Tagged: fantasy

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Usagi Yojimbo, Book 8: Shades of Death by Stan Sakai

This one was a professional transition – it collects the first six issues (plus stories from issues seven and eight) of the second series of Usagi Yojimbo , from Mirage – but, within the story, there’s no indication of that. Creator Stan Sakai didn’t reboot the series, drop into long explanatory flashback stories for the relaunch, or even make much of an apparent effort to attract any new readers. Well, it was 1993, when “long-running” was a selling point for a comic, unlike today.

As it was, the Mirage series only lasted sixteen issues, and they didn’t manage to publish any collections – this eighth book, and all of the subsequent book-format Usagi materials (I think; there’s been a lot of them and I might be missing some odd item) came out from Dark Horse, which started the third Usagi series in 1996 and published 165 issues over the next twenty years.

That’s the background of Usagi Yojimbo Book 8: Shades of Death , which was originally published in 1997. The current edition, which I read digitally, is from 2010; it doesn’t say what was different but my guess is that it was mostly trade dress – there’s no sign that Sakai changed any of the stories fifteen years later.

Shades includes seven stories, all of which stand alone and don’t directly connect to each other. (When your main character is a wandering adventurer who’s solo most of the time, you can just make stories as you feel like it, and they line up just fine.) Two of them, “Shades of Green” and “Shi,” are long three-parters, sixty-some pages each. Two more – the wordless “The Lizards’ Tale” and the flashback “Battlefield” – are about the length of a single issue, in the low twenty-page range. The last three, “Jizo,” “Usagi’s Garden,” and “Autumn,” are eight-pagers that presumably were backup stories.

Three of those stories feature Usagi as a young rabbit – a kit, I suppose – learning Important Life Lessons from his sensei, Katsuichi. Usagi has never been officially a book for young readers, but it’s always been young-reader-adjacent, with any sex kept implied and the violence stylized enough to pass, and these three pieces show that side of the series strongly: as always, Usagi Yojimbo was a comic told in a register suitable for tweens.

The jump to Mirage also meant another crossover with the Teenage Mutant Ninja Turtles; Usagi had met one of them (Leo, maybe?) a few times before, but now all four of the TMNT are summoned to this cod-Edo-Japan world by the traditional old guy (who, unsubtly, Sakai draws to look just like their leader, Splinter) to battle side-by-side with Usagi and defeat the evil ninja, in the first story of the book, “Shades of Green.”

There are other evil ninja in other stories, too: that’s how cod-Edo-Japan stories work: noble samurai battle fiendish ninja, and of course prevail in the end. This isn’t “the end” – Sakai had another four thousand-plus story pages still to come (and I’m not sure that he isn’t still adding more on, even now) – but you know what I mean.

Usagi stories are dependable and fairly predictable, but, luckily, the American comics audience for the past eighty years has craved monthly doses of exactly the same thing, only with slightly different covers so they know to buy it again. So Usagi has been successful commercially, and it’s pretty successful artistically – as long as you like this sort of thing and are comfortable with the moral lessons inherent in any stories about violence experts.

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

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Sergio Aragones’ Groo: The Hogs of Horder

I sometimes look at a Groo book and think “that will be a quick read, and an easy one to write about.” And then I’m wrong on both counts. It happened with the three-book Friends and Foes  series in 22-23, and it just happened again now.

Groo looks quick and breezy, but it’s a wordy comic, and creator Sergio Aragones, for all his speed and facility, draws a lot of detail. So the pages are engaging and light and fun, but they demand more attention than you expect. And then I remember, after finishing reading, that Groo (the character) is aggressively stupid, but Groo (the comic) nearly always has a point of view or moral or life lesson it’s trying to impart, and untangling that takes effort.

The Hogs of Horder  was the new Groo series in 2009-2010; its four issues started in October of ’09 and the book came out in August of ’10. So it is absolutely the “the Groo take on the Global Financial Crisis” book, just to warn you.

Aragones (here, as usual, assisted by Mark Evanier on something vague related to scripting, Stan Sakai on letters, and Tom Luth with Michelle Madsen on colors) is not a subtle or nuanced creator. And, in Groo stories, there can be villains, but most of the problems in the world will be caused by Groo himself. So Hogs of Horder both wants to blame some general long-term economic shifts (moving production overseas to a lower-cost country, for one main example) for the woe in this world and also wants to make Groo personally responsible for the shift, because he’s an idiot who sinks ships and destroys stuff.

This means that we have a lot of panels with lots of mercantile folks – in Groo’s medieval-ish world, carriage-makers and home-builders and flask-makers and so on – gloating about getting loans from bankers to spend on making their stuff, but more importantly “high salaries for ourselves” (even though, if they are the owners, what they actually get is a return on their invested capital, and if they are not the owners, how come we never see the owners?) after Groo breaks things.

This runs round and round for a while, as Groo goes from the cheap foreign country to the US-analogue, breaking things and causing all of the business owners/leaders to go to the banks for loans to rebuild everything they’re doing and/or to set up new operations in that cheaper nation. It is all pitched in that speaking-to-children tone Groo often uses, and is about that level of sophistication; even readers who think capitalists are typically rapacious and destructive will find this version really overly simplified and silly.

But “silly” is the point of Groo. He breaks everything, and it is funny, and then he walks away to break something else somewhere else. Oh, and there are jokes about mendicants and cheese dip along the way. If you want a Groo story, this is one. I haven’t yet figured out a good reason to recommend any one Groo story above any other one, so just pick the Groo thing closest to your hand at the time, if you want to read one. That’s basically what I did. Maybe I’ll take a longer break before doing so again, this time.

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

Wednesday Comics edited by Mark Chiarello

As I write this, the reruns of Richard Thompson’s great Cul de Sac daily comic on GoComics have hit the summer camp sequence of 2010, introducing Andre Chang , a boy who wants to draw comics and is bigger and louder – especially in his comics – than anyone else.

Andre is lovable and amusing, because he’s a child with a child’s enthusiasms, and we assume he will grow out of it, at least somewhat, and temper that enthusiasm with other qualities.

A project from DC from the prior year, Wednesday Comics , belies that hope.

It was a bold, interesting experiment: to turn out standard DC comics (their usual characters, their usual stories, in-continuity as far as I can tell) in a Sunday-newspaper broadsheet format. Editor Mark Chiarello’s introduction to this oversized single-volume collection – they were originally printed in newspaper-size pamphlets and distributed weekly, because everything in superhero comics must be printed in a pamphlet and distributed weekly – sidestepped the fact that Sunday comics still existed at that point, and resolutely ignored the existence of humorous newspaper strips, which most of us realize has been the majority of the form for their entire history. This was one of the first worrying points: DC has a long history of humor itself, and it wouldn’t have been impossible for some alternate-world version of Wednesday Comics to have an Inferior Five strip, or even, if I’m shooting for the moon, Bob Hope. (When I first got this book, I had an alternate-world hope for a mash-up style book, from some elseworlds DC with more of a sense of humor: maybe Teen Titans in a Peanuts style, or Krypto as Marmaduke or Green Arrow and Black Canary in Blondie situations. That’s not something this world’s DC would ever do, of course. Pity: that would be a fun book, and different from anything else on the shelves…though, again, the Big Two never do anything deliberately different these days.)

Unfortunately, the most important thing about modern superhero comics – more than the costumes, more than the secret identities, more than the endless “who would win” arguments, more than the catchphrases and shocking reverses and Never Agains – is that you must take them seriously at all times. Superhero comics are serious and deep and important, telling stories about guys in funny costumes punching each other imbued with the power of ancient myth, and anyone who doesn’t accept this basic, fundamental truth will be wished into the cornfield.

So Wednesday Comics could never have been a project full of the influence of the actually most popular Sunday comics, now or ever. You’ll look in vain for anything influenced by Krazy Kat here, or Bringing Up Father, or Peanuts, or Far Side, or Calvin and Hobbes – not even a Luann or Bloom County. The model for “Sunday comics” here is a very vaguely remembered Hal Foster Prince Valiant, described as if there were an era when the Sunday color insert was entirely made up of full-page adventure stories in that mode.

These are all Andre Chang comics: as big as possible, loud and flashy most of the time, modern in the most trivial ways while mostly looking backwards to a cleaned-up dream of the Silver Age. There are fifteen full stories here (plus two single-page try-outs), each one twelve big pages long. Assuming each page is roughly the size of two normal comics pages, that’s essentially a single issue of story for each one of them – call it a fill-in issue, in a different, hopefully exciting format.

Some of the artists engage with the larger page – Ben Caldwell’s Wonder Woman story in particular has detailed, interesting layouts that run all over the page, though unfortunately I found that one confusing and cramped, with too many tiny boxes that didn’t flow as I hoped. Some artists, on the other hand, just seem to have their normal work blown up to the larger size, as Joe Kubert’s (impeccably drawn, I’ll admit) Sgt. Rock story, which adds bands at the bottom and top of each page to fill it out.

I’ll be frank: there’s not a single story here I’d pick out as exemplary in a good way. I like Kyle Baker’s work a lot; here he gives us a muddy, dull Hawkman stopping aliens from hijacking airplanes (?!) and then fighting dinosaurs with Aquaman – that perhaps shows the Andre Chang-ness of it best; it’s all boys playing with whatever toys they grab out of the box, making them fight.

OK. Other possible highlights include a really awesome-looking Deadman story by Dave Bullock and Vinton Heuck, Paul Pope’s mildly self-pitying and convoluted Adam Strange story, and a mostly sunny and silly Supergirl story from Jimmy Palmiotti and Amanda Conner. There are also stories where the art is fun and lively, making good use of the large canvas, to tell cliched and standard stories, such as Mike Allred on Metamorpho, Joe Quiňones on Green Lantern, José Luis Garcia-López on Metal Men, and somewhat (I don’t love the art-style, but it’s different and inventive and striking) Sean Galloway on Teen Titans. In pretty much all of those cases, the story is bland yardgoods – there’s even a “new villain hates the heroes for histrionic unspecified ‘they’re the real bad guys’ reasons,” as required for any project like this – but the art redeems it somewhat.

No story in here will surprise you, or make you laugh, or make you think. At best, you will be reminded that you think a particular character is Wicked Kewl and want to read more stories about that character punching bad guys – which, of course, is what DC wanted out of the project in the first place. So, if that happens, this book has been successful in its aim.

The book is also physically large, obviously, and a bit unwieldy to read and store. So keep that in mind if you decide to check it out. I personally got a copy from my local library, which turned out to be a great choice: I don’t need to keep the thing, and trying to manhandle it into position to read will soon be just a vague memory. Wednesday Comics is more interesting as a concept than as an object in the physical world: it is ungainly, tries too hard, trips over itself, and wears out its welcome much sooner than you expect.

Wait: maybe it is essentially Marmaduke, after all.

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

Night Drive by Richard Sala

This was Richard Sala’s first book; this edition is (at least for the moment) Richard Sala’s last book.

Sala died in mid-2020, alone at home, of what turned out to be a heart attack. He didn’t die of COVID, but I have to believe he’s one of the many, many people who would have had a much better chance of surviving that horrible year – getting better health care, being seen by more people who could notice something was wrong, etc. – if it hadn’t happened. But that’s the deal with the past: it’s already happened, its horrors and unfairnesses already baked in. And that’s a pretty solidly Richard Sala thought, frankly.

The original Night Drive was self-published by Sala in 1984, a 32-page comic in 500 signed copies. It got appreciative reviews, sold a decent number of those copies, and was useful for Sala to open doors to get illustration work – and then the long last story, “Invisible Hands,” was picked up by MTV’s Liquid Television, which gave Sala another paying gig to help get his career started.

This expanded edition of Night Drive  came out this May, just about doubling the size of the original and turning it into a small hardcover book. It includes a foreword remembering Sala by his friend and fellow comics writer Dana Marie Andra, an interview section with answers from Sala about this book over the span of several decades, and a number of stories and illustrations from the same era – some almost made it into Night Drive, some were for the potential follow-up that was shelved when his work on Liquid Television and illustration jobs got too busy.

The art is both deeply Sala – scratchy, black-and-white, with scrawled lettering and quirky misshapen faces – and deeply 1980s, full of design-y borders and title panels. His work got somewhat easier to visually “read” later, when he moved into working most commonly in watercolors, but this is Sala at his darkest and most cryptic, all of his old horror-movie and noir influences coming out in a flood of tropes and dialogue and ideas. The pieces here are more vignettes than stories, as if Sala was trying to get down all of his inspiration and his ideas his way as fast as he could. He got clearer than this, he told more complete and satisfying stories than this – he definitely got better at his craft and I think moved closer to doing exactly what he wanted to do – but this package is full of pure unfiltered Richard Sala, early in his development and heady with the possibilities of comics.

“Invisible Hands” is still the standout here – long enough to give Sala room to maneuver, full of fiendish plots and mysterious characters, shocking reverses and new complications, quirky and entirely Sala but close enough to a normal narrative for the parallax to be deeply satisfying. But the whole package is fun, a deep dive into the beginnings of a unique artist and the style of a very distinctive, and now long-gone era.

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

Usagi Yojimbo, Book 7: Gen’s Story by Stan Sakai

This one collects seven more issues of the early Usagi Yojimbo comic, plus a story from Critters, though the dates in the book are a little confusing. The book itself claims a first edition in September 1991, but says the stories included are copyright no earlier than 1992. Now, Stan Sakai is a fantastic creator, but I do think he’s bound by linear time, so issues 32-38 of Usagi, which were published from February 1992 through March of 1993, could not be collected in late 1991. Given that it has a 1996 Sergio Aragones introduction, and the second edition is said to be December 1997…I’m wondering if that first edition is a typo or just a mistake inserted onto the copyright page so long ago everyone has forgotten about it.

This book is also the end of the initial Fantagraphics run of Usagi. A second edition started up – checks notes – what looks like the very same month from Mirage . That one only lasted sixteen issues, but then Dark Horse picked it up and ran for another twenty-plus years for over a hundred and fifty issues.

So I’ll look to see if the beginning of the eighth volume seems to be more of an attempt to onboard new readers; this seventh volume, Gen’s Story , is much like the books immediately preceding it. There’s one long story that gives the book its title, this time featuring the return of the irascible rhino bounty hunter Gen, and featuring some historical backstory for him, alongside a cluster of shorter, relatively standalone stories.

We meet a female thief, Kitsune, who may be a love interest for Usagi, and then she returns in a later story. We’ve got a ghost story, in which Usagi is able to lay the spirit of a general he served under. We’ve got two shorter stories, one mostly humorous about young Usagi with his sensei and one where he’s narrating an encounter with an evil witch-like character to Noriyuki, the young panda lord who has showed up in this series a few times. And there’s “The Last Ino Story,” in which Gen and Usagi find that blind swordspig and nurse him back to health, learning what’s happened to him after their last meeting. (With about a hundred and eighty issues of later Usagi, I’m vaguely dubious anything of this era is “the last” anything, but it’s possible he never shows up again.)

As always, Usagi is upstanding and righteous, closely following the code of bushido and not particularly suffering because of it – this is a lightly moralistic series for younger readers, so the character with the rigid moral framework will be correct in every situation and events will arrange themselves so that he succeeds in his endeavors. Gen in particular exists to show an alternative to Usagi – not quite villainous, but clearly Not Right, like a young man bandying a girl’s name in a Wodehouse novel. The fact that this entire social setup was exploitative and corrupt, enabling a vicious caste of violence experts who were able to terrorize peasants basically at will…well, that’s just the way of the samurai, isn’t it?

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

Santos Sisters, Vol. 1 by Greg and Fake

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The single-name thing seems to have leapt from Eurocomics and landed on North American shores – well, we’ve always had it in other fields, like music (Cher! Madonna!), but comics-makers are embracing it as well. I may be concerned that our Strategic Name Reserve is in danger of being depleted – there aren’t that many regular forenames, though if we allow variants and standard nouns, we’re in much better shape – but I am still not, despite all my demands, the High Lord of All English Usage, so all I can do is Canute it up here.

I don’t know what arbitration mechanism is available if there’s, say, a Belgian who goes by “Greg” and a North American who does the same – it seems like the kind of thing that could easily happen – but, again, I have not been granted the awesome power I keep asking for, so I guess it’s not my problem.

In any case, Belgians, the name Greg has officially been claimed (by a guy from Chicago, as I understand it), so you snoozed and I suppose you lost. The name Fake has also been claimed (by a guy from Manzanillo, Mexico), but that’s probably less in-demand. And they have teamed up, like Hawk and Animal of the Legion of Doom, over the past few years to make a comic called Santos Sisters.

The first collection of that comic was published a couple of months ago, under the fairly obvious title Santos Sisters, Vol. 1 . From online descriptions – not the book itself – I learn that Fake is the writer and Greg is the artist. The book collects the first five issues of the series, plus a few odds and ends, though not the covers of those five issues, which seems like an odd and unusual choice. The back cover also gives, for what might be the first time: their fabulous superhero origin. (They found medallions on the beach that granted them superpowers from a goddess, Madame Sosostris.)

Santos Sisters is basically a mash-up of vaguely ’90s superhero elements – more early-Image than anything else, big bulky guns and all – with Archie-style storytelling, all in a mildly mocking tone that regularly spells things incorrectly in dialogue, I think deliberately. Alana and Ambar are sisters – we can call their last name Santos, but that’s probably not right – who are probably in their early 20s, since they seem to live in an apartment, but they get up to Archie-ish teen hijinks with boyfriends and dates.

Alana is the serious one, Betty-coded, with lighter skin, smaller breasts and the blue outfit. Ambar is the party girl in red, Veronica-coded and always ready for action of whatever type. They fight crime in the Southern California city of Las Brisas, the kind of place that has a vibrant downtown and a beach and is close enough to ski slopes for a day trip – a location designed for comics stories.

Their stories are short, in that Archie style. Sometimes about battling some supervillain threatening Las Brisas, but as often watching “Boozy Bees” on TV, or squabbling about dating two guys at once, or going camping in the mountains, or aiding Don Quixote (?!) who has randomly arrived in town (??!?). The word “random” is appropos much of the time, as are “quirky” and “slightly silly.” Again, it’s all starting from the premise “what if these Archie-style girls were Image-esque superheroines?”

Their powers are not deeply defined: they have costumes, of course, which manifest when they call on the goddess. They’re probably resistant to harm, since that’s pretty standard, and they do seem to glow when in costume. They definitely fly, and manifest big guns (most of the time) or big swords (once in a while, I suppose for a change of pace) with which to battle their enemies. But it’s not like Alana channels the power of ice and Ambar fire, or one of them turns into an armadillo and the other an ocelot, or their necklaces generate pulsing colorful forcefields in the shape of household objects, or anything like that. They just chase bad guys, squabble among themselves, and shoot their guns to mow down the henchmen. (Major villains get fisticuffs, or talked down, or some other less-lethal activity, so they can return in later stories.)

It’s a fun premise, and hasn’t worn out its welcome yet. It probably will, since it’s not a hugely durable or extensible premise, but a hundred and fifty pages doesn’t get us there. Greg draws it all in that Archie look, and is good at both the heavy-lidded women and the dim-bulb men. Fake’s stories are varied and goofy in interesting ways – there are twenty-two different stories here, and none of them are repetitive or rely on the same ideas. Again, I’m sure that will come: the premise isn’t that deep. But I’d expect probably another book this size of similar stories, then maybe one big all-the-villains-team-up epic, before it hits the wall of ennui.

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

William of Newbury by Michael Avon Oeming

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The publisher calls this book “Hellboy meets Redwall,” which hits the major touchpoints, as far as that goes. Yes, fighting supernatural monsters. Yes, medieval times. Yes, anthropomorphic characters. But it’s much more authentically medieval than a reader would expect, in quirky and unusual ways, much more inspired and growing out of actual research than it is a story stuck into that world for vague coolness reasons.

First and most important is that William of Newburgh – “Newbury” is a variation creator Michael Avon Oeming decided to use here – is an actual 12th century monk, and this collection of ghost-fighting stories about a raccoon and his rabbit brother is actually based on the writings of the real person.

Now, Oeming clearly fictionalized some things to turn the historical record The History of English Affairs – an actual book written by the real William covering the period known as The Anarchy when King Stephen and Empress Matilda battled for control of the country (and Normandy) after the unexpected death of Henry I and his heir – into William of Newbury , the collection of the first four comic-book issues of the anthropomorphic William’s adventures. But the bones of the story seem to be much closer to the original than I would have expected.

(For one change, I’m pretty sure the historical human William didn’t have a semi-reformed thief sidekick, Winnie, whom he was teaching to read.)

The four issues tell a continuous story, but each issue is basically one event – each works as an individual issue or story. There’s an encounter with the supernatural each time, plus complications and larger issues.

The supernatural elements are explicitly based in the medieval worldview. The dead do rise, because they are tormented by devils of Satan. The land of faerie exists, and is made up of fiends who want to torment and tempt Christians. 

William, despite the Hellboy comparison and Oeming’s moody Mignola-esque art, is not going to punch any of these creatures. He is going to talk at them, to call on the angels and saints, to use the power of God to force the devils and faeries to leave and the dead to lie still. He has a staff with a cross on it, which he brandishes at the arisen dead – who are nasty and violent and murderous and tossing hellfire at times, too – but what will stop them is not anything violent, but the power of God, possibly channeled or empowered by William’s faith.

(It does work consistently, as we see. Punching would not. This is not a world in which punching evil has any effect.)

The other major theological point, which is an important undertone throughout and becomes central in the fourth issue, is that William and his brother Edward were almost kidnapped by the faeries as children, and that means their souls were stolen and they are doomed to oblivion after death. (Not even hell, as they understand it: their souls are gone, so they will just die.) There’s a hint at the end that this may not be entirely true, and it may be theologically suspect as well – can an immortal soul be stolen? do these pagan spirits have the power to destroy something made by God? – but that, as they say, is probably for the next volume of William of Newbury stories.

William himself is a fascinating, quirky character: devout, scholarly but muscular in his faith, devoted to doing good as he sees it and using his abilities to help those around him. But also scattered and often cheated in everyday things, not necessarily that good at the rough-and-tumble of life – which is understandable for a monk. I think there will be more of these stories, and I hope so: I don’t know how much more of William’s writings Oeming still has to work from, but there’s enough material here for at least another couple of stories of this length.

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

An Embarrassment of Witches by Sophie Goldstein and Jenn Jordan

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This is not a sequel to Darwin Carmichael Is Going to Hell . It is, though, the only other project I know of by the team behind that webcomic, and it’s set in a world very similar to Darwin Carmichael‘s. It may even be the same world, though not necessarily so.

Darwin Carmichael ran from 2009 through 2013 and then was collected into a book. Sophie Goldstein drew about 90% of it and co-wrote it all, as far as I can tell, and Jenn Jordan drew a few bits and did the other half of the writing.

An Embarrassment of Witches  was a 2020 original graphic novel. This time out, it looks like Goldstein (the professional comics-maker and teacher) did all of the art, but the book is still vague about their roles, so I continue to assume they write it together, in whatever way. (Probably not Marvel Method. My guess would be some variety of co-plotting, with Goldstein maybe doing page breakdowns and then coming back together for dialogue.)

Darwin was set in a modern NYC where everything in myth was true – there were minotaurs on the subway and stoner angels were important to the plot. In Witches, we only see humans, but it’s a world with industrialized, systematized magic – our milieu is the academic world around magic, focused on two young women and their post-graduate lives.

As required in a story about two people, they’re quite different: Rory is impulsive, unsure, flitting from one idea to the next. Angela is driven, focused, serious. And the story is thus mostly about Rory, since she’s more interesting and active.

They’ve both just graduated. Angela is about to start an internship with Rory’s Type A mother, Dr. Audrey Rosenberg. Rory is heading off to work at a dragon sanctuary in Australia with her boyfriend Holden…who, just before getting on the plane, tells her that he wants to open up their relationship to other people. (We get the sense that this sort of thing happens to Rory all the time – she misreads signals, dives into everything headfirst, and gets hurt all the time by everything before bouncing off into something totally different after a big emotional scene.)

So Rory impulsively doesn’t go to Australia, begs Angela to let her stay in the walk-in closet of their apartment – they’ve sublet her room to a guy named Guy for the summer – sells off most of her stuff, and then falls for Guy and decides to follow him into his new Interdisciplinary Magick program. (Every time Rory does something, you can assume the word “impulsively” is there. The narrative doesn’t say she always does this about a boy, but the two cases we see here both fit that pattern.)

Meanwhile, Angela, in a somewhat more low-key manner, is one of six interns working for Dr. Rosenberg (Rory’s mother, again), who is demanding and exacting and apparently has not one iota of human feeling for her employees or family.

They both crash, of course. Angela because she’s been doing the boiling-frog thing, with pressure building up bit by bit probably since she was five, and she just cracks. Rory because that’s what she always does: throws herself into something but only half-asses it, misunderstands other people and doesn’t say what she wants or needs, and then collapses into an emotional wreck when it inevitably breaks apart. 

They yell at each other, they break their friendship…but only briefly, because it’s that kind of story. They also have familiars – I think everyone in this world does, but the familiars are pretty independent and seem to wander off for weeks at a time – who kibitz on their relationship, squabble with each other, and help to mend everything in the end.

It’s a story I’ve seen many times before – you probably have, too. One part quarter-life crisis, one part best friends assuming too much of their relationship. Goldstein and Jordan tell it well, and their quirky, specific world adds a lot of depth and intertest to what could otherwise be a pretty general and bland story. Rory would be deeply annoying in most stories; she’s the kind of person who goes out of her way to step on every damn rake on the ground, over and over again.

In the end, they both move on to things that we think are good for them – at least, we hope so, and it is the end, so we’ll give them the benefit of the doubt. It’s a solid ending, open and forward-looking. I don’t know if we’ll get another story by Goldstein and Jordan set in a world of industrialized magic, but…if we got two, surely there’s no reason there couldn’t be three?

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

Norse Mythology, Vol. 1 by Neil Gaiman, P. Craig Russell, & various artists

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Comics artists of a certain age always want to draw Loki in a helmet with big twisty ram’s horns. I know why, they know why – we all know why. But reminding readers of bombastic comics for kids, hacked out monthly and printed on the cheapest paper available, might not be the mental connection you want to make in your classy hardcover collection of retold myths. I’m just saying.

Norse Mythology, Volume 1  is the latest in the long line of floppies and sturdier-formatted objects intending to, as far as I can tell, create sequential pictures for every last word Neil Gaiman has ever written in his long career. (Look out for Duran Duran by Neil Gaiman: The Graphic Novel!)

As is usual for this project, Gaiman wrote the original thing (in this case, the 2017 book Norse Mythology , a novel-shaped retelling of what bits of Norse mythology survived Christianity, which ain’t much) and is not credited with anything at all related to this book. P. Craig Russell adapted the original thing into comics, and drew some of it – here the first two (of seven) sections. And various other people – Jill Thompson, Mike Mignola, David Rubín, Jerry Ordway, Piotr Kowalski – drew the other bits, sometimes coloring it themselves and sometimes letting others (mostly Lovern Kindzierski) do the colors.

The stories were originally published in twelve floppy issues, with multiple covers because it’s the modern world and we can’t have anything nice anymore, and then those were collected into three hardcovers. I’ll let you figure out which of the two this one was.

(So it’s exactly the same model as The Graveyard Book , for those still confused.)

Using multiple artists works a bit better here than in Graveyard, which was basically one story – this is more miscellaneous to begin with, since the stories are only vaguely in chronological order for the usual mythological reasons. And the styles work well together – they’re individual, but all are working here mostly in an adventure-comics look with quite a lot of Stan-and-Jack in its DNA.

As usual with Russell’s adaptations, it’s very faithful, with lots of captions to use as much of the original prose as possible. As always, I find that is just fine, and probably what the paying audience wants, but it makes the whole thing just slightly plodding and obvious.

But, let me be honest: you get this book because you want more Neil Gaiman stuff, and you want it to be as Neil Gaiman-y as possible. You probably already read the underlying book, and want something as much like “exactly that, but with pictures of Loki in a helmet with big twisty ram’s horns” as possible. This book delivers on that promise.

(Note: I read this book on December 15, and wrote this post on December 21. It is entirely possible that you do not want any more Neil Gaiman stuff ever again in your life. That’s entirely valid, too.)

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

The Unlikely Story of Felix and Macabber by Juni Ba and Hassan Otsmane-Elhaou

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Knowing what needs to be said in a story, and what can just be implied, is always tricky. We can all think of works that fail in both directions – overexplaining, or leaving things too murky.

I think The Unlikely Story of Felix and Macabber  doesn’t quite explain all of the things it should have – but it’s close, and some readers might find the way it implies its world is just fine. So let me just note that, and note that this is writer Hassan Otsmane-Elhaou’s first graphic novel, and point out that traditionally ties go to the runner.

I have no quibbles about the art by Juni Ba, which is detailed in quirky, grotesque ways that fits this world perfectly. Also, I should say that the lettering is by Otsamane-Elhaou – the sound effects are particularly fun, and he makes the captions and dialogue slightly italic to give the book a distinctive look, too.

I don’t know if this book is specifically for younger readers, but it has a vibe that upper-elementary-school kids will probably enjoy, and the professional-wrestling influences also tend to make the violence stylized and bloodless in ways that are young-reader-friendly.

We’re in a world of monsters – think Monsters, Inc., where everyone is a slightly different kind of creature, and you’ll be close – where strength and fighting ability seem to be prized above all other traits. (Or, at least, this story deals with that side of this world.) A young, small monster named Felix is timid, bullied by a gang of other monsters from his school. They dare him to ring a random doorbell; he does. A craggy old monster answers the door, and seems to want to talk to this random small interloper for reasons that are never clear. He grabs at Felix, who runs away immediately, and loses his backpack to the old guy.

This is all heavily narrated, mostly in ways that tell us things we can already see on-panel rather than adding detail to the world – it’s a very story-book voice, as if telling the story many years later.

Anyway, Felix is bullied at school and browbeaten by his parents and denigrated by his teachers: he’s the usual mousy little guy who needs to learn to stick up for himself. In trying to get his backpack back, he accidentally stows away in the old guy’s car – I suppose I should make it clear that the old guy is Macabber, the other half of the title – as he goes back to the town of his birth.

Macabber is the former World Champion of Monstering, hugely dominant in his era. Monstering is basically pro wrestling, only in a society of monsters where everyone has completely different bodies from each other. He left this town to go off for the big fights, leaving his former best friend behind. He never returned – until now, of course – in however many years it’s been.

The town is a dump now, which everyone living there blames Macabber for. There’s no reason for this I can figure out: it’s a weird mix of “you’re supposed to support the old neighborhood” and “you left us behind.” And everyone is much more likely to resolve interpersonal conflicts by punching rather than talking about things, which may be one reason why we don’t get any clear, or convincing, explanations.

Anyway, the local hooligans – little guys in knight’s armor – find and harass and then recruit Felix, again for murky reasons. Macabber meets his once-best friend, sort-of apologizes for having a successful career elsewhere, and feels guilty. We get a lot of flashbacks to Macabber’s fighting career, which was zippy and action-packed.

That portion of the story doesn’t exactly resolve, but we flash forward suddenly, to see that Felix also goes into Monstering, and is even better at it than Macabber was – we get a few of his fights, too – but we mostly see him at the end of his career, rich and successful and done with it all.

Felix does not seem to have run away from any towns, or beaten up any of his best friends to do so, or run his career in any ways that would make us dislike him. But he has the same sad attitude at the end of his career Macabber did – not sad because it’s over, not sad because he stomped over people to get there, but just generally sad because he’s not sure if he’s a good or bad person, I guess.

I want to say that the lesson Unlikely Story is trying to make – or the lesson it comes closest to making – is that fighting people for a living is a bad idea; that violence is never the answer, little trooper. But it’s so clearly a book about how Monstering is fun and exciting and awesome that doesn’t really seem to fit.

So I’m puzzled by Unlikely Story. It seems to want to give me a Lesson About Life, but its two characters are not parallel in any ways that reinforce the Lesson it seems to want to push. What they have in common, at the end of their careers, is a habit of speaking in vague circumlocutions – this may be more Otsmane-Elhaou’s writing style – and a sense that they are sad because it’s all over and they’re no longer Monstering Champion of the World anymore, which, um, yeah, would be sad, wouldn’t it?

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