I'm curious about this one. That and I have enjoyed several of American Gothic Press' releases this year. Check out the synopsis and preview below. [su_quote url="https://imagecomics.com/comics/releases/seven-to-eternity-1"]Doris Greene is a suburban housewife with a weight problem. When she discovers that her husband is having an affair, she desperately books an appointment for a mysterious operation in the hopes that it will make her thin once and for all. But the method proves to be an actual nightmare, and when she wakes up in the middle of the operation, Doris must fight for her life.[/su_quote]
That Friday Night Thing
Perhaps your Friday isn't going according to plan. Maybe you've run into assholes in the real world or the digital world, and you find yourself looking for either an escape or just something good in the world. I don't know if I can offer you anything good in the world since I would have to get deeply personal, and I'm not going to do that. That would be weirdish. I can offer you the following hilarious photograph of one of the biggest names in comic books.
Image Source
That's right... there was a time, possibly recently, that Rob Liefeld woke up in his shorts and took a picture and drew on his iPad (the one with the broken screen most likely) and then posted it on the internet. Several things stood out to me about this pictures.
- The wood molding in Rob's house is really nice.
- So is his wood floor.
- So is his kitchen.
- But not his microwave.
- He draws the same nose on everyone, his nose. Just look at it. He's illustrated that thing a hundred times.
- He needs new shorts and possibly a shirt.
- Definitely a shirt.
- Rob Liefeld only illustrates what he can see in pictures. He doesn't illustrate feet because he doesn't take pictures of his feet. Which means no pictures of Rob Liefeld's feet exist.
- One picture of Rob Liefeld's feet does exist.
More than likely I'm the only one amused by any of this, but it's Friday night. My night hasn't gone how I thought it would and for some reason searching the internet for a photo of Rob Liefeld's feet made my night. They do exist, even if they're dad shoes.
Preview: Chavo Guerrero's Warriors Creed #4
I actually just found out about this book the other day. It seemed interesting, especially with Lion Forge branching out with the stories and creators they're working with. Check out the preview and release info below.
JUL161738
In the heart of an ancient temple, overmatched by crazed cultists out for blood, Chavo is on the ropes in a bruising fight for his family. If only he had some help from the greatest tag team Mexico has ever seen. The legendary pro wrestler's comic book adventure concludes in this devastating battle royale!
Laramie Martinez Interviews The Creative Team Behind BOOM!'s "Toil and Trouble"
On September 14th, BOOM! Studios will be releasing a hardcover edition of Toil and Trouble, one of the best mini-series of 2015-2016. Writer Mairghread Scott and artists Kelly and Nichole Matthews were kind enough to let me pick their brains. Check out the interview below. LARAMIE MARTINEZ: Mairghread, the Witches are clearly the main focus of the series, but I noticed you also spend a considerable amount of time on Lady Macbeth and how the loss of her son shaped her perspective. Since there is some debate as to whether or not the play’s version of the character ever had a child, did you deliberately make a choice to have the loss of her child be crucial to the story? Or did you feel like you were expanding what was already in the source material?
MAIRGHREAD SCOTT: I think this is the perfect example of why I wrote Toil and Trouble. The Macbeths have no children in the play Macbeth, but a single line from Lady Macbeth clearly indicates she had one at one point (she mentions nursing a child, which would have been an extremely unlikely thing to do without having given birth). What happened to that child is never stated; its name, its life, how the Macbeths feel about it, none of these facts are said. But the fact that there was a child (who most probably died) changed everything for me.
Now this power-hungry, throat-cutting, “take what you want and screw everyone else” character was a woman who knew first-hand how easy it is for life to rob you blind. Her loss was not sentimental or maudlin; it was vicious, and she used it to justify vicious things.
It’s the exploration of these small details, the “why” behind the “what,” that is at the heart of Toil and Trouble. The witches, the Macbeths, everyone in our story is fighting to overcome things that happened years or even centuries ago. The ones that can do that rise, but the people that can’t become a threat to everyone around them.
LM: Mairghread, you’re an animation writer by trade, do you find a lot of crossover between writing animation scripts and comic scripts? What are some of the differences?
MS: I do find a lot of crossover between the animation I write and comics. Animation, in particular, is a very visually-oriented medium. Otherwise, why bother to pay to animate it? So you learn as an animation writer to focus on what we’re actually seeing and to break up your dialogue with fighting, movement, and impressive visuals that also push your story forward.
The difference between the two is pacing. While animation is about moving images, comics are about still images that suggest movement. They’re the haiku of animation writing. And there’s a big difference between writing a two-page fight in an animation script and distilling a two-page fight down to six or seven images.
Thankfully, Toil and Trouble has an impressive art team like Kelly and Nichole Matthews to work with, though. In animation and in comics, no one actually gets to see very much of my work. It’s in the hands of fantastic artists like the Matthews sisters to turn my hyper-technical descriptions into something you’ll actually want to look at.
LM: Each of the witches feels very distinct in both personality and design. In the story, they also seem to function more like goddesses or the classical Fates. Mairghread, did you have a different mythological inspiration for each character? Or are they more of a hodgepodge from the different sea, air, and land figures from various cultures?
MS: I tried to draw on a lot of Celtic mythology and history to build each of the three witches. Design-wise, each one is tied to a different element/realm with Smertae being Water, Riata as Air, and Cait as Earth. (As a side note, ancient Celts were way more into the number 3 than 4 so fire as an “element” wasn’t nearly as important to them as it was in other faiths.)
The idea behind our witches is that each was made a sort of Fate-like demigod after sacrificing their lives for their communities. So they all reflect the history and culture of Scotland, but at different times. From Cait, whose people were suffering the effects of the last Ice Age, to Riata’s war against the advancing Roman army, you see really different cultures that still spring from the same physical area. And since none of them are from their “current” time, it makes all the witches strangers in their own homeland. It’s a major source of conflict in our book.
LM: There are a lot of people of color included in this telling of Macbeth. There is even a study question in the back of the hardcover edition devoted to their depiction in the book. Is their inclusion a comment on the current lack of diversity in comics or was it more of an exercise in rethinking how cultures interacted during the 11th century?
MS: The inclusion of people of color in our book was nothing more than our attempt to accurately portray the history of the time. And the study question is to point out one very stark fact: much of what you think the past was like—the day-to-day—is nonsense. It’s a trap I almost fell into when I first started researching this book. Fortunately, resources like the Tumblr MedievalPOC and more recent historical investigations drove me to question what I actually knew versus what I just assumed I knew, and I dug deeper into my research for Toil and Trouble. Here are some highlights from what I found:
The 11th century had extensive coastal training throughout Europe, the Mediterranean, and Africa. Since most of Scotland’s population (and most of this book) lives on or near the coast, you’d expect to see more diversity to reflect that. The famed Roman 9th Legion that “vanished” in Scotland (i.e. whose last documented point of agreed upon existence was in Scotland) came from Spain, which had extensive economic and social ties with Morocco, and stayed there for years. Since soldiers stationed any place that long tend to intermingle with the local population, you’d expect more ancestral diversity as well. Retesting has shown many Vikings were women, so the Norwegian Navy got a gender boost (and probably should have gotten more of one) in our initial battles. The evidence goes on and on.
Of course, I’m a writer, not a historian, but I’m not interested in pushing “political correctness”; I’m interested in pushing factual correctness. And I’d rather we went too far on the side of challenging bad historical stereotypes (like, everyone in pre-industrialized Scotland was white and had always been white) than to stay safely in their borders.
Preview of Toil and Trouble Hardcover
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LM: Kelly and Nichole, on your website it says that you’re both self-taught. Who are some of your influences and how did you get into comics?
KELLY & NICHOLE MATTHEWS: We’ve been inspired by so many things! Arthur Rackham, JH Williams III, comics like ElfQuest and Sandman, and anime (anything by Studio Ghibli and Matoko Shinkai are highly recommended!). The fantastical, unconventional storytelling and panel design we found in those really spoke to us and showed us that comics could be more than just a four-panel layout in the Sunday Comics.
As for how we got into this line of work, creating comics was something we have done in our spare time for years since we were younger. It was mostly fan comics (which we still do), but it helped us keep improving.
In the professional sense, we haven’t been here all that long. A few years ago we did a cover for BOOM!’s The Bravest Warriors comic, and that was actually the only “pro” thing we did for a long time, not counting the occasional anthology we’d participate in. It was only two years ago that it really took off—we signed on with Slipshine, then Filthy Figments, and about a year after that that we were signed for Toil and Trouble. We’ve been very fortunate that the work has been very constant since, and there are always new projects coming up as soon as old ones are ending. We’re very excited to see where we will be in the future.
While not unheard of, artists who work as a unit are a rarity in comics. How do you two divide the work? What’s your process?
K&NM: We try to divide things up fairly so that neither of us is shouldering the bulk of the work. We both tackle the thumbnails together; one of us will take the first pass, then the other will go over them and check for pacing, dynamics, etc. Kelly pencils, inks, and letters everything, and Nichole flats, colors, and adds any final touches or edits that’s needed, like special effects.
LM: Follow up question. Did your styles develop alongside each other? Or were each of you doing your own thing and then decided to come together?
K&NM: We knew very early on that drawing comics was something we wanted to do for a living. It was around the 4th grade, I think, that we decided the best way would be to draw comics together (thereby doubling our output). At that point, Kelly was better at drawing then Nichole was, and Nichole liked painting her pieces more, so we naturally just fell into the pattern that we still follow now, where Kelly would draw everything and Nichole would color it.
LM: I read that a friend of Mairghread’s named Sarah Stone originally designed the witches. Kelly and Nichole, what was it like making the transition from the original designs to the page?
K&NM: Sarah is an amazing character designer, and it wasn’t hard at all to transform her designs into our own style. There was not a lot of editing we had to do to make them easier to draw.
LM: Whose idea was it to include the Where’s Waldo tribute? Are there any other Easter eggs readers should look out for?
K&NM: When we got to the big fight scene, I don’t think Mairghread or [our Editor] Whitney [Leopard] were actually expecting us to put in as much detail as we did! We drew quite a few Easter Eggs that got taken out (understandably) so that BOOM! wouldn’t get in trouble, but you can still find Obi-Wan, Ranma, Vikings, Conan the Barbarian, Link, and some recolored Marvel and LoTR cameos that snuck under the radar.
LM: Do any of you have anything new coming up that we should look out for?
MS: Yes. I’ve recently launched the ongoing series Transformers: Till All Are One with IDW. It’s a bit more tech heavy than magic heavy, but if you liked the tension and political maneuvering in Toil and Trouble, you should definitely check it out.
K&NM: We’re very excited to have so many comics coming out soon! Breaker is a supernatural werewolf mystery we worked on with Mariah Huehner that will come out on Stela (the mobile comics app) soon. We have a piece in the Jim Henson’s Labyrinth Artist Tribute book and another secret project we’re working on with BOOM!. Last but not least, we’re drawing a comic with Audrey Redpath for Hiveworks called Symbol, about a young hero taking up their late mentor’s cowl and another for Hiveworks’ sister site, Mary’s Monster, called Maskless, about a group of aspiring supers determined to join the League of Heroes (even though they’re really bad at it).
DC/Marvel Formal Wear Available for Pre-Order
If you recall a month ago on the CBMFP, Steve and I talked about some DC and Marvel formal wear suits that were coming from Fun.com. Well, they're available for pre-order now, and we'll likely revisit this on the podcast, but in the meantime, you can check them all out here. There're some images below along with my initial thoughts on a few of them. My initial thoughts are that the "secret identity" suits are way better than the... non-secret identity suits. You can tell them apart because one looks like a suit and the other looks like cosplay... but still a suit. They're strange and hey I'm sure someone will buy them, and I'm not knocking that. My personal taste is that I liked the "secret identity" suits because they were subtle. That's what made them cool. Every comic book shirt, jacket or merchandising product, in general, is flashy. Too flashy. It's why I shy away from it because it says "tacky" more than it does "comic fan."
Here's what I'm mean.
And it's not just a Marvel suit problem in case you were wondering.
There are two authentic DC suits as well. One for the Joker and the other for the Riddler. I'm not a fan of that version of the Joker, so I have no interest there, but it does come with the overcoat. The Riddler one is almost cool enough to get away with wearing it regularly, but I can see assholes walking up to you and making bad puns all night long or worse, asking you things that aren't technically riddles which would annoy me.
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There is a catch... you have to know your suit size already. Meaning if this is your first suit, don't do it. You'll end up with a mess on your hand. That and any suit needs to be tailored to you to make you look good. Those guys in the pictures didn't just walk in the morning of the photo suit and pick out their size and go to it. No, they had that tailored to them. That's not a bad thing, but it's something you want to consider. The prices are pretty reasonable, so I have no complaint there. It's in line with the suits I've had to purchase, but I live in L.A. Someone that buys a lot of suits in another state could be shitting a brick right now, but I kind of doubt it.
Bottomline for me, I still want that subtle Joker suit. I would love to think that I'm capable of rocking the Justice League suit, but light colors on me will make me look like Kimdotcom, and I do not want that comparison made in the real world. There are kids suits, but that's like throwing money into a toilet in my opinion. "Oh hey Juan, you want to wear your Iron Man suit today? No? Yeah, fuck me for spending $200 on your ass." Or something like that.
Now more pictures:
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Fava Beans & Chianti: The Cannibal Interview
This coming October, Image Comics is serving up a delectable new series from writer Brian Buccellato (Injustice), Jennifer Young, and artist Matias Bergara (Sons of Anarchy); one you can really sink your teeth into. Cannibal is the story of a small Florida town, nestled in the heart of the Everglades, on the brink of a cannibalistic pandemic. The townspeople have been infected with a deadly disease that makes them crave human flesh and the story’s main protagonists, the Hansen family, have only one solution: kill 'em all. However, their black and white approach to the problem quickly turns to grey when the virus begins infecting those they love and care about most. I was fortunate enough to have the opportunity to speak with the entire creative team about the upcoming release. The answers were honest, candid and at times quite funny; it was an introspective experience with just the right amount of insight. So, without further ado here is the Cannibal interview; bon appetit.
Of the three of you, who would be the quickest to 'turn' in a cannibalistic pandemic? Who would you take a bite out of first?
Matias: I live in a pretty carnivore country and culture, so I guess I would turn cannibalistic right away without putting much resistance against it. I often joke that human flesh is one of the few I still haven't tasted. I would probably devour my girlfriend first, being the closest possible victim!
Brian: If all three of us got the virus at the same time, I’d probably be the first to take a bite out of someone. Probably because I’d just embrace my fate and be all about the eating.
Jenn: I would probably bite Ethan Hawke…or The Rock.
What is it about the Everglades that make it a particularly good place for the setting of a Cannibalistic outbreak?
Matias: The way nature and primitive forces take over in places where plant and animal life are blooming densely, gives a marvelous backdrop for the kind of unsettling and somber aspect of mankind we're putting in the center of the story.
Brian: The broad concept of Cannibal could be told in a number of different settings. For me, there is something interesting about exploring this story in a small town where everyone knows everyone… especially in an open carry state like Florida where guns are a part of the everyday culture.
Jenn: Adding to that, having grown up in Florida, the outdoor lifestyle of my childhood was just so lush and intoxicating. Every day was an adventure. For me, this is a fun way to pay homage or revisit my childhood (minus the cannibals).
Do you feel that the element of morality persisting in those infected is what helps separate Cannibal from the chaff of other zombie tales?
Brian: Absolutely. That’s the defining characteristic that makes this story different. This isn’t a zombie story… it’s kind of the opposite because the perpetrators of cannibalism are not mindless creatures.
Jenn: Yes! They are victims in their own right, who think and feel and show remorse after succumbing to the primal desire to eat human flesh.
I read that Cannibal is an allegory for drug addiction: is this a wider commentary on society or are you drawing from personal experiences?
Brian: It’s a wider commentary. Thankfully, I’m not someone what has ever had to deal with addiction. But I’ve seen how alcoholism and hard core drugs can destroy people’s lives, so there are natural parallels that can be drawn. That said, this isn’t a story that is built around the concept of addiction. Jenn’s original concept actually came from another place.
Jenn: Thematically, it came from the over-medicalization of society. Really, how dependent we’ve become on substances of all kinds. Stigma. The stigma that is associated with disease and illness that no one can truly understand unless they are dealing with it.
Jennifer, I know this has been a passion project of yours for some time. How does it feel to finally have it all come to fruition? How have Brian and Matias heightened the world you've envisioned for so long?
Jenn: I still have the piece of paper I wrote my New Year’s Resolutions on going into 2013. Write a comic book! So it feels very special. Brian, being a seasoned comic book writer, help paved the way to Image and to Matias. Learning how to communicate with an artist as a comic book writer is very important -- more important than I ever imagined. Working with Brian helped teach me that. Now Matias… the love in my heart for his work is overwhelming (tearing up). Seeing my characters come to life for the first time was amazing, and I couldn’t have asked for a more perfect representation of them than what Matias has given.
I love how the cover for issue #1 is in the guise of a liquor bottle: are there underlying satiric elements throughout the series or is the series a purely serious undertaking?
Brian: Satire? I’m not that clever. Lol. For me, the liquor bottle speaks to the culture around the small town bar that is the hub of the story. It’s a serious story about community and family and this invasive virus that threatens to destroy the town of Willow from within.
Matias: It is very serious indeed!
Jenn: Hog’s River Bar and Grill is a place breeds togetherness and tradition. When the cannibal virus comes to Willow, all of that turns into mob mentality and fear. The bar is a familiar place for the characters and the audience to rely on. Having that the bar at the heart of the story inspired what we will be doing for the covers.
If Cannibal were a feature film, what song would play at the opening/end credits?
Matias: I would play a very lo-fi version of "On the road again" by Canned Heat to open the film. The ending I still haven't seen it, so it's still a mystery to me!
Brian: Jenn is DEFINITELY more qualified to answer this question. She could probably give you an entire soundtrack for the movie version.
Jenn: Hank Williams Jr. Dinosaur, Family Tradition or O.D.’D In Denver. Also, there is also something to be said for something from The Band or Fleetwood Mac.
Don’t Believe the Hype: Comics Have Always Been About Social Justice
By Ben Boruff
Spider Jerusalem sits, feet dangling, on the roof of a strip club in a poverty-stricken district of the City and glares down at a bloody scene of misguided rebellion and police brutality—a situation that, according to comic's most famous gonzo journalist, is your fault. Surrounded by strippers and state-endorsed violence, Spider types an angry message—"If anyone in this shithole city gave two tugs of a dead dog's cock about Truth, this wouldn't be happening"—and his message reads less like the amusing monologue of a cyperpunk protagonist and more like an indictment of real-life ignorance, the type of tenacious apathy that condones police brutality and encourages xenophobic politicians to expel entire populations. Writer Warren Ellis yells at readers through Spider Jerusalem's mouth, and his message is simple: Humankind is filled with obtuse, narcissistic individuals, but there is hope. You can save yourself if you save others.
Spider Jerusalem is not alone. Transmetropolitan is one of many comic series that galvanize the efforts of activists and ethicists. A recent Breitbart article by Charlie Nash asserts that Marvel’s recent attempts at broader representation are damaging the company’s “creative integrity,” but the article fails to acknowledge the expansive history of successful, imaginative comic book characters that pushed readers to new levels of cultural awareness. Comics and graphic novels have always been about social justice, and modern discussions about comics and their extended universes should reflect that fact.
Though independent publishers showcase many of the more aggressive comic-based social commentaries, Marvel and DC have notable histories of socially responsible narratives. In the early 1970s, writer Dennis O’Neil took Green Lantern and Green Arrow on a socio-politically charged fact-finding journey across the United States. Hal Jordan and Oliver Queen debate the nuances of race relations, environmental issues, and corruption, and these storylines prove that major publishers are capable of approaching social issues with sensitivity, acknowledging complexity and avoiding polarization. This fact is most easily observed in the now famous "Snowbirds Don't Fly" story arc. In those issues, Oliver Queen discovers that Speedy, his sidekick, is addicted to heroin, but the narrative does not vilify Speedy. Instead, Hal Jordan and Speedy have a wide-reaching conversation about generational differences, and Speedy offers some thoughts about the nuanced nature of drug use: “Drugs are a symptom…and you…like the rest of society…attack the symptom…not the disease!” Eventually, the heroes discover that the drug kingpin is a crooked pharmaceutical executive who propagates anti-drug messages. O’Neil highlights the connectedness of different social issues—an act that is largely absent from modern political discourse—and his narrative encourages empathy toward those who are systemically disadvantaged.
Other comics from Marvel and DC have accomplished similar tasks. Grant Morrison’s revival of Animal Man includes discussions about animal rights; Alan Moore’s Watchmen is, in part, a critique of Reaganism; and most incarnations of the X-Men offer a connection between the misunderstood mutants and real-life marginalized groups, such as ethnic minorities and the LGBT community. Given that the social impact of a comic is difficult to quantify, it would be challenging to list every Marvel and DC comic that has contributed significantly to relevant dialogues about equality and justice, but even a cursory glance at the histories of Marvel and DC reveals one unmistakable fact: the collective oeuvre of these major publishers and their various imprints has helped shape the global zeitgeist.
Indie and alternative comics have the distinctive ability to discuss social issues in an even more targeted manner—and they often do so. Sometimes indie comics offer more candor than mainstream comics, and sometimes they shed light on underappreciated issues, important topics that have been relegated to the periphery of pop culture. As a reviewer for this website, I have encountered a number of social justice messages, including Past the Last Mountain’s sweeping commentary on tolerance, Warp Zone’s vibrant portrayal of Afrofuturism, Deer Editor’s clever analysis of prejudice, The Creators’ poignant approach to bigotry and propaganda, and Sara Rising’s satiric attacks on misogyny and xenophobia. Even Test Tube, the avant-garde epic by Carlos Gonzalez, offers some thoughts on society’s progress as part of its exploration of the human experience. Beyond this website, I have found social commentaries in comics such as Empowered by Adam Warren, Rat Queens by Kurtis J. Wiebe, and Lumberjanes, the award-winning comic from Noelle Stevenson, Grace Ellis, Shannon Watters, and Brooke Allen. All of these comics—and others like them—pick away at the hardened prejudices that obstruct progress.
The impacts of comic book activism are significant and lasting. The famous Bechdel test—the three-point assessment that shines a light on gender bias in film—was created by cartoonist and graphic novelist Alison Bechdel in 1985, and Art Spiegelman’s Pulitzer-winning Maus has sparked meaningful conversations about racism around the world since its birth in the early 1980s. In light of such results, any boundary-pushing by Marvel and DC seems both socially justified and—quite possibly—financially prudent. Readers respond to relevancy. Characters like T'Challa (1966 origin), Hector Ayala (1975) Jamie Reyes (2006), Miles Morales (2011), America Chavez (2011), Kamala Khan (2013), Jane Foster as Thor (2014), and Riri Williams (2016) are symbols of progress, and they fit well in fictional universes that have encouraged understanding and social growth for decades.
The Golden Age promoted social and political engagement, so the activism of the Modern Age should not surprise comic fans. In 1939, Superman was created, in part, to attack corrupt businessmen and foolish politicians. He was as a symbol of New Deal ideologies. Superman fought against domestic abuse, lynching, and certain aspects of capital punishment. He even battled the Ku Klux Klan in 1946. If, as 21st century consumers, we plan to critique most decisions made by comic book creators, we must do so with an appreciation of the long-standing social relevancy of comic books and comic book characters—from Superman to Question to Kai-Ro to Bunker of the Teen Titans.
Or, instead of debating the merits of new Marvel and DC characters, you can, as Spider Jerusalem says, “look out of the window instead, and do something about what you see there.”
Asa Giannini Interviews Andrew Maclean
June of this year as the conclusion of Andrew Maclean's Head Lopper, a dark, funny mix of high fantasy adventure and quirky humor. The story follows the titular warrior who embarks on a dangerous quest with only his wits, a few weapons, and the talking head of Agatha the blue witch. Head Lopper was a tour de force of action, humor, and graphic storytelling that managed to improve on Maclean's previous excellent graphic novel Apocalyptigirl. The future looks bright for the series with a new arc announced from Image comics and a bonus-laden trade to be released in October. Andrew Maclean was kind enough to talk with us about Head Lopper, Apocalyptigirl, and his influences. ASA: I'm excited to talk about Head Lopper, but before that, I'm curious about your background in comics. To a lot of fans, myself included, it seems like you appeared on the scene with a fully formed style and sensibility with Apocalyptigirl? How did you get into making comics and what was the first published work?
ANDREW: The first comic I ever drew was called Meatspace, it was written by writer Josh Gorfain. I think you can probably still get it at least on Comixology or something - but looking at that you'd be able to see that my style really wasn't fully formed yet and honestly, I think style, for me anyway, is this ever-morphing thing that is always being added to and subtracted from. But yeah, I did a story for Dark Horse Presents right before ApocalyptiGirl called SNIP SNIP, and I think that's probably around the time that I started to zero in a little bit on the way I wanted to draw.
ASA: While we're on the subject of somewhat earlier work, how did Apocalyptigirl come together? It's rare to see an adventure comic be released as a graphic novel instead of in some serialized format, so what was it like having a full, long-form story as your first major project?
ANDREW: I had already done a little bit with Head Lopper (self-publishing) when I started talking with Dark Horse, but they were really supportive of finding a good project for me. They sort of pitched me the formula of a 100 page 6x9 graphic novel and asked if I wanted to do some Head Lopper or some more SNIP SNIP stuff. At the time I had longer stories in mind for those two though so I offered them a third idea that I thought would fit the 100-page format well. That, of course, was ApocalyptiGirl.
ASA: Onwards and upwards, let's talk Head Lopper. Firstly, perhaps even more than your other work, Head Lopper is clearly a passion project for you, so what has it been like to transition it from a truly indie book to an Image book with a much wider audience?
ANDREW: Luckily both titles have felt like passion projects. I've been really lucky. But I'm a bit close to it, so it's tough to tell which has the bigger following, not to mention, new readers stumble upon both titles all the time. Sometimes word travels slowly. Mostly I try not to think about it too much and just focus on making the things.
ASA: One thing that was especially impressive about Head Lopper was that you created a high-fantasy story with loads of humor without it ever becoming a parody. Was it always your intention to play the fantasy straight and mix in some humor or did the style of the world evolve as you went?
ANDREW: Actually, I never meant for it to be a comedy. I wanted to make a comic that was simple, fun, but hopefully still badass. The jokes crept in immediately, though, partially to entertain myself, and partially because they were just kind of already there. You just needed to point them out. Having a talking head wasn't meant to be funny, but it made me chuckle right off the bat. Also - even when I did put jokes in I didn't think anyone would actually laugh. I think people's senses of humor is a little darker than I gave them credit for.
That said, where that original vision was sans humor - as humor became a characteristic of the thing, its been remained important to me that it doesn't become a parody. I love the genre too much to poke fun at it.
ASA: The relationship between Agatha and Norgal is so weird, specific, and fun. Do you see them as friends, enemies, or some odd-couple amalgamation of the two?
ANDREW: I won't give away too much because we have more to learn about their strange bond. But I will say they are still more enemy than friend going into this next season. We'll get much more into it in the future of course, but they are still bound to each other out of necessity - otherwise, Norgal would toss her into the sea.
ASA: Beyond the adventures of Norgal, the story contains a massive fantasy story of dead kings, deceitful stewarts, and many, many monsters. What was your basic idea for the story of Barra and Lulach?
ANDREW: I wanted a character in Lulach that was Grima Wormtongue from The Lord of the Rings, except Lulach can swing a sword and looks at the villain, Barra, as a father figure - and the rest just kind of filled itself in. Also, I was reading a fair bit of The Song of Ice and Fire at the time, so the whole Barra/Lulach/Royal Family storyline, I think, took on some of that Game of Thrones-style intrigue.
ASA: My favorite moment in the series is the ongoing, one-sided conversation between Agatha and a skull in issue #3. What was your idea for her as a character and her detached (literally) take on reality?
ANDREW: I just think the idea of her is funny. Making myself laugh is a fun way to make a book so if I have an idea that cracks me up I'd like to find a home for it. Well, at some point I started writing down a bunch of really simple Agatha jokes that are either her by herself or with very little else. The spider in the nose gag from issue 2 and the talking to the skull gag from issue 3 were some of those one-off jokes.
ASA: Your art seems to specialize in creative character designs and kinetic action sequences. What's your artistic process look like? Do you spend a lot of time on designs and layout?
ANDREW: I spend a fair amount of time on character design. When its right, its right, though. So sometimes you find the right look on the first pass, and you have to trust your gut. Sometimes if takes a bunch of iterations. As for layouts, I don't put a ton of effort into them on paper, but I start thinking about layouts while I write the scripts. So once I sit down with paper and pencil I at least have some idea of what I'd like to do.
ASA: Your work has been compared to that of Mike Mignola with a regularity you may well be tired of, but I noticed in Head Lopper what looked like designs based on Aztec and Gaelic tribal designs. What sort of influences influenced Head Lopper?
ANDREW: Actually, I don't mind the comparison - because it's true. A big part of what made me read comics as an adult, and in turn, made me want to make my own, was finding Mike's work. It showed me that comics can be about anything and can be drawn in any style. It really helped me look into what other types of comics might be out there.
I love all kinds of fantasy of course, but I enjoy greek and roman mythology, and heavy metal music, and I try to just squish all my favorite things into everything. I also wanted the island of Barra based on Scotland - and Barra, in some form, is a real place. I just love looking at pictures of Scotland and thought it would be wonderful to draw a lot of what I saw.
ASA: You recently announced that there will be more Head Lopper coming. Did you always have it in mind that these characters could support more adventures, or were you surprised to find you had more stories when the first was done?
ANDREW: Yeah, I've always pictured it as an ongoing thing. From the very start in fact. But Image has been really easy to work with so when we started out they asked how many issues I had in mind, and I told them I would need four big ones to tell this story. The said cool. That was that. And around issue 3, I hit them back up and just told them I wanted to make more, and clearly they were on board because issue 5 will be out in March 2017!
ASA: Finally, is there anything you are willing to tease about the next arc of Head Lopper and what's in store for Agatha and Norgal?
ANDREW: Yeah sure. I introduced a character in issue 3, Zhaania Kota Ka. This next arc revolves largely around her... and a few other new faces.
Zeb Larson's Interview with Greg Pak
The Western is one of the iconic genres of American fiction, both in print and on the screen. It is so iconic at this point that there has been a counter-wave of films and stories that change, subvert, or even parody the tropes of the western. Blazing Saddles might be the most famous of those, both for its brilliance and its outrageousness, but it sits alongside Spaghetti Westerns and films set in Mexico during the revolution. With all of this in mind, Zeb Larson talks to Greg Pak about his new series Kingsway West and the ways in which it embraces and subverts westerns. ZEB LARSON: Were you much of a western fan prior to this story? I saw that you’re from Texas, so it was probably kind of hard to get away from that western mythos. What kind of bearing did that have on your writing?
GREG PAK: I had a kind of classic outdoor American childhood in suburban North Dallas, camping and hiking with the Boy Scouts and riding bikes around with friends, exploring the woods, hunting cottonmouths in creeks, all that good stuff. So I always loved Westerns and other kinds of outdoor adventure stories like Kurosawa samurai movies and Lord of the Rings and Dungeons & Dragons.
Follow-up: Which westerns were you thinking about when you wrote this story?
GP: Some of my favorite Westerns include those classic Anthony Mann/Jimmy Stewart pictures like Naked Spur, Arthur Penn's Little Big Man, Zinnemann's High Noon, and George Stevens' Shane. Shane and High Noon blew my mind when I was young and kind of cemented in my mind that archetype of the stoic Western hero who does what needs to be done for a community that may or may not have a place for him in the end. Naked Spur was an amazing example of how a small, deeply personal story can work as a Western adventure. And Little Big Man thrilled me with its humor and tragedy and embrace of a much more multicultural vision of the Old West. I didn't model Kingsway West directly on any of these stories, but all of those movies opened my head up in beautiful ways about what a Western could do.
ZL: I have to ask: how much did role-playing games have an impact on how you wrote this story? I was reading it and thinking of Deadlands, but obviously, D&D could be a big thing too.
GP: I never played Deadlands, alas. But yes, I was a big D&D nerd as a kid, and that kind of adventure and world-building has definitely inspired me over the years. I got a kick out of seeing Ta-Nehisi Coates cite D&D as a big inspiration the other day on Twitter. I think that's probably true of a lot of us speculative fiction and fantasy writers.
ZL: In the traditional American cowboy story, Mexicans are usually bandits and any Chinese characters are running a laundry or the like. How much of this story is a conscious attempt to shatter that mold?
GP: Breaking stereotypes is a huge thing for me in general, and it definitely is a big part of what inspired me from the beginning with this project. I was a biracial Korean American kid growing up in Texas who loved Westerns. So when I learned about the actual history of Chinese immigrants in the Old West, I was so thrilled and inspired. I've wanted to tell a story about a Chinese gunslinger in the Old West for over two decades now. Almost hard to believe it's actually finally coming out!
ZL: It’s interesting that the central conflict (at least in the first issue) is between a Mexican faction and a Chinese faction. There are also little culturally specific nuggets: Jackalopes for the Americans, and dragons for the Chinese, for example. Is this an east-meets-west kind of story, or is their interaction more complicated than that?
GP: That's a great question. I honestly just think of it as an American story. The actual Old West was stunningly diverse, as was pretty much every era in American history. This book is just shining a light on folks that many Westerns don't tend to feature. I'm also finding myself thinking about the fact that horses went extinct in America in prehistoric times -- they were only reintroduced in the 15th and 16th Centuries. So horses, one of the most iconic symbols of the American West, are imports. So the dragons and jackalopes and bearfeet and antelopes and everything else in Kingsway West are all parts of a multicultural mythology that feels entirely American to me.
ZL: Americans in the nineteenth century (and today) genuinely believed in Manifest Destiny. I would have to think that having both a strong Mexican Republic and Chinese empire on their borders would shatter so many of those ideas…or make them even harder-edged. Will that be looked at all in this story?
GP: Oh, yeah. On the last page of issue #1, we introduce some elements that indicate the world is much bigger and complex than you might have otherwise known, with other communities involved in key ways. Keep on reading, friends!
ZL: The time period, the 1860s, couldn’t help but jump out at me because of the American Civil War. Yet the Civil War wasn’t fought with Red Gold. Is there going to be any discussion of whether and how far our timelines diverged?
GP: Yep, we'll touch on that in issue #2 and beyond. Everything's shifted a bit, in various interesting ways.
ZL: One of the things that struck me about this book is that for all of the fantasy, it shows California before it was totally anglicized by the U.S. Is there some kind of nostalgia (if you can feel nostalgia for a thing you weren’t alive for) for this lost time and place?
GP: That's a great question. Westerns often are an exercise in nostalgia, aren't they? Maybe on some level, I'm trying to create a mythology for the past the way it was instead of the way it's traditionally been depicted. I mean, this is fantasy, alternate history, so it's not historically accurate. But it reflects the actual diversity of the era and explores the actual conflicts of the era through a different lens.
ZL: I know you’ve just started this new series, but are there any other simmering stories you’ve been wanting to get on the page?
GP: You bet! Right now Kingsway West is a four issue miniseries. But if it does well enough, we'll have a shot at a second volume -- and heck, maybe a third! I've absolutely got more tales to tell in this world, so if you enjoy the book, please ask your local retailer to order issues #2 to #4 for you -- or pre-order through KingswayWest.com!
And I've definitely got some more new projects up my sleeve, including a comic series I've wanted to do for about ten years now. I hope to have more news about all that soon -- stay tuned!
Kirkman's Invincible Comes To An End
This was the first Kirkman book I read and loved. I will never forget issue 12. It was the first issue I read and I choked back tears. It was great fucking issue. I'm a little sad to see this series end. Part of me wanted Kirkman to have it run as long as Spawn or Savage Dragon, but the other part of me is glad to see him end it and not just drag it on to drag it on. From Image Comics
Series artist Ryan Ottley returns to re-team with Robert Kirkman (THE WALKING DEAD, OUTCAST BY KIRKMAN & AZACETA) to launch the final story arc of the long-running creator-owned superhero series INVINCIBLE. “The End of All Things” Part One begins with INVINCIBLE #133 from Image Comics/Skybound Entertainment this November.
This twelve-part mega-story will touch every corner of the Invincible Universe, and when it’s over… It’s over. Every single story for the past thirteen years has been leading up to this ultimate showdown running up to INVINCIBLE #144—the very last issue in the series.
In a letter to fans, Kirkman explained his and Ottley’s decision to end the series. “We’ve got a little over a year to go, and it’s going to be one hell of a year! So please join us for our swan song, thirteen years in the making! We couldn’t have done it without you, the fans, so let’s all cross the finish line together!”
INVINCIBLE #133 hits stores on Wednesday, November 16th.
Preview: Violent Love from Barbiere and Santos
Hey we have a preview of Frank J. Barbiere and Victor Santos' new series from Image Comics, Violent Love. The book is out on November 9th, but you can pre-order now! Read the preview below and let us know what you think about the upcoming project.
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Preview: Holliston from Source Point Press
Hey Source Point Press passed along a preview for Holliston. You can read a little about it below or check out our previous release of info here!
Down on their luck wannabe filmmakers Adam and Joe want desperately to celebrate Halloween to the fullest, but their wallets say otherwise. When Adam finds a pre-paid credit card loaded with money, he decides to buy gifts for his friends Joe, Laura, and Corri from a mysterious shop full of rare items. Little does he know the card carried a terrible curse; one that will not only tear apart their friendships, but tear apart all of Holliston! Loaded with laughs, guest appearances, and horror movie references that fans of the show or just fans of great comics will all enjoy! Written by Greg Wright (Monstrous, Wild Bullets), edited by Travis McIntire (Up the River, Bayani and the Nine Daughters of the Moon), with pencils and Inks by Stephen Sharar (Up the River, Wild Bullets), and colors and letters by Joshua Werner (Zombie Rush Riot, Jack of Spades).
Comic Industry: July Sales -- You Done Did DC... You Took The Month
If there is one fucking month of sales you want to "win" at it's July. It's the middle of the year, it's Comic-Con, it's... summer. Whatever that means. DC's rebirth gamble paid off and showed that you can soft reboot your way to the top of the sales chart the Marvel way. That's right, soft reboot which basically just means numbering and status quo shake ups. If you read comics you should be used to this by now. What's surprising to me is the turd that took the top spot... Justice League. I mean I guess everyone didn't know it was a turd when they ordered/bought it, but I can only hope that issue 2 will drop significantly. If that maintains then clearly I am not meant to read mainstream comics and will just cease any effort in doing so. From Diamond:
Alien machines threaten Earth and the Justice League reforms to defeat them in Bryan Hitch, Tony S. Daniel, and Sandu Florea's Justice League #1 from DC Entertainment, the best-selling comic book of July 2016 according to information provided by Diamond Comic Distributors, the world's largest distributor of comics, graphic novels, and pop culture merchandise.
Their sales powered by Rebirth, DC Entertainment was July's top publisher with a 35.36% dollar share and a 40.96% unit share. Marvel Comics was the month's number two publisher with a 34.20% dollar share and a 35.69% unit share. At number three was Image Comics with a 8.15% dollar share and a 7.56% unit share. IDW Publishing was fourth with a 4.49% dollar share and a 3.00% unit share, followed by Dark Horse Comics with a 2.83% dollar share and 1.98% units share.
DC Entertainment had eight of the month's top ten best-selling comics; beyond Justice League #1, Justice League Rebirth #1 ranked #2, Batman #2 ranked #3, Batman #3 ranked #5, Nightwing Rebirth #1 ranked #6, New Super-Man #1 ranked #8, Nightwing #1 ranked #9, and Hal Jordan and the Green Lantern Corps #1 ranked #10. Marvel Comics had two titles in the top ten; Brian Michael Bendis and David Marquez's Civil War II #3 ranked #4, and Civil War II #4 ranked #7. Among the premier publishers, Robert Kirkman and Charlie Adlard's The Walking Dead #156 was Image Comics' best-selling book in July at #32. Chris Ryall, Christos Gage, and David Messina's ROM #1 was IDW Publishing's top book at #75. Finally, Dark Horse Comics' top book, Jeff Lemire and Dean Ormston's Black Hammer #1, ranked #117.
Marjorie M. Liu and Sana Takeda's steampunk kaiju story Monstress Volume 1 from Image Comics was July's best-selling graphic novel and one of the four titles from Image Comics among the top ten. DC Entertainment had two titles among the top ten, led by Harley Quinn's Greatest Hits, a collection of stories featuring the fan-favorite character, at #2. Charles Soule and Marco Checchetto's Star Wars: Obi-Wan and Anakin was Marvel Comics' best-selling book at #4 and one of their three titles among the top ten.
The softcover edition of Gemstone Publishing's The Overstreet Comic Book Price Guide Volume 46 was July's best-selling book.
Good Smile's The Legend of Zelda: Majora's Mask 3D: Link Nendoroid, a recreation of the beloved Nintendo hero, was July's best-selling toy product. Diamond Select Toys had four titles among the month's top ten, led by Marvel Select: Carnage Action Figure at #2. Also in the top ten, DC Collectibles had two titles in the top ten, with the DC Comics Blueline: Superman Action Figure, a unique figure based on Jim Lee's pencil artwork, their best-selling product at #5.
USAopoly's Risk: The Walking Dead Survival Edition, a specialized edition of the venerable board game inspired by Image Comics' The Walking Dead, returned to the top of the sales charts as July's best-selling game product. IDW Publishing's IDW Games division also had a strong showing in July with five products among the top ten, led by the Machi Koro Deluxe Edition Card Game at #2.
TOP COMIC BOOK PUBLISHERS
PUBLISHER | DOLLAR
SHARE |
UNIT
SHARE |
DC ENTERTAINMENT | 35.36% | 40.96% |
MARVEL COMICS | 34.20% | 35.69% |
IMAGE COMICS | 8.15% | 7.56% |
IDW PUBLISHING | 4.49% | 3.00% |
DARK HORSE COMICS | 2.83% | 1.98% |
BOOM! STUDIOS | 2.05% | 1.68% |
ARCHIE COMICS | 1.36% | 1.26% |
DYNAMITE ENTERTAINMENT | 1.19% | 0.95% |
ONI PRESS INC. | 1.14% | 0.84% |
VALIANT ENTERTAINMENT LLC | 1.06% | 1.03% |
OTHER NON-TOP 10 | 8.18% | 5.06% |
COMPARATIVE SALES STATISTICS
DOLLARS | UNITS | |
JULY 2016 VS. JUNE 2016 | ||
COMICS | -8.15% | -3.24% |
GRAPHIC NOVELS | -26.54% | -35.83% |
TOTAL COMICS/GN | -13.77% | -6.16% |
JULY 2016 VS. JULY 2015 | ||
COMICS | 4.32% | 12.01% |
GRAPHIC NOVELS | -19.12% | -28.26% |
TOTAL COMICS/GN | -3.01% | 8.28% |
YEAR-TO-DATE 2016 VS. YEAR-TO-DATE 2015 | ||
COMICS | -2.59% | -5.39% |
GRAPHIC NOVELS | 2.42% | 0.26% |
TOTAL COMICS/GN | -1.08% | -4.94% |
NEW TITLES SHIPPED
PUBLISHER | COMICS SHIPPED | GRAPHIC NOVELS SHIPPED | MAGAZINES SHIPPED | TOTAL
SHIPPED |
MARVEL COMICS | 97 | 33 | 0 | 130 |
DC ENTERTAINMENT | 63 | 31 | 0 | 94 |
IMAGE COMICS | 61 | 11 | 1 | 73 |
IDW PUBLISHING | 37 | 13 | 0 | 50 |
DARK HORSE COMICS | 21 | 18 | 0 | 39 |
BOOM ENTERTAINMENT | 21 | 10 | 0 | 31 |
DYNAMITE ENTERTAINMENT | 19 | 7 | 0 | 26 |
VALIANT ENTERTAINMENT LLC | 11 | 5 | 0 | 16 |
ONI PRESS INC. | 13 | 2 | 0 | 15 |
ARCHIE COMIC PUBLICATIONS | 10 | 1 | 0 | 11 |
OTHER NON-TOP 10 | 102 | 144 | 23 | 269 |
TOP 10 COMIC BOOKS
RANK | DESCRIPTION | PRICE | ITEM CODE | VENDOR |
1 | JUSTICE LEAGUE #1 [*] | $2.99 | MAY160206-M | DC |
2 | JUSTICE LEAGUE REBIRTH #1 [*] | $2.99 | MAY160204-M | DC |
3 | BATMAN #2 [*] | $2.99 | MAY160234-M | DC |
4 | CIVIL WAR II #3 | $4.99 | APR160862-M | MAR |
5 | BATMAN #3 [*] | $2.99 | MAY160236-M | DC |
6 | NIGHTWING REBIRTH #1 [*] | $2.99 | MAY160216-M | DC |
7 | CIVIL WAR II #4 | $4.99 | MAY160747-M | MAR |
8 | NEW SUPER MAN #1 [*] | $2.99 | MAY160224-M | DC |
9 | NIGHTWING #1 [*] | $2.99 | MAY160218-M | DC |
10 | HAL JORDAN & THE GREEN LANTERN CORPS REBIRTH #1 [*] | $2.99 | MAY160208-M | DC |
TOP 10 GRAPHIC NOVELS & TRADE PAPERBACKS
RANK | DESCRIPTION | PRICE | ITEM CODE | VENDOR |
1 | MONSTRESS VOLUME 1 TP (MR) | $9.99 | APR160803-M | IMA |
2 | HARLEY QUINN'S GREATEST HITS TP | $9.99 | MAR168712 | DC |
3 | BATMAN: THE KILLING JOKE SPECIAL EDITION HC | $17.99 | NOV070226 | DC |
4 | STAR WARS: OBI-WAN AND ANAKIN TP | $16.99 | APR161092 | MAR |
5 | HUCK TP | $14.99 | APR160798-M | IMA |
6 | SOUTHERN BASTARDS VOLUME 3: HOMECOMING TP (MR) | $14.99 | FEB160707 | IMA |
7 | SAGA VOLUME 6 TP (MR) | $14.99 | MAR160684 | IMA |
8 | BONE CODA 25TH ANNIVERSARY TP | $14.95 | MAY161334 | CAR |
9 | WOLVERINE: OLD MAN LOGAN VOLUME 1: BERZERKER TP | $16.99 | APR161078 | MAR |
10 | AGENTS OF SHIELD VOLUME 1: COULSON PROTOCOLS TP | $17.99 | APR161086 | MAR |
TOP 10 BOOKS
RANK | DESCRIPTION | PRICE | ITEM CODE | VENDOR |
1 | THE OVERSTREET COMIC BOOK PRICE GUIDE VOLUME 46 SC | $29.95 | APR161667-M | GEM |
2 | THE OVERSTREET COMIC BOOK PRICE GUIDE VOLUME 46 HC | $35.00 | APR161668-M | GEM |
3 | STAR WARS LITTLE GOLDEN BOOK: I AM A PRINCESS | $4.99 | MAY162079 | RAN |
4 | STAR WARS LITTLE GOLDEN BOOK: I AM A SITH | $4.99 | MAY162080 | RAN |
5 | ERIC POWELL COLORING BOOK VOLUME 1 SC | $10.99 | MAY161048 | ALB |
6 | DC SUPER HERO GIRLS: SUPERGIRL AT SUPER HERO HIGH HC | $13.99 | MAY162038 | RAN |
7 | DC COMICS COLORING BOOK SC | $15.99 | MAY162059 | POC |
8 | LITTLE GRUMPY CAT THAT WOULDN'T LITTLE GOLDEN BOOK | $4.99 | MAY162041 | RAN |
9 | BIG BIG OVERSTREET COMIC BOOK PRICE GUIDE VOLUME 46 | $47.50 | MAY161536 | GEM |
10 | THE OVERSTREET COMIC BOOK PRICE GUIDE VOLUME 46 HALL-OF-FAME EDITION SC | $29.95 | MAY161534 | GEM |
TOP 10 TOYS
RANK | DESCRIPTION | ITEM CODE | VENDOR |
1 | LEGEND OF ZELDA: MAJORA'S MASK 3D: LINK NENDOROID | JUL158281 | GOO |
2 | MARVEL SELECT: CARNAGE ACTION FIGURE | NOV142179 | DST |
3 | X-MEN LEGENDS 6-INCH ACTION FIGURES | APR168678 | HAS |
4 | MARVEL SELECT: VENOM ACTION FIGURE | AUG121762 | DST |
5 | DC COMICS BLUELINE: SUPERMAN ACTION FIGURE | MAR160334 | DC |
6 | MOVIE REALIZATION STAR WARS: AKAZONAE ROYAL GUARD FIGURE | AUG158040 | BLU |
7 | THE X-FILES 2016 SELECT ACTION FIGURES | JAN162247 | DST |
8 | DC COMICS COVER GIRLS: POWER GIRL STATUE | OCT150298 | DC |
9 | METAL GEAR SOLID: SNIPER WOLF BISHOUJO STATUE | DEC152338 | KOT |
10 | MARVEL SELECT CAPTAIN AMERICA CIVIL WAR: IRON MAN MK. 45 FIG. | JAN162254 | DST |
TOP 10 GAMES
RANK | DESCRIPTION | ITEM CODE | VENDOR |
1 | RISK: THE WALKING DEAD SURVIVAL EDITION | OCT128267 | USA |
2 | MACHI KORO DELUXE EDITION CARD GAME | JUN152743 | IDW |
3 | MACHI KORO CARD GAME | MAY142831 | IDW |
4 | THE GAME CARD GAME | SEP152625 | IDW |
5 | RANDOM ENCOUNTER CARD GAME | FEB160459 | IDW |
6 | FINDING DORY: DON'T WAKE GAME | JUL158674 | BAN |
7 | MAGIC THE GATHERING TCG: SHADOWS OVER INNISTRAD BOOSTERS | FEB162979 | WIZ |
8 | MUNCHKIN CTHULHU: KATIE COOK GUEST ARTIST EDITION | APR163153 | PSI |
9 | AWESOME KINGDOM: MINES AND LABYRINTHS BOARD GAME EXPANSION | MAR160508 | IDW |
10 | TEENAGE MUTANT NINJA TURTLES HEROCLIX | JAN162805 | NEC |
The Indie-Comics Problem: Go From Nothing to Something, Easy!
I just got finished reading Worst Day Ever #1 by Luke Stone and Westley Schomer, produced through Tenacious Comics. Worst Day Ever is both my answer to why I hate reviewing indie comics and also why I hate most indie comics. As a creator myself, I try to make my regular pilgrimage into the realm of smaller, independently produced and created comics, movies, music and video games in hopes of pulling out diamonds and raising them to the sky to declare war against the mass-produced, homogenized drivel of the multi-billion dollar corporations. More often than not, however, I run into things like Worst Comic Ever and then I’m reminded that a critic’s job is not to champion creators, but to protect or at least advise and inform consumers and to remind creators that it is their job to sell things that are good, not because they ‘deserve’ money due to their humble origins. At least partially. I find myself also frustrated by having given a middling review for High Noon Rising lately, laboring under the false impression that it was a webcomic due to its public availability on the internet. That got taken away and I'm worried that I may have given people the false impression that a barren ground from whence interesting material may at some point appear was worth $2.19.
There is a common notion about independently created media that creators think that just because they’re small or outside the usual mainstream circles, they get a free pass on critical reception. I mostly reject this train of thought not because it’s not true, but rather because it’s a problem that usually fixes itself. Music and movies are extremely difficult to make and take loads of technical knowledge just to get started creating. Sub-par independent video games usually have trouble finding distributors (hey, I said usually, not always) so the market doesn’t get over-flooded with them but comics face this ‘indie problem’ worse than any other medium besides maybe "Let’s Plays" and novels. Even as I write this, the horrible words "What's Up Youtube" burn through my head like the scorching of a funeral pyre.
For new creators, indie creators or underground voices, there’s a concept of "paying one’s dues" before being trusted to oversee large creations and stories and projects. This may seem unfair to creators at the time, but other than the minority of creative voices who have been grand-fathered into their position, it’s a process almost every creator goes through. Go through hell, create something amazing or at least noteworthy on your own dime, your own money, in between shifts and against the rising tide of apathy that surrounds the perpetually ambitious.
Comics, however, play by different rules. While "paying your dues" is still a pre-requisite to some degree, it’s much easier to get a product out and distributed than any other medium for a few reasons. These reasons are a big part of why many indie comics exist in such a state as they do now, suffering poor art, poor writing and often not continuing past issue #1.
Comics Are Short
In the world of monthly releases, consumers usually expect a comic between 20-30 pages, and this makes my job as a reviewer much easier than, say, a movie reviewer who must dedicate 2 or more hours to absorbing their material, or video games reviewers who even on good days have to spend upwards of six hours making sure that the awful title they’re reviewing doesn’t get magically better at the end.
In regards to allowing a creator to pay their dues, however, this means that the gap between producing "something" and not producing anything is much narrower and much more manageable to smaller, penniless creators. Let me tell you: the gap between creating something and creating nothing is supposed to be huge. Paying one’s dues is a mark of dedication even under immense pressure. The creation of a novel is supposed to mark the distance between the author before making their novel and after making it by 60,000 words or more. If a director can stick with a movie through the hours upon hours of footage it takes to make a feature-length film, then he’s got dedication even if the film sucks.
The key to creating a published comic book, however, is 20-30 pages of script with art to accompany the words. If you have these two things, then you’ve bridged the supposed "gap" between not being a comic-book writer/artist and becoming a comic-book writer/artist. While creating a good comic book is by no means easy to do, creating a comic book with no regards to quality is. Thus, due to the indie comic industry’s lackadaisical nature (which I’ll be touching on soon) regarding comic book length and legitimacy, would-be creators are naturally drawn to it to prove themselves with the least amount of effort necessary.
The Small Teams Issue
Having worked in very small teams myself, I still feel as if I need to mark this point down as being strictly speculation because I am unable to transplant myself into the mind of someone who’s hoping to create a work as quickly and cheaply as possible without regards to quality. I take great pride in my comic The Dolridge Sacrament (produced by Alterna Comics, wink-wink, nudge-nudge) and I’m working with a small team for my latest project. Yet I can’t help but speculate…
Place yourself in the mind of an artist. Say that you’re a frustrated artist, still at the beginning of your artistic development and frustrated by the annoyance, benign nature or even the harsh, unforgiving throes of real life. Your art is fine enough, at least from where you're sitting, but you are getting bogged down in notability by the thousands of other artists that exist on the internet. You need a way to stand out. An easy way to do that would be to create a published comic. Like it was mentioned above, comics are shorter than webcomics and provide instant credibility. But you’ve never really written anything before and the big publishers have already given your artistic skills a pass. What do you do?
Now imagine that you’re a writer. You’ve not actually… written anything yet, aside from some short stories and you’ve got a ton of ideas! Either you’ve started your first novel or your first feature-length screenplay but haven’t finished yet or you’re determined to write comic books and aren’t going to waste your time on webcomics. You, too, are frustrated with the way your life is going and you want to cash in now on your talents.
These two people find each other and are willing to do get this comic created and published despite their still-developing talents and are willing to do the half of the work that the other won’t or is unable to. For an artist, that is 20-30 pages which could be upwards of 100 panels, so that’s still a big hill to climb, but it’s doable, it’s manageable, the end is in sight by the time you put pen (or stylus) to paper! For a writer, however, that’s 20-30 script pages which is going to, by design, take way less time than the actual construction of the pages. However, this is still a quick and relatively simple ride to the biggest point on their portfolio they’ve ever had.
Comics Are Expected To Continue
This is a small point, but for writers, it’s not only acceptable but expected that their first work have a cliff-hanger on the end so that the story can continue and the series can become a continuing source of revenue. This means that their first created work may not even necessarily need a decent conclusion to be considered legitimate.
This also means that a second issue is always less likely to happen because the gap between creating something and nothing is huge and rewarding, but the gap between #1 and #2 is not only much less fun to cross but is also less rewarding and many creators may find little use in continuing their work if issue #1 not only didn’t bring in a lot of money but also if no one was really paying attention or is even waiting for #2.
Without any obligation other than professional obligation (which is of little consequence to the most flighty creators out there), most indie comics creators are able to make a 20-30 page comic with little regard to quality of writing or art and without a satisfying conclusion or a strong promise to continue into issue #2 and then leave the industry with a published work to tag onto their portfolios in less than a few months.
But why? Shouldn’t bad comics not even be an issue when no one is willing to pick them up, much less so read them? Well that brings us to our biggest problem:
What Is Publication Anyway?
The only difference between being published and being self-published is whether the person publishing your work is yourself. This is an especially small distinction these days, thanks to the internet. Where a lot of indie producers have the badge of honor of having a publisher page on Comixology and thus are placed under public scrutiny and needing to be at least partially discerning about their work due to being on the same digital storefront as Marvel or Dark Horse, often many of the smallest producers have little else but a website and a PayPal account. To be published used to mean that resources and energy went into dedicating a work or a book to paper and while I’m not some octogenarian who believes that this is the only thing publishing should ever mean, it’s definitely time to rephrase the statement (“Published by who?”) or to let go of the concept of published as meaning tested or experienced.
To any publisher who’s still too small to have a large back-catalog or to worry too much about their image as publishers, they will take all of the work that they can get. An unknown publisher, writer and artist can come together with the most minimal amount of work necessary to create names for themselves underneath their own labels. The publisher gets to increase their extremely small back-catalog, quality be damned if they’re desperate for work. The writer and/or artist benefits from the legitimacy of being published (and not being dismissed under the dread knell title "self-published") and a sort of symbiotic relationship is born. This relationship, born of small resources and desperation for attention, is where the heart of the "indie comics" problem lies.
Make no mistake, anyone charging money for sub-par or lazy media hurts the industry they’re in. It would be easy to say that not reviewing sub-par comics or just ignoring them would mean that there’s no problem to begin with, but that’s not true. Being an independent comic creator should be a badge of pride when in reality it’s now a stigma where a clarification must be made between the writers and artists who really put themselves out there and the ones who are looking for quick and simple notoriety.
It is because of bad indie comics and the lax terminology regarding published creators that the public perception of what should be the most effervescent and evocative stories out there is actually of talentless writers and artists seeking a quick buck. I don’t want to let indie comics go, I don’t want to see them die.
I’d like very much to see people taking pride and joy in taking the path less traveled with their entertainment choices, but right now I would advise anyone interested to watch their step very closely, just in case they end up accidentally stepping in Worst Day Ever.
Red 5 Reveals Kulipari: Heritage Comics
This is a follow up comic to the Netflix series Kulipari. Kulipari: Heritage picks up after the show ends and is written by co-creator Trevor Pryce. Look for it next week, but below you'll find the covers for the series. [su_quote]rnu, leader of the poison frogs, the protectors of the outback, has been sent on a secret mission to find the original source of the frog’s power and return it to their new homeland. [/su_quote]
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The series will be released on August 3, 2016
The Art and the Art of Teaching Comics: Ahmad Rashad Doucet
We arranged to meet in the afternoon at a gamer pub in Savannah. Above me a projector blasted a game of Pokken Tournament on a screen that filled the wall over my shoulder. As I waited, I sipped on a cocktail named the “Master Chief.” At the high tops, a group of college students blew off some steam with the politically incorrect megahit, Cards Against Humanity. Then, Ahmad Rashad Doucet swung open the front door and filled the place with sunshine that had gamers squinting and turning away as though vampirism drove them to shun the light. He laughed in admiration at my Star Wars themed AT-AT t-shirt. We sat down and ordered nachos to munch on while we talked.
“I gotta ask you something about comics.”
“Okay, shoot,” he responds before biting down.
“Stephen King wrote that no one asks him about the language.”
Rashad chuckled and nodded, knowing where I was going with this.
“So tell me about the art.”
I chose Rashad to answer that inquiry because of his faculty position at the world-renown school for arts, SCAD (Savannah College of Art and Design). Besides the teaching gig, his professional dossier includes work with Stela, Slave Labor Graphics, Mascot Books, Zuda Comics, and Oni Press. He did illustrations for Star Wars Celebration, as well.
Just a few months ago he and Matt Gardner teamed up for the graphic novel Alabaster Shadows. Think of the work as a Stranger Things with a little more Lovecraft and a broader audience. Garnering critical and fan praise, Alabaster Shadows reaffirmed Doucet’s talents to his audiences and to me.
If anyone could help me understand sequential art better from the illustrator’s perspective, he can.
CB: What got you interested in sequential art?
ARD: My grandma. She would tell me bedtime stories of Spider-Man and the Hulk. My favorite one was when I asked her how the Hulk became the Hulk. She told me he got stuck in a washing machine, and when he came out, he was the Hulk. That got me hooked. She would buy me comics if I did well in school.
I grew up in Eunice, Louisiana, and before I moved to New Orleans, there were no comic shops. There was one comic shop that was run out of some guy’s garage. It was the 90's, and "The Age of Apocalypse." I bought up every issue from him.
And when I was little, I made a lot of noise in church. To keep me quiet, Grandma gave me paper and told me to draw. I would write a lot of my stories. I was more of a writer when I started out…
When I got into high school, I got into Superman. A lot. I was a hater of Superman until I read Kingdom Come and "The Death of Superman," and that made me like Superman and want to try and write and draw full pages. I started drawing full pages in high school.
Now, I was playing basketball and other stuff that kind of took away from that. There was a teacher who told me about SCAD, but I thought it was too expensive. And I thought I couldn’t make it. I went to college at University of New Orleans and took Fine Art.
Then, Hurricane Katrina happened. I reprioritized. All along I knew I loved comics. I would fly all over for conventions or drive nonstop with friends from New Orleans to Wizard World Chicago. We went from the top of the country to the bottom. It was a crazy drive, but we were trying to break into comics…
I focused entirely on comics and relocated here [Savannah]. I started SCAD and got work in the third quarter of my masters… I have been freelancing and working with Oni ever since.
CB: What was the best lesson from your personal education at University of New Orleans and SCAD that you learned?
ARD: I would say not letting my fandom hold me back. As artists and creators and fans, we’re so dedicated to certain things. We get so wrapped up in “this is how you do it” that we limit the amount of people we could work for and the potential we have by being stunted by our fandom of one thing or company. Even though I am a fan of a lot of things, I am willing to work on anything. Especially in terms of stepping outside the boundary and analyzing things from different ways.
Look at Twilight. Why does it work? It’s badly written. I’m not the biggest fan of it, but it’s affecting people. You can’t let your hate of it wash it out because it’s working. I look at Rob Liefeld. A lot of people don’t like him. But he was on The Tonight Show talking about comics. He’s doing something right. His work is resonating with people. I would love to work with him because he knows what he’s doing and he knows a lot about surviving. He’s been doing it since he was fifteen or sixteen years old. I respect his work ethic. His hustle.
What holds back so many artists is that they want everything to be one way. They want to be like their favorite artist, but they aren’t willing to go a different path. Your favorite artist’s path is not your path.
CB: What was the best lesson you learned from your professional experience?
ARD: Learn how to work with others. Truly take direction and don’t get too caught up in yourself. Most of all: be able to work, not fast but fast and good. Learn how to meet your deadline. I have to juggle day-to-day stuff and work. Compartmentalize the day. If I’m playing video games, I’m giving myself an hour. That’s the key.
CB: What lesson do you work at the most to impart to students in your sequential art classes?
ARD: Be willing to expand past your comfort zone. So many students are so zoned focused that they want to work at this one company and this one place, and that’s not how this works at all. All your favorite artists are working on several projects. Until you have been in the industry for a while and you get the big contracts, that’s when you will be working for one person.
And think of the business like Speed from Speed Racer. No one liked that movie. But I liked how Speed learned of all the problems in racing: corporate interference, his missing brother. You, like Speed Racer, have to take all that stuff and just race. Once you see the other side of the fence, the more business side of it--that could break you. Don’t let it. People do this job because they love it. But it is a business. You have to accept that.
Ultimately, the beauty of comics is that you can forge your own path. You can forge your own path easily.
CB: What do you think is the strength of students?
ARD: Passion.
CB: What should a student do to prepare for schooling in sequential art?
ARD: Draw backgrounds. The main thing that students and young artists do is draw their favorite characters. They draw them standing up, sitting, and action poses. But they don’t draw what’s around them.
I always bring up the movie Big Hero 6. Hiro looks cool. Baymax looks cool. But look at Hiro’s room. Look at all the cool stuff that defines his character.
It’s good to develop all your skills at one time. You can get really good at drawing people, but draw the tree next to him. Some people will say that they don’t like drawing trees. They say it’s boring, but that’s what’s going to help you. It gets you better. Companies like Marvel and DC looking for artists need to know you have the capability to draw a background. People don’t think to draw a chair behind Spider-man, but you can put some really cool stuff on it.
When I look at people’s portfolios, I see they draw perfect rooms with all the standard items but none of the personality that our real life rooms reflect. I ask them, “Whose room is that? No one has a room like that.”
So draw a lot, but sketch all kinds of things. And most of all, don’t redraw a picture. Anyone who reads comics will recognize a Jim Lee picture. I feel you learn more by coming up with your own pose rather than drawing over a Jim Lee drawing.
CB: Do you have a go-to example of a perfect or near perfect graphic novel or comic book that you use as an example when you teach?
ARD: That depends on the genre. But I look for a good artist. Look at Stuart Immonen’s artwork. He tells great stories. Or look at Ohba’s Death Note. Look for artists that tell a story clearly and get you to care about the heroes, even the villains. My favorite comic for me personally is All-Star Superman #6. Superboy deals with the death of Jonathan Kent. You see the story where Superman has to accept that no matter how fast he is and no matter how powerful he is, he can’t stop a heath attack. I felt like that was just a really powerful moment to show a side of a character without making him seem weak. The best comics will be powerful and relate to you.
CB: If you could fix one thing about the industry right now, what would that be?
ARD: We need to become more extroverted. As evidenced by the film and television industry, people are willing to spend tons of money on comic book based properties. from The Flash to The Walking Dead, people are craving entertainment based on what we create, and I want to see more creators embrace this. Be willing to publicly promote their work, not just as cons but in their local shops and libraries, interacting more with people who aren't typical fans and embracing them.
People in the comic industry are so stuck in their singular vision that they don’t realize how big their empires could be. We need to look past that “I’m in a basement with my friends thing.” Let’s look like “I’m in a store on display with my friends” thing. Some people get it. Stan Lee gets it. He knows the importance of being a public face. It’s scary. None of us are used to being a public face in comics. That’s what we need. I don’t want all the scandals and crap that comes along with celebrities. But be willing to talk to a mom and a dad in a store.
And be like a sports fan. I’m not a Saint’s fan, but I will talk about that team or football in general to anyone. That’s what the comic book world needs. I want comics to be more like sports in that way.
CB: What do you admire about the comic book industry today?
ARD: Diversity. And conversations about it. People mad about this and that. All that. We need all sorts of creators, we need all sorts of characters. There are so many types of comics that you can’t read all of them. That’s a great thing.
We live in a weird golden age. I go to ComiXology, and I’m glad that they have their unlimited subscription and Submit sections. There’s so much I can read. Valiant and Lion’s Forge have a bunch of cool stuff. There’s just so many more things to get into. When I grew up in the 90's, we had Marvel, DC, and later Image. Now there are twenty, thirty companies as well as other people just trying to tell their stories. I hope we can continue down that road.
The big companies are also reinventing their characters. People say that superhero stories are all done, but I don’t think that. New writers and artists like David Walker and Babs Tarr are bringing a whole new voice to characters.
And the support to new comics is great, as well. I watched Walking Dead #1 rise. I have a copy—somewhere. I hope I can find it. I wasn’t a big fan, but I liked that it was different. It’s in a sealed bag, and it’s safe.
But comics are diverse and expanding.
Having felt satisfied that I learned more about art I ended the official interview. We talked on about comics while many Pokemon battled just behind us. Rashad explained that he is working on some big projects, but as with all creative types, he needs to keep them secret for now. Check out Alabaster Shadows and Spacetails with him and Rahal, and head back here at Comic Bastards for more on his perspective of illustrating, writing, and teaching sequential art.
Zeb Larson's Interview with Michael Moreci
Zeb Larson talks to creator Michael Moreci about Roche Limit, Sci-Fi and collaborating on different sides of the political fence.
ZEB LARSON: I actually feel like Roche Limit has become somewhat more hopeful throughout its run, and not just because we’ve lost Langford’s rather morose narration as the series has gone. Was that intentional, or am I just becoming optimistic?
MICHAEL MORECI: You're absolutely right. Ultimately, Roche Limit was a story about redemption, both intimately for each of our characters and also for humanity as well. The deeper we went into the series, the more the central idea became apparent—that one of the things that makes humanity so uniquely wonderful is our capacity to dedicate ourselves—and sacrifice ourselves, if need be—for the greater good. We have these systems of cooperation everywhere we look: families, government, churches, etc., and I firmly, firmly believe that we accomplish more together than we do on our own. The despair in those early issues come from Langford realizing what his failures—and humanity's failures—were, then finding strength to move beyond that.
ZL: If we’re making comparisons, part one of this series is Blade Runner, and part two is more akin to Aliens. How would you describe part three? Were the influences behind it different from what inspired the first two series?
MM: I think Monadic, part three, is the most blank template of the three. I was really playing homage to a lot of sci-fi in volumes one and two—Blade Runner, Aliens, Philip K. Dick, Vonnegut, even Star Wars. Part three has some dashes of Dark City and Kubrick, but it's the most original of the three.
ZL: How much was this series mapped out when the first book came out? Did it develop as you published it, or was it mostly set from the beginning?
MM: I had the ending—those final four pages—in my mind from the very start. I knew exactly that's where it would end. And I knew it would be three parts with big spans of time between each, and I knew pretty much the entire story of Clandestiny. But, I was surprised along the way, all the time, and I went down some unexpected paths, so I had room for discovery.
ZL: Why bring the characters from the first and second arcs back together? What did you want to do with that?
MM: Because I think, ultimately, there stories were the same. They were about characters driven by individual pursuits who lost sight of the bigger picture, and I wanted them to come back and have the opportunity to find the redemption in this weird afterlife that they couldn't find in life, but it also tied the theme, mentioned above, in a nice bow: you can be an individual—it's imperative to the human experience that you are—but you have to contextualize yourself within the greater good of your family, community, and so on. That's what the black sun aliens could never grasp—committing to something bigger than yourself while still being an individual, and that's why they were never able to become human.
ZL: The aliens in this series are ambiguous, in a certain sense, because they seem more focused on imitating the worst in humanity. Does that say something about human nature?
MM: I think it was less the worst that they were trying to imitate and more that they didn't understand the best of us. And there is a discord there, right? On one hand, we are all so unique—we have a soul, a monad, a unit of being that makes us self-aware individuals—and on the other hand, we are also units of a greater whole. But, sometimes, being part of that whole means we have to lay down one of our greatest strengths/characteristics, our individualism, out of necessity. The aliens were never able to understand that, and that's what held them back.
ZL: What takeaway do you want people to have now that Roche Limit is finished?
MM: You know, I've said a lot about the themes, and I think there's a lot there that's important now, existentially and politically. But I also hope that Roche Limit can be a reminder that sci-fi doesn't need to be limited to being simply action in space with crazy ass gadgets and aliens. The best sci-fi informs us, instructs us, gets us to understand who and what we are on a deeper, more profound level. I'm thinking PKD, Children of Men, the Expanse novel series, Blade Runner, Gattaca—I can go on and on and on. Point being—I want to see more comic books like Roche Limit. I want to see books that are weird as hell but have something bigger to say, following the tradition of the best sci-fi—which, to me, is the best storytelling genre that there is.
ZL: Let’s shift gears to Indoctrination for a bit. It delves into similar themes we’ve seen elsewhere in what you write. Was there a specific moment of inspiration?
MM: Not really. I think it's more about our cultural landscape of radical thought that, sometimes, get puts into radical action. And I think, in our country, both sides are guilty of the same thing—all we do is dig into the thoughts and mores of our tribe, and we never take a moment to listen or hear other people out. We're all getting more and more radical, and that's a very, very dangerous thing.
ZL: There’s a quote in the first issue of Indoctrination about men being slaves to the ideas of a defunct economist. Obviously, the book is taking a hard look at radical Islam, but is there anything else you’re turning the lens on?
MM: Without question, and I'll just come out and say it: Trump. I think Trump is a cult leader if there ever was one. He shares the most basic traits of make unrealistic promises as he feeds on people's fears, and all he asks in exchange is total devotion and to be given all the power—power over our lives, our opinions, our law. Sure, Indoctrination is about ISIS, but it's just as much about the radicalism that is choking American politics right here and now—radicalism that's becoming mainstream, which is terrifying.
ZL: I saw you mention in another interview that you and Matt Battaglia sit on fairly different sides of the political fence, but you seem to have found common ground in Indoctrination. What is it about what you’re working on that made this possible? Is that something that can be applied elsewhere?
MM: Matt and I are for sure different, but unlike more political people, we're willing to listen to each other and we respect each other's viewpoints. Out of that, we see the same things: radicalism run amok, dangerous enemies encroaching that can literally spring out of nowhere. Can our relationship be applied elsewhere? Man, I really hope so. Because an unwillingness to listen is one of the reasons why we have such radical thought. No one listens anymore. No one respects differing viewpoints. And when you do that, you just entrench yourself on your side, so hard, and you never look back. And the more you entrench, the less you listen, the further away from moderate viewpoints you get. And this goes for both liberals and conservatives—we need to listen and respect each other much, much more than we do. Politically and culturally. You'd be surprised how much calmer we can all be if we're just willing to listen to someone—even if you think they're perspective is wrong.
ZL: Let me put you on the spot. Burning Fields was at least in part about the consequences of American intervention in Iraq, an intervention which was supposed (depending on who you asked and when) to quell the threat of Islamic terrorism. Indoctrination is living in the shadows of those consequences to a certain extent, as well as terrorism. What should we do differently?
MM: Oh, man. That's a tough question. There's so much. I think a lot has to do with violence being our first response, violence being so deeply ingrained in our society. We need more diplomacy. We need better gun laws. We need better foreign policies. I know this answer is all over the place, but there's so many things we can do better, but I think it starts with problems that all start with violence. The U.S. weaponized Bin Laden however many years ago when it was convenient for us to do so, and eventually he came to being our greatest enemy. We went to war in Iraq for no reason, and now Iraq is a hotbed for our greatest terrorist threat. The thread in all this is that violence begets more violence. It may not be direct, but it's there. I've set it before, and I stand by it—we will never kill our way to peace. It will never happen.
ZL: Do you have any answers about how we can kill an idea?
MM: I'm not sure about an answer, but at least an idea. It goes back to what I said before—we need more unity. There's a reason why the message of ISIS and Trump are so appealing, right? People are able to be reached with these toxic messages, these perverted ideas, because they feel marginalized or troubled or desperate in some way. We need to be sure out political policies are reaching everyone, both domestically and abroad, in the best way possible. That means basic conditions are being met: health care, livable wages, access to education. You can't kill an idea—but you can make it so people aren't seeking radical answers to problems they don't have.
ZL: You’re working on two books. Can you tell us anything about them?
MM: The two novels are quite the departure for me, in some ways. They're sci-fi, which is right in my wheelhouse, of course, but they're more sci-fi adventure books. If you know me, you know my favorite thing in the world is Star Wars. I LOVE Star Wars. These books are hugely inspired by Star Wars. They're fun, they're full of adventure, but, you know, it wouldn't be me if there wasn't something deeper going on as well (which Star Wars has as well!).
SDCC 2016: Aspen Teases Aspen Universe Wave Two... More of the Same or a Fresh Start?
I'm not going to lie... I don't even have a fucking clue what the current Aspen Universe's landscape is. It seems like for the last year they've just been reprinting Big Dog Ink issues and those are old too. Aspen wanted this to be a tease so I only have the images. No panel info because they sent this before the panel, but we weren't supposed to post it until after the panel... so here are my terrible guesses on all these images.
They're calling it Wave 2... now we know that and I see two familiar titles. I don't know the people with the guns, but the other is Soulfire (a series I've never enjoyed and will never check out again) and the other one is Dellec, which is one of their better series, but they never give it enough issues and rush the endings. And "low sales" isn't an excuse when there's a "of 6" or "of 4" on the cover.
I don't remember BubbleGun ending. Though it was ahead of the game since we now have Kim & Kim and Bounty which have the same premise.
More Shrugged... which is all word bubbles. I don't remember what the other one is. Chrismagic maybe? Or it could be some element of Shrugged that I'm not familiar with because I never made it past a first issue.
Pretty sure that's Fathom. See my thoughts on Soulfire, it applies here as well.
Jinri was probably one of the only series I really truly enjoyed and got excited for. The second volume unfortunately didn't do much and had lost a lot of the magic (pun intended) that made the first volume good. Hopefully it'll rebound here.
Soulfire again... this idea has run it's course. Even a reboot wouldn't interest me. If I remember correctly, Soulfire lost in the voting of "Pick our first comic to be made" contest way back in Wizard Magazine's days. Why it still got made is beyond me.
Final Thoughts
I know that I basically trashed everything Aspen has announced. Maybe its the fact that they haven't done much lately and their titles always seem to disappear at the end. They support the first issue too much and lose everyone's interest at the end. It's not that I want them to do poorly, I want them to do better. Support the entire series and not just the initial launch. Work with different writers too because if your books are dropping off that much from issue one to issue four, then it's not all marketing's problem. There's clearly something on the creative end that readers are responding to negatively. I want Aspen to continue on. I was worried that the were close to shutting down. Hopefully this new line of books will allow them to bounce back, but if it's just more of the same... then I won't be there to check it out for long.
If You Like 'Zombie Tramp', You Should Check Out 'Dollface'
If you pay attention to the site then you know I've written several times about "no more kickstarters, etc., etc.". The reason being is that I wanted something like this. Something I'm excited for rather than a line of creators in my inbox trying to get their title the most exposure because that's what you're supposed to do and blah, blah, blah. You want a successful kickstarter? Make a product people want. They're factually voting with their wallets and while exposure helps at the end of the day it's not a guarantee that with enough exposure you'll make it in the end.
Enter Dollface, which is co-created by Zombie Tramp creator Dan Mendoza. I saw this and project and I backed it. I didn't need to know anything else, but when I read the premise I wasn't disappointed.
What happens when Weird Science and Buffy the Vampire Slayer meets The Bride of Frankenstein? Dan Mendoza, creator of Zombie Tramp's, brand new series: Dollface.
[su_button url="https://www.kickstarter.com/projects/2099396146/dollface-0" target="blank" style="3d" background="#50f84c" color="#111010" size="10" center="yes" icon="icon: chain" icon_color="#111010" rel="nofollow"]Kickstarter Link[/su_button]
Yup, you hit all the right notes with that one and well... Mendoza on art. I love his style. I even got one of the limited edition variants, even though I really wanted that fucking shirt as well. My point of all this is that yeah we'll promote a kickstarter, but I have to have something to say about it. Like, I'll give my right arm for that shirt or that I'm surprised that this had to go to kickstarter given Zombie Tramp's success for Danger Zone, but then maybe the creators wanted to do it all on their own and I respect the hell out of that as well. As a backer, I'm looking forward to being one of the first to read Dollface. If you're interested then click that big button above.
SDCC 2016: Dynamite Announces Red Sonja Video Game
I swear, if this isn't the new Red Sonja and the cop out and fucking use the old Red Sonja then I'm going to call absolute pandering bullshit on that series. And yes, I know there are Red Sonja covers attached that are for the old version so it's pretty safe to fucking say that the new series is pandering bullshit and that the just needed to write better stories rather than pretend that anyone was asking them to cover her butt cheeks. This game better be amazing.
From Dynamite:
F84 Games (www.f84games.com), Dynamite Entertainment, and Red Sonja, LLC are pleased to announce an exciting new partnership that will see Red Sonja, the She-Devil with a Sword, brought to life as a playable character in a dedicated, action-packed, and narrative-driven game. Sharing the news in lead up to Comic-Con International expo, Red Sonja fans will be happy to hear that the multi-format game will be ready for release this upcoming winter 2016/2017.
The stunning new game will be based on the acclaimed comic book published by Dynamite Entertainment, with the series' award-winning writer Gail Simone also confirmed to spearhead the plotlines, characters, and world. Collaborating with F84 Games, Simone's take on the fearless warrior of Hyrkania will present an authentic and seamless continuation of her stories - putting fans straight into an interactive video game version of the Red Sonja comic books.
"There're two things I love in this world without question, and those things are video games and Red Sonja," says Gail Simone. "Gaming is such a huge part of my life, it's what I do for relaxation, socialization, and inspiration, and my game and console collection is a terrifying sight to behold. Mixing my favorite character, the She-Devil With A Sword, with my life-long love of games is a dream come true. We plan on making this a bloody, sexy, funny good time, full of brutal swordplay, cackling villains, and horrendous monsters, all seen through Sonja's trademark wit. I cannot wait."
"Red Sonja is the kind of character you want to walk a mile in her boots; it is the perfect franchise to turn into a video game," said Luke Lieberman, President of Red Sonja, LLC. "We've waited for the perfect partnership and believe Jeff Hardy and F84 Games have a phenomenal vision for the game. Once Gail agreed to be the dungeon master for this adventure, I knew we had something special on our hands."
"We have had great commercial and critical success with Gail Simone's run on Red Sonja and her involvement helps bring that energy and excitement to the game. It's gratifying to work with F84 Games to create such a fantastic game. Fans of Red Sonja will truly be in awe with what we have planned for them," said Nick Barrucci, Publisher and CEO of Dynamite Entertainment. "From the mythology, to Sonja's characteristics and fight style, to the minute details of the Hyrkanian villages - the game will really be a truly immersive experience."
"We're thrilled to be crafting this new Red Sonja experience in partnership with Luke and Dynamite," commented Jeff Hardy, CEO of F84 Games. "The upcoming game will be a great way to bring new fans into the universe. With Gail Simone's poweful narrative, we feel the game will be truly engaging and bring the authentic Red Sonja quality that fans have come to expect."