Showing posts with label Comics You Should Read. Show all posts
Showing posts with label Comics You Should Read. Show all posts
Sunday, April 29, 2012
Comics You Should Read: Maximum Carnage
It is entirely possible that I should instead call this "in defense of Maximum Carnage".
Apparently, critics hated it. Reportedly, Marvel staffers quietly mocked it. But Maximum Carnage is one of my favorite Spider-Man stories of all time.
In my anecdotal experience, Spider-Man fans can be divided into two groups (usually by age): Those that think Venom is really cool...and those that think he is one of the worst things to ever happen to the Spider-Man mythos. Now, I'm not a die-hard Venom (or Carnage) fan, but I don't hate them...and I love this story.
I'm not going to be quite as picky with spoilers, because this story is almost 20 years old. If you don't know who Venom is, he's Eddie Brock, a newspaper reporter whose sensationalist journalism gets discredited by Spider-Man, and who bonds with the alien symbiote that forms Spider-Man's black suit. Carnage is Cletus Kasady, a serial killer who has bonded with a spawn of the Venom symbiote. As the story begins, Venom is becoming an anti-hero in San Francisco, Spider-Man is mourning the death of Harry Osborn and Kasady is locked in Ravencroft Asylum (the Arkham Asylum for the Spider-Man family of books in the early 90s). Oh, and Spider-Man's parents have seemingly returned from the dead, apparently spies who spent 20 years locked in a Soviet prison.
In Act One, we waste no time in discovering that Kasady's symbiote has mutated and now lives in his bloodstream...and he breaks out of Ravencroft, slaughtering the staff along the way. He joins forces with another inmate named Shriek, and the two set out into the city, wreaking havoc. Soon, they join forces with the Spider-Doppleganger from Infinity War and Spider-Man (who promised Mary Jane that he would give up being Spidey for two weeks - and broke that promise hours later), gets his ribs busted fighting Shriek and Doppleganger. Venom catches wind of Carnage's return and heads to New York...where Carnage lures HIM into trap. Cloak and Dagger join Spidey, but Dagger is seemingly killed by Shriek, and by the end of the first act, the city is rioting...Spidey is losing his grip, Dagger is dead, Cloak and Black Cat have joined Venom in a bloodhunt for Carnage and Carnage has added the Demogoblin to his twisted "family". In fact, part five (written by JM DeMatteis) ends in a powerful scene where Spider-Man fights off a mob and vows that he is done showing mercy.
In Act Two, Morbius joins Venom, Black Cat and Cloak and the four of them are nearly taken apart in a nightclub (where Mary Jane is also present) before Spider-Man saves the day. Spidey and Venom decide to break into Four Freedoms Plaza and steal a sonic gun while Morbius has to withdraw in the sunlight and Cloak goes searching for Firestar (Human Torch is off planet). Meanwhile, Deathlok attacks Carnage's crew (which has also added Carrion to the mix), and is taken down in a chilling juxtaposition as Spider-Man declares that Carnage's "family" will have to fall in the face of science. Deathlok is saved by Iron Fist, and Carnage proves resistant to the sonic gun...but not Firestar's microwaves. This builds, again, to another amazing high point in which Venom pushes Firestar to kill Carnage but she resists...until Spider-Man tells her it's the only way. Firestar, holding Spider-Man as an example of a real hero, agrees to do it...only pulling back when Spidey tells her to stop at the last second. Venom lashes out at Spider-Man, only to be captured by Shriek and Carnage for more torture. Spider-Man, physically crushed and emotionally suffocating, is left looking for another way...when Captain America offers him a hand.
In Act Three, Black Cat, Morbius, Nightwatch and Cloak have aligned with Venom (who is still captured by Carnage), while Spider-Man, Captain America, Deathlok, Iron Fist and Firestar have joined forces, seeking a better way to end things. They discover that Shriek is, literally, the source of the riots...she's been broadcasting hate ever since Carnage broke her out. Black Cat, injured, drops out of the fight, Morbius bails out with the rising sun, Nightwatch also pulls out and Venom goes missing after breaking away from Carnage, whose family is beginning to implode (what, psychopaths can't get along?!?). Cloak returns to his church seeking guidance...and discovers that Dagger is still alive, inside of him. Dagger, overloaded on "light" becomes the rallying point against Shriek, and her, Iron Fist and Deathlok rig together a "good bomb", which turns Carrion back human, redeems Shriek (at least temporarily) and seemingly kills Carnage. In the end, we find out Carnage is still alive, but even more unhinged, and the series ends in a three way brawl between Spider-Man, Carnage and Venom that results in Venom slipping away, Carnage being taken into custody by the Avengers and Black Cat performing an 11th hour save in a character moment showing her learning from Spider-Man over Venom.
While the story does get anvilicious at points, it is a great example of not only good over evil, but good over grey as well, with the antiheroes all either folding in the face of adversity, or being inspired by the heroes (Black Cat by Spider-Man, Cloak by Dagger, even Spider-Man by Captain America). Peter gets encouragement from Aunt May, in turn showing Mary Jane that what he does is really important, because he makes a difference every time he saves a life, causing her to go off on the cynical Richard Parker.
The story is criticized for having too many guest stars, but in a city wide massacre by supervillains, other characters SHOULD get involved, and the only truly superfluous hero guest stars are, arguably, Nightwatch and Deathlok.
The writing is noticeably done by multiple people (the regular writers for each book), with JM DeMatteis hitting the highest points of the series (especially in parts 5 and 9). At the time, I didn't appreciate Sal Buscema's art, but reading it now, he's a fantastic storyteller who makes the most of his every panel. Mark Bagley, as always, draws an amazing Spider-Man (pun intended), though his Mary Jane looks about like she should die any minute (and dear lord is she trotted around in skimpy outfits for the enjoyment of the fanboys).
Moments like "You'll get no more mercy from Spider-Man!", Spider-Man telling Firestar to NOT stoop to Carnage's level, Captain America's helping hand, Mary Jane telling off Richard Parker, Mary Jane telling Peter that she understands why he has to do what he does and Spider-Man explaining to Venom that he sees Venom the same way Venom sees Carnage are all tremendous highlights.
I've read various articles online that just trash the story out, overanalyzing it, accusing it of oversimplifying things...but forget that. Maximum Carnage is about heroes being heroes even when the rest of the world is going crazy. And that ain't bad.
Sunday, April 1, 2012
Comics You Should Read: 100 Bullets
I'm just going to be up front about this: 100 Bullets is probably my favorite series of all time. If I ever write something half as masterfully put together as 100 Bullets, I will die happy.
Said to be in development by Showtime as a TV series, 100 Bullets is available in 13 volumes and tells a self contained story (originally over 100 individual issues). I actually started reading it in trades just a couple of months before it ended, when issue 100 was solicited in Previews as being the final issue. I knew the basic concept: Agent Graves appears to people with a briefcase filled with a gun, 100 completely untraceable bullets, the identity of the person that had ruined Graves' target's life and irrefutable evidence of that. Then, he would leave it all in their hands.
A very interesting premise, to be sure, but we quickly find out that it's only the tip of the iceberg. Boasting an amazing cast of characters (Agent Graves, Mr. Shepard, Cole Burns, Lono, Wiley Times, Dizzy Cordova, Loop, Milo Garrett, Jack Daw, Megan Dietrich, Benito Medici, Mr. Branch...I could go on) and a plot just grows increasingly layered as it goes.
I'll do a quick breakdown, relatively spoiler free, of the thirteen volumes:
First Shot, Last Call: The beginning of the saga, with two stories told over five issues. While it feels very "episodic", the first bricks for the finale - 100 issues later - are laid in that very first issue. This series WILL take you off guard if you head into it not paying attention.
Split Second Chance: In this volume the supporting cast grows and you start realizing there's a lot more going on here than just a series of rotating stories. Cole Burns, Lono, Mr. Branch...and by the end it becomes apparent that even the first story was important.
Hang Up on the Hang Low: In volume 3 we get introduced to Curtis and Louis Hughes, and get a taste of the trickery Graves is capable of, as he's clearly playing a much larger game that it looks like from the beginning.
A Foregone Tomorrow: Wiley Times and Milo Garrett get properly introduced to the field in this volume, which also includes an intriguing story tying Graves' game to the JFK assassination.
The Counterfifth Detective: The fifth volume is the story of Milo Garrett and probably my favorite single volume of the book. Just a complete hardboiled gritty noir tale if there ever was one in 100 Bullets.
Six Feet Under The Gun: By this point, most of the players are on the field and we start getting shorter stories focusing on different characters. The battle lines are getting hazier here.
Samurai: This volume focuses on a pair of the cast, now in prison, forging an alliance...as well as Jack's trek across country, with a bizarre stop at a tiger farm.
The Hard Way: A close runner up for best in the series, kicking off with issue 50 (with lays out a lot of the relevant backstory as to just WHO the main characters are and why they are doing what they are doing, dating all the way back to the founding of this country) before launching into a Wiley Times centric tale in New Orleans that is pretty much heart breaking...and ends with the shocking removal of a major player.
Strychnine Lives: The tone of the story shifts here, in the first of the final five volumes. Graves is painted in an increasingly unflattering light and new partnerships are formed as the players try to figure out who is playing who.
Decayed: A colossal brawl between Jack and Lono, the final Minuteman being reactivated, and flashbacks to a young Agent Graves, where we start to really understand his motivation.
Once Upon A Crime: More flashbacks, another stunning death and the endgame begins.
Dirty: One major player starts to go rogue, and the final pieces are set for an epic conclusion in...
Wilt: I was nervous that the finale wouldn't live up to the promise...but MAN did it.
Brian Azzarello crafts a spell-binding tale over 100 issues with twists and turns and laughs and heartache. There are very few characters who appear for more than an issue and are one dimensional...this is a very noir tale, told in shades of grey.
Eduardo Risso's storytelling is a beautiful compliment to the story, conveying so much more - panel to panel - than what the dialogue alone does. For my money, possibly the best combination of art and writing I have ever seen.
Right before I got to the final volume, I reread the whole thing from the beginning...and I've reread it all the way through once, since. I got partway through ANOTHER re-read before I loaned the books to a friend. Thus far, there are only two other series' that I have re-read in anything resembling that manner - Preacher and The Walking Dead. My friend Ronald called it a "dirty, sexy book" and it really is...and one of the finest comic works I have ever read.
Said to be in development by Showtime as a TV series, 100 Bullets is available in 13 volumes and tells a self contained story (originally over 100 individual issues). I actually started reading it in trades just a couple of months before it ended, when issue 100 was solicited in Previews as being the final issue. I knew the basic concept: Agent Graves appears to people with a briefcase filled with a gun, 100 completely untraceable bullets, the identity of the person that had ruined Graves' target's life and irrefutable evidence of that. Then, he would leave it all in their hands.
A very interesting premise, to be sure, but we quickly find out that it's only the tip of the iceberg. Boasting an amazing cast of characters (Agent Graves, Mr. Shepard, Cole Burns, Lono, Wiley Times, Dizzy Cordova, Loop, Milo Garrett, Jack Daw, Megan Dietrich, Benito Medici, Mr. Branch...I could go on) and a plot just grows increasingly layered as it goes.
I'll do a quick breakdown, relatively spoiler free, of the thirteen volumes:
First Shot, Last Call: The beginning of the saga, with two stories told over five issues. While it feels very "episodic", the first bricks for the finale - 100 issues later - are laid in that very first issue. This series WILL take you off guard if you head into it not paying attention.
Split Second Chance: In this volume the supporting cast grows and you start realizing there's a lot more going on here than just a series of rotating stories. Cole Burns, Lono, Mr. Branch...and by the end it becomes apparent that even the first story was important.
Hang Up on the Hang Low: In volume 3 we get introduced to Curtis and Louis Hughes, and get a taste of the trickery Graves is capable of, as he's clearly playing a much larger game that it looks like from the beginning.
A Foregone Tomorrow: Wiley Times and Milo Garrett get properly introduced to the field in this volume, which also includes an intriguing story tying Graves' game to the JFK assassination.
The Counterfifth Detective: The fifth volume is the story of Milo Garrett and probably my favorite single volume of the book. Just a complete hardboiled gritty noir tale if there ever was one in 100 Bullets.
Six Feet Under The Gun: By this point, most of the players are on the field and we start getting shorter stories focusing on different characters. The battle lines are getting hazier here.
Samurai: This volume focuses on a pair of the cast, now in prison, forging an alliance...as well as Jack's trek across country, with a bizarre stop at a tiger farm.
The Hard Way: A close runner up for best in the series, kicking off with issue 50 (with lays out a lot of the relevant backstory as to just WHO the main characters are and why they are doing what they are doing, dating all the way back to the founding of this country) before launching into a Wiley Times centric tale in New Orleans that is pretty much heart breaking...and ends with the shocking removal of a major player.
Strychnine Lives: The tone of the story shifts here, in the first of the final five volumes. Graves is painted in an increasingly unflattering light and new partnerships are formed as the players try to figure out who is playing who.
Decayed: A colossal brawl between Jack and Lono, the final Minuteman being reactivated, and flashbacks to a young Agent Graves, where we start to really understand his motivation.
Once Upon A Crime: More flashbacks, another stunning death and the endgame begins.
Dirty: One major player starts to go rogue, and the final pieces are set for an epic conclusion in...
Wilt: I was nervous that the finale wouldn't live up to the promise...but MAN did it.
Brian Azzarello crafts a spell-binding tale over 100 issues with twists and turns and laughs and heartache. There are very few characters who appear for more than an issue and are one dimensional...this is a very noir tale, told in shades of grey.
Eduardo Risso's storytelling is a beautiful compliment to the story, conveying so much more - panel to panel - than what the dialogue alone does. For my money, possibly the best combination of art and writing I have ever seen.
Right before I got to the final volume, I reread the whole thing from the beginning...and I've reread it all the way through once, since. I got partway through ANOTHER re-read before I loaned the books to a friend. Thus far, there are only two other series' that I have re-read in anything resembling that manner - Preacher and The Walking Dead. My friend Ronald called it a "dirty, sexy book" and it really is...and one of the finest comic works I have ever read.
Tuesday, February 28, 2012
Comics You Should Read: The Sixth Gun
I like westerns. A TON. I also like comic books. Oh, and I like supernatural horror weirdness in my west (like Deadlands, although I dig "regular" westerns a ton, too). SO...this months entry in Comics You Should Read is a supernatural western known as The Sixth Gun by Oni Press.
The Sixth Gun, a noted, is a supernatural western, written by Cullen Bunn and drawn by Brian Hurtt. Set in the Civil War, The Sixth Gun focuses on six mystical weapons (currently in the form of guns...shocking, right?) recently in the hands of (undead) General Hume and his psychotic hoodlums. However, young Becky Montcrief gains possession of the Sixth Gun and joins forces with a gunslinger named Drake Sinclair to attempt to keep Hume from being resurrected and the six guns from being brought back together. 19 issues are currently available (I've read the first 17).
In the first arc, General Hume's wife and her Pinkerton agents are trying to bring her husband back and reunite the six guns, while Drake Sinclair is trying to find the General's treasure...and crosses paths with Becky Montcrief, who inherits the sixth gun from her father. Becky, Drake, Billjohn, Gord and their allies wind up in a war with Hume, his wife and his four horsemen (cliched, yes) into the pit known as The Maw, where Drake discovers that some "treasures" should probably stay buried. The first arc is a pitch-perfect build to an amazing climax that could easily have ended the book and it would have been an amazing miniseries worth sitting on any bookshelf...
...but they kept going.
And it got better.
In the second arc, we learn more about the mythology of the setting, and Drake deals with the fallout of his actions at the battle at The Maw while Becky finds herself flirting with a handsome stranger and a gang of thieves come looking for the six guns...and we learn even more about their true power and potential. Our heroes have to deal with a loa and her bokkor even as an unconventional order of priests come a-knockin'.
In the third arc, we find out more about Gord's past and the Sixth Gun's powers while Drake Sinclair goes missing after a train robbery (carrying the sleeping corpse of General Hume) is attacked by undead robbers and he has to deal with a mummy who was mentioned all the way back in issue #1.
Cullen Bunn is a fantastic writer, weaving a western tale that is both familiar and has its own spin on the "weird west". It is no surprise at all to me that he's garnering more and more attention (he's taking over the Captain America &... book, and Sixth Gun has apparently been optioned as a series for SyFy). Brian Hurtt is one of those artists that, when you see his work, you don't immediately go "wow"...until you see his storytelling. This book SHINES because both the writing and the art are weaving an epic western tale.
Incidentally, I picked up this book on Comixology (where the first issue is free) and the digital conversion is amazing, perhaps enhancing the story flow even more. For instance, in the second arc the servants of the bokkor were stalking our heroes and the panel by panel approach had me on the edge of my seat in the way that having the full page in front of me never would have.
17 issues is hard to make an "all-time" judgement (unless that IS the whole story, and in this case it is not), but thus far The Sixth Gun has proven to be - issue for issue - one of the very best books I am currently reading and Bunn and Hurtt have done a fantastic job thus far of shaking it up as they go, giving me little doubt that they'll carry it on as long as they want to.
If you're a Deadlands fan, certainly, buy this book.
Saturday, January 28, 2012
Comics You Should Read: Skullkickers
Comic books are one of those areas where you can truly vote with your wallet, making your voice heard and keeping titles alive. Part of the purpose of this new series of articles on the blog is to focus on those comics that may be in danger that you should totally be buying, although I will not be limiting it *entirely* to comics that are "endangered". These are not necessarily an attempt at objective reviews, just me sharing with you comics that I enjoy, and that I would like to see others enjoy.
Now...Comics You Should Read!
First up...Skullkickers!
Skullkickers, published by Image Comics, is a tongue in cheek fantasy romp by Jim Zubkavich, Edwin Huang and the occasional fill-ins (on both art and writing), following a pair of nameless adventuring mercenaries (you can call them Baldy and Shorty) as they fight monsters and evil, mostly for money.
The book balances action and comedy very deftly, with Baldy and Shorty cracking wise while also being incredibly badass. The art tends to be somewhat exaggerated, just short of cartoony, and the sound effects are often very literal "Stab! Punch! (and one of my personal favorites) Vegetation!" Shorty is a brutal dwarven warrior while Baldy is a gun-weilding human (the gun is magical, and most people tend to quickly forget he owns it), providing plenty of action even in the face of comedy.
Over the course of the series thus far, the heroes have dealt with a Necromancer, a giant demon, pissed-off faerie treehuggers, werewolves...they've even became heroes (as well as wanted men). Robin Laws even pitched in on issue 4 with D&D4e stats for Baldy and Shorty (with all the serial numbers filed off, of course).
The first story arc involves a noble being assassinated, a necromancer controlling Shorty's foot (it makes sense in context) and a giant demon that rules the dead. Though the story is all pretty much resolved in that one arc, there is foreboding hints that this adventure will definitely come back to haunt them.
The second arc involves the Skullkickers versus the rampaging faerie hippies, as well as the heroes being accused of being assassins, and a thieves guild leader who keeps coming back from the dead (I assume he'll be a recurring character). This arc ends with a scene that shows a lot of promise for the next one.
The third arc, beginning this year, will take the Skullkickers out onto the high seas apparently...and seems likely they'll run across a duo not unlike themselves.
In between the arcs are some short story anthologies by various creators.
For me, the story that really won me over was the back-up story in Skullkickers #0 that seemed like a pointless dialogue sequence between the title characters until the awesome twist at the end. Very much worth reading (and I think #0 is free on Comixology). Probably my only real gripe is the pacing, as two arcs over two years seems a little lite for a story that otherwise feels very fast-paced.
Dragon Age or Lord of the Rings this is not. Skullkickers is an (awesomely) irreverent fantasy yarn that's both funny and full of butt-kicking action. I assume it'll get officially turned into an RPG someday (maybe soon).
You can purchase Skullkickers at MyComicShop.com (in individual issues or trades), Amazon.com (volume 1 and volume 2), on Comixology and at your local comic book store.
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