Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, October 22, 2010

Robert Gryfft Reviews MS Paint Adventures

Hi, everyone. Long time no see.

Sorry I haven't had much to post lately--I've been working on a handful of different projects, so the blog has kind of gotten short shrift. But I, like everyone and his brother, have been reading MSPaint Adventures lately, and so has fellow blogger Robert Gryfft of Air Theremin. Gryfft is a screaming raving fan of MSPA, and he has graciously allowed me to share his gratuitous frothy fangushing review here on TWIW.

WARNING: Like MSPA itself, Gryfft's review contains F-bombs.

Monday, August 16, 2010

Review: Scott Pilgrim vs. the World: the Movie


Scott Pilgrim is making some noise.

At a Glance:

Scott Pilgrim vs. the World
Cast: Michael Cera, Mary Elizabeth Winstead, Ellen Wong, Kieran Culkin
Director: Edgar Wright (Hot Fuzz, Shaun of the Dead)
112 mins
PG-13
TWIW rates: 4/5
Bryan Lee O'Malley's graphic novel recently released its sixth and final volume, concluding the story of young-adult slacker Scott Pilgrim's battle for the heart of Ramona Flowers against her seven evil ex-boyfriends. Scott McCloud calls it "the funniest comic book on the planet right now." There's a Scott Pilgrim video game for PS3 and XBox, and "Scott Pilgrim vs. the Animation" on Cartoon Network's Adult Swim. And this past weekend, the Scott Pilgrim movie hit the box office.

23-year-old Scott Pilgrim (Michael Cera) is a loser. He's unemployed, plays bass in a noisy rock band, lives in a tiny apartment with his "cool gay roommate" Wallace (Kieran Culkin), and has recently started dating a high schooler. But all that changes when he meets Ramona Flowers (Mary Elizabeth Winstead), the literal girl of his dreams: as a courier for Amazon, she keeps showing up in his subconscious because of a convenient subspace portal running through his head. But in order to date Ramona, he must first defeat her seven evil exes. Not only does he have to deal with the same messy relationship history that we all must in meeting someone new, but he actually has to fight out that history in a string of escalating boss battles.

Like the comics, Scott Pilgrim vs. the World captures the ethos of our generation. Scott and Ramona Flowers navigate a sea of "It's Complicated" histories, grappling with the interpersonal relations of young adults who never emotionally graduated from high school. Characters speak in a vernacular of humor based on repetition, repetition, and jokes about how lame jokes are. Scott's battles with the evil exes are peppered with tongue-in-cheek, cheesy pun-liners like "You were a little bi-curious? Honey, I'm a little bi-furious!"

The movie is also steeped in video-game culture, up to the 16-bit pixelated Universal logo with accompanying bleep-and-bloop soundtrack. Contemporary movies often take their action-scene cues heavily from video games (e.g. Clash of the Titans), but SP uses video gaming as a framing device for its love story: battles are laden with pop-up score counters and special power-up modes, and defeated enemies burst into showers of coins. When mistaken for a band member and asked "What do you play?" one character responds, "Legend of Zelda, Tetris..." and a running gag has Scott explaining the history of Pac-Man as a pick-up line. With its audio-visual mash of digitized SFX, comic-book popups, and rock music, it's visceral and entertaining. And director Edgar Wright knows how to use a framing device to tell a comic story: what he did with zombie flicks and buddy-cop movies in Shaun of the Dead and Hot Fuzz, he does again with video games in Scott Pilgrim.

So there's style. But does it bring the substance? To a degree. It keeps the plot, premise and characters simple, but Cera transcends his usual role of awkward slacker; he projects a Scott who, when given a second chance, steps up to admit his past screw-ups and set things right. As in the comics, Scott is an idiot who learns from his mistakes: a hero with a hair more nuance to him than one would expect. Winstead as Flowers brings a fitting measure of reserve to the table for a character with seven evil exes. The exes themselves rock their performances with outrageous energy; Indian guy Matthew Patel breaks out into bollywood dance-fighting, actor/skateboarder Lucas Lee delivers tough-guy panache, Vegan hipster Todd Ingram exudes arrogance, and sinister music mogul Gideon Graves plays his evil-concealing nice-guy facade to the hilt.

The movie stays as faithful to the comic books as a movie can. It faces the same challenge as Watchmen: condensing a large body of work into two or three hours and arranging the plot into a coherent cinematic presentation. And while Watchmen staggered under a slavish devotion to the source material, Scott Pilgrim enjoys considerably more success in striking the balance. A few elements such as the Katayanagi twins (evil exes 5 and 6) and secondary characters' backstories get short shrift, but the film actually bests the comic in its effective foreshadowing of main villain Gideon Graves. As a result, the film actually has a more fulfilling climax. Certain plot elements are changed slightly or rearranged to fit the cinematic medium, but all but the most diehard Pilgrimite will be pleased with the result.

The big question is, of course, is it worth your eight bucks? I can honestly say it's an entertaining production and a quality movie. Those outside of the comic-con crowd may have accessibility issues with it, as it appeals heavily to the viewer's inner dork, and in some instances I found the pervasive sexual jokes off-putting. However, the action rocks, the humor is laugh-worthy, and Scott is (more or less) a worthy hero for this generation. If you're looking for some quality fun for the dork within, you won't go wrong with Scott Pilgrim.

Monday, June 21, 2010

Review: The Adventures of Ace Hoyle


I have only played poker for money once in my life. This past winter, a friend invited me to a $10-buy-in poker night with a bunch of people I'd never met. It was good fun, and I ended up taking first place, through a mixture of luck, skill, and being a stranger to everyone so that nobody knew my tells. I've never watched more than a round of professional tournament poker, and all my knowledge of betting strategy comes from playing five-card stud with my cousin Chad for our grandmother's Life Savers.

When I think poker, I think Penny Arcade's "The Green Harvest," in which Tycho takes advantage of Gabe's ignorance of the game in order to take his money. When I think poker, I think kings hate threes.

So this is the sort of person who, this past week, found himself reading the tournament poker webcomic The Adventures of Ace Hoyle.

Unlike most of what we cover here, Ace Hoyle is not just a comic. It's also a dish made by thinly slicing fresh raw tuna a site dedicated to poker in general and online poker in particular. The site provides tutorials, tips and tricks, recommended and reputable online casinos, news, and...a webcomic. But you came here to hear about the comic, right? So let's talk about that.

At only 28 pages, Ace Hoyle currently has a small archive; you can get up to speed in five or ten minutes. The cast page and the comic itself are equally good introductions to Ace Hoyle and his co-stars, so it's generally accessible. It's also worth noting that the archive is browsable at two different sizes. If your monitor resolution supports it, I recommend the larger size for readability.

Also, the larger size better showcases the artwork. Artist Tomas Batha works in a high-contrast grayscale with spot color and a slight noir flavor. Early on, he adopts a hatched, pencil-shaded style that you don't often see in webcomics--I've only ever seen that kind of approach in Unwinder's Tall Comics and Megatokyo. Here in Ace Hoyle, it works reasonably well. As the comic progresses, later pages are tighter and cleaner, with more liberal use of spot color. There are a few surreal moments where an action scene plays out in slow-motion freeze-frames, and the overall effect halts the scene's momentum. Still, most action sequences keep it dynamic, as in this (potentially spoiler-laden!) example. The art generally improves, but a part of me likes the high-contrast tones of the early installments--good black-and-white art isn't easy.

On the whole, the art is strong, especially the pin-up pages. Characters have expressive faces and body language, along with distinctive designs. For better or for worse, I might even call them "funky." It's also worth noting that Tomas Batha both spends more time on environmental renderings and shows more proficiency at them than the average webcomic artist.


Like I said: pretty strong.

As detailed as the artwork is, I'll say it from the outset of the story: don't expect the plot to be anything deep. Everything you need to know about the character of Ace Hoyle (at least for this episode) you learn in the first page: he's slick, sharp, and ready to play some poker. He has roughly the character depth of James Bond--again, for better or for worse. In essence, Ace and his comic are here to entertain.

So--do they?

Well, the obvious answer is, "Depends how much you like poker."

If you're a complete poker virgin, this comic obviously isn't for you. It assumes a baseline familiarity with terminology and conventions. That said, it's still fairly accessible,and although I encountered some unfamiliar poker expressions, I could follow the action through context and pacing cues. Honestly, I had more trouble following the side-storyline about Ace's lady friend Dolly Finegold, though I suspect that's partly because we're in mid-storyline, with not everything revealed. As long as you have some interest and experience in poker, you can come first for the comic rather than the card games and still enjoy the action.

The comic is more plot-driven than character-driven: motivations are obvious, and character types are easy to read. Like a James Bond flick, it brings just the bare minimum of substance to hang the style on. Writer Phill Provance has some tongue-in-cheek fun with the archetypes he employs; Dick Spadely is a comically obvious jerk of a villain (plus a sore loser), and hard-drinking twins Boris and Vladimir Pultsin parody the stereotypical Russian of cold-war era fiction. As I noted before, none of it's especially deep, but the dialogue packs sharp banter and witty exchanges--dare I say it?--in spades. Obvious pun aside, the clever back-and-forth wordplay is one of the strong points, and it adds a lot of appeal.

However, the title character is carrying a lot of weight on his shoulders: if entertainment is the goal, he has to bring enough style to hook us, and in this department, Ace can't quite match step with Bond. His last-second entrance at the tournament table plays the trope straight where it really needed a twist to make it fresh. Still, he's smooth and savvy at the card table, and he's not too proud to fold when he's dealt a bad hand. Like Bond, Ace Hoyle toes the Mary-Sue line pretty closely, but he's good enough at what he does to keep things interesting, he's affable, and he's a good sport.

And like Bond, he displays a measure of consequences-be-damned recklessness when he punches out a competitor whose bad behavior steps over the line. Hopefully he'll actually have to deal with the fallout from this decision; it keeps things both interesting and believable. This early in the comic, there's plenty of space in which to develop Ace and flesh him out. In order to make the readers care whether he wins, he'll eventually need some more substance--even if, like James Bond, his style is his substance.

At the end of the day, I enjoyed the first episode so far, though perhaps because I had the patience to read through the archives a second time. Obviously, Ace Hoyle will appeal most to the person who thought Casino Royale had too much spy games and not enough poker, but if you can follow the action at the table and don't demand more of the comic than it promises to deliver, it may be worth your while to check out.

And if you're not up to speed on your poker but curious about the comic? Well, Miss Finegold can help you out.

Sunday, June 13, 2010

Review: Exploded View


Let's talk about science fiction comics.

No, we're not going to talk about Starslip. And much as I love to talk about Jump Leads, no, we're not going to talk about that either. We're not talking about Marooned (we've already done that) or Moon Town (though perhaps we should).

No, today we're going to talk about Cloudscape Comics' latest comic anthology, Exploded View.

Cloudscape is a collective of Vancouver area artists, and Expanded View is a sci-fi-themed anthology of short comic stories. Their fourth collection to date, it includes contributions from notable webcartoonists Angela "Jam" Melick of Wasted Talent and Kevin Forbes of Simulated Comic Product. A host of other artists contributed as well, ranging from actors to animators to elementary school teachers.

In some ways the collected stories vary greatly; in others they're highly similar. Exploded View showcases a wide variety of art styles, for starters: all of the artists take a different approach to the challenge of working in grayscale. You'll see high-contrast black-and-white; finely graduated shading; precise and tightly-rendered drawings; loose, freeform, quick-and-dirty sketches; and varying degrees of freehand vs. computer-assisted artwork. Generally speaking, it's decent artwork, and a few stories (John Christmas' "Aquanaut Zero," Megan Furesz's "Ctrl Z," and Melick's "Mechanics") really knock it out of the park. "Aquanaut Zero," a tale of undersea exploration, captures the claustrophobia of the ocean's depths with its absolutely oppressive use of negative space. It harrowed me in the best way.



The book's art isn't without its missteps. In Jeffrey Ellis' "Breakdowns," a girl's violent outburst has unforeseen consequences, and in a key moment, she's struck with guilt and grief as she realizes what she's done. Unfortunately, the thematically ambitious plot has written a check that the artwork can't cash, and in that pivotal frame, the cartoonish style makes the moment feel stiff and awkward. Still, "Breakdowns" has good artwork overall, and there are only a few moments in the collection where I thought to myself, "This is not good cartooning." On the whole, the anthology shows craftsmanship and attention to detail.

The collection is thematically strong as well. Science fiction is a genre of many faces, and you'll find many of them represented here: cyberspace and virtual reality, cybernetics, space travel, rapidly-changing technology, and robots. Lots and lots of robots (and I loves me some robots).
These elements are all used to good thematic effect, exploring interpersonal pathos, heights of emotion, complex moral decisions, and technology's effect on what it means to be human. Make no mistake, there's comedy here too: "Ctrl Z" is laugh-out-loud funny, as its snarky down-on-its-luck robot protagonist makes an unlikely ally and strikes back at its equally-robotic oppressors. I was disappointed that the book's one treatment of religion, Colin Upton's "It Came From the Heavens," is not only ham-handed, but implausible--its portrait of Christianity would really only make sense if mankind began to colonize space during the Crusades.

Another way in which these stories are similar: just about each tale brings a twist of some sort, a surprise reveal or a subversion of expectations. Of course, a twist in itself is no story without strong characters and a well-crafted plot, and on the whole these stories flesh out their twists. Paul Soeiro's "Faulty Wiring" takes man vs. machine and turns it on its head, questioning our innate inclinations to sympathize with its human main character. Melick's entirely alien cast in "Mechanics" are still eminently recognizable as people, and the reader can relate to (perhaps even identify with) her protagonist's motivations.

At the end of the day, though, the question is: is it worth your twenty bucks? Make no mistake, it's a good collection with a few truly outstanding stories, but your answer to that question depends on who you are. Not just any sci-fi fan is going to get something out of this anthology. Think of a geologist taking core samples: drilling out a narrow cross-section of the earth, but probing deep to obtain a sample rich with information. You won't be spending too much time with any of these characters, but the best stories here dig into what it means to be human and come up with something solid. It also helps if you like a broad range of art styles and an appreciation for black-and-white art. Basically: if you enjoy tightly-crafted comic stories, sci-fi with substance, and robots--lots and lots of robots--don't hesitate to grab a copy. It's good stuff.

Monday, October 19, 2009

Review: Eben07: Operation Mongoose

Gentlemen, behold! Following up from yesterday's post, it is time for the promised review of:


The first thing to note is that this chapter is a quick read, at a brief fifteen or so pages. However, it's not necessarily the best intro to the comic--for starters, its focus is not the present-day protagonist Agent Eben07, but rather his grandfather Abel, founder of the ICA. The storyline, told in flashback-style black-and-white rather than the brighter colors of Agent Eben07's contemporary adventures, covers Abel's assignment during the 1970's to assassinate Fidel Castro.

Truth be told, I'm not sure what to make of it.

It's not the art--I've always been impressed by Eben07's artwork, and although it loses a little without color, it's still a strong point. And the story succeeds at its goal of placing the ICA and its founder into American History. What it comes down to is the tone.

There were spots I found funny. Abel's present attempt on Castro's life is interspersed with his reflections on his mission, accompanied by snapshots of past attempts, which are absolutely ludicrous. Plus, the seriousness of Abel's internal monologue and the whole "men in suits" vibe are juxtaposed with such images as Abel in a dress. But that's the thing: the seriousness. Throughout the storyline, there are some rather gravitous musings on the nature of choice and fate in a political context, and Abel, it appears, is intended to be taken as a sympathetic victim of greater machinations, a pawn trying to maintain some semblance of human dignity.

There are numerous moments of humor in the fifteen-page story, but it ends on a deadly serious note. If it's trying for that whole-spectrum-of-human-emotion thing that I discussed earlier with Marooned and Superfogeys, I can't say it succeeds as well.

In all honesty, I've never been sure entirely what to make of Eben07. There's no denying that it's a well-executed comic, but the whole thing is so odd that at times I wonder about its accessibility. The janitor/secret-agent juxtaposition at the core of the thing has a lot of potential, but there's some inscrutable part of it that seems to be taking the whole endeavor too seriously--or perhaps taking it seriously in the wrong way. It's not mine to say that a secret-agent-janitor story can't have its serious moments.

But neither is it mine to say exactly how you can take a secret-agent-janitor story seriously. Such answers are decidedly beyond me.

To conclude, despite everything it does right, Operation Mongoose may not be the best introduction to the comic. Fortunately, though, the latest version of the site includes a page for new readers, and if the comic has piqued your interest, that may be the best place to start.

Sunday, October 18, 2009

An Introduction to Eben07 (Now with More Musings!)

It's been about a month and a half since I started my full-time job, and lately I've felt unsatisfied about the quality of the posts here at This Week in Webcomics. It's Sunday afternoon, here I am sitting down to write a post, and I can't remember the last weekend where I wasn't putting together something at the last minute. I suppose it's to be expected--I have less time to work on the blog now, especially if I have a busy weekend, and I guess that's as it should be. But none of that means I have to feel completely at ease about it.

I just wanted to get that off my chest, and it also sets the tone for the upcoming post, which will discuss the comic Eben07, specifically the chapter "Operation Mongoose."

As the Guy Who Does This Blog, sometimes I get press releases from various cartoonists. There's a side of me that feels kind of weird when I do, because--tying into the quality thing I discussed before--I'm not doing serious journalism here or anything. I'm just a guy who can't shut up about webcomics. Still, it's cool to catch word of new developments...so it's not as if I don't appreciate the press releases.

As you know if you've noticed the You-Choose-the-Reviews polls lately, I've been batting around Eben07: Operation Mongoose as a possible subject for review, and on Friday I received a press release announcing that the print edition of Operation Mongoose was up for preorder. I figured it was as good a time as any to finish reading through the chapter and give my assessment.

First, though, a word of introduction for the comic Eben07.

Eben07 is, in essence, a comic about a secret agent janitor. Its titular main character works for the Intelligence Cleaner Agency, whose task is to ensure that the classified operations of America's intelligence operatives stay classified. The Eben07 website presents itself as an official publication of the ICA, disclosing to the American people the information that it is required to disclose by an obscure clause of the Patriot Act. In the form of a webcomic.

A bizarre hook if ever there was one, but it certainly is inventive.

I've seen Eben07 a number of times across the internet, first finding it through the now-defunct comic site WhoShotMyRobot.com. At the time, the website was a confusing mess of HTML, and the "Official Declassifications of the ICA" presentation did little to alleviate my confusion. The site insists on presenting the ICA as a real entity, and framing the comic in a reader-friendly way without breaking character has always been a challenge for it. I've seen the website go through several versions, each one an improvement over the last, and the archives are now accessible and navigable. Presentation-wise, the current version seems to know what it's doing.

Which, in turn, makes it eminently possible for me to review


Full review to follow Monday evening; it's been a busy weekend. Be sure to check back then.

Monday, September 28, 2009

Review: Tuna Carpaccio P.I.

Tuna Carpaccio is many things. First, it is a dish made by thinly slicing fresh raw tuna and serving it with a savory and often spicy sauce. Second, it is a webcomic by Josh Dunlap and Tony Chavira. Third, it is the main character of said webcomic.

It may be still other things. I'll let you know if I discover any more.

Albacore Melt Carpaccio, better known as "Tuna," is a private investigator in a city of crime and mayhem. He's hard-headed, hard-hitting, and hardly competent. Even his secretary Pamela is more skilled at detective work than he is.

Tuna, however, is entirely oblivious to his own incompetence. He cracks cases with fisticuffs and copious property damage. He fancies himself on par with the city's Police Detective, Aurora Malta, even though his investigations (and I'm being generous with the term) constantly interfere with hers. Despite her low opinion of him (which she makes clear in no uncertain terms), he relentlessly hits on her. Tuna believes he is the sharpest detective in the shed--and he ignores all evidence to the contrary.

Carpaccio's primary adversary is the elusive mob boss Jose Maria De Jesus, but the road to the Hispanic crime lord is strewn with recurring "theme villains" in the vein of Dick Tracy or Batman. These include psychological psycho Ink Blot, zombie hipster Dead Beat, the bowling monarch King Pin (my personal favorite), and the Christmas criminal Coal Miner, whose slugfest with Carpaccio stretches out in a ridiculous infinite-canvas showdown that is sure to give the creators headaches when they're putting together a print collection. In these side excursions from the hunt for De Jesus, the comic both satirizes and revels in the bad-puns-and-punchouts villain-of-the-week style, but in a recent surprise move, all these crooks Carpaccio's put behind bars turn out to be relevant to the plot. It's one of many nice touches that make the comic such a kick to read.

Another is the art. Josh Dunlap's style is evocative of film noir, with a little animated-cartoon thrown in for flavor. It's got an inky look to it, with gritty backgrounds, sharply-rendered characters, and loose linework splashed with black shading. Fight scenes are rowdy, cacophonous affairs, the comic keeps things dynamic right down to the panel layouts, and characters have signature fonts for their dialogue. In less-competent hands, this would be a cheap gimmick, but from Pam's longsuffering all-lowercase lines to King Pin's regal script, it's a nice touch and an important part of the comic characterization. In short, Tuna Carpaccio looks good.

But don't let him know I said that. It'd go straight to his head.

Tuna, oblivious as he is to his own incompetence, can't help but remind me of Michael Scott, the bungling boss from The Office--which brings me to my only major criticism of the comic. Both Tuna and Michael have no idea how truly unproficient they are, and they make us laugh even as we cringe at their ridiculously unprofessional behavior. With Michael, however, you actually feel sorry for him: you get the sense that he actually cares about people, and his only real vice is that he cares more about getting people to like him. Tuna, on the other hand, more often you just shake your head and mutter, "I cannot believe this guy."

At this point in the story, to be perfectly honest, Tuna is a serious cad, and I'd be hard-pressed to name a redeeming feature beyond his right hook. He's persistent, I'll give him that much. But that's not much to hang your hat on when you're persistently bad. In essence, what I'm saying is that even though the art is great, the characters are funny, and the plotline packs more twists and turns than a retro dance move, it really loses some potential when you strain to sympathize with the main character.

Still, Tuna Carpaccio is well worth your time to check out, and it's going to be well worth my time to follow in the future. It's a comedy comic with a quirky sense of humor (I can guarantee you've never seen a comic with as bizarre a beginning as this), and it's very slickly executed. For all his vices, Tuna is hilarious and his misadventures are entertaining.

Tuna Carpaccio is a quality comic. See if it's your style--give it a read.

Monday, September 14, 2009

Review: Polkout

(Guest review by Ari Collins)

Polkout is a webcomic with the hyperbole and dirty jokes of Penny Arcade, only without the video games and not as funny. But hey, who is as funny as PA? Not many, I tell you, sir! This is still quite the kneeslapper comic. If you like your humor intentionally and ridiculously offensive, Polkout is the comic for you.

Only occasionally does Polkout have anything particularly substantive to say in its comics section. If Polkout were a person (and perhaps it is, from reading the blog entries), it would be the drunk guy at your party who is never at a loss for a dirty joke or an insulting but funny quip. Not the smartest or cleverest guy at the party, but really funny nonetheless in a knowingly obnoxious way.

My favorite moments in the webcomic, actually, are when the main character insults someone by accident instead of on his usual purposeful insults, and wants to take it back. Then, inevitably, he ends up digging himself a deeper hole. (If you've ever watched the show Coupling, imagine the main character here is Jeffrey. Same idea.) Some examples are here and there.

So that basically sums up the comic. I rather like it, but I'm a fan of this kind of humor, and the only real negative about Polkout the comic is that if you don't like the humor, there's not much else there for you.

But there's actually more to Polkout than the comic. See, the writer of Polkout also keeps a blog, both as a newspost under his comic and as a separate blog. In his writing (yes, without pictures), the Polkster covers a wide range of topics in a freeflowing and engaging way. Same as the comic, he's dirty and offensive, but in his writing you get the full range of what he wants to say without the space limitations of a comic. It's like the webcomics are just excerpts from the blog. And with that added space to dance around in, the Polkster can let us get to know the guy who writes the comic, which casts a new light on the comic itself. The blog, and the posts under the comic, come highly, highly recommended.

Overall, I give Polkout an eight and a half on my scale of one to ten that I have never used before and may never use again. So if you need a frame of reference: this isn't the genius of a Penny Arcade, Dinosaur Comics, or xkcd, but it's right there in the second tier. Shits and giggles, man. Shits. And. Giggles.

Monday, September 7, 2009

Review: Capes 'N' Babes



Capes 'n' Babes is a strip about a strip mall--specifically, a comic book store in a strip mall. It's a black-and-white strip with occasional color, updated three times a week (MWF), drawn by professional graphic artist Chris Flick.

The webcomic centers around Marc, the manager of the titular comics store, Capes 'n' Babes. The store's owner is frequently absent (a fact lampshaded blatantly in more than one comic), so it often falls to Marc to tend to business. An early storyline introduces Joey, the "girl next door" who runs a hardware store and helps Marc build a studio for the comic shop's video podcast. Joey makes frequent subsequent appearances, as do recurring gags in which Marc interviews comic-book superheroes and characters on his podcast show. Throw in Roy, Marc's lecherous werewolf friend with dreams of becoming a comic-book artist, and the strip is ready to roll.

(A word of disclaimer before continuing: Roy's lecherousness and the language in general set the dialogue content at a PG-13 level. Early strips especially play up Roy's werewolf horniness, which readers such as myself may find off-putting and not terribly funny. Your mileage, as they say over at TVTropes.org, may vary, so read with discretion.)

Creator Chris Flick greatly enjoys comics of all stripes, and it shows. The strip is filled with references to and parodies of superhero comics, webcomics, general sci-fi, and the fact that Capes 'n' Babes itself is a comic: goodbye, Fourth Wall. In fact, some of its best moments occur when it's poking self-deprecating fun at itself. Gags take aim not just at superheroes and comics, but at comic creators, and a recurring joke involves the appearance of H.R. Giger's "xenomorph" alien from the movie series of the same name. Some Alien strips are more successful than others.

Which brings us to a major criticism of Capes 'n' Babes: the humor. Gags all too frequently fall flat from overwriting or poor comic timing. Consider this strip poking fun at The Ghost Whisperer and another about Sonic's drive-thru burger ads. Both strips try to pack too much dialogue into the last panel, none of it especially amusing. Another strip, in which The Thing of Fantastic Four fame strikes out at a paper-rock-scissors tournament, has potential, but the joke is hampered by needless repetition and an overwritten punchline that hits the reader over the head. A visual, reveal-based punchline, with Grimm and his juvenile nemesis underneath the contest banner, would have sufficed.

Nonetheless, Capes 'n' Babes does have its humorous moments. A few strips, with bizarre out-of-left-field punchlines that leave you asking "Where did that come from?", elicited genuine laughs from me. If you enjoy a good pun--or a good joke about puns--the Capes archives have a few pun-liners for you. (Cue groans.)

So if you do tune in to Capes 'n' Babes, it likely won't be primarily for the humor, which lacks the polish of strips like Sheldon or Sinfest. However, the webcomic does have two things going for it that bear mention.

First of all, it's a strip for comic fans by a comic fan, and the sincerity shows. Creative works can run the risk of getting too self-referential and self-indulgent: whether a novel about a writer, a movie about a producer, or a strip about a cartoonist. Flick neatly averts that with his comics-shop-manager protagonist. Marc's job, as a guy trying to make a living off something he personally cares about, allows him to observe the industry with a bit of healthy distance. And Marc is as human as the next guy--his perspective is by no means immune to blind spots.

Marc is a likable guy--friendly, reasonably hard-working, and a bit of a marshmallow, though not without his sarcastic side. It's easy for readers to identify with him. His developing not-quite romantic friendship lends some strong social tension to the strip (again, blatantly and hilariously lampshaded). Readers can likely sympathize with Marc and Joey's hesitation to risk ruining a perfectly good friendship with something more, and the ongoing subplot has yielded some of the strip's best writing. Most recently, Marc has accidentally let slip a "love ya, bye!" to Joey before leaving for a comic shop owners' convention. I'm interested to see how he tries to defuse that relationship bomb.

Capes 'n' Babes, in summary, is a pretty decent webcomic. Like many comics, its interesting characters if nothing else may make it worth the ride (Sluggy Freelance, anyone?), and the competent caricature-based artwork is a plus. It's a comic for diehard comic book fans in particular, but the light-hearted look at relationships may provide some appeal for the casual webcomic reader.

Capes creator Chris Flick is an avid comic convention attendee, and should you wish to meet him in person, you can find him at Pittsburgh Comicon this weekend (Sept. 11-13) and at the Baltimore Comicon October 10 & 11th. Additionally, Flick has a weekly geek-humor strip, CMX Suite, that you may enjoy. If any of his work sounds like your cup of tea, be sure to check it out.

Friday, August 7, 2009

Review: Marooned


Webcartoonists, more so than others in the comic industry, have to be jacks of all trades. At a major comic company, a project typically employs a sizable team--a writer, penciler/inker, colorist, letterer, project director, marketer, and more--and a staff member rarely has to fill more than two of these roles. Even the syndicated cartoonist has his editors, helping him polish his strip and weed out unfeasible jokes. Ostensibly, anyway. The webcartoonist, in comparison, has to wear a lot of hats. For this reason, it helps to be completely and utterly off his rocker. Even if a webcartoonist is not crazy, he may soon become crazy, simply because he has so many hats to wear.

Today we're looking at mad hatter Tom Dell’Aringa and his comic Marooned. Marooned, billed as "a space opera in the wrong key," might also be described as a comedy of errors. On an expedition to Mars, Captain John and his robot companion Asimov find their shuttle broken down, and as they enlist the help of the local Martians to find a way off the planet, one thing after another goes wrong. Earth is unable to send help, hostile forces threaten their mission, and Captain John even acquires a serious illness.

The Story Hat


The comic initially takes the tone of a gag-a-day strip, but as cartoonist Dell'Aringa finds his footing, it becomes clear that he's much more interested in telling a story. And as a story, Marooned particularly succeeds in its pacing and overall scope. The plotline contains one twist after another to keep the reader engaged (most often in the form of something else going wrong), but the twists are never a gimmick to grab attention. Each revelation builds on the existing story naturally and fits into a larger plot structure, even hinting at parts of the structure that have yet to be revealed. At the first major twist--the introduction of a second, hostile robot that wants to take over the Mars mission--I found myself reading because I was genuinely interested in the storyline.

Its lead duo, John and Asimov, differs from your usual pair of protagonists in that both of them are thoroughgoing cynics. John is an egotistical space captain with an inflated view of his own abilities and a low view of his AI companion, while Asimov has low expectations for the fallible human astronaut. Much of the humor early on revolves around their back-and-forth insults, which are (truth be told) about as memorable as the typical banter that you exchange with your friends and colleagues. Pacing and plotting are strong points, but at points the script is lacking (as in this uninspired joke). At one point, an artifact of great power is revealed to be a glorified Rubik's Cube, and I'm still not sure what to make of it. Is it a successful joke that turns the whole drama on its head, or does it detract from the gravity of the situation to the comic's detriment? I don't know.

Also worth noting is the "humanity" of the Martians. Its Martian leads, Ugo and Ril, and the rest of the extraterrestrial cast are every bit as quirky, petulant, or grave as any human being. There is no language barrier, and with a few eccentricities, Martian culture is not terribly different from that of earth. Contrast that with Starslip, whose current storyline features twenty-story tall aliens with twenty-three distinct meter-long radial tongues. Now, I'm partial to science fiction that conveys the sheer alien-ness of its aliens, but Maroon's cyclopean Martians have their own charm, and their relatability as human-like characters actually enhances the story.

The Art Hat


Marooned is a color strip, making good use of dusty Martian reds and steely blue-grays in its palette. Additionally, despite its cartoonish and stylized characters, it occasionally employs digital lighting effects, spot hatching, and additional detail work to good effect. The art isn't sophisticated, but it's solid, functional, and willing to go the extra mile at times. The results can be striking.

I came across one serious hiccup, though. When a second human is introduced to the comic (warning: strip contains spoilers), Dell’Aringa opts to draw her in a realistically-proportioned style. Unfortunately, this choice reveals an artistic weakness in rendering realistic human figures. Additionally, the style clashes with John's cartoonish face and padded-spacesuit body, and with the appearance of the rest of the cast. I'd give Tom Dell'Aringa the same advice as Luke Surl: continue to practice real-life figure drawing, and make use of such resources as Posemaniacs.com.

But I don't want to harp on this hiccup, because the art is decidedly, decidedly above-average for a webcomic, especially with regard to lettering and word-bubbles. Even though Dell'Aringa experiments and develops his art as the strip progresses, trying out new shading and detailing techniques, it shows notable consistency. One week's comics, "Marooned Classics," revisits and improves upon previous strips. It's fun to see the results, and one revision employs some sharp digital effects.

The Bottom Line


It's quite a balancing act for a webcomic creator to wear so many hats on his head, and it's harder still to look good doing it. Dell'Aringa tackles that balancing act well overall--in some areas more so than others--but the real strength of his comic lies in how he wears each hat in the service of telling his story. As a webcomic, Marooned shows marked cohesivity, and its down-to-earth sci-fi story makes it a good recommendation for webcomic enthusiasts and the average reader alike. I might not have checked it out if it hadn't been recommended to me for review (thanks, you guys!), but I'm glad I did, and Marooned may well prove an enjoyable read for you too.

Friday, June 5, 2009

Review: Rice Boy


It's been a long time in coming, but here it is: the Rice Boy review. It's a rather daunting task, reviewing a work like this, because Rice Boy is a different strain of webcomic. It tells a complete and self-contained story, to begin with; it's evident that comic creator Evan Dahm put a lot of planning into the storyline, from beginning to end, even as a lot of other webcartoonists are content to dive in and see where their comic takes them. And Rice Boy's story is epic: a full 439 pages.

So what's the story about? A diminutive armless person named Rice Boy, who looks sort of like a Fisher-Price toy. A machine man, known as "The One Electronic" or "T-O-E," informs Rice Boy that he is a possible "fulfiller" of an ancient prophecy. Despite his doubts, Rice Boy decides to set off and "give the prophecy a shot," so to speak. As T-O-E finds himself enlisting the help of his brethren the machine men, and Rice Boy journeys through such trying realms as Lonely Land and Underside, they encounter various adversaries. In pursuit are the hard-drinking, one-eyed mercenary Golgo (who has some past ties to T-O-E), and the ruthless King Spatch II, leader of a nation of militaristic xenophobic frogs. The story builds to a climax as all the peoples of Rice Boy's peculiar world take sides, invested in the ultimate success or failure of his undertaking.

Rice Boy's world is a strange one. It is populated by a variety of strange entities, not human but possessing very human personalities: not humans but still people. "Magical" or otherworldly phenomena are accepted as normal, and surreal Seussian landscapes and cities make up the native environment. The whole thing is drawn in a colorful style, simple but fairly detailed, which helps convey the unique character of the world. One gets the sense that one could live in the Rice Boy universe: that time and place run just as deep here as in our own history, as in the spaces we ourselves inhabit. One could live here.

Rice Boy's story is just as rich thematically as its world is rich in texture; its surreal inhabitants grapple with the same weighty and human issues that we all do, which helps to ground the comic. Religion, religious authority, uncertainty and faith are all a part of the world. T-O-E has met with several failures and false starts on his "mission from God" to find a fulfiller, Rice Boy himself wonders if the prophecy is not true, and T-O-E openly admits, "The whole business with God is pretty ambiguous." T-O-E speaks with conviction of the Creator of his disc-shaped world, but elsewhere confesses the distance and vagueness of the deity he serves. He openly admits a belief in a "god of the gaps." As if formulating an Agnostic's Creed, he declares, "My god is what I don't know." The themes of uncertainty resonated strongly with me, and even as a Christian, I could identify with T-O-E's dubiety over his distant deity. And I think we all can identify: whatever answers we've come by, at some point we've all had to admit some uncertainty on metaphysical matters.

Rice Boy also deals with self-doubt and self-confidence. Its titular character, as noted before, approaches the prophecy with reservation, a handful of "maybes," and little conviction that a small person like himself could restore order to his world. On the other hand, as a result of T-O-E's (incorrect) pronouncement that the first King Spatch was the fulfiller, Spatch II is convinced that he can do no wrong as a successor-fulfiller, and that his destiny is to conquer all lesser kingdoms in the name of the prophecy. T-O-E grapples with all of his past incorrect pronouncements, the false fulfillers that he was certain were the real thing. The tale's protagonists have to come to terms with themselves, and it subtly suggests that their self-questioning and realistic self-appraisal perhaps better qualify them to be heroes.

Even as the kingdom of Spatch, in Evan Dahm's words, "satirizes the bad bits of Christianity" [*], Rice Boy simultaneously echoes the paradoxical idea of "strength in weakness" found in religion. Rice Boy and T-O-E are unlikely heroes, who do not save the world through external force, nor even through force of will, but in spite of--perhaps even through--the hesitancy of their convictions. When thinking of "power through weakness" as it plays out in Rice Boy, I can't help recalling the Christian idea that Jesus Christ could save the world through death, suffering, and the ignominy of crucifixion.

Death, and death cheated, are also common themes here: the fulfiller must die in order to fulfill the prophecy, and T-O-E is the last standing member of a three-man cadre who were given immortality as long as they continued to search for the fulfiller. Later, T-O-E receives a mortal wound with a poisoned blade and is living on borrowed time, and more than once he is left for dead only to return. All of this is to say that Dahm, in creating this, clearly had his finger on the pulse of myth and has created a highly evocative story.

And this is as much T-O-E's story as Rice Boy's. In his choice of Rice Boy for a potential fulfiller, T-O-E apparently attempts to find redemption for his previous incorrect selections, for the tyranny that Spatch II has wrought. His travels are as much a focus of the narrative as Rice Boy's, and in reuniting with the machine men that he once left, he must return to his past (mistakes and all) before facing the future. Additionally, with an unforeseen twist at the end, T-O-E plays his role in the final conflict, and the story truly becomes as much his as Rice Boy's. It's a moment imbued with significance, and I won't give it away.

In short, Rice Boy is good, and if you enjoy a large, well-told story, you will enjoy reading it. There's a lot to talk about in this comic, and I've only touched on a bit of it. Also, Evan Dahm continues to tell stories set in the same world as Rice Boy, with his regularly-updating Order of Tales. Visit his website and read his comics--I fully expect that the visit will be worth your time.

Wednesday, May 20, 2009

Jump Leads, Chapter Five

Welcome back to another Jump Leads chapter review! The Jump Leads creative team finished Chapter Five several weeks ago, and now that I've read through it, I'm here to give you the lowdown. If you're not up to speed on Jump Leads, I do recommend reading through from the very beginning--it's a good comic. Fortunately, Jump Leads chapters are fairly self-contained and semi-episodic in nature (at least so far!), so if you want to plunge right in with Chapter Five, it should be easy enough to get your bearings.

The chapter begins with a fresh change of scenery. Llew and Meaney land their jumpship in a tropical forest, which provides a nice visual change from the steely blues and metallic interiors of previous dimensions, at least for the first half of this issue. The jungle is detailed and lushly rendered--no surprise there, as Jump Leads has showcased strong artwork from day one. Run-ins with yellow-suited patrolmen quickly reveal that Llew and Meaney are not alone on this tropical island: far from it.

This chapter introduces a villain to the comic. General Donald Gray is a one-time conqueror of the world who returned political rule to its original holders when he grew bored of his newfound power. Now, like a martial artist who lives for the thrill of the fight, he develops elaborate schemes while giving himself deliberate handicaps, and foiling his plans has become a training exercise for field agents. Gray is a truly bizarre villain. Time after time, his character pokes fun at sci-fi concepts and conventions by parodying and subverting them:

General Gray, with his cliche-laden plans straight out of a James Bond film, appears rather eccentric and harmless. Right?

Until he gets his hands on jumpship technology, that is. With the realization that there is an entire multiverse out there waiting to be conquered, Gray decides to get back in the game. Cue the obligatory ominous music: dun dun dunn!

Jump Leads is as much a comedy as an adventure series, and even with the threat of a new villain, this chapter maintains a humorous tone. Llew gets his turn with the shoulder-angels, and while the "manifested crisis of conscience" trope is a bit played-out, here it's executed with enough wit to keep it entertaining. The script delivers several clever lines, such as Meaney's parting threat in the last four panels of this page, and the absurd contrivances by which our protagonists escape capture had me busting a gut more than once. General Gray is a truly ludicrous villain, but by the end of the chapter, we're ready to take him at least as seriously as we take Meaney and Llewellyn.

This chapter is one of the strongest so far, in terms of the potential it opens up for the comic series: in my estimation, rivaled only by Chapter Three. The Jump Leads creative team is already bringing out Chapter Six, so I'm eager to see where they take things from here. At this point, I don't think you need to be told--I'm sold.

Monday, May 4, 2009

Superfogeys, Chapter 2

(previously reviewed: Superfogeys Chapter 1)

Greetings once again, webcomics enthusiasts. For today's review, I've read through Chapter Two of Superfogeys and am prepared to give you the lowdown.

Chapter Two's plot, in a nutshell, is that the super-retirement home Valhalla hosts a bingo night, and the night's prize is a free healing courtesy of the super-healer known as "The Healer." The art remains simple but effective, essentially linework with coloring--but it does take a step up in complexity from Chapter One, and even goes the extra mile in spots. The writing is similarly efficient. The chapter had a decent handful of funny moments for me: I laughed out loud at an early strip's genuinely unexpected punchline, Dr. Rocket's general sociopathy, and super-sidekick Jerry's extended brain fart upon meeting The Healer. I'll admit to being a sucker for bad puns, but a joke involving the superhero Bingo Knight drags on perhaps a little too long. Space-pig urine is still an ongoing joke, still sophomoric. More successful is the ongoing joke of Captain Spectacular's pants.

There's more here than mere humor, however. Probably the most interesting element of the chapter is The Healer himself: a smart-mouthed kid with little respect for his elders. He's a bit of a jerk, too--his healing ability could ostensibly put an end to many of the Superfogeys' health problems, yet he holds his powers out as a prize for some randomly-selected retired hero. Interestingly, The Healer seems to have a measure of respect for Captain Spectacular, despite the "lame" story behind the Captain's paralyzed legs.

In Chapter One, Superfogeys creator Brock Heasley appeared to be getting his footing, and by the end of Chapter Two, he seems to have found it. The characters are established, the reader has been introduced to retirement-home director Dr. Klein, and a secret meeting between the Healer and an unseen figure hints at future developments. Events are beginning to unfold, and you get the sense that your investment in the comic is starting to pay off.

Thursday, April 9, 2009

Superfogeys, Chapter 1

My fellow webcomic blogger, Larry "El Santo" Cruz of The Webcomic Overlook, has a way of writing his review introductions. He comes in from an unexpected angle, relating an anecdote, or talking about "stranded in the universe" as a science-fiction plot trope, or beginning with a line like "One day, I will be reduced to a quivering neurotic heap in need of serious psychiatric help." It adds instant interest to the review, as you wonder what his introduction could possibly have to do with the comic up for review. And sometimes I try to mimic this approach, but other times I am not feeling quite so clever, so I'm just going to drop right into the review here. Today I'll be reviewing the first chapter of Brock Heasley's Superfogeys.

Superfogeys employs the familiar retired superhero trope as its premise: the characters are retired superheroes or villains with a career of super-powered adventure behind them. You'll see some familiar archetypes among the cast, some based directly off existing superheroes: the Superman, the Flash, the evil scientist, the sidekick, and the action girl. With a few humorous diversions, the basic story arc of the first chapter is that lecherous sleazeball villain Dr. Rocket tries to take advantage of Spy Gal, but his plan backfires--rather unpleasantly.

The "retired superheroes" premise would be an old, tired choice if it were played as straightforward parody. Fortunately, it's not. To be certain, there are jokes--some of the expected "dirty old superheroes" variety, and some not--but superhero parody isn't the name of the game. The characters are funny not because they're poking fun at tropes, but because they're humorous characters in their own right. Captain Spectacular's amiable acceptance of retired life puts a unique spin on the Superman archetype, as does sidekick Jerry's secret unrequited love for Spy Gal. In particular, Speedy most perfectly embodies the picture of a "superhero past his glory years." As his powers have dwindled, the world moves too slowly for him, so he's bitter and just wants to sleep all day. Also, there's a running gag with a "space pig" that's an amusing touch. There's humor, but there's enough spine and skeleton of characterization to hang the humor on.

The art is polished enough and decidedly competent, though not outstanding. Characters have strong outlines with a a touch of detail work, and coloration strikes an appropriate balance between bold and subdued. Cut-and-pasted elements are noticeable in parts, a flaw which the creator acknowledges and endeavors to correct as the chapter progresses. And the art recycling won't jump right out at you unless you're looking for it, so it's a forgivable offense. Overall, it's good artwork, and the balding Captain Spectacular's persistent Superman curl is a funny visual touch.

My only complaint with the humor is that off-color jokes are used a little too liberally--which isn't a moral complaint, as the off-color humor is no more offensive than, say, PVP or The Office, and I'm quite fond of The Office. But in Superfogeys #1, the lewd jokes often feel like a crutch-like substitute for real humor. Still, it's a minor complaint, and I get the impression that as the characters receive more development, it will be less of an issue in future chapters.

Overall? Superfogeys Chapter 1 is a not-too-shabby beginning for this tale of the supertired. It has the earmarks of a creator getting a feel for his own story, but it's still a promising start. And, at 28 strips, you can easily read through it in a few minutes and get a feel for whether this is your kind of comic. I'm looking forward to reading the second chapter and seeing how it develops.

Wednesday, April 1, 2009

Jump Leads, Chapter Three (and Four)

Welcome back, everyone, for another Monday Tuesday night review of a chapter from Jump Leads--which, by the way, has jumped URLS from Soulgeek to its own independent site at jump-leads.com, rendering all the links from my previous reviews useless. Hooray! In all seriousness, though, the new site looks impressive. It's got a cohesive independent look, and incorporates all the helpful information and extras from the old site. Tonight's review brings us to Issue #3.

This issue follows the same dimension-of-the-week format of the previous two, with Llewellyn and Meaney navigating their jumpship to a brand-new alternate universe. This adventure opens right in the middle of an altercation with the locals, resulting in Llewellyn sustaining a painful injury. When our protagonists seek medical help, they run into what appears to be a familiar face, but is actually just the alternate-reality double of Meaney's girlfriend from his home universe. This leads Meaney to a crisis of conscience: follow the girlfriend lookalike, or stick with his friend and wait for Llew's surgery. Meanwhile, all is not as it seems in the operating room, as a twist in the medical procedure reveals our antagonists: body-stealing parasites that use the host's musculature and memories to their advantage. Before the mess gets resolved and Llew and Meaney can get on their way, there are a host of other twists that will keep you gripped and guessing.

In brief, it's a thoroughly entertaining self-contained plot that you can read through in maybe fifteen minutes. Meaney and Llewellyn still embody the familiar trope of the dumb nice guy and the witty cynic, but it's the way that they embody these tropes that makes it interesting. There are individualized quirks here and there, such as when Meaney's darker side comes to light, and it's pretty much just as light as the lighter side. Or when Llew delivers the following quip:


Yes: the writing is the same level of witty, humorous, slightly snarky adventure that you've come to expect if you've read this far through Jump Leads already.

The art is also what you've come to expect: sharp, stylized, dynamic artwork that goes the extra yard in technical details. The well-rendered technological elements and predominantly blue-and-silver color palette help to evoke and characterize the sci-fi metaverse that the protagonists travel through. Jump Leads artist JjAR sticks with his established style, which adds a consistent and professional feel to the work--unlike other webcomics, where you can see the artist's style developing over time. This isn't really a complaint, though. It's just to say that here, the artist started off strong. One especially nice touch is the rippled, distorted lettering to indicate Meaney's shivering and chattering teeth in this chilly scene. It works well with the atmospherics in that scene.

While I'm at it, I might as well review Issue #4, which is a humorously brief four-page dimensional hop wherein Llew and Meaney accidentally park their jumpship on a civilian's car. If you like Jump Leads, it's everything you like about Jump Leads in a tidy and amusing little package.

In short, these two installments of Jump Leads are well worth reading, especially for sci-fi enthusiasts and fans of quality artwork.

Jump Leads review: Issue #1
Jump Leads review: Issue #2

Wednesday, March 11, 2009

"Watchmen in Webcomics" Poll Results


(links to the entrants available here)

Well, you all weighed in, and there are the results. PVP easily carried the day with its "Ombudsmen" take-off, and Unwinder's Tall Watchmen Comic also showed a reasonable following. There was no clear leader among the other entrants, although I do think Thinkin' Lincoln's contribution was particularly notable for its hilarious mouseover alt-text. But anyway.

So. I saw The Watchmen on Monday. What did I think of it? Overall, it was a basically faithful adaptation of the comic, at least in the discrete elements. All the characters are there, well-acted and faithful to their comic personalities. The plot was true enough, and comprehensible to outsiders, at least those willing to put forth a little effort to follow it. But I couldn't help but feel that the movie missed the forest for the trees.

Because it's a superhero movie, an R-rated superhero movie, and it revels in scenes of stylized sex and violence. To me, a key part of The Watchmen is how it calls into question the role of the superhero in dispensing justice. It asks what happens when flawed human beings put on the mask and undertake their own personal campaign against crime. Rorschach, with his unwavering commitment to skewed ideals. The Comedian's brutal cynicism. Ozymandias' sacrifice of "millions to save billions." Somehow, some of that gets lost in the movie. Most notably, Rorschach is portrayed as a badass hero rather than a disturbed sociopath, though there are other examples. At the end of the day, there are few people that I could actually recommend this movie to, just because it's so dark, and pointlessly so.

So, that's my take. Did you see Watchmen? What did you think? Drop a comment, or post a link to your review.

Sunday, January 25, 2009

Review: Luke Surl

Sometimes, when you blog about webcomics, guys who have webcomics ask you for reviews. This is a cool thing, because you like to read webcomics and say things about webcomics, and bam, here is another webcomic to read and say things about. I have been approached by a couple such cartoonists. Today's cartoonist is Luke Surl.

Luke Surl's comic doesn't exactly have a name, other than LukeSurl.com (which I initially thought stood for "Luke's URL"). It doesn't really have a consistent form, either; sometimes it's single-panel, sometimes multiple panels in simple configurations, whatever Luke Surl deems will best fit the joke. A common topic or theme also eluded me initially; it seems that these comics are about whatever strikes the cartoonist as making a comic about. Now, the comics do tend to hover around the subject of academic humor, the sorts of musings from a college student's studies that one might find funny, but at the end of the day, it seems to me that the unifying element here is Luke Surl.

Which is okay. Luke Surl is not the funniest guy in the world, but he has amusing ideas. He enjoys verbal twists and plays on words, so it should come as no surprise that he often bases jokes on familiar lines from Shakespeare. Sometimes he plays meta-games with the comic format. I particularly liked the joke in this single-paneler, where Surl puts a clever fourth-wallish twist on the despairing-economic-analyst-leaping-from-a-window gag. My two favorites, though, would have to be the comics where he puts Santa Claus and Waldo of "Where's Waldo" on the psychiatrist's couch. I laughed out loud at these, and I think he's got a good thing going with the "psychiatrist's couch" motif. More of these, please.

Unfortunately, the art is a sticking point. Early comics especially suffer from pixel-grit, and while this condition improves, later comics still have problems with rough, jagged line quality and uneven line weights. Humans tend to look stiff and flat, with unnatural-looking limb positions. Surl often employs oblique projection with a lofted camera pointing downward at 45 degrees, and as Wikipedia notes, oblique drawings look very unconvincing to the eye. On occasion Surl makes the oblique projection work, as with these clever blueprints, and sometimes he finds workarounds for the perspective problems through judicious use of close-ups.

And sometimes, he even does pretty good art. Coloring is bright, perhaps a little over-saturated and unsubtle, but rarely hard on the eyes. This comic is well-drawn, shows a good use of perspective on a close-up, and contains an amusing reference to an also-amusing former comic. Another comic, featuring anthropomorphic numbers, is well-drawn, and a nice subtle touch is that each number's height is proportional to its numerical value. Other comics occasionally feature little jokes in the background--again, a nice touch.

Can I recommend Luke Surl? Not as wholeheartedly as I usually recommend comics, to be perfectly honest. His work is decent, sometimes funny, but one can see the influence of comics like The Far Side, Saturday Morning Breakfast Cereal, and XKCD, and these are all hard comics to stack up favorably against--Lord knows I couldn't. These guys are professional humorists, and it feels to me like Surl is still finding his voice.

But the thing is, he's finding it. The art, for its shortcomings, shows definite improvement in the long run, getting cleaner and sharper, and while the first ten comics or so in the archive fall flat joke-wise, the humor consistently improves. Looking at the dates in the archive, I can see that he keeps up with his update schedule (initially weekdaily, but scaled back to MWF after about three months), and his persistence shows that if you diligently apply yourself to cartooning, you will get better. If he keeps at it and seeks constructive feedback and criticism, he could have a really good comic on his hands down the road.

So, give Luke Surl a look. Decide for yourself if his humor is your style. I can't make any guarantees, but if you can look past the dodgy art and stick with him as he improves, you might just find something worth tuning in to. At the very least, he's fun for Shakespeare fans.

Luke Surl
Updates: MWF
Style: color, variable-length, generally 1-4 panels
Bottom Line: not too shabby

Monday, January 19, 2009

Review: Blank It

Are you familiar with the Theater of the Absurd movement of the 1950s and '60s? It was a new approach to drama that flew in the face of theatrical conventions and presented a world that was fundamentally confusing and ridiculous, defying rational explanation. Dialogue often degenerates into preposterous back-and-forth wordplay, setting and identity are ambiguous and fluid, and meaningless plots with bizarre notions of causality are the norm. In "Theater of the Absurd" productions, sets and props are often minimalist, and some plays have a cast of as few as three or four. Classic examples include Tom Stoppard's Rosencrantz and Guildenstern are Dead, which recontextualizes Shakespeare's Hamlet through the eyes of two minor characters, and Samuel Beckett's Waiting for Godot, in which two everymen wait listlessly for a man who never comes.

Now imagine, for a moment: what if the Theater of the Absurd ethos were applied to a webcomic?

Blank It, a comic co-created by writer Aric McKeown and artist Lem Pew, plunges absurdly right in with two unnamed protagonists standing around in an utterly blank space, with no explanation of where they came from or how they got there. With no one else around, what do they do? What else but strip down to their boxers. The two of them reflect on the opportunity to create new social norms for clothing in this new featureless environment--and when the goatee'd guy re-dresses himself, the guy with glasses is suddenly uncomfortable and must follow suit. The two of them set out to explore their surroundings, and as they begin to encounter other things in the blankness, things rapidly take a turn for the surreal.

It's a real testament to the strength of the writing that it's a full eighteen comics before the two protagonists encounter any object in the blankness other than themselves, yet the comic stays interesting and engaging. Quickly, distinct personalities emerge--the goatee'd guy with the hat is an impulsive optimist, while the guy in the jacket and glasses is a circumspect pessimist. The contrast of their personalities makes for clever, sarcastic, and ridiculous banter between them: particularly when Glasses Guy proposes to conduct an experiment employing Hat Guy's hat.
The strip often toys with the fourth wall without ever quite breaking it--such as, later on in the plot, when a distant mountain range is revealed to be a theater-style backdrop, which collapses when Hat Guy runs into it.

Is this play backdrop a subtle shout-out to the Theater of the Absurd movement? I don't know. All I know is, for all this critical contextualizing and intellectual analysis...I have honestly not laughed as hard in months as I did while reading this comic. You don't have to know a thing about Theater of the Absurd to recognize that this thing is hysterical.

Additionally, the art is solid. The minimalist approach, in both theater and comics, gives an advantage for budget and artwork, as sparse scenery reduces the effort needed for set design. Blank It could easily have had much simpler artwork or even been a stick-figure comic, but Lem Pew is clearly not half-assing it as an artist--and it pays off. The characters' facial expressions and body language are as much a part of the humor as their dialogue. The detailed, Ian-McConville-esque character designs lends detail and sharpness to what would otherwise be a nondescript visual environment. And when the characters' situation starts getting really, really bizarre, it really gives the artist a chance to shine.

For all of its similarities to absurdist theater, though, there is one key difference for Blank It: its tone. Absurdist theater, as a movement, has strong connections to existentialism, grappling with the despair that threatens man when he comes to believe that his world is meaningless and absurd. There's not a hint of despair with Blank It. It's lighthearted, playful, high-energy surreality and sarcasm, rather than darkly comic reflections on the human condition. It's not a tragicomedy--it's just straight-up comedy, and you get a strong sense that the creators are just making it up as they go along, and seeing where it leads.

Blank It is fun, experimental, and exceptionally clever. Plus, with nothing worse than a sporadic profanity or two, it's a good time for just about any comic reader. Instead of making a profound statement about what it means to be human, the sentiment of the comic and its creators seems to be: here's a ridiculous world, so let's have some fun with it. From this reviewer, Blank It comes highly recommended.

Wednesday, January 14, 2009

A Quick Recommendation: Hijinks Ensue

You may have heard of this comic before. Hijinks Ensue has been running about a year and a half now, updating three times a week on a MWF schedule. It is a good comic, with solid art and well-developed jokes. The art takes a page from Penny Arcade's stylebook, but cartoonist-entrepreneur Joel Watson brings enough of his own artistic style to keep it visually interesting. Honestly, this comic may not be as big as Penny Arcade (no comic is as big as Penny Arcade!), but Hijinks Ensue is doing for geek-culture at large what PA does for gaming: it approaches its task with clever wit and takes critical jabs at media and entertainment where they come up short. From NBC's Heroes to digital music copy-protection, it goes beyond pop-culture references into actual industry commentary. And it's good.

Of particular interest to comic creators will be Joel Watson's accounts of The Experiment--the things he's doing to make a full-time living with his comic and support himself and his family. While working an unengaging job in sales, he started doing his comic and connecting with new fans through it. When he was let go from his job, he decided to no longer be "a closet artist wearing a business man disguise" and to go full-time with the comic. He's not yet making a full-time income off the comic, but he's taking steps to get there, and he remains optimistic. The "Experiment" portion of his website is equal parts inspiration and practical tips for making a creative living with the aid of the internet, and if you're a webcomic creator as well as a reader, it's worth checking out.

So, there's your quick-and-dirty recommendation for this Wednesday. If you're a geek that likes to see the world of geekery cleverly mocked, or if you just want to see a professional nerd humorist in action, go take a look at Hijinks Ensue. Joel Watson, in my estimation, is a webcartoonist worth supporting.

Monday, October 27, 2008

Jump Leads, Chapter Two

Man. You ever about to go to bed, and you realize you made this promise you gotta keep before you go to bed, and it's not a huge trouble and it's even sort of enjoyable but frankly you'd rather be in bed? That's me right now. But I'm a man of my word, so...time to read through chapter two of Jump Leads, and then talk about it with you.

This installment picks up where the last chapter left off: Meaney and Llewellyn, stranded in an alternate universe, find themselves aboard a cargo ship that's harvesting the energy of a nebula. The crew, immediately suspecting that the newcomers are hostile, hold Llew and Meaney for interrogation...which is interrupted by the intrusion of something else. There's plenty of action and danger, but it turns out that things aren't always as they seem. Not to give the ending away or anything, but the resolution of this episode's conflict did remind me I was reading a humor comic. I felt a little bit cheated, but overall this installment was also worth reading.

A big part of that was the art. JjAR, the artist, continues to go the extra mile--environments and characters are skillfully rendered and colored, conveying a strong sense of three-dimensional space. Adding to the effect is the level of artistic detail on the technology (for instance, these backgrounds). Perspective changes (e.g. lofted camera angles) and foreshortening are employed for dramatic effect, with technical precision. JjAR uses his fancy visual tricks liberally, keeping things dynamic, but thankfully he doesn't overuse them. To sum up: continuing the trend of the first issue, the art here is decidedly above the bar set by the average webcomic.

Another plus is the humor and characterization. Llew and Meaney's personalities continue to bounce off each other, the perpetual tension between idealism and realism forced by circumstances to cooperate. There are some clever one-liners, like this quip about how sinister companies pay better than the moral ones, although Llew is a bit of a broken record with his cynical prognostications of interrogational horror. The supporting cast of the nebula-farming ship gets about as much development as you'd expect from folks we won't see next episode, but they provide a setting for our heroes' adventure in the unknown.

And the characterization of our two protagonists is solid and engaging. Llew's wit and Meaney's zeal make for good comedy, and when danger strikes, we care about their fate because they're entertaining. We're invested in their well-being! It's not a deadly serious adventure, but for all their faults, Llew and Meaney are likeable guys that we want to see get out of their predicaments alive. Just as JjAR is a above-average artist, Ben Paddon (the writer) is an above-average writer.

Well, I'm done! That was a fun little exercise, and weird as it may sound, I feel like I've earned the right to go to bed now. I enjoyed reading through chapter two of Jump Leads, and if it sounds from this review like you would also enjoy it, I encourage you to check it out. Ari Collins will be around sometime midweek to deliver his usual alliterative analyses, and I'll be back on Friday with the weekly rundown. Good night, everyone!