Category: Reviews

Book-A-Day 2018 #291: Ms. Marvel, Vol. 7: Damage Per Second by Wilson, Andolfo, Miyazawa, and Herring

This will probably be the last time you see me grumble about Ms. Marvel. I just checked the local library system, and they do not have the next volume — the NYPL might, since it is vast and contains multitudes, but I don’t have the easy access to that system that I had when I actually worked in NYC. [1]

And that’s fine, because Ms. Marvel seems to have lost whatever was particularly distinctive about it in the beginning, aside from the bare fact that the heroine is brown and Muslim. (And even that is mostly stated at this point, rather than actually being germane to the plots and characterization.) Yes, Kamala Khan is officially a teenage Muslim girl from Jersey City, but the stories here don’t feature her family at all, her community is shown in very generic ways, and it’s leaning much more into the teenager-ness than anything else — which, as you know Bob, does not particularly distinguish Kamala from other teen-genius heroes like Nova and Spider-Man.

Anyway: Ms. Marvel, Vol. 7: Damage Per Second . Written as always by G. Willow Wilson, and collecting issues 13-18 of the 2016 series, with art by Mirka Andolfo (#13), Takeshi Miyazawa (#14-17) and Francesco Gaston (#18).

In which the stretchy Jersey girl drives voter turnout (in an issue cover-dated January 2017?), battles the ultimate Internet troll, and then briefly cedes the spotlight to her former best friend Bruno Carrelli.

That first story…well, it means well, I suppose, but it is very comic-booky in all of the bad ways, from a transparently villainous plot by transparently villainous actors to a happy ending based entirely on the fact that Kamala is the title star of the book. And its message — that you can stop all of the bad political things you hate and get the perfect snowflake candidate you absolutely love — is stupid and wrong-headed and entirely contrary to the actual world of real politics. But, yeah, vote for the librarian who has no chance of winning if a girl in a mask tells you to….

The long title story is one of those standard superhero exercises: how do you fight someone you can’t punch? And for a girl who is supposedly really smart and going to a super-sciencey school, Kamala has a really hard time coming up with any strategies to fight this new dastardly villain (a sentient computer virus, basically). Of course it all works out in the end, and of course it will have no effects on anything — it is a superhero story.

And then the book wraps up with a solo adventure of Bruno at Golden City Polytechnic Prep, Wakanda, where he is apparently both the token White Guy and the token Dumb Guy. Sadly, this issue tends to argue against my fervent hope that Bruno will turn up in another dozen issues as a super-villain with a gripe against Kamala, but I suppose I can keep hoping for a lucky lab accident. Instead, he learns Lessons About Life, mostly that every important character in a superhero comic is rich, powerful, connected, or some combination thereof.

With this volume, we see that Ms. Marvel can be dull and mediocre even without a crossover, which had been the initial source of the dullness in the title. I suspect, at this point, the stories inherent in this setup have been exhausted, and it’s time to actually let life move on for Kamala and her friends and family. But, since this is a Big Two comic, I’m sure instead we’ll get a Shocking Reversal, with someone dead or depowered or Superhero No More! or gender-swapped. But it’ll have to happen without me; I think I’m done here.

[1] I do still have a NYPL card, because every self-respecting reader knows that you never give up a library card unless forced to.

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Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

REVIEW: Nathan Hale’s Hazardous Tales: Lafayette

Nathan Hale’s Hazardous Tales: Lafayette
By Nathan Hale
Abrams Amulet, 128 pages, $13.99

There really is a Nathan Hale providing guided tours through American history, neatly playing off his namesake’s name recognition. The Eisner-nominated creator has explored the first Hale, the Donner party, and World War I. Here’s back with his eighth fun volume spotlighting the French adventurer and American patriot Marquis de Lafayette (revitalized thanks to Hamilton).

We get the Frenchman’s aristocratic background and upbringing, explaining how he found himself coming to America early during the War for Independence, well ahead of France’s more formal declaration of support,

Hale uses a masked version of himself to narrate the tale, pausing to help us identify the supporting figures in Lafayette’s life, enriching the overall narrative. The Frenchman arrives, seriously sea sick, in 1777 and is initially dismissed by the Continental Congress, considering him a dilettante. He’s dispatched to General George Washington, who welcomes him with open arms, making him an aide-de-camp, and puts him right to work while the military leader is also feuding with a frustrated Congress, some of whom are trying to remove him.

Lafayette, not yet twenty, is off to do battle, accompanied by Alexander Hamilton, Washington’s right-hand man. They grow to respect one another and Hale takes us through their various battles, demonstrating how Lafayette was more helpful than the Americans ever could have imagined.

Hale’s pages are filled with detail, using black, white, and shades of red to vividly bring the past to life. While aimed at middle grades, this would certainly be a fine supplemental work for slightly older readers. There are helpful maps and a useful bibliography along with a cheeky author’s note of sorts.

For people who claim history is boring, Hale through his works proves history is anything but.

REVIEW: Ant-Man and the Wasp

Ten years ago, Iron Man was released and was hailed as brilliant interpretation of a B-list hero few outside of comic shops knew. Just three years ago, Ant-Man was lauded for taking an even more obscure hero and making the same magic. Where the former’s sequel stumbled, the latter’s soared.

Ant-Man and the Wasp, out today on 4K Ultra HD/Blu-ray/Digital HD from Walt Disney Home Entertainment, is possibly even more enjoyable but wouldn’t be that way without having the first film to build on. Hank Pym (Michael Douglas) was the first diminutive hero, using the Pym particles to shrink and perform feats on behalf of S.H.I.E.L.D., eventually sharing his adventures with his equally brilliant scientist wife Janet Van Dyne (Michelle Pfeiffer), until there was the mission where she didn’t return.

Heart-broken, the mercurial Pym withdrew, overly protective of his adult daughter Hope (Evangeline Lilly), who yearned to be a hero. Instead, she watched over her father’s company until circumstances forced Hank to bring in Scott Lang (Paul Rudd) for help. The first film, reviewed here, was charming and focused on family and redemption as sub-text.

But we got a glimmer of Janet in the Quantum Realm and rescuing her became the launch point for the sequel. Wisely, they pick up two years later, with Scott under house arrest for violating the Sokovia Accords and participating in Captain America: Civil War. While he made the most of his time with Cassie (Abby Ruder Fortson), the Pyms were building a quantum tunnel to attempt a rescue. When things go sideways thanks to unscrupulous antics of Sonny Burch (Walton Goggins), the Pyms need Hank’s help once more.

All the threads from the first film are extended and enriched here, from Luis (Michael Peña), Kurt (David Dastmalchian), and Dave (Tip “T.I.” Harris) struggling to keep X-Con Security afloat to Cassie’s strong bond with her father. There’s a weird frenemy relationship that has formed between Lang and his keeper, FBI Agent Jimmy Woo (Randall Park), and their final scene together is a delightful study of awkwardness.

Added to the cast is Bill Foster (Laurence Fishburne), a former friend and rival with Pym, who once adventured as Goliath. He’s been harboring and aiding Ava Starr (Hannah John-Kamen), whose molecular structure was damaged in a Pym experiment gone wrong that also killed her parents. When Foster and Pym need the same piece of tech, held by Burch, competing needs clash and the fun begins. Ava, known as Ghost, proves a damaged, desperate woman trying to survive much as Hope needs to find her mother, adding a nice level of pathos to the conflict.

The size-changing is amped up throughout the film, mostly for comedic effects and it works but there’s little consideration of the physical toll this must take on Lang and Pym. It seemed to stop Foster at some point, but it never comes up.

Despite there being five credited writers — Chris McKenna, Erik Sommers, Paul Rudd, Andrew Barrer, Gabriel Ferrari – we learn from the special features that director Peyton Reed wisely allowed a certain amount of improvisation. As a result, the finished film is funny, action-packed, heart-warming, and vastly entertaining. The mid-credits sequence also dramatically establishes exactly where the film fits in with Phase Three.

The film has been released in a variety of formats including retail exclusive editions with varying content. The one under review is billed as the Cinematic Universe Edition. The dual-layered UHD66 disc brilliantly shows off the vivid colors with a stunning HEVC H.265 encode. Filming used digital photography allowing the 4K disc to be noticeably superior to the Blu-ray. Accompanying is a fine Dolby Atmos soundtrack. The Blu-ray has a satisfactory 7.1 DTS-HD MA audio track.

Special features found on the disc includes Audio Commentary from Reed, complete with an intro (1:08). From there, we have a series of interesting but not terribly informative Making of Featurettes (22:30): Back in the Ant-Suit: Scott Lang; A Suit of Her Own: The Wasp; Subatomic Super Heroes: Hank & Janet; and Quantum Perspective: The VFX and Production Design of Ant-Man and The Wasp.

Additionally, there are surprisingly short Gag Reel (1:31) and Outtakes, featuring Stan Lee adlibbing for his cameo (:46) and Tim Heidecker (1:29). We have just a two Deleted Scenes, with Optional Commentary by Reed (1:38).

There are some Digital Exclusives, with Movies Anywhere offering It Takes Two (:59) and Vudu including the previously seen 10 Years of Marvel Studios: The Art of the Marvel Cinematic Universe (10:19) and Leader of the Colony (2:36), spotlighting Reed

Book-A-Day 2018 #288: Love and Rockets: New Stories, No. 3 by The Hernandez Brothers

Comics are not movies: obviously. The two forms do have some things in common, and can use similar visual language — they’re both storytelling mediums with limited space for dialogue and various ingenious ways to show time passing, among other parallels.

But, even at best, they’re parallel: they can do similar things in different ways. So when a creator continuously evokes cinema in his comics, as matter and style, the reader starts to wonder what is up.

By 2010’s Love and Rockets: New Stories, No. 3 , Gilbert Hernandez had been telling movie-inspired stories for about a decade. His major character Fritzi had become a B-movie star, in at least a minor way, and he’d not only told stories about her life and work, but he’d “released” several of her “movies” as separate graphic novels: Chance in Hell (2007), Speak of the Devil (2008), The Troublemakers  (2009). And, in the previous year’s No. 2, he’d launched another young buxom starlet on a Hollywood career, in Dora “Killer” Rivera, daughter of Guadalupe and grand-niece of Fritzi.

Killer is back in Gilbert’s two stories in No.3: “Scarlet in Starlight” is the comics version of what in-continuity is a ten-year-old SF movie that Killer is being considered for a sequel/remake of, and “Killer * Sad Girl * Star” explains that. They’re both intensely late-Gilbert stories, full of people talking about the things that they want to talk about, having endless meta-conversations about the things they’re doing and feeling and saying to each other. I’m finding this is getting more airless and hermetic at this point, as if Gilbert is circling the same material ever closer — the re-run of Fritzi’s movie career in miniature with Killer is another example — and I hope he broke out of that cycle between then and now.

Jaime’s half of No. 3 is the first two pieces of “The Love Bunglers” (set in the modern day) and the flashback “Browntown,” part of the same overall story. I’ve already read the second half — both in the Angels and Magpies  omnibus a few weeks ago and in No. 4 this morning before I got to typing this very post — so I’m mostly going to save my thoughts about that overall story for the conclusion.

But I will repeat what I said before: “Love Bunglers” is Jaime’s masterwork, even more so than the previous high points like “Flies on the Ceiling” and “The Death of Speedy.” And if you think this first half is emotionally strong, you don’t know what you’re in for.

(And I note that I, like nearly everyone else, found “Browntown” the standout when I read No. 3  new in 2010: none of us realized it was part of the same story of “Love Bunglers” and that the latter was not nearly as light as it seemed.)

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Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

REVIEW: Constantine: City of Demons

John Constantine, done right, is one of DC Comics’ strongest characters. The current incarnation in the Rebirth universe is a pale comparison to his Vertigo roots and the NBC series didn’t push the horrific elements far enough (being a prime time series, after all). Matt Ryan’s wonderful interpretation has been further watered down for the CW’s Legends of Tomorrow, so hearing him in all his weary glory in Constantine: City of Demons is most welcome.

This is one of the best animated adaptations of a comic book character, thanks to letting it be an R-rated film ensuring the horror/supernatural elements were true to the source material and not just curse words tossed in for “authenticity”. Kudos to J.M. DeMatteis for bringing Alan Moore, Stephen Bissette, and John Totleben’s character to proper life. His original script loosely adapts Hellblazer: All His Engines graphic novel by Mike Carey and Leonardo Manco.

We open with hints of what happened in the past, sending a young, irresponsible Constantine to Ravenscar. His guilt, especially as the past is revealed throughout the 90-minute film, drives his actions and decisions, building to a most satisfying climax.

Constantine is cursed to fight the good fight but at a terrible cost and that has never been truer here. His longtime pal, Chas Chandler (Damian O’Hare), seeks him out to help find out what’s ailing his young daughter Trish. Of course, it’s supernatural in nature and off we go.

While Constantine and Chas jet from London to Los Angeles, Chas’ estranged wife Renee (Emily O’Brien), watches over their comatose child. Watching over her though is Asa the Nightmare Nurse (Laura Bailey), who is, of course, not what she appears.

This is the Constantine who practices magic, who smokes too much, drinks too much, carries too much pain with him, and is at his best when his back is up against the wall. While he tries to free Trish’s soul from Beroul (Jim Meskimen), he also has to contend with the Aztec god, Mictlantecuhtli (Rick D. Wasserman). The only assistance he receives is from the enigmatic Angela (Rachel Kimsey), who acts like Deadman, but has less altruistic motives. He makes deals, double-crosses whoever or whatever he needs to, all for the right reasons. However, there’s a price, always there’s a price. You suspect you know who pays it but it’s far steeper than imagined.

In Director Doug Murphy’s capable hands, the film is dark, atmospheric, and graphic in its violence. Whatever awkwardness existed when it ran on CW Seed in six parts is gone in this compilation.

The film has been released by Warner Home Entertainment in a 4K/Blu-ray/Digital HD combo set. Obviously, the 2160p, HEVC/H.265-encoded UHD definition is sharp, but here, it’s noticeably better than the Blu-ray disc, with more subtle colors popping off the screen. It is well served by the DTS-HD MA 5.1 audio track.

Both 4K and Blu-ray come with a scarcity of bonus features. The most interesting is The Sorcerer’s Occultist: Understanding John Constantine (13:38), exploring the character with director Doug Murphy, producer Butch Lukic, executive producers David Goyer and  so-called “Occult Expert” Jason Louv. Entertaining but less interesting is the WonderCon Panel—2018 where we hear from Ryan, DeMatteis, and Blue Ribbon Content’s Peter Girardi. There are also trailers for other animated fare all of which pale in comparison.

Note: Some version of the film will air tonight on the CW, but I suspect some of the gore and language will be scrubbed.

Book-A-Day 2018 #287: The Imitation Game by Jim Ottaviani and Leland Purvis

I’m going to start out with a potted rant; regular visitors may want to skip it.

A graphic novel is not “by” the writer. It is not “illustrated” by the artist. It is an inherently collaborative work equally created by both of them. (Assuming there are only two: it could easily be more.) Crediting a book that way is a mistake: even if the writer does detailed thumbnails of every single page and the artist follows them scrupulously, what the artist brings to the table is crucial to the telling of that story. It is not secondary; it is not “illustration.”

The Imitation Game  is a biography in comics form of British mathematician Alan Turing. The copy I have is credited as “by” Jim Ottaviani and “illustrated by” Leland Purvis. Now, I have an uncorrected proof, so the final book may have changed that.

But, if not, this is me looking sternly over my glasses at Abrams ComicArts and saying “tsk-tsk” while I do that little one-finger wave. This is Not Proper. This is Not Done. And we are Not Amused.

But on to the book itself. (If skimming to find the end of the potted rant, this is it.)

Alan Turing, I think, was born at either the exact right time or the exact wrong time. Professionally, he couldn’t have turned up at a better moment to turn his particular genius into reality. But socially and personally, he might have had a quiet happy life in some earlier time and he definitely would have been better off born a decade or three later, when his condition would be better understood and accepted. (I mean his mental condition, since he seems to have been somewhere on the autism spectrum, but his homosexuality would obviously have been less of an issue.)

Ottaviani tells Turing’s story at a slant, or at least starts that way: he opens with (and occasionally returns to) a conceit that he, or someone, is interviewing Turning’s friends and family after his death. But most of the book is just his life dramatized, with lots of explanatory captions (sometimes voiceovers from those interviewees) and a tight focus on his work during WW II.

Imitation Game doesn’t get into the math; it just shows what Turing did, and is particularly interested in the title experiment, better known to us as the Turing Test. It’s also very much a serious biography in comics form, and isn’t afraid to get a little artsy in presentation here and there. Turing’s suicide — I might note that there is now some scholarly doubt as to whether it was suicide — is presented in a particularly elliptical way, and readers who don’t know what he actually did will probably not be able to tell what he actually did.

(On the other hand, I read this in a black-and-white proof, and sometimes color can make things clearer in comics.)

I think biography, particularly of a thinker, is an odd subject for comics: it’s harder to show interior life in comics than in prose, so it’s a slightly less useful tool for the job than the usual one. That said, Imitation Game is a good, thoughtful biography of an important, quirky man, told well and using the form’s strengths well.

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Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #285: High Society by Dave Sim

I don’t have an accurate record of when Dave Sim first said Cerebus would run for 300 issues. But my guess is that his plans became real during this storyline.

The first volume of Cerebus, which I covered last month , saw Sim moving rapidly from an amusing Thomas/Smith Conan parody with an oddly funny-animal main character to something more detailed and particular, and those twenty-five issues moved from standalone stories to trilogies and ongoing continuous plotlines.

No one expected Sim would then embark on a new story that would be as long as all of Cerebus to date. My guess is that not even Sim knew, when he was writing and drawing issue #26, “High Society,” that that would be the title for a much longer story. Somewhere in those first few High Society  issues, though, it clicked: he wasn’t just making a somewhat longer story: his narrative would stick around the city-state of Iest for more than two years of serial comics, over five hundred pages, and more political machinations than anyone had ever seen on the comics page.

So it became High Society. And a storyline many times longer than the previous ones posed a problem to Sim in the mid-80s. He was already a pioneer in reprinting his comics in permanent book editions, with the Swords of Cerebus series. But the sixth volume of that was already longer than the previous ones, reprinting five issues instead of four. Swords of Cerebus Seven would either be five times as long as the previous book or would break in the middle of the story.

Obviously it didn’t. Instead, Sim invented the “phone book” format — one little-used by other creators since, mostly because very few comics-makers have series with multiple five-hundred-page long plotlines to begin with. (He also annoyed the comics distribution network by going entirely direct-to-consumer for the High Society first printing, an innovation that made him money immediately but caused hassles for a while afterward.)

We tend to forget all of the business things Sim pioneered in independent comics, but there’s no Image without Sim, without that model of doing your comics your way, and then collecting them permanently. And this is the era when Sim was still exciting and vital and fizzy and Zeitgest-y, telling his own story and making sarcastic comments on the current comics scene at the same time.

High Society is probably the single highest point of Cerebus: a graphic novel that can stand alone and that a new reader can come into cold. Cerebus is this guy arriving in a new city, and then stuff happens to him: you don’t need to know more than that, and the first page tells you that much.

“Stuff happens” gets very baroque very quickly: Cerebus is caught up in other people’s schemes, as had been more and more central as the comic Cerebus went on the early ’80s, and the ultimate mover of those schemes was Sim’s brilliant re-imagining of Groucho Marx as Lord Julius, ruler of Palnu. [1]

High Society is a story about money and power, and particularly the power of money. Palnu is the only fiscally sound city-state in the entire Feldwar valley; every other country is running massive deficits and getting further and further in debt to Julius. Cerebus is the perfect counterweight to Palnu’s soft power, since he’s instinctively a creature of hard power: he knows armies and mercenaries and war tactics deeply, and his first instinct in any situation is to find and army and conquer something.

(This is not a good impulse in a modern world, obviously. But that raises the question of how modern Cerebus‘s world is. Is it modern enough that wars of conquest primarily smash economic activity and leave everyone poorer, or is it still medieval enough that conquest can be lasting and profitable?)

So Cerebus is first the Ranking Diplomatic Representative of Palnu to Iest, named as such without his knowledge. And then there’s a confusing plot where he’s running to keep that title, even though it’s pretty obviously a role that is going to always be in the direct remit of the ruler of the sending country. (How could it be otherwise?)

But that campaign ends up being the warm-up for the real one: Cerebus runs for Prime Minister of Iest, a job that has first slowly and then suddenly transformed from being a minor adjunct to a theocracy to being the center of secular power in the city-state. And that “suddenly” is because of Cerebus personally, in the sideways complicated manner common to Cerebus plots.

Like the best Cerebus plots, High Society is a one-damn-thing-after-another story. Cerebus is always his own worst enemy; he’s never satisfied with what he has and is the epitome of the guy who hits on sixteen every damn time. And Sim was notably never on Cerebus’s side, which is rare for a creator so closely identified with a single character. Cerebus is a horrible person in a whole host of ways, and was like that right from the beginning: Sim made him that way, and kept putting him in plots that exploited his flaws and worst tendencies. For about the first half of his adventures, Cerebus is the greatest anti-hero in comics.

Alongside all of the politics and plotting is Sim’s characteristic humor: he was the most consistently funny comics humorist of the early ’80s, and this volume has a string of his greatest hits. Sure, a lot of that humor was odd adaptations of other people’s characters — every funny character in Cerebus is based on a comedian or outside source — but Sim turned it all into comics, made it all work in his specific invented world, and gave all of those characters new, setting-appropriate jokes to tell. It’s hugely idiosyncratic, but it works amazingly well.

If you’ve never read Cerebus, and you’re willing to give Dave Sim one shot, this is the shot to take. Some parts of it are more meaningful, or funnier, if you’ve read the stories in the first collection, but I don’t think anything will be incomprehensible or particularly obscure. This is a great story about a grumpy, self-destructive guy who falls into politics in the worst way, in a vaguely late-medieval world where parts are rapidly modernizing, and has a masterful mix of humor and seriousness. If any of that sounds appealing, give it a try.

[1] Julius would make an interesting contrast to Terry Pratchett’s Patrician: both rule completely and capriciously, and both are shown to be master manipulators who always come out on top. But the Patrician works by extreme clarity and veiled threats, while Julius is his world’s master obfuscator and equivocator and either is the most Machiavellian planner of all time or just extremely good at thinking on his feet.

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Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #283: Descender, Vol. 5: Rise of the Robots by Jeff Lemire and Dustin Nguyen

In a serial medium, there’s always the need to make sure the audience keeps up. So each new installment needs to do some work to give backstory, either with the potted “who they are and how they came to be!” box or flashbacks or whatever.

And when the story is moving quickly, one of the ways to do that effectively can be to slip back in time slightly at the beginning of each new installment, so the end of Section X and the beginning of Section Y tell the same moment in time, and overlap.

Jeff Lemire does that for every single transition in Descender, Vol. 5: Rise of the Robots , which I’m taking as a sign that he’s stomping his foot down on the gas and charging towards an ending in the not-too-distant future.

(I might as well throw in links to my posts on the earlier books, for those of you who are lost or just want more details: one and two and three and four .)

If you haven’t read Descender before, it’s soft-ish medium-future SF (intelligent but not godlike AI, some kind of unexplained FTL, various alien species, a galactic scope) in which planetoid-sized robot “Harvesters” appeared mysteriously about a generation ago, killed a large proportion of the organic sentients in the galaxy, and then went away. Since then, the robots created by those sentients have mostly been hunted and destroyed, for understandable if not strictly logical reasons.

(It’s a second cousin of the Butlerian Jihad, I suppose.)

Our main characters are on the human/robot interface: one special robot boy who was in hibernation since the attacks, the man who was his human companion as a boy, the roboticist that created that robot boy. Plus, of course, a larger cast of soldiers and schemers and killers on all sides of the conflicts — what was a fairly unified, advanced multi-species civilization shattered into a dozen or more nastier shards in the aftermath of that attack.

And it’s all coming to a head now: the Harvesters may be coming back, the local robots have definitely organized and are ready for their own counter-pogrom, and more individual acts of violence are also happening quickly.

Descender is a strong, somewhat space-operatic comic, a little more conventional and action-oriented than I’d expect from Jeff Lemire — but, then again, I’ve never read his Big Two work. It shows every sign of having a real ending, and to be barreling at top speed towards that ending. It’s good stuff: if you like SF, you should check it out.

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Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #282: Multiple Warheads,Vol. 2: Ghost Town by Brandon Graham

I don’t want to call Multiple Warheads just a stoner comic — for one thing, I’m about as far from a stoner as you can get, and I like it quite a bit. But there’s a definite free-and-easy, anything-goes vibe to it that will appeal to the cannabis-inclined among us.

Brandon Graham started Multiple Warheads as a sex comic — I was surprised, several years later, when reading the first collection to find that hardcore-sex scene embedded in the middle of it — but it mutated after that first story into something less gonad-centric [1], a medium-future amble through what seems to be the radically changed former USSR, full of weird technology and various kinds of sapient creatures and lots of dodgy schemes and little-to-no effective government.

After a hiatus, Graham came back with a second cluster of Multiple Warheads stories over the past year or so, and those were collected this summer as Multiple Warheads, Vol. 2: Ghost Town . (The cover seems to make that last bit “Ghostown,” but I think that’s just Graham’s design-style, which leans heavily on punny misspellings and similar wordplay.)

Our main couple, Sexica and Nikoli, are on an extended journey: Sexica is delivering “the warhead” somewhere for a reason that I don’t think was deeply explained in the first volume and definitely isn’t here. They’re “on vacation,” as they put it — Nikoli is definitely away from his usual work, though Sexica’s stealing and sneaking is the kind of thing she can do a bit of no matter where she is.

And so she does.

She connects with some people — both bipedal, neither anything like human, which is par for the course in Multiple Warheads — who want to get into a “wizard’s lair” to retrieve something ancient and valuable. Meanwhile, Nikoli wanders around, get roped into doing some mechanic work, and has a surprising transformation near the end. The staff of the place (hotel?) where they’re staying and the intersecting dancers at a club where Sexica has a meeting with her new partners also get some featured scenes — the whole thing is loose and flowing, with an extensive cast who have complicated interrelationships.

Graham presents this all a bit sideways: he is fond of puns and wordplay, and that comes up in dialogue and the names of things (the restaurant All’s Whale That Ends Whale, one guess as to the main ingredient; a local bodega-ish place is the Manticorner) as well as in labels and other “throwaway” text. So this is a world full of wordplay, where things are named quirkily and those quirks are important.

Ghost Town is, at its core, a caper story — assemble the small team of experts, learn the secrets of what they’re trying to do, and watch them go do it — but there’s a lot of other stuff going on around that. Graham gives Multiple Warheads an everyday, lived-in feeling: his world may be a weird mix of technology and what looks like magic, and his people may look like anything and everything, but they’re all still people, trying to make it through their days and get back to the ones they care about.

Despite the big caper stuff, Ghost Town is quieter than the first volume: there’s a lot here that could potentially have been overly dramatic, but that’s not how Graham plays it.

Multiple Warheads is an intricate delight, full of tiny details and silly sidebars. Each page is a moment to be savored…though some, occasionally, almost need to be decoded. This is definitely not a comic for everyone, but its joys are real, deep, and unique.

[1] Though the sex scene is still completely in continuity, and is referenced on the first story page here — the fact that Sexica got a werewolf penis through her nefarious activity and sewed it onto her boyfriend Nikoli is central to a lot of Multiple Warheads in general and Ghost Town in particular.

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Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

REVIEW: The Faithful Spy

The Faithful Spy
By John Hendrix
Amulet Books/368 pages/$18.99

Every time you think you’re done hearing amazing stories about individual acts of courage during World War II, another one comes along. In this case, the true story of the German plot to assassinate Adolph Hitler comes in a unique graphic novel that is compelling reading for Middle and High Schoolers.

Dietrich Bonhoffer was a devout Lutheran, a member of a large German family, and destined to be a leader. He went to school, became ordained and was a theologian, teaching and preaching while the storm clouds gathered around Germany. The Nazi Party took advantage of the diaspora surrounding the citizenry, instill outrage at their economic plight and hatred towards the ones responsible for their plight – the Jews.

Bonhoffer’s story is told parallel and intermingled with the rise of Nazi power, a primer to pre-World War II history. Once it became clear that Hitler and his part wanted absolute power, resentment grew in a select few who saw through the artifice. As Chancellor Hitler changed the national dialogue and rebuilt their war machinery in direct violation of the Paris Treaty that ended World War I. A weary Europe tried to ignore them until Hitler seized absolute power in the wake of President Hindenburg’s death. Then the war drums began beating.

Hitler’s actions within Germany are carefully detailed so we see how he incrementally seized control, with events not usually included in historic works, such as Hitler altering prayer so rather than praying to God above all, it was God then Hitler. Yikes.

Concerned, Bonhoffer found himself slowly drawn into a cabal that was determined to exterminate Hitler before he could not be stopped. Yet, while Hitler blitzed his way through Europe, the conspirators proved either inept or unlucky (perhaps both). Obviously, the conspiracy failed as we know, but that makes the book no less interesting. While he was never directly involved in planting failed explosives, he was close enough to eventually be captured and imprisoned.

Even while in jail his spirits and faith rarely flagged despite missing his family and his bride. The ending is somber as Hitler failed and Bonhoffer died a prisoner.

Hendrix works in a complex style, mixing long stretches of text with illustrations and graphic storytelling elements. There are wonderful sidebars that provide context for events and personnel and much of the dialogue comes straight from Bonhoffer’s own writings, giving the work authenticity. The work is visually interesting, printed in black, magenta, and cyan tones. His style is compelling and clear, just cartoony enough to avoid looking scholarly.

The creator provides notes on sources and a limited bibliography for those interested in learning more about Bonhoffer and his colleagues. By all means, check this one out.