Wednesday, September 29, 2010

Interview with Ted Naifeh about his Bat-love



Ted Naifeh, like most artists, loves drawing Batman. Much like how almost every artist has that one character they get sheer joy out of drawing, Naifeh's is definitely Gotham's Dark Knight. Recently, on his website, he displayed some mock covers of Bat-books. Now, he's already done some redesigns of Bats' rogues gallery and other miscellaneous Gothamites, but what he's done here is completely different, and truly amazing. Naifeh spoke exclusively to Blog@ about Batman and his thoughts on the character's legacy.

Tuesday, September 28, 2010

Artifacts #2



Artifacts #2
Written by Ron Marz
Art by Michael Broussard, Rick Basaldua, Joe Weems, Sal Regla, Sunny Gho, and Dulce Brassea
Letters by Troy Peteri
Published by Top Cow
Review by Lan Pitts


"And I will find our daughter, and I will kill whoever took her. Because that's what I do." -- Jackie Estacado, the Darkness

To be blunt, Artifacts displays how mega events in comics should be done. With revealing the plot with a solid pace and not dumped in your lap, it becomes easy to access and enjoy without worrying or scratching your head in confusion. Last month's first issue of the thirteen-part series, Ron Marz set up his characters like one would on a chess board, with Artifacts #2, he really gets moving. With Marz having shaped or created most of the characters involved, they all have one solid voice. Nothing seems static or incohesive. The best part? You actually care.

The mystical nature of the Top Cow characters plays second fiddle to the characters themselves. The Angelus, Darkness and Witchblade may be the ultimate embodiment of their realms, but here they are Dani, Jackie and Sara, who all are worried about Hope's safety. Let's not forget about Tom Judge here. The priest who isn't so saintly. Again, it all goes with a natural, progressive flow. You aren't assailed vigorously with characters and meaningless dialog, but rather with moments and purposeful storytelling.

Michael Broussard's pencils and layouts are something to behold. He has a keen eye for detail and angle. For some reason, I hearkened back to how John A. Alonzo shot Chinatown. Every panel contains enough drama, intrigue, and emotion that once you see it, you can't help but pore over it and admire what he's done. Somewhat new on the scene, he's quickly becoming my favorite Sara Pezzini artist. From how he does her eyes, to her hair, just everything seems, for a lack of a better word, right. Sunny Gho has proven time and time again, he can handle Top Cow artists with the more kinetic styles, and his colors over Broussard set the tone perfectly.

Honestly, no offense to the other big events going on in comics, but something like Artifacts needs to come out to show an example of how independent books that are flooded with great talent can pull off an on par show, and at times exceed expectations.

Saturday, September 18, 2010

Mike Carey talks about Unwritten and things to come



Mike Carey and Peter Gross' Vertigo series, The Unwritten, has swooped up numerous award nominations and has found itself on the New York Times Best Sellers list twice already. It is a tale of intrigue, fantasy, father-son relationships, and finding your purpose in life. Tom Taylor has been on quite an adventure in the past year and a half and with the revelations of issue #16, it's really only begun. Blog@ spoke to the author of the series, acclaimed writer Mike Carey about the ambitious undertaking he took with the most recent issue and what's in store for Tom, Savoy and Lizzie. Caution, there are spoilers for those of you not caught up.

Friday, September 10, 2010

Magdalena #3 and Green Hornet Annual #1

Magdalena #3
Written by Ron Marz
Art by Nelson Blake II, Sal Regla, and Dave McCaig
Letters by Troy Peteri
Published by Top Cow
Review by Lan Pitts
Click here for preview


"The boy's not here. Most of the cult is gone. They just left behind some goons...and that thing. Need a hand?" -- Patience, the Magdalena

I have to be honest here, this issue doesn't really move the plot along as it is a sort of boss battle out of a video game. Kristoff passes as a lost traveler and finds a luxurious manor with a not-so angelic hostess. Though, as you might have guessed it, he was prepared as the mistress of the house, Anichka, shows her true demonic form and pumps several rounds into her. Lucky for him, he is quickly joined by Magdalena. They do their best to make quick work of the situation and still try to get information concerning Kid Anti-Christ, who is already a few steps ahead.

From the first page you'll notice a simplistic layout, but Nelson Blake II's use of sharp angles keeps the story at a nice pace as well as engages the reader. Showing how Magdalena moved around the building a la Batman, was a change of pace and I just wonder how easy it was to creep around with that armor on. Blake's action shots are drawn beautifully with a high impact feel. When somebody is shot, stabbed, or punched, you can sense the impact he was going for. His demonic designs are creative and feel they impose an actual threat, without them being over done. Sal Regla's inking style compliments Blake's pencils exceedingly well. The first six pages of Mags prowling around is evident of that. Dave McCaig's colors are brilliant as always. The use of reds and yellows is still dominant, but he has a chance to work with blues and purples.

Ron Marz is no stranger to the realm of supernatural superheroes having done stints on Thor, and of course the characters at Top Cow for the past five years or so. He's put more than this stamp on these characters, he's breathed new life into them and expanded so much of their world. So, naturally, he excels in telling this sort of story. While Patience has a job and duty to withhold as the Magdalena, she is still having to kill a young boy. Then again, who better to take down Satan's kid than Christ's daughter? The dialog is sharp and Patience has a unique voice that comes across as militant with a feminine edge.

To be truthful if you're not picking up this book or any of the great stuff Top Cow is putting out, you're sorely missing out. Magdalena is no exception.

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Green Hornet Annual #1
Written by Phil Hester
Art by Carlos Rafael, Josef Rubenstein, and Carlos Lopez
Letters by Troy Peteri
Published by Dynamite Entertainment
Review by Lan Pitts
Click here for preview


"Our war is on crime, Kato, not people." -- the Green Hornet

As a big Green Hornet fan I am, I've been underwhelmed by Dynamite's efforts, save for the Green Hornet: Year One mini-series earlier this year. Nothing has been popping out at me or agreeing with the collective idea of what the Green Hornet is in my mind. Green Hornet Annual #1 fills that void nicely, but not in the way I would have thought.

Green Hornet Annual #1 isn't really a Britt Reid, jr story, nor is it an actual Green Hornet story. While there are flashback sequences featuring the original Green Hornet, Phil Hester really gives you and idea on who Britt is. He's tortured, but not in the same vein as say Batman or Dick Grayson. He decides to become a hero because in his heart, he feels it is the right thing to to do. Though being a hero isn't always the easiest of things, as Britt gets his ass handed to him by friend and mentor "Coach" Pollard. We learn that Britt was an already good fighter, he just lacked the discipline and had a cavalier attitude about life.

Speaking of which, on top of Britt's father being murdered, his home life isn't the best at the moment. His love interest, Julie, has moved out and he's trying to find himself within this shattered world. We know where this is all headed, but still, it's nice to see the beginnings of the new Green Hornet come across like this. We know he'll never be the man his father was, just the hero his father became.

There are two different styles going on here. One being the art used in the flashbacks showing Hornet and Kato with chiseled jaws and Adonis-like physiques. It comes across as classic 60's comic style, even the coloring has the old dotted-look to it. While in the "present", the art is clean and the facial expressions come across precise and proper. Carlos Lopez's colors comes across as too dark at times, but nothing too distracting or awful.

The Green Hornet franchise can be confusing at times for fans of the character, but not quite sure where to begin or even start. If you haven't started, I strongly suggest this issue.

Angelus #5

Angelus #5
Written by Ron Marz
Art by Stjepan Sejic
Letters by Troy Peteri
Published by Top Cow
Review by Lan Pitts
Click here for preview


"It was always going to end like this, wasn't it?" -- Dani Baptiste, the Angelus

When we last saw Dani, she was caught in a rather awkward situation with her father walking in on her and her galpal, now official girlfriend, Finch. We also witnessed former Angelus warrior Sabine bond her self to the Artifact known as the Shadow Wheel, granting her powers of time manipulation. Sabine is focused on regaining the Angelus and it's going to be quite the showdown between herself and Dani.

Okay, let's get something straight (ironic choice of word) and out of the way here. Dani's and Finch's relationship has been blossoming for several years now. This is not just some sort of realization about their sexuality. No. Ron Marz has crafted their rapport carefully and naturally. So, naturally, two consenting adults who have strong romantic feelings for each other eventually having some sort of sexual experience. Mind you, this is also Top Cow. They have a mature content warning and they mean it. The thing is though, if you really break it down, it's nothing we've seen in comics before, but what really strikes home is the talk Dani has with her father about Finch. It's endearing, sincere, and above all, handles the situation well.

Of course the express of their love doesn't last long as Dani's "friends" show up. Talk about bad timing. Sabine reveals herself as the new wielder of the Shadow Wheel, as well as her intentions to fight Dani for the Angelus force. What Dani didn't see coming is Sabine stealing time away from Finch and making her old. I mean, Gandalf old. Dani easily decapitates her former minions who served Sabine. Now all that is standing is a pissed-off Dani and a power-crazed Sabine. I'm sure the conclusion is going to be out of this world.

I have to give props to Sejic here. I have, at times, criticized his lack of facial features that leave some of his figures cold and stoic. Here though, he breaks through and lets his talent speak for itself. The passionate scene between Dani and Finch comes across as real, well as real as things can be in the comic world. It all just seems very human. The design of Sabine possessing the Shadow Wheel is something to behold as well. It has a sort of Eternity and Starman vibe and is just visually striking.

This mini-series has excelled in showcasing Dani as a stand-alone kind of character and out of Sara Pezzini's shadow. The action is terrific, the dialog is clever and crisp and the art is beyond superb. Anyway we can get this into an ongoing, Top Cow?

Wednesday, August 25, 2010

Ani-Max One Shot



Ani-Max One-Shot
Created by Sharad Devajaran, Gotham Chopra and Jeevan Kang
Written by Ron Marz
Art by Jeevan Kang
Published by Dynamite Entertainment and Liquid Comics
Review by Lan Pitts
Click here for preview


"It was like this wave washed over me. I could sense every animal in the jungle. I had this connection to them, I was in tune with them. I understood every growl and chirp and grunt. I understood everything." -- Max Duncan

Imagine if you will, a hero that is Ben 10 meets DC's Vixen, and what you get is twelve year-old Max Duncan, aka Ani-Max. While on a vacation to the rainforest, Max becomes lost and is confronted by a panther who passes the mystical object known as the Animus Stone to Max. The panther transforms into an old man who informed Max of an impending danger and runs off. Max now possesses the ability to become part animal he touches, and his duty is to protect the Earth Spirits.

Marz hasn't touched anything all-ages since his Dragon Prince two years ago, and while the story may be as old as time (or at least as old as Dial H For Hero) it still has an underlining message of environmental consciousness. The message conveying is that the youth can be responsible for the planet they will inherit, so it's not exactly a Ben 10 rip-off story-wise. Max is someone who is willing to accept his responsibilities as the new guardian, in somewhat of a Harry Potter mentality. We don't know much about Max's main threat, the Locusts, as they were just mentioned by the former protector and hinted at the end of the issue.

Jeevan Kang's art is pretty standard for something like this. It's Sean Galloway mixed with Bruce Timm with a slice of Mike Kunkel for good measure. Layouts are simple and easy to understand. As this is a one-shot, I've heard that this is merely an introduction to the character in preparation for a venture into an animated project, which could easily work since the world is thinking more "green" these days. As a comic, it easily stands on it's own merits and I would recommend this to any Elementary School who are adding more and more comics to their library.

Sunday, August 22, 2010

Influence Map



Self-explanatory.

1. Clash of the Titans
2. The Sandman
3. Iron Man
4. Natalie Portman
5. Velma
6. Ted Naifeh
7. Quantum Leap
8. Wheel of Time
9. Matt Groening
10. Oscar Wilde
11. Star Wars
12. Little Red Riding Hood
13. Atlanta
14. The Riddler
15. Dr. Strange
16. Daredevil
17. Alice in Wonderland
18. Old School Magicians
19. Zatanna

Saturday, August 21, 2010

The Sixth Gun #3



The Sixth Gun #3
Written by Cullen Bunn
Art by Brian Hurtt
Published by Oni Press
Review by Lan Pitts


"Did he look alive to you?" -- Drake Sinclair

Three issues in and little by little the world of The Sixth Gun is opening up. Oni's supernatural western is quickly becoming one of my must-have books. Not only are we treated to General Hume's origins, but more of the mystery revolving around the guns is revealed along with a secret about Sinclair's past.

Waking from a dream, Becky noticed the mythical (and titular) sixth gun is eerily glowing and she goes to find Sinclair and O'Henry, but stumbles upon them deep in conversation. The two men are discussing incidents from the first issue as well as something to do with Becky. Now the issues goes back and forth with our trio of heroes and General Hume and his demonic cronies. As I previously stated, Hume's origin and his ties to the guns are revealed. I see the guns as sort of Four Horsemen/One Ring of Power-type weapons. Each one possesses a different power and purpose. One summons the dead, another deals out disease and plague, etc. Becky's gun, formerly her father's gun, shows her the past and the future, which explains Hume's success. The only problem about the gun working is that Hume can feel it's presence, a la Darth Vader to Luke, and knows where she is. Slightly problematic. The possibility of Native America mysticism excites me since that is fairly unexplored ground in comicdom.

Bunn has done a good job here of keeping the pace solid, not throwing everything at you at once. There are not that many main characters, yet they all are entwined by the legacy of the guns. It's almost as if the guns were characters themselves, especially Becky's, as it acts like a fortune teller and passes along information. Hume talks to his almost like a lover. That makes sense, especially if you consider somebody like him and his bloodlust. I love the mysterious nature of Sinclair, and the secret he's hiding. Everybody has a distinct voice from the our heroes to the bad guys. It's just really solid storytelling. Brian Hurtt's art doesn't hurt the book either (bad pun intended). His character designs is creative and creepy. The action scenes are well put together and his style still has that flair he had working on Skinwalkers. His colors have a dusty pallet to them, and lots of reds and golds. You have to love how Sinclair stands out being a man in black.

Fans of this book will not want to miss this issue. I can't really recommend this one to people who want to jump on board without saying you have to buy the first two. I still insist that most comics should come with a "previously on..." page. That note aside, it's still a solid read and one of my favorite new titles.

Thursday, August 12, 2010

BPRD Hell on Earth #1, Time Bomb #1, Wheel of Time #4

BPRD: Hell on Earth - New World#1
Written by Mike Mignola and John Arcudi
Art by Guy Davis and Dave Stewart
Letters by Clem Robins
Published by Dark Horse
Review by Lan Pitts


Monster on the loose! People are vanishing in this small town! Time to call Scoob and the Gang! Wait, no, that's not right. We need the BPRD. Mike Mignola, arguably the biggest name in supernatural comics, and this top notch team of John Arcudi, Guy Davis, and Dave Stewart once again take us for an exciting ride with the BPRD gang. Though, this time around, there's something a bit different. It is indeed a new world and a new direction for these characters. After the conclusion of BPRD: King of Fear, the BPRD is reconstructed and overseen by the United Nations. Oy.

Now, this isn't a deviation from what we've come to expect and love from these creators and characters. It's interesting to see how the BPRD is dealing with the massive amounts of red tape and litigation. The first issue doesn't really build a plot as it does play catch-up, but there are hints of something big to come. I love how Mignola and Arcudi established the fear of Americans over the funding of BPRD by the U.N., again just whispers and nudges of what we can expect later on.

Guy Davis is one of my favorite artists of all-time. His comic style is distinguishable and animated and has been the image that I have in my mind whenever I see or talk about Hellboy and such. Dave Stewart's colors over Davis' art just plain works. It's a more laid back style compared to say his work on Detective Comics, but more in tune with what he did on New Frontier. The city scape is bright and busy, and the woods Abe's wanders into have a spooky and macabre vibe.

If you're a fan of the series, go ahead and pick this up. However, if you're rusty on these adventures or characters, I'd recommend checking out previous installments because it doesn't really feel like a good pick-up point or is as accessible despite the dossier in the front. What this issue really needed was a full-on first page of "Last Time on BPRD..." sort of deal. I just worry that fans who want to get into it will feel lost.

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Robert Jordan's The Wheel of Time #4
Written by Robert Jordan
Script by Chuck Dixon
Art by Chase Conley and Nicolas Chapuis
Lettering by Bill Tortolini
Published by Dynamite Entertainment
Review by Lan Pitts


"I don't know that you are worth it, sheepherder, no matter what she says." -- Lan Mandragora

Reading these comics reminds me why I fell in love with The Wheel of Time in the first place, especially around this time in the books when the action starts to unfold. Coming back to Emond's Field with an injured Tam, Rand discovers that his village was attacked by Trollocs. When Nynaeve, the Wisdom (read: healer) of the village sees to Tam, she informs Rand there is nothing she can do. Despair takes over Rand, but finds hope again when he discovers the mysterious Moiraine is actually an Aes Sedai and can cure his father.

As much as I love the actual novels, I want to like this comic more. Then again, it's hard to replace the images you've had in your heard for more than half your life with Chase Conley's art. Some character still aren't quite there, but if there is one character Conley has down pat it is Moiraine. The way she stands, her face, the way she channels the One Power, it's all very, for a lack of a better term: Moiraine-like. Now the layout of some of the pages still bother me, but it isn't so much a diversion that I want to cast baelfire on the book (that's an in-joke). I feel the main thing is that his inks are inconsistent, but his image of a charred Emond's Field was pretty spot-on and just a great shot. Nicolas Chapuis' colors are another thing. While it was exciting to see Moiraine channel and fight back with lightning, the rest of his art just comes across as boring and shallow. I just think with a rich tale like the Wheel of Time, there ought to be richer colors as well.

Chuck Dixon continues to take Jordan's story and get the best parts of the story without taking much out, if anything, because it's just how I remember it. The scene with Rand and Egwene comes across as honest and emotional. And I think Dixon understands the characters as well as the fact that he is dealing with material that is considered the Lord of the Rings for this generation.

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Time Bomb#1 (Published by Radical; Review by Lan Pitts): Talk about genuine creativity here. Essentially, in the future, an underground city was discovered in Berlin where a hand-selected members of the Third Reich were going to stay, while a missile was activated and spread the mother of all viruses. Well, of course nothing goes according to plan, but I guess if the Nazis had it their way, better late than never I suppose. So, the missile is accidentally launched and the virus is spread and will destroy all life in an estimated three days. The solution? Go back in time to warn the government about the missile and the threat. What actually happens is that the small time-traveling team is sent back too far and they are now in WWII during the Nazi regime. Fully equipped to the T with modern day weaponry. So the question is, will they pull a Sam Beckett and change history for the better? It brings up a lot of questions, and I'm a sucker for a good time travel story. With fifty-four pages and NO ads, this book just can't be beat. If you know anything about Jimmy Palmiotti and Justin Gray, you know they make a dynamite team. Paul Gulacy's art is exquisite, adding to the serious tone for the book with proper inking that gives it the action movie feel. Rain Beredo's color also mesh well with what's going on, using lots of dark colors. Time Bomb is a fine example of compelling story telling and I would easily recommend this to anybody looking for something a bit out of the ordinary. It is for a more mature reader, but nothing to the degree of say anything out of the Vertigo line. If you're a fan of history, twist-ory, time travel and adventure, give this mini-series a shot.

Monday, August 9, 2010

Pocket God #1

Pocket God #1
Written by: Jason M. Burns and Jim Hankins
Art by: Rolando Mallada and Lucas Ferrerya
Colors by: Paul Little
Published by Ape Entertainment
Review by Lan Pitts


Licensed property comics are nothing new and are becoming more and more frequent these days. If you haven't heard of this game, I wouldn't worry, you can still enjoy the misadventures of immortal islanders in Pocket God. Based off of the popular game, that is only available through the Apple app store (and is currently the number 11 top-selling item in said store) Pocket God follows six primitive islanders who are called pygmies. Now in the game, you play their omnipotent being and you can do whatever you'd like to them from earthquakes to hurricanes, to just plain levitating them. In keeping with the theme that these pygmies go against the worst scenarios, that is what the comic is all about: a vengeful deity who is constantly killing them, or so they believe.

Jason M. Burns has proven time and time again, that he has a knack for fun, all-ages type stories and this book continues that trend. While it may seem pretty brutal with the notion of killing these characters over and over, it's no more violent than a Roadrunner and Wile E. Coyote cartoon (and who doesn't love those?). All six pygmies have different personalities, but have minor differences in appearances which, I admit, was confusing at first. Ronaldo Mallada has a great style and captured the essence of the game with his environments, and the pygmies themselves. He can also draw one mean laser-shark. The layouts are easy to read and is nothing avant-garde, but still enjoyable. Paul Little's colors are simplistic, yet not overbearing and suits the story. The back-up feature by Jim Hankins and Lucas Ferrerya gives us a hint at what might be exactly causes the pygmies to have their disasters and such. The art is more non-traditional, yet still cute and easy on the eyes.

For fans of the game, there are several in-jokes, probably even more than I realized. The Pocket God game has constantly been in the top-rated and this comic is on the fast track to follow suit (it's already number twenty-one on the top-sellers). Ape will release an actual hard copy of the comic in September, so be on the look out for that. I think while licensed comics are around, Ape is exploring new options with the app market. Now, I'm not saying there should be a Bejeweled comic out there, but I'd easily browse through a PandaMania comic.