Captain Victory and the Galactic Rangers 1 (August 2014)

Captain Victory and the Galactic Rangers #1So here’s the story to Captain Victory, near as I can tell–the captain of a starship gets cloned on death so he can continue to command. Pretty neat. Only the clones in this case end up in different places thanks to a time warp or wormhole. Dirty seventies New York and then some wasteland planet.

I say “near as I can tell” because writer Joe Casey front loads the comic with a bunch of information about the starship and its crew and its mission. These elements might be important, but they’re not the most important thing in the issue. They aren’t the hook.

So it’s a messy first issue. The art, from Nathan Fox, is awesome but somewhat incomplete. He doesn’t do enough backgrounds and so on. Also, bland sci-fi shots aren’t the best use of his time.

Hopefully Casey will get focused and the comic will improve.

CREDITS

Writer, Joe Casey; artists, Nathan Fox, Jim Rugg and Ulises Farinas; colorist, Brad Simpson; letterer, Simon Bowland; editors, Molly Mahan, Hannah Elder and Joseph Rybandt; publisher, Dynamite Entertainment.

The Guild (2010) #3

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I’m glad I spent 150 words talking about the gay boyfriend last issue because this issue we find out he’s not really gay, he’s just an omni-sexual egomaniac.

It’s so much less interesting… because all Day does now is revert the relationship back to the first issue. Third issue, but the keyword is reversion.

This issue also features the most computer game visuals and stories and so on. It gets boring as the issue’s primary story becomes the protagonist and her gaming friends trying for a tournament (on the game). I have terrible visions of when the sports film genre disappears and it’s all about people on a tough “World of Warcraft” quest.

While I enjoyed The Guild–especially Rugg’s “reality” panels–it’s a story about a woman who won’t take responsibility for herself, by a writer who won’t take responsibility for her writing.

It’s pretending to be thoughtful.

The Guild (2010) #2

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This issue ends… I don’t know if poorly is the right word.

Let me explain.

So our hero, Cyd–I find it interesting female comic book writers feel the same need to give their female protagonists “cool” names as the male ones do–is dating a closeted gay guy. He’s been lying to her while sleeping with someone they both work with. This other guy thinks he’s in a relationship with Cyd’s boyfriend… but I’m sure there will be some resolution next issue.

My problem is with Felecia Day.

The boyfriend is a complete jerk to the protagonist the entire issue. Once again, it’s completely unbelievable she’d date such a person… because Day doesn’t, not for one panel, make him a believable character. The video game characters are more real than this guy.

And if unreality being more real than reality is the point… Day’s doing a terrible job here.

The Guild (2010) #1

G1

I have a hard time believing the set-up. I like the book, but the main character doesn’t seem particularly realistic. She’s incredibly self-aware, self-aware and engaging enough to basically carry the book as a passive protagonist (she does buy a video game), so it’s inexplicable she’s with her lame boyfriend.

Yes, he is a would be rock star, but she’s known him since he wasn’t and she’s a trained musician of some quality. I don’t actually have any problem with her being with a jackass, but I do have a problem with her being seemingly unaware of that condition. Especially taking into account her family support system is strong enough she, a woman in her early to mid twenties, goes to therapy at her father’s request.

That long-winded complaint aside, I do like the book quite a bit.

The writing is witty and sensitive and willing to mock for emphasis.

The Guild 3 (May 2010)

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I’m glad I spent 150 words talking about the gay boyfriend last issue because this issue we find out he’s not really gay, he’s just an omni-sexual egomaniac.

It’s so much less interesting… because all Day does now is revert the relationship back to the first issue. Third issue, but the keyword is reversion.

This issue also features the most computer game visuals and stories and so on. It gets boring as the issue’s primary story becomes the protagonist and her gaming friends trying for a tournament (on the game). I have terrible visions of when the sports film genre disappears and it’s all about people on a tough “World of Warcraft” quest.

While I enjoyed The Guild–especially Rugg’s “reality” panels–it’s a story about a woman who won’t take responsibility for herself, by a writer who won’t take responsibility for her writing.

It’s pretending to be thoughtful.

CREDITS

Writer, Felicia Day; artist, Jim Rugg; colorist, Dan Jackson; letterer, Nate Piekos; editors, Sierra Hahn, Freddye Lins, Brendan Wright and Scott Allie; publisher, Dark Horse Comics.

The Guild 2 (April 2010)

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This issue ends… I don’t know if poorly is the right word.

Let me explain.

So our hero, Cyd–I find it interesting female comic book writers feel the same need to give their female protagonists “cool” names as the male ones do–is dating a closeted gay guy. He’s been lying to her while sleeping with someone they both work with. This other guy thinks he’s in a relationship with Cyd’s boyfriend… but I’m sure there will be some resolution next issue.

My problem is with Felecia Day.

The boyfriend is a complete jerk to the protagonist the entire issue. Once again, it’s completely unbelievable she’d date such a person… because Day doesn’t, not for one panel, make him a believable character. The video game characters are more real than this guy.

And if unreality being more real than reality is the point… Day’s doing a terrible job here.

CREDITS

Writer, Felicia Day; artist, Jim Rugg; colorist, Dan Jackson; letterer, Nate Piekos; editors, Sierra Hahn, Freddye Lins, Brendan Wright and Scott Allie; publisher, Dark Horse Comics.

The Guild 1 (March 2010)

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I have a hard time believing the set-up. I like the book, but the main character doesn’t seem particularly realistic. She’s incredibly self-aware, self-aware and engaging enough to basically carry the book as a passive protagonist (she does buy a video game), so it’s inexplicable she’s with her lame boyfriend.

Yes, he is a would be rock star, but she’s known him since he wasn’t and she’s a trained musician of some quality. I don’t actually have any problem with her being with a jackass, but I do have a problem with her being seemingly unaware of that condition. Especially taking into account her family support system is strong enough she, a woman in her early to mid twenties, goes to therapy at her father’s request.

That long-winded complaint aside, I do like the book quite a bit.

The writing is witty and sensitive and willing to mock for emphasis.

CREDITS

Writer, Felicia Day; artist, Jim Rugg; colorist, Dan Jackson; letterer, Nate Piekos; editors, Sierra Hahn, Freddye Lins, Brendan Wright and Scott Allie; publisher, Dark Horse Comics.

Strange Tales (2009) #2

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The second issue starts real strong with Bertozzi’s perv Watcher intro and then immediately drops. Tony Millionaire’s Iron Man manages to be a wee bit learned to be effective. Maybe I just don’t see Iron Man as ripe for humor, except maybe drunk jokes–regardless, grafting absurdism with Marvel heroes doesn’t work in the story.

Johnson’s Fantastic Four story is well-illustrated but incredibly lame (Johnson basically tries to come up with every awkward blind joke he can). Not sure if it’s disappointing, but it helps set the tone for the issue (one of failure).

The Brother Voodoo thing’s lame.

Then there’s the fantastic Vasquez M.O.D.O.K. story and some good FF stuff (lots of FF stuff this issue). Chabot’s FF is the strongest thing this issue overall.

Again, the Bagge Hulk disappoints. The Kindt Black Widow is pointless.

There’s some nice artwork here, nothing slacking, but the writing doesn’t match.