The Devil made me review it–Sheena and G.I. Joe by Devil’s Due

“The Devil made me review it”

Two more offerings from Devil’s Due

SHEENA: Queen of the Jungle #4

Writers: Steven E De Souza, Robert Rodi

Artists: Matt Merhoff, Bob Pedroza, Wes Dzioba

G.I.JOE #31

Writer: Mark Powers

Artists: Mike Bear, Mike Shoynet

DDP; $3.50 USD                                       Reviewed by Steve Parkes

Sheena and G.I.Joe take me back to the sort of comics my friends were reading a when we were kids. I didn’t read them so much, going more for the superhero comics – the geek amongst geeks. G.I.Joe in particular was a favourite with the armed forces wannabes from school. Both have been refreshed by Devil’s Due. In the case of Sheena, the reboot is by Die Hard screenwriter Steve De Souza. (Sheena was created by Will Eisner & S M Iger in 1937.) De Souza has Sheena and her allies, both human and animal, set in the fictional country of Val Verde, a dictatorship with almost as much political corruption as there is of that jungle Sheena likes so much. The story has unfolded in flashbacks and contemporary narrative. In the flashbacks we’ve learned that some years earlier businessman Harrison Cardwell moved there to avoid corporate regulations, and he made illicit deals with the dictator. His son objects to these practices and attempts to leave with his family (including a daughter, nudge nudge), but their plane crashes…Meanwhile, in the present, new Cardwell Industries CEO Laura Jefferies, who’s been officially appointed Cardwell’s successor, is pursuing Sheena and an environmentalist friend. Of course, it’s important to her that Caldwell continues to think he has no blood heirs left…Well, that’s two paragraphs in a row I’ve finished with the triple-dot “cliffhangers”… and that’s pretty much the territory we’re in with Sheena: old school adventure and pulp-intrigue. The art is appropriately clear, strong and sexy, with fairly (but not overly) detailed panels and floral colors. The wordless “montage” about half way through is particularly effective and culminates in a great silhouette shot on page 16.Like Sheena, G.I.Joe is set in precarious times. However unlike Sheena it’s not limited to a small nation - the whole world is in chaos, and even elite commando unit G.I.JOE is looking powerless to stop it. I’m always weary of reading too much into things, but Sheena’s Val Verde setting may just be a loose metaphor for our troubled world state; a little Latin American biosphere in which political, environmental and social analogies can be made. G.I.Joe is more direct: less a metaphor and more an exaggeration, all be it a big one. This is part 7 of a 12 part arc called ‘World War 3’ - so yeah, the stakes are high. The plot leading up to the events here is complicated, but the gist is that international stability is shattered by G.I.Joe’s main antagonists, the paramilitary organisation Cobra. Cobra are led by G.I.Joe’s arch nemesis, the somewhat prosaically named Cobra Commander. He’s been hiding out and managed to rebuild his power base. He sells advanced technology to various rebel and terrorist groups around the world to create anarchy, and then, with US forces largely preoccupied overseas, he and his own forces take over the US. The plot is full of ruses and red herrings, decoys and double-crosses. Actually, there was no double-cross in this issue, but I’m sure one’s on the way, if not a triple-cross. In part 7, G.I.Joe’s commanding officer Joseph Colton is leading the regrouping in the US, while a major section of the team’s main characters are lodged in Israel, where they are confronting Cobra’s elite team The Plague. The team here includes counter-intelligence specialist “Scarlet” (Shana O’Hara), tracking specialist “Spirit” and six-shooter welding Texan “Wild Bill”, the pilot of the team. I could go on, but you get the idea; it’s Hogan’s Heroes roaming free, saving the world one skirmish at a time. The battle between the heroes and the enemy of the month, The Plague, highlights one of the limitations of this kind of war comic format. Occasional death aside, you can’t have your team members getting killed. And if you have a particular enemy line-up, the same problem arises; the main villains of the piece are there for at least the story arc, so we can’t have them getting cut down in any old battle. The result is that any battle between them and the protagonists, despite being dominated by gunfire, ends up being resolved by such actions as a karate kick to the face. I don’t need CNN to tell me that’s not how war usually works.

I may be too cynical. Like Sheena, this comic should be seen as influenced by modern real world concerns, but mostly about good old-fashioned adventure and escapist fun. The dynamic art from Bear and Shoynet, amplified by superb, controlled coloring from Jean-Francois Beaulieu, does its part in that. It’s appropriately dramatic, yet also quite subtle, and has the best facial characterisation I’ve seen recently. It would take something of a war comic enthusiast to throw themselves into the soap opera of G.I.Joe at this point in the story, but if that’s you, you certainly won’t be disappointed visually.

GI Joe 31 Sheena

Review: Only in Whispers

Only In Whispers #1

Written by Steve Kanaras, Andrew Pollack

Art by Matt Ryan, Stephanie O’Donnell, Anthony Summey, Andrew Pollack

Free Lunch Comics

48 Pages – $3.95

Only In Whispers from Free Lunch Comics is not your ordinary dark anthology, rather a collection of stories told by the enigmatic Mr. Quiet as he invites us into his personal library of the supernatural.

 Only in Whispers

“Entangled” (Kanaras/Ryan) features a hapless writer who after several failed attempts at publication finally finds the “perfect story”, unfortunately for her, there are… ahem, strings attached.  Matt Ryan’s artwork is evocative of Skottie Young’s “graffiti style” and is wonderfully fitting for this tale.

“The Quiet Wager” (Kanaras prose piece) lost me in several places, and would possibly be better suited towards the back of the issue.  I feel that when mixing prose (especially extended, ie. More than one page in length) with sequential storytelling, the flow of the comicbook storytelling should be paramount.  This bit felt like a bit of a roadblock in transitioning from one comicbook story to the next.  That isn’t to say the story was bad… not in the slightest, in fact… just not where I would have placed it in the grand scheme of the issue.

“One Nibble at a Time” (Kanaras/O’Donnell) is a delightful character piece featuring a fellow who turns to various forms of magic to get ahead in life and love.  He soon learns that all of his dabbling is not without its price.  Stephanie O’Donnell’s art has a clean and innocent look to it, showing a neat dichotomy between the art and the greed-filled story.

“The Conscript” (Kanaras/Summey) follows suit with the rest of this issue suitably exploring the supernatural and use of the occult.  Anthony Summey’s art truly shines and is perfectly suited for a period piece such as this.

“Witchhound – The Wailing” (Pollack) appears to be the only story told in this issue that looks to be continuing.  Andrew Pollack’s art is incredibly tight and incredibly professional.  Relying heavily on use of shadow and light, Pollack makes even “dead space” alive.  Definitely ending this issue on a

high point… I anxiously await the next chapter.

The issue closes with another prose piece… this time in the way of a real-life story of the supernatural.  This is a really fun and smart way to end this issue, and perfectly placed for an extended prose piece.

In closing, I definitely enjoyed this issue as a whole.  I look forward to future installments (and maybe even taking part in them myself).  I thank the good people at Free Lunch Comics for the opportunity to check out their wares.  For more information on the publisher, please visit them at http://www.freelunchcomics.com/ or http://www.onlyinwhispers.com

Review by

-Chris Tinkler

http://aceofspadescomics.blogspot.com

Review: Gone with the Blastwave

Gone with the Blastwave

By Kimmo Lemetti

The Short and Unloved Life of Gone with the Blastwave                    REVIEW BY Joe Quigley           Gone with the Blastwave is a webcomic that follows post-apocalyptic conventions following two unnamed soldiers in red garb as they march through a barren and dead city. Despite its generic setting the comic offers a lot of humor and beautiful art, but lacks one thing—love.

Blastwave

The great tragedy of Gone with the Blastwave is that it breaks the rule of success that most young webcomics follow which is having a consistent updating schedule. Despite starting nearly three years ago, the comic has collected under forty strips. Finnish creator, Kimmo Lemetti has stated that while he will eventually give the strip a proper ending, new updates won’t be coming till 2009. 

Lemetti doesn’t seem to care too much about making money off the strip nor collecting a strong fanbase and that’s fair enough. Still, one can’t help to feel that the comic deserves a lot more care from its creator because it is a damn good strip. 

The comic starts very simply following our two soldiers with red garb as they sit in an abandoned building discussing why they are fighting this war and settling on the answer, “To win the war.” 

This really sets the dark comedic tone of the comic. The soldiers quickly realize that they no longer remember their orders or purpose for being in the city nor do they remember how to get out of the city.

The quest to leave the city begins a small arc where our protagonists try to figure out there way out while dealing with opposing forces (The blue army and the yellow army) who are also trying to escape the seemingly infinite landscape of tan rubble. 

The comic at first reminded me of the Shakespearian spoof, Rosencrantz and Guildenstern Are Dead in its presentation of two minor characters in an obviously bigger story who act out their roles while being unclear of their motivation.

Blastwave

The strip also creates a dark satire on the nature and absurdity of war. The soldiers fight for the sake of fighting and the main thing that separates the different sides seems to be what color their helmets are on their identical military wear.

A lot of the laughs are derived from gallows humor as our heroes find elaborate ways to kill their blue and yellow enemies. The comic also deals with how the soldiers try to avoid boredom with cruel pranks, games, and more killing. There is even some fun with mundane run-ins with zombies and mutated moths.

The comic loses steam when the two heroes join up with more red forces. The comic from that point on loses some of its philosophical edge that really gave it its push and ends up focusing more on the mundane day-to-day lives of the soldiers. The gallows humor even begins to wear a bit thin.

I hope when the comic’s long hiatus eventually ends that Lemetti brings things back on track and provides the strip with a real direction again like when the heroes were trying to escape the city.

The art is great and while being very realistic there is a great use of visual slapstick humor and nothing ever looks stiff or dead on the page. The coloring and lines have become a lot sharper as the strip’s progressed although I sort of prefer the initial softer look.

If there is a flaw it’s that it sometimes becomes difficult to tell which soldier is which as you have to use the markings on the helmets to identify them, this becomes sort of a problem when the amount of red soldiers balloons from two to about three dozen.

It’s still a solid strip that will hopefully be tied up in a way that it deserves to be. You can purchase Gone with the Blastwave, Vol. 1 at Amazon.com, or through the strip’s website where all the comics are available, www.blastwavecomic.com.

Review: Dreadnought: Invasion Six by TalcMedia

Dreadnought: Invasion Six #1 (of 4)

Written by Richard F. Roszko, from his screenplayPencils and inks by Guillermo Sanna

Colors by Maria Laura

Published by TalcMedia Press

For more information, see the Dreadnought website.

REVIEW by Matt Butcher

Prepare yourself for some fantastic space battles. Dreadnought: Invasion Six may seem to be another trip into a Star Trek universe, but that simply isn’t fair. It’s a completely new and believable world that will have you on the edge of your seat.

 Dreadnought

The action happens fast, just like a real surprise-attack invasion. What appears to be a normal mission is completely interrupted when an all-out alien invasion from an unknown enemy destroys an outpost. The author, Roszko, pulls something nicely here: one of the characters we follow at the beginning is at that attack, so we leave her for her husband up in space. That switch of protagonist alone has me interested, in that any second our good guys may perish. The action in space is even better as a very believable and well-conceived space battle ensues, and they struggle just to stay alive.

This is a great new book that should be in the hands of many comic readers. The art by Guillermo Sanna is fantastic space art with well-done character faces. The colors by Maria Laura are simply extraordinary with what seems a painstaking approach towards perfection. The book is well put together too, and a pleasure to hold.

Dreadnought: Invasion Six is one of those independent books that do the entire comics medium proud. We here at Independent Propaganda salute the loving effort that took to make this and anxiously look forward to the continuation of this four-issue mini-series by TalcMedia.

Review: Transformers Armada #1 from Dreamwave

Cover

Please welcome a new reviewer for Independent Propaganda: Tisha Cox

“Transformers” has been a popular comic book franchise since its inception at Marvel in 1984. One franchise is the
“Transformers: Armada” series from Dreamwave, based of the cartoon series of the same name. “Transformers: Armada” #1 was released July 10, 2002, by Dreamwave.
Issue #1 starts off on Cybertron, home planet of the Autobots and Decepticons, one million years ago. Something is afoot in a mini-con village, and it’s up to the Autobots, commanded by Optimus Prime, to find out what the Decepticons want with the smaller inhabitants of Cybertron.

A team is dispatched to protect the mini-con village and find out why the newly-appeared Decepticons have an interest in them, but things don’t go as planned. The Decepticons attack, and a battle ensues. The leaders of the two factions aren’t seen much, yet, but their bit parts promise much bigger things to come.

Most of the book is spent setting up the premise for the series, and introducing new characters. From that standpoint, this first issue in the series is ideal for a new fan to become familiar with “Transformers” and yet another
adventure for long-time fans.

Pencils by James Raiz are sharp and distinctive. Rob Armstrong’s inks are crisp, and the vibrant backgrounds and colors provide sequential art with verve.

Written by Chris Sarracini, the first issue also has decent dialogue that never descends to the cartoonish.

Compared to the classic Marvel series from the 1980s, “Armada” spends less time setting up the premise. Instead, it jumps right into the action, all along setting up hints about what is to come—the war between the Autobots and the Decepticons for the control of their homeworld.

It also introduces the mini-cons, a new addition to the mythology, and a different look for Decepticon leader Megatron, making him more menacing than ever.
About the author: Tisha Cox is a freelance writer from the Midwest, who spent 10 years as a newspaper journalist before deciding to strike out on her own. Her favorite comic books are “Transformers,” “Ultimate X-Men” and anything that catches her eye.

IP Note: Dreamwave went bankrupt in 2005 and there has been no news of its future since September 2005.

REVIEW: WASTELAND Series Published By Oni Press

wasteland cover 01

Reviewed by Chris Beckett / Writer for Independent Propaganda

Published by Oni Press
Written by Antony Johnston
Art by Christopher Mitten
covers by Ben Templesmith
one-shot issues drawn by Carla Speed McNeil

WASTELAND Book 1: CITIES IN DUST
$11.95
160 pp.
reprints issues #1-6
ISBN: 1932664599
www.thebigwet.com

One of the best new series of 2006 came from Oni Press in the form of WASTELAND, birthed by the creative mind of Antony Johnston (THE LONG HAUL, ALAN MOORE’S THE COURTYARD) and the artful brush of Christopher Mitten (QUEEN & COUNTRY: DECLASSIFIED VOL. 3, LAST EXIT BEFORE TOLL). A company known for literate and diverse comics and graphic novels, this is the second continuing series published by Oni - alongside Greg Rucka’s critically-acclaimed QUEEN & COUNTRY - and it is a great read. Smartly written with beautiful art, this book is a must-have for any fan. With the second story arc beginning in April’s issue #8 and the first collection - “Cities in Dust” - arriving soon, I thought it time to take a closer look at this exciting new series.

100 years after the Big Wet, a cataclysmic flood that devastated the Earth, very little remains. Small hamlets - and a very few large cities - are spread out over the vast, arid plains where life resembles that of the mid-1800s in the American Old West. Technology has been lost to these people; what few artifacts they discover seem to owe more to magic than reality. There is no central government, and if one is to survive in this harsh world they must learn to trust those around them and return this faith in kind, for danger always lurks at the edges of these scraps of civilization.

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REVIEW: SAWDUST: THE WORKSHED ANTHOLOGY # 1 - 3 Published By Repercussion Comics and Workshed Studio

sawdust 1

Reviewed by Matt Butcher / Writer for Independent Propaganda

Featuring the talents of: Radames Malave Jr., Justin Riley, Joel J. Cotejar, Alan Evans, Jason DeGroot, Giuseppe Pica, Dan Head, John Ruiz

Some great new talent surfaces at Workshed Studio. Stylish new artists have an outlet and are showcasing some great stuff.

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REVIEW: THE UNUSUAL SUSPECTS Published By Top Cow Productions

Unusual Suspects

Reviewed by Matt Butcher / Writer for Independent Propaganda

Written by Dan Wickline
Proceeds go to HERO Initiative
Contributors: Mike Mayhew, Dean White, David Hedgecock, Daniel Cooney, Ben Templesmith, Nat Jones, Billy Martinez, Taki Soma, Josh Medors, Marat Mychaels, Rafael Navarro, Homeros Gilani, Dietrich Smith, Butch Adams, Rich Stahnke, Mark Dos Santos, Tone Rodriguez, Chris Moreno

The simple premise behind this collection is much better than anything I have read in a long, long time. Two buddies meet for dinner and discuss one’s current comic book prospects. While a fun romp through the industry, it is also a jeering prod to the comics industry.

The writing by Dan Wickline is terrific. He has a superb handle on dialogue that reminded me of the best scenes of CLERKS. Even though our intrepid diners only sit in a booth eating dinner for many panels spread throughout the book, the reader is totally wrapped up in their conversation. This is powerful stuff as the pictures don’t distract us from the words that occur between these two. I felt like I was sitting in the booth having dinner with them, just talking away with my best friends. The camaraderie you feel while reading this book feels like best friendship.

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REVIEW: TIDELAND DVD

tideland

Reviewed by Matthew Constantine / Writer for Independent Propaganda

Purchase Tideland DVD from Amazon.com

Terry Gilliam is a cracked man.

I’m tempted to leave this review at that, but I guess I should go on. With Tideland, he sets off in a different direction from his usual stuff. While still fanciful, it’s much darker than anything else he’s done. It’s an exploration of a cruel world through the eyes of an innocent girl, and it’s at times funny, heartwarming, frightening, cringe inducing, and always beautiful.

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REVIEW: THE DEVILFISH PROJECT Web Comic By Byron Jackson and Ronny H

001

Reviewed by Matt Butcher / Writer for Independent Propaganda

Available on www.DrunkDuck.com

Gritty, intense action. Real, terrifying villains. Solid, stylish art. Witty, practical dialogue. What more can you ask for from a comic?

The Devilfish Project will actually shock you with some of the coarse violence. However, the action becomes not only an avenue for realism but a last resort for the heroes. Two federal bounty hunters in the year 2095 must take drastic action to bring in criminals. The criminals of 2095 are ruthless, which we see with their language and actions. These are the best of the best. The criminals are the worst of the worst.

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