Game Review: Diablo 3

Diablo 3 is out. But is it a game? Or is it the most brilliant money making scam in internet history?

Movie Review: The Avengers

Okay, okay, I posted my Avengers review. Get off my back already, geez.

The Most Important Comic Book You've Never Heard Of

Action Comics #1. Detective Comics #27. Why is All-American Men of War #89 as important as these great comics -- and why have you never heard of it?.

Tales From the Vault: Lois Lane #93

If you thought Superman was a total tool before, you ain't seen nothing yet.

Mass Effect 3: The Official Review

Mass Effect 3 isn't the end of the world, it just portrays it.

Sunday, October 18, 2009

Movie Trailers: Alice in Wonderland and More

In today's fast paced, internet society, time spent analyzing and examining is time wasted, because there's always something new and exciting coming down the pike that is shinier, bigger and, well, newer than the last. This is especially true, of course, of the film industry, which has lasted for a century on the idea that audiences always need new product. But now the question is, who has time to watch a whole movie, much less spend precious minutes reading a review of it?

Luckily, that's where we come in with a new feature here on the Vault: Trailer Reviews. While some people believe you should actually watch the movie before you make up your mind about it, we disagree, After all, what is a trailer other than an attempt to make up your mind for you before you see the movie? But while the studios want you to have positive preconceptions about their movies, we're under no such obligation.

So sit back and check out the first batch of Trailer Reviews. Because in the time it takes you to watch one feature film, you could instead form opinions about 50 trailers. And in today's time-conscious society, which is really the better use of your precious hours?


The Expendables
Scheduled release date: August 20, 2010

The producers of this movie refer to it as a throwback and boy, they are not joking. The Expendables takes all the action, dialogue and directing cliches of a mid-80's Stallone film and pretty much doesn't change a single thing. While you might expect a production like this to be tongue in cheek, this is strictly pre-ironic territory. It's not that the people making the film don't recognize what they're doing, it's that they do recognize it and think that it's still totally awesome.

And for some fans, it probably will be. If the idea of a group of machine-gun toting mercenaries consisting of Sylvester Stallone, Jason Statham and Jet Li fighting against the evil and vaguely foreign forces of Dolph Lundgren sounds like a treat, then this is probably the film of the century for you [yes, it's the long awaited Rocky IV rematch]. And yes, this movie also features roles by Mickey Rourke and Arnold Schwarzeneggar. Is a parody a parody if it's played straight? At last we'll get the answer to that question.



My Grades: This is probably either an A+ or an F- depending entirely on whether or not you enjoyed being an 11-year-old boy in the mid 80's. But even though I did, I still can't give this more than a D because wow does it look terrible.



Toy Story 3
Scheduled release date: June 18, 2010

And now, on a slightly different note, it's Toy Story 3. I have to confess that Toy Story, and particularly Toy Story 2, are two of my favorite movies of all time. So while I am very happy to see that they are doing a third film, I have a slight bit of trepidation, because they have a very high expectations to live up to, not just from me from from the entire movie watching world.

And after watching the trailer... I am still a little worried. Mind you, everything about it looks impeccably crafted; the art is a beautiful as ever (and this time will be in 3-D), the voice acting is all great and whatever. My concern is simply that they may be repeating themselves just a bit. The "kid has outgrown the toys" theme was done perfectly in Toy Story 2, for instance, while the characters themselves even comment on Buzz returning to the "space nut" personality he had in the first film. Of course, this being Pixar, I have to give them the benefit of the doubt, because they haven't let me down yet. I just hope that they can continue to prove that there isn't necessarily a first time for everything.



My Grades: A for execution, B- for actual content. Prove me wrong, guys!



Alice in Wonderland

Scheduled release date: March 5, 2010

Speaking of Disney films, here's a live action version of Alice in Wonderland directed, of course, by Tim Burton and starring Johnny Depp as the Mad Hatter. Now, if you're anything like me, reading that sentence probably made you so exhausted and spent by life itself that you nearly wept. But, what are you going to do, right? This movie is kind of like Nagasaki; everyone could see it coming but nobody could stop it.

Having said that, the first half of the trailer is actually pretty cool. The character design is intriguing and appropriately creepy (unlike the usual, inappropriately creepy Burton stuff), though the Queen does look a little too Shrek for my taste. The second half of the trailer, of course, is full-on Depp pimpage and should therefore be taken as a necessary marketing evil, if anything in this production can be called necessary. And the thing is, I like Depp. But this is really pushing it.



My Grades: It's an effective trailer and it doesn't give anything away since everyone knows the story anyway. So for trailer competence it gets a B. For the movie it's previewing, though... if I didn't know it was Burton/Depp, I have to admit I would probably still give it a B. But that unholy marriage is so tiresome to me at this point that I have to give it a D+. We'll see if I change my mind before the release date.


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Saturday, October 17, 2009

Seven Questions with ALEX ROBINSON

Today it is my pleasure to present an interview I recently had the good fortune to conduct with acclaimed comic creator Alex Robinson. Long-time readers of The Vault will recall that I have cited Robinson's Box Office Poison as both a major influence and a favorite series of mine, but BOP isn't the only story Robinson is known for. He has also won multiple awards for titles such as Too Cool to be Forgotten and Tricked. So since he probably doesn't actually need this introduction at all, I'll shut up and get right to the goods.



1. Your adaptation of the L. Frank Baum story A Kidnapped Santa Claus is coming out next month, just in time for Christmas. What can you tell us about this book and what do you have planned for your next project?

Harper-Collins was doing a project in which they asked cartoonists to adapt some classic public domain Christmas short stories into comics form and it seemed like something I would never do on my own so I said yes. The idea of adapting someone else’s short story, keeping it family friendly and working with a major publisher were all enough out of my comfort zone that I figured I had to do it.

I’ve started working on a new project but I’m only working on page eighteen so I don’t want to say too much about it yet. I don’t even know how long it will be at this point. I was originally thinking about 200 pages but I could also see it being much, much longer. If it does turn out to be a much longer book I’ll probably release it as a series of paperbacks, rather than wait. It could take me years to complete and that’s a long time to be out of the public eye with nothing coming out.



2. How is adapting a work like A Kidnapped Santa Claus different from creating a new story? I’m wondering what the process was in terms of translating a text work to the comics page, not to mention working with someone else's story.

It was a very interesting challenge. For one thing, the original story is only eleven pages long and I had to translate that into sixty pages of comics. The story is mostly a description of the actions, so I was free to come up with a lot of characterization and flesh out the characters. I also made some changes which I hoped would make it appeal to modern kids, since they’re probably a bit more sophisticated than kids were back in Baum’s day. Mentally, my target audience was about ten years old, but I sort of thought it like a Warner Brothers cartoon in that I threw in some stuff that adults would like, especially adults who read comics.

The other challenge was that Harper wanted to see a script ahead of time so they could see what I wanted to change and I’d never scripted out any of my books before, so to sit down and write everything out without drawing anything was very weird.



3. Your last graphic novel, Too Cool to Be Forgotten, is up for a Harvey Award this year in the Best Original Graphic Album category [editor's note: since this interview was conducted, Too Cool did in fact win the Harvey in this category]. How much of the high school experience portrayed in Too Cool is based on your own life and how do you decide what autobiographical elements you should and shouldn’t add to your work?

It was sort of a mix. Some things I tried to make very close to my own life (for instance, Andy’s house is the house I grew up in) but the story called for some things to be different. Andy’s family is different than mine, for instance, and I had to make Andy much more of a “normal” kid than I was. I pretty much spent my high school years hunched over drawing comics so that would’ve been very boring to read.
In general, as time goes on it gets harder to use autobio, at least without disguising it a lot. My life is pretty boring so there’s not much temptation.



4. In Lower Regions, you produced a 56 page story that features only one word. What made you decide to write this without any dialogue or captions? And how did this affect the storytelling – did you have to storyboard the pacing and layouts more closely, or was it essentially the same as your other projects?

I was struggling on Too Cool so I wanted to do a short, fun project that would sort of loosen me up and recharge my batteries. Originally it was just going to be a short story that was going to be a sort of jam with Mike Dawson but he changed his mind and I was having so much fun I wanted to expand it anyway, so it worked out. I just sort of sat down and asked myself what I would love to draw and the answer was a sexy lady killing various monsters without having to draw backgrounds. In an effort to keep the story as simple as I could I decided to have no dialogue.

It was a lot of fun but got tricky in the end. When you’re dealing with an unusual setting—in this case, a fantasy world—it helps to be able to explain things to the reader but I couldn’t do that so I was really limited as to what I could do.

I want to do more fantasy stories but it will have to have words next time around.



5. Going back to the Harvey awards, this isn’t the first time you’ve been nominated; your graphic novel Tricked won both the Harvey and the Ignatz awards in 2006. I’m wondering how the format of working on a graphic novel differs from working on a serialized title like Box Office Poison. Does it provide more freedom since you don’t have to worry about possibly artificial story breaks caused by page counts? Or does a serialized structure actually help in terms of plotting story beats?

Actually, by this point I’ve mostly been working in the straight-to-paperback format longer than I did serialized so I’m used to it by now. It was a hard adjustment at first, mostly trying to get used to the idea of having a deadline that was years away instead of every three months or whatever. It’s very easy to procrastinate.

It does affect the storytelling, in that having separate issues made me do more self-contained chapters and try to have cliffhangery things. I actually had a formula with Box Office Poison in which I would alternate plot-driven issues with characterization-driven ones. It definitely gives the book an episodic feel, for better or for worse.

If I do serialize my new book the way I’ve been thinking about it will be interesting to see how that works out.



6. One of my favorite comics is Box Office Poison, which seemed almost eerie in how close it was to my life at the time. I'm curious what your process was in developing the concept. Did you begin with an overall storyline already in mind, or did it develop as you went along? How did you end up at Antarctic Press?

I had a very loose plot in mind and certain themes I wanted to address but I gave myself a lot of room to play around, more or less making most of it up as I went. I’ve done all my books this way, though the more plot driven ones like Too Cool don’t leave as much room to play around. One of the things I want to do with my new book is try and recapture that spirit, having a very loose idea of what’s going to happen but also letting the characters sort of tell me what to do and let it grow very organically.

There are risks to working this way but I think it can also add a touch of realism, in that everyone’s life is kind of a loosely plotted novel. You have some idea of what’s going to happen, plans you make in life but sometimes you’ll have false starts, dead ends, little side trips that don’t really change anything but add texture to your life.



7. Lastly, what’s one specific storytelling technique you use that you could share with new creators to help them hone their craft?

One thing I did with Box Office Poison that started out as a writing exercise, sort of, but which became a popular feature of the book was the “Question Pages” where I would ask some personal question and have each character answer it (for instance “What fictional character would you have dinner with?”). You don’t have to include it in the book but it’s a great way to get to know your characters and come up with ideas. I think by the time you finish asking one of your characters fifty of those types of questions you’ll really know them, and ideally by the end their answers will be second nature to you (and if one character continually stumps you or gives you answers you weren’t expecting, you might consider that it’s the nature of that character to be evasive, deceptive or full of surprises—but make sure that it isn’t just you being lazy!).


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Friday, October 16, 2009

Breaking News: George Tuska Dead at 93

Marvel Comics and comic fans in general lost a giant of the industry today with the passing of artist George Tuska. Tuska, who was 93, is best known for his work in the 1970's on Iron Man and for helping to create the Marvel house style of art.

Tuska began working in comics 70 years ago, landing a gig as an assistant on the newspaper strip Scorchy Smith in 1939. He broke into comics as a member of the legendary Eisner & Iger studios and worked on such comics as Captain Marvel Adventures and Jungle Comics before eventually providing art for the Lev Gleason's groundbreaking series Crime Does Not Pay.

Tuska is best known, though, for his work at Marvel Comics in the 1960's and 70's. Though he provided art for such titles as Power Man, Ghost Rider, Sub-Mariner and X-Men, his lasting contribution is as the definitive Iron Man artist; though his stint was occasionally interrupted by fill-ins and guest pencils, he lasted as the book's primary artist for over a hundred issues, from #5 in September of 1968 until #106 in January of 1978.

During that period he became associated with what is ironically probably his most memorable creation: Iron Man's metal beak. As the apocryphal story goes, the perpetually distracted Stan lee happened to glance at an issue of Iron Man one day and exclaimed "Why doesn't Iron Man have a nose?", apparently forgetting that iron Man has never had a nose. Being Stan Lee, however, this innocent question caused an uproar, and the editors at the time rushed to issue a mandate insisting that Iron Man henceforth be drawn with a nose. Some time later, of course, Stan saw a new issue of Iron Man with the nose and exclaimed "Why does Iron Man have a nose? That looks terrible!" And thus they immediately removed the nose.

Whether or not this is true is unknown, but thanks to this relatively brief era, George Tuska has been somewhat unfairly associated with the joke that is Iron Man's nose, just as he is also associated by many with Iron Man's roller skates. The Marvel Style of writing aside, the guy was just drawing what he was told to draw, because if there's one thing Tuska proved over the decades it's that he was a consummate professional. And if the powers that be wanted a dumb looking nose on Iron Man, then so be it.

In his later career, Tuska worked for DC on titles like Superboy, but for most he will be forever remembered for his work at Marvel, on Iron Man and for Iron Man's metal nose. He also leaves an impressive body of work and a lasting legacy as one of the pillars of the Marvel style of art that helped propel the company to greatness. He will be missed by friends and fans alike.


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Wednesday, October 14, 2009

Ask the Vault

For the last two months or so, we here at the Vault have been doing our best to provide you, our beloved readers, with up to the minute information about comics that for the most part came out three decades ago or so. And so far, reaction seems to be pretty positive. But now, we're ready to branch out a little bit by opening the doors to the Vault and letting you get just a little more involved. Today, therefore, we unveil our new occasional feature: Ask the Vault.

From time to time -- today being one of those times -- Ask the Vault will gather reader feedback and answer those questions that have been nagging you. Have a question about a certain writer or artists? Want to know our opinion about some storyline or canceled series? Interested in the Golden Age or Charlton or cartoon tie ins? Whatever your question, we'll do our best to answer it for you.

And it doesn't have to necessarily be comics related -- we'll answer anything. Need some advice on your love life? Want an informed political opinion? Debating the proper military strategy in the Boer War? Looking for help with your fantasy football roster? Ask anything you like.

To participate, simply post your questions in the comment box below and, once enough questions have been gathered, we'll post a roundup answering them all. So take advantage of this opportunity to finally get the answer you've been waiting for. Because when you have the opportunity to find out our opinion, buddy, you'd better seize it.


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Tuesday, October 13, 2009

Tales From the Vault: ADVENTURE COMICS #420

It's time for another trip through the way-back machine, this time to the heady days when Supergirl briefly was popular enough to command her own series within a series in the pages of Adventure Comics. Of course, back in those days the old Adventure brand really meant something, because while Supergirl was successful for 44 issues in Adventure, as soon as they spun her out into her own series it nosedived into the turf, getting canceled after just ten issues that took almost two whole years to publish. Not good.

But enough about failure. Let's crack open this bad boy and find out why she was popular and why the DC 25 cent giants of the day were, in contrast, very much not popular.


Details: This issue is from June of 1972 and the first story is written by Raymond Marias and Len Wein, which was relatively early in Wein's career and right at the beginning of the period when he seemingly began writing every comic book on Earth. The art is by one of the classic DC pencillers of the era, Tony DeZuniga. And the story is straight out of a drug induced fervor, which makes perfect sense. After all, where did you think the term “420” came from?

Synopsis: We start with Supergirl flying through space when she is suddenly attacked by a "plastoid globe" which is, you know, a big ball of plastic. And it doesn't attack so much as float. Nonetheless, it drives her to land on a nearby planet, where a missile sends strands of hair to grab her; when she melts the strands, it turns to amber. Yeah, that happened to me at Supercuts once.

Completely confused, Supergirl is suddenly rescued by some dude named Togran, who has a magic garden (strictly for medicinal purposes, no doubt) and commands his plants to save her. He then explains that a neighboring nation has killed everyone except his dad and his dad's two friends, who were presumably saved because they were in their dens playing online poker when the attack happened. Those three, as it happens, are wizards who have formed a collective entity called the Mind-Warp, and who use their powers to affect people's emotions. They also look about as stupid as humanly possible, wearing outfits that look sort of like hooded sweatshirts with mini-capes and domino masks. Plus, one guy has his beard collected in what appears to be a napkin holder with an X-Men logo on it.

Anyway, after the exposition, Supergirl is like "whatever" and decides to leave. Before she does, though, Togran grabs her and plays tonsil hockey with her while copping a feel. Supergirl flies off "with the taste of Togran's kiss still in her mind" – which, really, eww -- when she sees a passel of missiles fly out of nowhere and blow him up. Shocked, Supergirl becomes vulnerable to the Mind Warp and they infect her with a rage, causing her to fly off to the neighboring kingdom to kill everyone.

Of course, the missiles were actually from the Mind Warp themselves; it was all staged in order to get Supergirl to royally mess up their enemies. As soon as she’s out of sight, Togran's dad rushes down and revives him with magic; but Togran flies off to stop Supergirl even though in his weakened state he'll die from the exertion, because he ain’t even trying to hear that. Togran's dad then goes into a rage and, while Togran heroically sacrifices himself to stop Supergirl's rampage, his dad hacks down the other two Mind Warp guys with a huge sword. Since they are all mind linked, all three of them die. In the annals of well thought out plans, this whole sequence of events is probably down near the bottom.

Yes, it's tragedy all around, except for Supergirl of course, who’s totally fine other than having that dude’s taste stuck in her face. Worst of all, though, one of the dead Mind Warp dudes is named "Opra". My God, there goes the Book Club.

And, that's… THE END!


Extras: In case you were wondering, that's a ten page story. So what's the rest of the 42 pages in this 52 page special? Well, it's all reprints. As you would expect from a Supergirl series, there's an Animal Man story and some space monster story in addition to one lone Supergirl reprint. Of course, I didn’t read any of this nonsense because if there’s one thing I can’t stand it’s a dirty reprint scam. I want new content! Of course, since this is a back issue, technically none of it is new so you might say I’m being arbitrary, but there’s the principle of the thing to uphold. If I had bought this issue new with a shiny, hard earned quarter back in 1972, I would have been royally steamed. Plus, I would have been a fetus, so the whole thing would be really kind of logistically awkward.

The story itself is pretty 1972, i.e. a thinly veiled meditation on peace, love and the Vietnam War. Is it just me, or was there more of this sort of thing going on at DC than at Marvel? I don’t just mean the obvious stuff like the Green Lantern / Green Arrow “relevancy” stuff, but just in general DC seemed to have a lot more topic of the day type stories during this time period.

Lastly, I also want to quickly point out that Supergirl appears to be wearing your grandma’s underwear. Yes, elastic is functional, but red Depends are not quite the fashion statement I want from my Supergirl. Other than that, the design from the era is pretty sweet, but seriously.


My grade: The Supergirl story gets a B for sheer weirdness, the rest of the issue gets an F for being a dirty reprint scam.


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New Comic Cavalcade

It's time for a new batch of comic reviews. Now, I know what you're thinking: god, not another review of Jonah Hex and Warlord. Fine. Be that way. Just for that, I'm going to branch out and review two new titles that are thematically related instead. Happy now? Jerk.

Anyway, let's take a look at two limited series that fit right in with Marvel's 70th anniversary celebration: The Marvels Project and Marvels: Eye of the Camera.


The Marvels Project
writing by Ed Brubaker, art by Steve Epting

For the last four years, Ed Brubaker and Steve Epting have been one of the most acclaimed creative teams in comics thanks to their run on Captain America. Now they've turned their eyes to an even bigger prize: the very creation of the Marvel Universe.

If that sounds like a fairly broad topic, well, it kind of is. And if it sounds like something we might have read before, that's pretty much true also. In The Marvels Project, Brubaker and Epting are by definition dealing with origins and stories that have been told and retold probably dozens of times over the past 70 years. The origins of Captain America and the Human Torch are pretty well known to most comics fans, so you might be wondering what purpose this series serves other than introduce these stories to a new generation.

The answer, like the devil, is in the details. Over the first two issues, Brubaker and Epting seem to be laying the foundation for something a little different than has been done before: an integrated origin for the Marvel Universe. Like superhero comics themselves, Brubaker is suggesting that these characters didn't appear in a vacuum, but rather are all interconnected by the threat of the coming World War. Thus, it is hinted, the origin of the Human Torch and the origin of Captain America aren't separate, isolated incidents, but rather part of a larger escalation of pre-war experimentation. The emergence of the Sub-Mariner isn't coincidence, but a direct result of those very same initiatives.

While on the surface this sounds revisionist, it reads as more revelatory; Brubaker here isn't altering these old stories so much as highlighting the common themes that have always connected them. Wisely, much of the action is seen through one of the few Golden Age heroes that has never been revived or retconned, the original Angel, allowing Brubaker to play with a central character without risking either damage to Marvel history or raising the ire of the fans. And as a bit of a cipher, the Angel acts as a stand in for the reader as he comments on the strange events slowly building to the creating of the Marvel Universe as we know it.

Long-time readers will be pleased with some of the touches Brubaker has included, such as a young, pre-war Nick Fury helping smuggle Professor Erskine out of Germany to continue work on the Super Soldier Serum. And old Avengers fans will be very pleased with the opening sequence, where we see an elderly and dying Matt Hawk (a.k.a. the Two-Gun Kid) relaying his knowledge of the superheroes of the future to a young doctor who, inspired, goes on to become the Angel.

In all, then, the first two issues show a lot of promise. While the stories are well known, and this sort of Year One has been done elsewhere in comics, it still manages to be fresh and interesting and adds a new layer to some beloved classics. If you're a fan of the Marvel Universe, you might want to check this one out.

My Grade: I'm a sucker for well done period pieces like this (see: Sandman Mystery Theatre) so I have to give this an A so far.



Marvels: Eye of the Camera
Writing by Kurt Busiek, art by Jay Analceto

Just as The Marvels Project is giving us a new look at the beginning of the Marvel Universe, Marvels: Eye of the Camera is giving us a new look at the history of Marvel. Following up on one of the 90's most acclaimed series, Marvels, writer Kurt Busiek returns to show what happened next in Marvel as seen through the eyes (well, one eye, I guess) of photographer Phil Sheldon. Picking up pretty much where he left off, at the end of the Silver Age of comics, Busiek now uses his "man on the street" aesthetic to a explore new, darker chapter in Marvel continuity: the Bronze Age.

For those of you not familiar with the Ages of the Comics Earth, this means darker stories, more violent characters, weird and offbeat horror-inspired heroes and a general disillusionment with the four-color innocence that the Silver Age represents to many comic readers. Of course, as we saw in Marvels, the Silver Age Marvel Universe wasn't exactly the most fun place to actually live for the average guy; but, Busiek posits here, at least they didn't have to deal with dudes like The Punisher. It's not all bad, though, because as we see in issue 3 when the Punisher saves Spider-man, the loss of innocence is also accompanied by new understanding about the complexity of the world. The Bronze Age might not have been as fun as the Silver Age, but it allowed for a more nuanced type of storytelling by introducing these more morally ambiguous characters.

If there's any flaw with this series its simply that it will be inevitably compared to both the original Marvels as well as Busiek's own Astro City: Dark Age, which for the last several years has been exploring these same themes. And it's no wonder, since Dark Age is based on Busiek's original pitch for a sequel to Marvels. So if you're a Busiek fan, chances are some of this might seem a little familiar in spirit if not in detail. With a series specifically designed to play off of reader familiarity with the stories, though, it seems a bit unfair to criticize the series for feeling too familiar. So let's just focus on what the series does provide: excellent writing, beautiful artwork and a return to an era of comics that many readers still look on with fondness. That can't all be bad, right?

My Grade: A- for what's actually on the page, B for a familiar reading experience just because people are like that.


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Sunday, October 11, 2009

Breaking the Fourth Wall: Episode 9

Last week we took a look at the webcomics engine Zuda Comics, where every month a new group of ten comics competes for a contract with DC. While some critics have issues with this sort of American Idol mentality in comics (either because of concern over creators rights being exploited or because of squeamishness over the idea of art being a competitive process), most creators rightly view Zuda as perhaps the single best means of breaking into the business today. Even if you don't win the competition, merely being accepted as a competitor guarantees widespread exposure within the comics community and tens of thousands of new eyes on your material.

In this episode of Breaking the Fourth Wall, then, we'll take a look at just what goes into crafting a successful Zuda submission. Of course, as I have yet to submit anything to Zuda, by definition this will be more theory than practice. However, some of my observations about the structure have been reinforced by my interview with pro writer and current Zuda competitor Tony Lee, so for another look at this topic you may want to check it out if you haven't already.

So what is the key to a successful Zuda entry? Well, in broad terms, it's the same thing that is key to crafting a successful story for any medium, which is this: write for the structure. Every format of story, whether it's the novel, epic poem or mainstream comics, has a specific and unique structure that determines how the story is told and, perhaps more importantly, how the story is read. We've already discussed in previous episodes some of the specifics of writing for comics, but even though Zuda may seem at first to be a straightforward comic medium, it actually has some specific quirks that can greatly affect the success of your submission. And the first of these is actually the structure of the competition itself.

Eight pages isn't a lot to work with, but because of the nature of the competition, you meed to fit a lot of specific information into those pages while also maintaining readability and pacing. Your goal here isn't just to create something compelling to read; it's to create something that will compel the reader to want to read more. In effect, you have to do everything a mainstream comics writer has to do, but with only one third of the space to do it in. Crafting a satisfying Zuda submission, then, requires focus on three things: the hook, the setup and the tease.


The Hook


Back in the Golden Age, comics used a symbolic splash page to draw readers in -- it acted almost as a second cover, teasing what was going to happen later in the story, which would then actually start on page two. During the Silver Age, Marvel perfected the technique of opening right in the middle of the action with an action-packed splash and then filling readers in on how they got there. Today, comics often start with a tease: the first page of pages will be a slow build, hinting at what is to come, and then the payoff will come with a big reveal a few pages in.

While I don't think the symbolic splash will work for Zuda, either the Silver Age or Modern Age hooks can be done effectively at Zuda. From this months entries, for instance, Impure Blood is a pretty good Silver Age style opening, with the reader jumping right into a massive gladiator battle right on the first page. Doc Monster uses the more Modern approach, with two slow build pages teasing the reader's curiosity and then the third page being a big blowout sequence, with a flying saucers erupting from the ground.

For my money, though, the most effective opening this month is Where Evils Dare, which is more in the Modern style as well. Page one shows some Nazis standing around talking, one of them is Dracula, it's kind of intriguing -- and then the second page is a full splash with hordes of Nazi zombie vampire dudes swarming forward. It's effective and visceral, but it also has another important quality: it's short. Just as the writer has fewer pages to work with, so too does the reader have fewer pages to get invested. A highly unscientific survey of comments on the Zuda boards indicates that a lot of readers just check out the first couple pages and if they don't like them they don't bother reading the rest of the entry. Even though eight pages doesn't seem like an overwhelming time commitment, it seems to me that on Zuda you probably only have two pages to hook your reader; as much as I enjoyed Doc Monster, I think it might have been better served by getting to the flying saucer a page earlier.

Whether you go with a Silver or Modern Age approach, though, the lesson here is the same: craft a good hook and get the readers involved right away, because even if you have the greatest page four in comics history, chances are if your page two isn't awesome, nobody will ever get that far. (For examples of this month's entries that I don't think had effective openings, I think Old Cthulhu's On the Rise took a little too long to get to the hook -- the fisherman guy didn't show up until page five).


The Setup

Even in a short, eight page tease like this, you should look at the submission in terms of classic story structure, with a beginning, a middle and an end. Usually, this can be roughly described as setting up the conflict, exploring the conflict and resovling the conflict. In the case of a Zuda entry, though, the whole eight pages is part of the beginning of a longer story, so the "middle" here is where you set up the conflict that you will explore if you happen to win.

That means a couple specific things. Firstly, you need to introduce your characters or, if they appeared during the hook, you need to show the reader why they are the main character and why the reader should care. And secondly, you need to present the premise of the series: what the story is about, who is in it and how you as a creator are going to tell it.

In terms of examples from this month, Doc Monster and Where Evils Dare take slightly different tacks with this. Where Evils Dare uses a fairly straightforward, classic style of comics storytelling; in the setting of a wartime mission briefing, we are introduced one by one to all of the characters and the premise of the series is literally spelled out by the officer giving the briefing. Doc Monster, on the other hand, presents the information through the use of narrative captions; while the characters are battling aliens in an action sequence, one of them gives an internal monologue commenting on the action and, more importantly, his co-star. The result is that the story doesn't bog down with exposition, as the reader is carried along by the action, but at the same time we still get an idea about what both characters are like and what the series is going to be about. While I think Where Evils Dare is a well crafted submission, in this case I think Doc Monster comes out slightly ahead and will be more readable for many modern readers.

(For an example of a current Zuda entry that did not have a proper Setup, A Polar Nightmare is probably the clearest example. After eight pages I'm still not really sure what the story is about other than there's an evil Santa involved somehow)


The Tease

And, of course, you have to go out with a bang in order to get your readers wondering what's going to happen on the next page. The cliffhanger is one of the oldest elements of serialized storytelling in literary tradition, so it's no wonder that most of the entries on Zuda do a pretty good job with it; even submissions that otherwise aren't particularly well crafted usually manage to end on a tease for future pages.

The main mistake Zuda creators seem to make is treating the entire eight pages eight pages as the tease. In a meta sense, as I've already discussed, this is true; but what ends up happening in many entries is that the first seven pages are slow buildup to the cliffhanger on page eight and, for reasons I've gone over, this doesn't work because most readers won't get to page eight if you do this. Impure Blood, Doc Monster, Where Evils Dare and Pluck all end on solid teases this month, while A Polar Nightmare is an example of an entry where the entire story seems to be a tease.

I also wanted to mention Blitz, which runs into a less common issue at Zuda, which is a story that doesn't seem to have been specifically crafted for the Zuda format. In this case, the tease at the end almost seems tacked on at the last minute, with one of the characters randomly finding a newspaper in the last panel that tells them some shocking information. This is part of why I think it's important to create a story specifically for Zuda, because if you don't take into consideration the specific structure requirements of the competition you may end up with a story that is well written and well drawn but that still fails because it was intended for a different format.


Page Structure

I know what you're thinking: you're not done yet? Well, I do have a couple more things to mention about the unique challenges presented by Zuda. But these are more nuts and bolts comments about the technical details of working with something that has befuddled and irritated thousands of people over the last two years: the Zuda page viewer.

Not that there's anything wrong with it; I happen to find it intuitive and perfectly functional. But it also has a couple minor details about it that might at first slip by without notice but which can be very important to writing a successful submission, the first and most important being the shape of the page.

When I asked Where Evils Dare writer Tony Lee about this, he deferred to his artist, Stefano Martino. And if you are a successful artist or are working with a someone experienced in layout, this will be less of an issue. Even so, as a writer, when you are planning sequences within your story you need to always be aware of just how this will be portrayed visually on the page. And that's a bit tricky on Zuda because of the horizontal page shape for two reasons. Firstly, as a comics reader, we've simply been trained over however many years to think of comic books in terms of a vertical page, so figuring out panel sequences in a horizontal setting can prove challenging. Secondly, though, and more subtly, the horizontal structure isn't necessarily as conducive to action simply because the human form is vertical in nature. If you have people running or jumping or fighting, being able to show them in a vertical panel is simply more natural than trying to fit a vertical shape into a horizontal panel, because their body will basically bisect the frame.

I won't get into it too much here, but I wanted to mention this difficulty because I think the creator needs to be thinking about this from the moment they begin crafting a Zuda submission. The structure has to come first and in this case you will want to work very closely with your artist in planning page layouts and choreographing action sequences; or if you are drawing it yourself, you'll need to be careful figuring out how to make the sory flow not just between panels, but in this case within panels as well.

Lastly, the Zuda viewer also presents a slightly different experience form a traditional comic book because it only shows one page at a time, whereas comics sometimes show two. Sure, you're only reading on at a time in a comic book, but for a writer this is important because of a technique I haven't had a chance to discuss much yet, which is the last panel tease. Basically, when you're writing a story and you get to a page break -- where the reader has to literally turn the page to get to the next part -- it's a good idea to put a small tease, such as a mini-cliffhanger or perhaps an interrupted dialgoe balloon (where the sentence is completed on the following page) in order to get the reader to turn the page instead of putting down the comic. Zuda, though, only shows one page at a time, meaning you need to always be aware of every page ending. With many readers only giving these submissions a brief test before even reading eight pages, it's especially important that every page end with a lead into the next page in order to convince them to hit the Next arrow and keep reading. It means being somewhat more careful with pacing, but if you want to ensure readers stay engaged, it could be vital.

Conclusion

To sum up, then, to craft a successful Zuda submission you need to draw the readers in quickly, introduce the plot and concept of the series, show them who the characters are and why they should care, and end with a cliffhanger tease to get them wanting more. This needs to be done in eight pages, using unfamiliar page shapes, panel layouts and page counts. Because of this, when you write a story for Zuda, you need to do that: write it for Zuda specifically with Zuda's unique challenges in mind. Otherwise you risk crafting a story that may be great, but might never be read.


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Friday, October 9, 2009

Zuda Week Interview: Seven Questions with TONY LEE

All this week we've been looking at Zuda Comics and their smorgasbord of webcomic delights. To cap things off, then, we're happy to present an interview with pro comic writer and current Zuda contestant Tony Lee. Along with artist Stefano Martino, Tony is the power behind the supernatural war yarn Where Evils Dare, which has managed to rake in over 24,000 views in just the first four days of competition. As the writer of such comics as Doctor Who and Hope Falls, there's a ton we could have asked, but instead we decided to respect the theme and stick to our metaphorical Zuda guns.

Let's go the tape!


1. You currently have, along with artist Stefano Martino, a comic in competition at Zuda – Where Evils Dare. What can you tell us about this project and how did it come about?

Where Evils Dare is something I've had brewing about for a long time - to give you an idea how long, artist Sam Hart was looking to do a version of it back in 2005, before he took on the book that eventually became Outlaw: The Legend Of Robin Hood (out now, Candlewick Press). And after that an artist friend named Jim Boswell was going to do it, but took on a larger project as nothing seemed to be happening with this.

But then Stefano came along late last year - I'd been talking to Zuda at this point, David Gallaher had discussed the whole thing with me and suggested that Where Evils Dare might be a good fit - and I'd just done an issue of Doctor Who: The Forgotten with Stefano, thought he was a brilliant artist, and couldn't understand why he wasn't getting more work. So I spoke to him, explained what the situation was, that if we won we got the DC gig, but more importantly either way, he had a ton of exposure on his work. And so Stefano came on board. From there we just created the pages.


2. As a fan of war comics, particularly some of the more offbeat DC books from the 60’s and 70’s that often featured supernatural plot elements, this story was right in my wheelhouse. As the creator, what kind of influences prompted you to create this story and where are you hoping to take it in the future?

I've always had a fascination with Dracula - the fact that I have a book out in November that's an almost direct sequel to the book (From The Pages of Bram Stoker's 'Dracula': Harker, out November by AAM/Markosia) should show that - and War movies have always been a favourite, so putting the two together wasn't exactly an original idea, but I hope that establishing a solid link between this and Dracula is! Added to that we've added several more famous literary creations, like Frankenstein's Monster, shown in this as reanimated Nazi corpses... the list goes on. And if we won, we have a ton more along the same lines to bring in, including an Allied soldier named Jekyll...

But we've got a whole wealth of back matter to play with. We have Nosferatu, we have Golems, we have American Indian totems, we have demons, Werewolves that are dead that have been re-animated back to life, so yes - Zombie Werewolves, and a whole load of additional stuff we can tap. The thing with pulp genre is that it's there for everything you ever want. And we'll be using it all! Well, if we win...


3. One thing that stood out to me about Where Evils Dare was the pacing, which seemed to be specifically tailored to the eight page tease format that Zuda presents. How did you go about crafting your submission and how is it different from the longer form comics you’ve worked on in the past?


Most comics when they have an issue one start with the build up, explaining the characters - and I learned the hard way that this can be an issue - I wrote a series called Stalag 666 for 2000ad right before I started on this and it was a Great Escape style of story - and of course you have to guild up to the escape. I took a lot of criticisms for that, and I realised that I'd probably have done better starting with the escape and just leaping back, so when I started these eight pages, I knew I had to start with some action. But that said, I couldn't just go 'Boom! Here's a fight!' as that would just be confusing.

I knew I had to, in the first eight pages a) introduce the main baddies. (People like to see who the monsters are. And with Dracula and Von Frankenstein, we needed a page at least to introduce them. I also realised that a full page page 2 would steal space, but also give the reader a full view of the horrors the heroes faced) b) show the baddies at work - in this case a small pitched battle where we also introduce Helena, one of the three survivors - and the guide for the troop. She's bitter, injured - and a nice foil for the heroes. On that note c) we have to introduce the heroes in such a way that we know why they're here, what they're doing and how they're going to do it. Here we show the tidbits of the back story, that Captain Harker is of THAT family, etc etc, how he doesn't trust Renfield, etc etc - and then d) we need to end the story with a page that just screams 'read me! vote for me to read me more!'

I think it works, but the biggest difference between this and my usual comics is the end decider. In comics, it's an editor who decides, maybe even a publisher. But here it's thousands of readers. And each one needs to be excited enough by this to register an account and vote.


4. To follow up with another technical question, how important to you are the structure and format of the medium when crafting your stories? And how might this affect your story if you win the competition, where readers will be seeing new material in four page increments instead of traditional, longer forms?


I tried to keep the style to the same amount of beats, of panels that I would usually use. But yeah, the styling is different - having a half page wide screen isn't as 'square' as it is in a comic, it's wide yet short. This changes the angle you describe a scene. It's easier to have three panels along the top, it's not so easy to do a two by three grid. But I have to say, although I write it, Stefano takes the story and runs with it. Most of the layout design is all him. The guy's a genius.

As for how we'd continue? I'd have to check with Stefano. But I'd hate to be one of these 'page a week' comics. That would just kill me. I'd rather build a backlog and throw out four solid pages a week. But this is something I don't even have to think about until the end and, judging from my competition, maybe not even then!


5. One thing that I find is a challenge working with Zuda is trying to think in terms of a horizontal page layout instead of the vertical form comics have traditionally been printed in. Did this present you with any challenges, or was this something that your artist Stefano Martino dealt more with?


As I said above, I tried to keep my pages basic in design. allowing Stefano to 'do his thing'. He's an artist, I'm not. he knows the best way to lay out a page. If he didn't like the way something flowed, he'd look to make it better, and I'd just re-edit here and there when I did the lettering. Often it made a better comic.


6. Of course, beyond Zuda you’ve done quite a bit of work for various comics publishers like Marvel and IDW. What kind of feedback have you received regarding the idea of having established pros competing at Zuda, either from the fans or other pros?

People think I'm mad, and they don't understand why I did it. To most, Zuda is an almost ignored subject, they go 'sure, it's a DC Contract, but it's not a real DC contract' and I have to explain that no matter what they think, yes, it is. People think I'm in a lose / lose situation here. If I win, people go 'of course he did. he was a ringer'. If I lose, people go 'look at that guy. Lost to [insert name here] and he's supposed to be a name?' And yeah, they're right as I already get that a little.

I'm here because I was invited to have a play in the sandbox. I'm in the competition because I want to gain awareness for Stefano and for Zuda itself. We hit more views in three days than some previous winners did in the entire month. That's great news for Zuda, for DC and for Stefano, and more people see his work. Of course, it's great for me. And of course, I make a point of repeatedly pushing viewers to look at other strips and yes, I know I've lost votes because of that attitude - but I'm NOT going to be one of those douches who yells 'VOTE FOR ME' at everyone and badmouths my competition on public forums in an attempt to lose them votes, so it's great for the competition as they get more views and votes by default from the new people looking at their work.

If I win? Great. Because we always want to win. It's Human nature. But if I lose? Ah well. I did my best to build the brand and more people will visit Zuda every month, with luck.

But wait til the third week when I'm second and THAT close...


7. Finally, I like to close my interviews by asking every creator the following question: what’s one specific storytelling technique you use that you could share with new creators to help them hone their craft?

Letter your own comic. Even once. I know writers who put stupid amounts of words in a balloon and just expect the letterer to magically sort it. But when you letter your own page, you're that letterer. You gain a new respect to how words go on the page. You learn the flow of dialogue. And you'll learn the joys of brevity in a script!


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Zuda Week: I Rule the Night

All this week we're taking a look at the webcomics phenomenon known as Zuda Comics. We started by reviewing all the new entire this month (exhibit A and exhibit B) and now we've moved on to checking out some of the actual winners of the competition. yesterday we looked at the delightful comedy-adventure Celadore, but today we're going to dramatically shift gears and instead look at something a little more, shall we say, downbeat: Kevin Colden's I Rule the Night.



I Rule the Night
by Kevin Colden

When you first pop open the Zuda viewer to check out page one of I Rule the Night, don't be surprised if either you or your computer has a heart attack, because what confronts you is a real rarity in modern comics: a page layout that consists of a whopping 13 panels. And somehow one of those panels manages to still be a half page spread. I mention this mostly as a public service announcement, because if you come to this after reading something like, say, New Avengers #16, which consists entirely of splash pages and huge, empty expanses of blank space, the sudden sight of actual comics storytelling might cause your system to shut down with overload.

This isn't to say, though, that creator Kevin Colden's style is retro, because even though (as we soon discover) I Rule the Night does deal in deconstructing old fashioned comic book tropes, the style of art and the sensibility behind it is nothing if not modern.

The story starts off with a silent and pretty creepy sequence where a very eerie looking kid stalks and brutally murders a random buy in an alley, and at first (thanks in part to the fact that the kid seems to be climbing the wall like a spider) it looks like this may be another vampire story. But then the kid drags the body to a waiting car, whisking kid and corpse to what appears to be the Batcave and suddenly you realize this is a whole different shade of messed up: the kid, we learn, is a girl by the name of Elaine, and once upon a time she was a superhero sidekick by the name of Shadowboy.

This begins a particularly brutal and incisive look at some of the bizarre psychological issues that underlie the world of superheroics. If that sounds a bit too Alan Moore, well, the comparison is apt, since I Rule the Night does return to what has become somewhat familiar grounds over the past couple decades. But it still manages to feel fresh, thanks to an uncompromising viewpoint that doesn't expend much effort trying to pretend these "heroes" were heroic at all, but rather just deeply disturbed people. I think it's no random choice to make the boy sidekick actually be a girl, and one that Night Devil actually performs surgery on to ensure she never matures past childhood; he needs her to be his permanent sidekick, and the sexual discomfort implied by this is reinforced in a brief sequence where the Night Devil kills a "villain" called "The Deviant" because "he was a sodomite, and sodomy is illegal."

This look at Golden Age and Silver Age heroic tropes is accented by some very cool play with the art; during these flashback sequences, the art takes on the appearance of a classic superhero comic, complete with zippo-tone dots and a four-color printing scheme that contrasts sharply with the washed out black and whites of the modern sections.

The biggest problem with I Rule the Night is the fact that it seems to have dropped off the planet. The series abruptly went on hiatus way back in May and nary a peep has been heard from it since. Just this week, Colden tweeted that while he is still working on the comic, the hiatus isn't actual over yet. Zuda itself also announced at one point that big things were in store for I Rule the Night, but nothing more has been said. In other words, nobody knows wtf is going on with this comic. Perhaps they decided the series would be of broader interest to comic readers and are preparing a print graphic novel with the complete story, so people will pay for it instead of getting it for free. This wouldn't surprise me, but if it's the case I think they should announce it, because much of the buzz that had been building over this comic has been lost due to the silence over the fate of the series. Extended silence will kill any project no matter how interesting, so here's hoping Zuda and Colden are able to spill some information soon before this promising comic gets lost in the shuffle.



My Grade: The action may be a little too graphic or, well, deviant for some readers, and it's true that the subject matter has been explored before. But this is still an interesting, modern take on classic superheroes, so if that's your thing, give it a try. A-.


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Thursday, October 8, 2009

Zuda Week: Celadore

All this week we're taking a look at the webcomics offered up through the competition at Zuda Comics. We've already reviewed the ten entries that are competing this month (part one is here, part two is here) but you're probably wondering what happens when one of these comics actually wins. Coming up with a compelling eight page intro is one thing (and a very important thing, which I will discuss at length later this week) but turning that into an ongoing series is something else. With that in mind, here's the first full length title we'll be reviewing this week: Celadore.



Celadore

by Caanan Grall


First off, let me offer my sincere hope that "Caanan Grall" is an actual name and not a pseudonym, because it is fantastic. I'm pretty sure Caanan Grall fought Kull the Conqueror in a Savage Sword of Conan backup at some point. Somewhere, Roy Thomas is rubbing his hands together at the thought.

Having said that, I started Celadore with just a bit of skepticism. The first three pages, while showing some signs of life, seemed a bit cliched: Celadore is a lady with a sword, she's hunting vampires with holy water... something about candles or daylight or something... eh. Whatevs.

Then I turned the cyber page and was in for a surprise. Celadore, it turns out, isn't the story of a lady vampire hunter; it's the story of a lady vampire hunter who's soul becomes trapped in an eleven-year-old girl's body. And that raises some questions, like: what happened to Evelyn, the girl who previously was using said body? And how do you go about hunting vampires when everyone treats you like a little kid?

The answers, as it turns out are a) she's now a ghost, haunting her own body and providing running commentary on Celadore's efforts and mishaps and b) you do it the old fashioned way -- with help from other kids, namely Evelyn's best friend Sam. Sam, for his part, is perfectly willing to believe in ghost, vampires and ninjas, because, as he says, "I am only eleven." He's also both the comedic and dramatic heart of the story, adding heartfelt if often ridiculous commentary and jumping into every possible adventure with unrestrained enthusiasm.

It's that enthusiasm which also captures the reader's imagination, exemplified expertly through Grall's art. While those first three pages are a bit choppy, when the kids come onto the scene the story and the art both spring to life. His style is cartoony without being overly simple or childish, allowing him to play action sequences as easily as comic sequences, which is important because in Celadore the two usually go hand in hand.

And the writing deftly keeps pace with the art. Despite a number of humorous sequences bordering on slapstick, Grall manages to maintain balance, anchoring the moments of humor in character. And while you may find yourself smiling at most individual scenes, somehow they have a way of adding up while you're not looking into an action epic that reveals and explores a unique mythology.

In sum: perhaps it's a good thing that Caanan Grall isn't a Conan villain. Because after reading this, I have a feeling that Conan would end up on the losing side.


My Grade: A+


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Tuesday, October 6, 2009

Zuda Week: October Reviews part 2

Yesterday we brought you mini-reviews of the first five contestants in this week's batch of webcomics over at Zuda. Today: the other five. Proof that even writers can occasionally do math. Included in this batch: Impure Blood, Old Cthulhu's On the Rise, Pluck, ShockPopTerror! and Where Evils Dare.

On to the comics!



Impure Blood
story by Nadja Baer, art by Nathan Lueth

Impure Blood is an interesting entry in the fantasy/action genre. Baer and Lueth do a good job grabbing your attention right from the beginning, starting in the middle of a gladiator battle that also serves as an introduction to the main characters, who include the gladiator and several vaguely gothy looking aristocratic types. The plot swings into gear pretty quickly, giving us enough of a hint at the story to tease us with possibilities and ending on a decent hook. In other words, it's a well paced and crafted entry.

Having said that, it's not entirely to my personal taste. The character design was a little heavy on the sort of manga influenced vampire bourgeois stylings that for my money have become a little too commonplace these days to still be interesting. I'm sure some people still love this sort of look, but I'm pretty much over it; other than the gladiator, I felt a strong desire to pitch the rest of the characters into a volcano. But, again, that's more my taste than a deficiency in the comic, which was well drawn for the chosen style and aptly written and structured. In a month with a weaker field, this might have fared well, but I'm not sure there will be enough support to move it further in the competition.

My Grades: For personal enjoyment, this gets a C+ , but realistically it probably deserves a B instead.



Old Cthulhu's On the Rise
Daniel Thollin

Next up is Old Cthulhu's On the Rise, which I think is on page 455 in your hymnbook. This is a pretty simple tale, being basically just an introduction. A couple guys are wandering around the countryside in England when they get spooked by... something... and then run into a creepy fisherman type who leads them to town and who may or may not be either Cthulhu or Old Gregg from The Mighty Boosh. Though he's certainly one or the other.

This has some promise; old fashioned Lovecraftian horror actually seems kind of refreshing compared to some of the new stuff that is currently being overdone, and the final page is a pretty nice way to go out. But the rest of the comic doesn't quite live up to the promise. The art is not quite there yet, though I suspect the artist would be better once he got to the monsters instead of regular stuff like human faces and landscapes and such. And the writing, while not offensively bad, isn't quite focused either. I'd be interested in seeing what creator Daniel Thollin might come up with in a couple years after he's honed his craft more, but for now, this one falls a bit flat.

My Grade: C-



Pluck
writing by Gabe White, art by John Amor

Pluck is one of the stronger entries this month, in part thanks to its finely rendered black and white art. There has been some discussion about color versus black and white on the Zuda site, and the consensus seems to be that black and white comics have an inherent disadvantage with the voters. I don't know if that's true, but I hope not, because Pluck is an example of a comic that benefits from being uncolored. The linework in the art is deft but also very fine in the technical sense; there are a lot of thin, small lines that might very well be lost or obscured if the art were overlaid by a coloring job. A good colorist can add some to a comic, but a bad colorist (or just the wrong colorist) can completely wreck otherwise good art. This is a case where I suspect the story works better in black and white than it would if it were colored, so I hope it doesn't suffer in the voting as a result.

As for the story, it looks to be a modern take on old fashioned fantasy, with a average kid and his best gal pal appropriating a prophecy in order to make themselves into the chosen one and thus gain the monetary benefits. I wasn't totally enamored with this, mainly because there was just enough snark that I ended up not particularly liking either of the main characters. And if I'm going to read more than eight pages of a story, I'm going to need to care about someone or something. But this opening is interesting enough to at least give it the benefit of the doubt for now.

My Grade: B+



ShockPopTerror!
Jean-Michel Ringuet

To borrow a railroading term, this is probably one of the most narrow gauge stories you're going to find on Zuda. An ode to 70's style grindhouse films such as... Grindhouse... this is pretty much a vignette showing two Daisy Duke wannabes taking down monsters and bikers alike with everything from a tire iron to a chainsaw. There doesn't seem to be a whole lot in the way of plot -- something about some missing somebody or something -- but that's not really the point. Humming the theme to Convoy while checking out hot chicks in hot cars wielding hot lead is.

And on that level, this is fine. The style of the art is perfectly done, with everything overlaid by what seems like a layer of grime, making this look just like a 70's era cartoon print or old lunchbox, complete with era appropriate font. Indeed, the whole enterprise is pretty much an exercise in style over everything, so if you enjoy that sort of thing, go for it. To quote eminent literary critic and comics expert Bill Belichick, it is what it is. With ShockPopTerror!, there's not much point in saying anything else.

My Grade: This is a tough one. I'm sure for those people into Dukes of Hazzard and Coffy, this is great. For everyone else, it's probably a C+.



Where Evils Dare
writing by Tony Lee, art by Stefano Martino

And then there's Where Evils Dare. It's no exaggeration to say that this is on a different level than most of the competitors at Zuda, because it is literally true; while most submissions are from up and coming creators trying to catch a break, Tony Lee and Stefano Martino are established industry pros, having both produced work for IDW in the recent past.

It's no wonder then that this is one of the most professional entries Zuda has ever featured. I'll be speaking in more detail later this week about some of the structural elements that go into making a successful Zuda submission (that is, aesthetically successful; once that's done, it's up to the judges and voters) but suffice it to say that Lee and Martino pretty much nail the key elements. It starts with a bang, introduces the characters, concept and the storyline and then goes out on a bang as well. There are a couple pacing issues caused by trying to get this all done in eight pages -- perhaps some of the supporting characters could have been left unnamed, for instance, as the references to classic horror stories came a little to thick -- but it's pretty much just nitpicking. Overall, the story -- which revolves around the idea that literary mainstays like Dracula, Frankenstein and the werewolf were fighting for the Nazis during World War II -- is expertly drawn and adroitly plotted and scripted. This is a comic I would pay to read.

My Grade: I'm giving it an A-. I know, I know, you're thinking, why not an A or an A+? It's very close. A couple minor tweaks in the middle of the story might have pushed it to an A; but there's always some room for improvement.


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