anything I've written sounds interesting to you, so should check it out, then tell me I'm wrong.

Friday, November 9, 2018

The Saragossa Manuscript Redux

Yesterday, Amazon delivered the blu-ray version of the 1965 Polish film The Saragossa Manuscript directed by Wojciech Has. The film has been praised by the likes of David Lynch, Martin Scorsese, and Neil Gaiman. Jerry Garcia supposedly helped supply funds to get a full cut of the film restored. I have yet to check out the blu-ray transfer, but the film I know from the DVD version. It has impressive black and white imagery, and an unusual use of music--sometimes its a usual (if quirky) sixties film score, but often it has touches of primitive electronica experimentalism reminscient of some sci-fi scores of the era.

I first went looking for the film in 2010 because of its source material, the novel The Manuscript Found in Saragossa by Count Jan Potocki (1761-1815). The book bears some resemblance to works like the Arabian Nights or the Decameron. It's a fantasy (at least in part) describing the experiences and stories related to a young Walloon officer in the Sierra Morenas of Spain in 1739. It includes gypsies, cabbalists, Sapphic sister Moorish princesses, and hints at secret history. The stories are nested like Matryoshka dolls, with narrators of some stories showing up as characters in others. Neil Gaiman, a fan of the work, has called it "a labyrinth inside of a maze." It combines elements of the gothic and picaresque with eroticism and humor.

The book itself has an interesting history. It's so convoluted in fact that Potocki's authorship was at times doubted. The novel was written in French, and over an extended period in several stages. The first few "days" were published in 1805 in French. Later, the entire manuscript was translated and published in Polish, but then the original complete manuscript was lost, and had to be "back translated" into French for a complete French version. Wikipedia suggests that scholars now think their were two versions: an unfinished one from 1804, published in 1885, and a rewritten, tonal different complete 1810 version. Only the first of these versions has appeared in English, though both are available in French.

Potocki himself is an interesting and character. He was served as a military officer, and was also for a time of novice of the Knights of Malta. He traveled and wrote scholarly studies on linguistics and ethnography. In 1790, he was among the first to fly in a hot air balloon. He also committed suicide by shooting himself in the head. Allegedly, this was done with a silver bullet he fashioned himself and had had blessed by a chaplain!

Anyway the novel is well worth your time as is Has's film.

Wednesday, November 7, 2018

Wednesday Comics: Wytches


Wytches (2014) is a limited series written by Scott Snyder and drawn by Jock. It's film rights have been optioned, so if you read it now, you'll feel like one of the in-crowd when and if the film comes out. Beyond that, I think it's worth your time for the comic itself.

The titular "Wytches" aren't your typical humans who have made a deal with the devil. Instead, there are inhuman creatures people make deals with. Their angular forms resembling trees in silhouette and allowing them to blend into the forests. Their abilities may be magical, or maybe not. They are presented as "sciences" not known to humans, allowing them to cure diseases for humans who give them what they want. What they want is sacrifices, people who are "pledged" to them.

Sailor, the teen daughter of the Rook family, newly arrived in Litchfield, New Hampshire, has been pledged.  By the time her father, Charlie, comes to believe her fears that something supernatural is stalking her, it may already be too late.


Wytches reminds me a bit of the fiction of Laird Barron with its hidden race in an American woodland and secret cults. Snyder's story felt a bit slim for 6 issues, but in no way incomplete. It is no doubt well paced for a film. Jock's art fits the story well, and wisely only gives us glimpses of the wytches or their horrors. Matt Hollingsworth's color aid in this obscuration by at times strategically hiding parts of the seen with blotches of color. It's a more effective technique than it may sound.

There may well be sequels in the works that further the conflict between wytch-hunting "Irons" and the wytch-cults, but this story stands on its own.

Wednesday, October 31, 2018

Wednesday Comics: Dynamte Flash Gordon

Last week, I talked about the original Flash Gordon comic strip and where it could be found in print. The last incarnation of the series is at Dynamite Entertainment. Dynamite produced a limited series in 2011 with designs by Alex Ross, then relaunched again with a limited series in 2014 written by Jeff Parker and drawn by Evan "Doc" Shaner. This series is available as an omnibus edition.

The basics are familiar to readers of the old strips and comics or viewers of the movie, cartoon, or serials. Flash, Dale, And Zarkov head to Mongo to save the Earth. Here Flash is a bit of an extreme sports enthusiast and son of a wealth. (If your keeping track, Flash as been a polo star, Olympic decathlon athlete, pro football player, and pro basketball player in previous incarnations). Parker characterizes him as personable, overconfident, and perhaps not terribly bright. It works pretty well. Dale has the biggest role she's probably had in any version, but that largely makes her into a no nonsense reporter a la Lois Lane, and straight man for Flash's antics. Zarkov is not totally unlike the 80s movie version, though perhaps with a hint of Tony Stark.

The various lands of the 30s Mongo, are now different worlds, having been conquered by Mingo via gates of some sort, one of which opened on Earth. The designs for various cultures seem a synthesis of the comic strip and the 80s film.

Overall, the series keeps the verve of the original version of the property, while updating it to a modern context. I'm not fond of all the choices they made, but in general it is well done. Dynamite had a 2015 series as well, which may well be a follow-up to the Parker/Shaner series, though neither of those creators were involved.

Wednesday, September 19, 2018

Wednesday Comics: Atomahawk

Atomahawk by Donny Cates (script) and Ian Bederman (art) was first serialized in Heavy Metal, but has been collected by Image into a volume numbered "0" for some reason. Atomahawk is a very metal story, in fact it is more metal than story. This panel is representative:


I kind of goes on like that. I lot of threats with the evocation of Masters of the Universe or Kirby Cosmicism as interpreted in an Iron Maiden concept album. It tells the story (or part of the story) of a warrior of flesh and blood (perhaps a Neanderthal, but the story is set "millions of years ago") resurrected in a robotic body by a futuristic god. Now known as Cyberzerker, he wields the intelligent axe known as Atomahawk, powered by crystals left over from the war of the gods.

Cyberzerker goes through the story slicing away and robots and people who get in his way in an over-the-top way until the ride ends, with teh story unfinished. Hopefully, there will a a 1 to follow the 0.


Wednesday, September 12, 2018

Wednesday Comics: American Flagg!

In a quick sketch, Howard Chaykin's American Flagg! might seem like some people's version of utopia: the Federal government is nonexistent, the coastal elites (indeed, the coasts) are gone, gun ownership (and use!) is unfettered. Of course, there's also a plan to sell whole states to the Brazilians by the U.S.'s corporate managers, prostitution is legal, surveillance is common, morning after contraceptive use is ubiquitous, and the lucky upper classes get to live in shopping malls instead of post-urban and rural wastes. Chaykin's 2031 seems to be his projection of where the unbridled capitalism and emerging media omnipresence of the Reagan era and the foreign policy of the American Century in general was taking us.

Enter Reuben Flagg, hunky, Jewish former actor (he lost his job to a CGI version of himself), turned lawman for the Plex (perhaps derived from "government-industrial complex," but this is never made clear). Raised by parents with unconventional ideas, he's got a rosy view of America. One he is soon disabused of when he arrives in Chicago and sees the televised firefights between legal policlubs and the illegal rampage of gogangs. A rampage, it turns out, is being fueled by subliminal messages in the hit tv show, Bob Violence. Thanks to Flagg's Martian diet and metabolism, he can see the messages others are blind to.

What follows is a satirical, sometimes farcical, chronicle of Flagg and his eccentric cohorts as they try to save America (metaphorically and Chicago actually) from threats both internal and external, including fascist militias, agents of Communist Africa, and the Plex's own incompetence and greed. Flagg has a noble heart, but he's sometimes distracted by his libido and inflated sense of self. By sometimes I mean quite frequently, at least in the former case.

American Flagg! pioneered a number of the storytelling techniques put to use in Watchmen and Dark Knight Returns a few years later, and if it wasn't an influence on Max Headroom and Robocop, it at least beat them to the punch. Its biggest flaw is that after the first "big arc" (12 issues) Chaykin's attention seems to wane, or at least he appears to be feeling the pinch of the monthly grind. What follows isn't bad, but it doesn't quite build in the way it seemed it might. 

The original issues suffer from poor color reproduction of the era, but the Dynamite two volume collections have thankfully fixed all that.