Title: Sweet Tooth Vol. 3: Animal Armies
ISBN: 9781401231705
Price: $14.99
Publisher/Year: Vertigo, 2011
Artist: Jeff Lemire
Writer: Jeff Lemire
Collects: Sweet Tooth #12-17
Rating: 4/5
Animal Armies, like the In Captivity, follows two major story arcs: that of Gus, at the Preserve, as his kindhearted nature begins to turn colder and harder at the injustices inflicted by very bad men; and that of Jepperd, who finds help from two women he’s helped before, and forms a questionable alliance with hyper-violent biker cultists attack the militia stronghold.
What I love (so far) about Sweet Tooth is that every volume in the series builds upon the prior book without jarring transition–and every volume in the series is better than the one that came before it. Such was true of In Captivity, as we learn the mixed–even honorable–motivations of characters like Dr. Singh and Jepperd. Such is true for Animal Armies, as Jepperd attempts to atone for what he’s done to Gus, by amassing an army of feral biker cultists who worship hybrids, and convinces them to take the militia by lying and promising them the hybrid children. Truly, Jepperd’s game in Animal Armies is to find the strange deer boy who worked his way into Jepperd’s desiccated heart, and find a way to help him.
That’s not to say that everything is all roses for Jepperd and Gus. In fact, it’s just the opposite. And this is very apparent in…
Poor Gus. AGAIN, seriously, poor Gus! In this third volume, he’s starting to mistrust humans, especially adult men, and especially those in power. Dr. Singh has lied to him about letting him go home, Jepperd lied to him about the Preserve. When soft-hearted Johnny, a janitor in the Preserve compound, gives Gus chocolate and tries to befriend the hybrids, Gus starts to show signs of wising up to his human captors. He starts to different, harder decisions – telling Johnny to leave them alone, telling Wendy to hold back when Buddy is attacked. Although these are small things, it’s darker foreshadowing for the future – because Gus already thinks of his father’s gospel as truth, and that he never should have left the woods to seek out others. That humans – especially men – are the monsters his father warned him about.
In this volume, we’re re-introduced to several characters – three humans that I enjoyed very much. Johnny, the janitor at the preserve and the brother of head-runner (and really bad man) Abbot, is an easy favorite. We first were introduced to his character as he helped Jepperd’s breakout in the months before. Johnny is ridiculed by the other militia men, beaten, and otherwise marginalized – but it’s clear that while he has a conscience and wants to do the right thing for the hybrid children (and for Jepperd), he also feels loyalty to his brother and wants to bring him back from the dark place in which Abbot now resides.
The other two standout human characters are Lucy and Becky – both women that Jepperd and Gus have met before in the brothel hotel, and who Jepperd remembers from the Preserve. Lucy was captured and experimented upon, her child cut out of her by Doctor Singh. And though she managed to escape the Preserve, her scars and desire for vengeance and blood (seen from Out of the Dark Woods) is a powerful thing. As is the bond between Lucy and Becky.
Finally…there are the hybrid children. Wendy and Gus deepen their bond in Animal Armies, and we get to see (and feel) more of Bobby. (There’s a particular scene when Bobby tells Gus that he makes him happy. I dare you to read it without feeling tugging of heartstrings. I DARE YOU.)
And…there’s Buddy. Silent, poor Buddy. Without a voice, without a family, Buddy’s story is the saddest of them all.
This volume is (almost) bookended by two scenes without dialogue, voiced over by Dr. Singh. The first, is Singh’s tapes, as he pieces together what he knows about Gus and the pandemic (and flirts with some terrifying hubris – dude, you’re probably gonna have to check that later in the series).
The second scene is when Singh discovers Gus’s father’s bible, and reads the gospel-like predictions he has for his hybrid son. Chilling and incredibly effective.
This third volume also continues the strange shared dream sequences between Gus and Jepperd – it’s clear now that both can see what the other is doing. Not only that, but also the pair seem to be following the words of Gus’s religious father. What’s up with that? I don’t know. I’m excited to find out.
To Alaska, we go.
Role playing and collecting comics since age 10, I'd like to share my experiences and insight of RPG's. I hope that my reader's will also feel free to contribute their thoughts and feelings alongside my own. I'd like to keep the pen-and-paper in roleplaying games. [Formerly known as RPG4EVR] A non-biased place where you can read reviews of graphic novels and trade paperbacks. I also give my opinions and reviews of pop culture and events. [Formerly known as Zanziber's Point of View]
Sunday, July 28, 2019
Tuesday, July 23, 2019
9/13 – 9/15: Rose City Comic Con Returns to Oregon Convention Center
Portland, OR (July 22, 2019) – The 8th annual Rose City Comic Con by LeftField Media, Portland’s premier pop-culture event, will unite 70,000 fans of comics, technology and science, television and film, custom art, over-the-top cosplay, and more at the Oregon Convention Center from Friday, September 13 through Sunday, September 15, 2019. The convention floor and panel rooms will buzz with hundreds of hours’ worth of programs including: celebrities and experts hosting panels and exclusive reveals; cosplay fashion shows; gaming tournaments; iconic pop culture memorabilia collections; and as always, a diverse array of activities for the whole family.
Family-friendly pavilion Rose City Jr. powered by the Toy Association returns with even more playful events planned to educate and entertain kids of all ages and parents alike. University of Oregon will return to the convention this year with more large scale programming for students and faculty to interact with attendees. Department of English Professor Ben Saunders, Director, Comics and Cartoon Studies Minor, will return for programming this year. Fans can also catch the school’s beloved Puddles The Duck on the convention floor. Beer lovers can also get a taste of the local scene at Ninkasi Brewing Company’s beer garden on site.
Those who want to kick off the festivities a little early can take in a Portland Thorns match versus the North Carolina Courage for Rose City Comic Con Night September 11. This package includes a ticket to the match and an exclusive Rose City Comic Con + Portland Thorns T-Shirt.
In addition, esteemed comics publishers ONI Press and Dark Horse Comics will return to the convention. Attendees will have the opportunity to stop by their booths for special announcements and exclusives.
With Rose City Comic Con 2019 hosting more energetic programing, more globally recognized talent, and presenting more exclusive previews and announcements to attendees than ever before, it continues to grow into a standout annual destination – and unite fans at one of the largest pop culture events in the country.
WHEN: Friday, September 13; exhibit hall hours 1pm – 8pm
Saturday, September 14; exhibit hall hours 10am – 7pm
Sunday, September 15; exhibit hall hours 10am – 5pm
WHERE: Oregon Convention Center
777 NE Martin Luther King Jr. Blvd
Portland, Oregon 97232
Screen Stars:
- Matt Smith (Doctor Who, The Crown)
- Christopher Eccleston (Doctor Who, Come Home, The Leftovers)
- Zachary Levi (Shazam!, Tangled, Chuck)
- Tim Curry (Rocky Horror Picture Show, Clue, Legend)
- Kate Flannery (The Office, See Jane Sing, Tenured)
- Oscar Nunez
(The Office, The Proposal) - Leslie David Baker (The Office, The Happytime Murders)
- Cary Elwes (The Princess Bride, Glory, Saw, Robin Hood Men In Tights)
- Lou Ferrigno (Mr. Universe,
The Incredible Hulk) - Wallace Shawn (The Princess Bride, Toy Story, Star Trek: Deep Space Nine, Clueless)
- Pauly Shore (Encino Man, Bio-Dome, A Goofy Movie)
- Anthony Michael Hall (The Breakfast Club, Weird Science, War Machine)
- Bonnie Wright (Harry Potter, A Christmas Carol)
Comic Guests:
- Amy Chu (Red Sonja, Kiss, Wonder Woman, Deadpool)
- Steve Orlando
(Midnighter, Justice League of America, Batman - James Tynion IV (Batman Eternal, Detective Comics)
- Adam Kubert (Astonishing Spider-Man, Wolverine)
- Cary Nord (Suicide Squad, Conan, Daredevil)
- Andy Fish (Sabrina the Teenage Witch, Jack the Ripper)
- David Finch (The Dark Night, The New Avengers, Ultimate X-Men)
- Mindy Lee (Bounty, Crimson Lotus)
Fans and attendees can keep up with Rose City Comic Con’s social media channels as guests are added to the show line up.
TICKETS: Daily and full weekend passes are available. Badges purchased before July 25 can be mailed to a provided address, saving convention goers time from waiting in line. Prices will increase the door.
- Friday Only Admission: $35
- Saturday Only Admission: $45
- Sunday Only Admission: $40
- 3-Day Weekend Pass: $75
- 3-Day Premium Pass: $139.99
- Kids Admission: $15. Valid for kids ages 3-10. Valid for full weekend or any day individually
WEBSITE: https://rosecitycomiccon.com/ is updated regularly with new guests, exciting exhibitors, and special programming.
SOCIAL MEDIA:
Facebook: https://www.facebook.com/RoseCityCC/
Twitter: @RoseCityCC
Instagram: @RoseCityCC
About Rose City Comic Con
Founded
in 2011, Rose City Comic Con quickly became Portland’s largest and most
diverse comics convention. Building from the strong, independent
creative community in the city
and combining well-known creators, celebrity guests, and cosplay
enthusiasts in a family-friendly atmosphere, RCCC brings together a
variety of passionate fans in one epic weekend.
About LeftField Media
LeftField Media, LLC
is an events company focused on developing face-to-face events in a
range of communities rooted in contemporary culture and shared passion.
LeftField was formed in 2014 by Greg Topalian (President, LeftField
Media) and is now owned by Topalian and Clarion Events Ltd. With a keen
sense of the evolving needs of businesses and their consumers, as well
as new opportunities created by change, LeftField takes a clean slate
approach to its work. LeftField’s portfolio
includes Awesome Con (awesomecon.com), Washington D.C.’s Comic Con; Rose City Comic Con (rosecitycomiccon.com),
in Portland, O.R.; Big Easy Con (bigeasycon.com), in New Orleans, L.A.; and Anime NYC (animenyc.com),
a Japanese pop culture festival in New York City. LeftField Media is headquartered in historic Trumbull, C.T. (leftfieldmedia.com).
Sunday, July 21, 2019
Sweet Tooth Vol. 2: In Captivity
Title: Sweet Tooth Vol. 2: In Captivity
ISBN: 9781401228545
Price: $14.99
Publisher/Year: Vertigo, 2010
Artist: Jeff Lemire
Writer: Jeff Lemire
Collects: Sweet Tooth #6-11
Rating: 4/5
A cross between Bambi and Cormac McCarthy’s The Road, SWEET TOOTH tells the story of Gus, a rare new breed of human/animal hybrid children, has been raised in isolation following an inexplicable pandemic that struck a decade earlier. Now, with the death of his father he’s left to fend for himself . . . until he meets a hulking drifter named Jepperd who promises to help him. Jepperd and Gus set out on a post-apocalyptic journey into the devastated American landscape to find ‘The Preserve’ a refuge for hybrids.
In this second volume, Lemire explores the heartbreaking story of Jepperd and how he went from a devoted husband to the ruthless mercenary he is now. Meanwhile, Gus is captured in a camp with other hybrid creatures where he meets Dr. Singh, a scientist studying the plague that’s wiped out so much of the world. By traveling more into Gus’ past, Singh will learn more about the plague, as well as clues at how some of it might relate to Gus and his father.
In Captivity follows two major story arcs: that of Gus, as he learns a little more about his world and his unique roll in it; and that of Jepperd, who reflects on his past, his choices, and the howling rage inside.
If Out of the Dark Woods was the introduction to Lemire’s strange, post-apocalyptic world, In Captivity broadens that world, and its players, immensely. In book 1, we readers only know what Gus knows: the world is full of bad people, some kind of sickness has taken over, and that sickness is somehow tied to animal-hybrid children (who are the only ones immune to the plague). Naturally, any remaining scientists would want to experiment on the immune subjects, right? In that light, In Captivity puts a whole new spin on animal testing. Basically, all of the ugly things one imagines humanity doing, humanity does – pregnant women are abducted; their babies are tagged, categorized, experimented upon; and any human-hybrid children have huge bounties placed on their furry heads.
Gus, unfortunately, discovers this the hard way.
Poor Gus. Seriously, poor Gus! I kept thinking this while reading volumes 1 & 2, as he’s duped again and again, not just by Jepperd, but by Dr. Singh and others at the Preserve. And, to some unknown extent at this point, by his own father, who has clearly lied to the boy since his infancy. As we dive into Gus’s memories, all of this becomes painfully clear.
This is also the first time that Gus meets other children – all hybrids, like himself. There’s the pig girl Wendy, who is as clever as Gus (though younger, and her hybridity is more pronounced than Gus); there’s the groundhog named Bobby, who can speak only in stunted grammar and basic sentences; there’s the silent Buddy.
All we know of these children is that they have no homes, and little hope, despite Gus’s optimism. As Wendy tells Gus, once they come for you, you don’t ever come back.
It’s hard not to ache for these characters, and want them to survive and succeed and escape this horrible place…
But what’s so fascinating about In Captivity is that while there certainly are Bad People – the militia, for example, is shudder-inducing – there are characters who are nuanced, layered creatures with shades of gray. Take, for example, Dr. Singh, who is bone-weary and dedicated to finding a cure for the disease that will claim all of humanity.
Or, take a more powerful example: Jepperd.
At the end of Out of the Dark Woods, I despised Jepperd – even though you know he will betray Gus, it doesn’t make the betrayal any more palatable.
But in In Captivity, we learn why he betrays Gus. We see who Jepperd was, what he sacrificed, and how he has become the man he has become.
I don’t want to spoil it, but I found his arc incredibly moving. We learn about his wife, their unlikely match, and how much he loved her. We also witness Jepperd’s mental collapse – his fragmented memories, his repetition in words, eerily (and beautifully) reflected in Lemire’s mirroring artwork.
And by the end of In Captivity, we see Jepperd come to a conclusion and revelation of his own… which can only mean trouble for the folks at The Preserve.
I cannot wait to see what happens next – and what it means for the straggling survivors in Gus and Jepperd’s broken world.
ISBN: 9781401228545
Price: $14.99
Publisher/Year: Vertigo, 2010
Artist: Jeff Lemire
Writer: Jeff Lemire
Collects: Sweet Tooth #6-11
Rating: 4/5
A cross between Bambi and Cormac McCarthy’s The Road, SWEET TOOTH tells the story of Gus, a rare new breed of human/animal hybrid children, has been raised in isolation following an inexplicable pandemic that struck a decade earlier. Now, with the death of his father he’s left to fend for himself . . . until he meets a hulking drifter named Jepperd who promises to help him. Jepperd and Gus set out on a post-apocalyptic journey into the devastated American landscape to find ‘The Preserve’ a refuge for hybrids.
In this second volume, Lemire explores the heartbreaking story of Jepperd and how he went from a devoted husband to the ruthless mercenary he is now. Meanwhile, Gus is captured in a camp with other hybrid creatures where he meets Dr. Singh, a scientist studying the plague that’s wiped out so much of the world. By traveling more into Gus’ past, Singh will learn more about the plague, as well as clues at how some of it might relate to Gus and his father.
In Captivity follows two major story arcs: that of Gus, as he learns a little more about his world and his unique roll in it; and that of Jepperd, who reflects on his past, his choices, and the howling rage inside.
If Out of the Dark Woods was the introduction to Lemire’s strange, post-apocalyptic world, In Captivity broadens that world, and its players, immensely. In book 1, we readers only know what Gus knows: the world is full of bad people, some kind of sickness has taken over, and that sickness is somehow tied to animal-hybrid children (who are the only ones immune to the plague). Naturally, any remaining scientists would want to experiment on the immune subjects, right? In that light, In Captivity puts a whole new spin on animal testing. Basically, all of the ugly things one imagines humanity doing, humanity does – pregnant women are abducted; their babies are tagged, categorized, experimented upon; and any human-hybrid children have huge bounties placed on their furry heads.
Gus, unfortunately, discovers this the hard way.
Poor Gus. Seriously, poor Gus! I kept thinking this while reading volumes 1 & 2, as he’s duped again and again, not just by Jepperd, but by Dr. Singh and others at the Preserve. And, to some unknown extent at this point, by his own father, who has clearly lied to the boy since his infancy. As we dive into Gus’s memories, all of this becomes painfully clear.
This is also the first time that Gus meets other children – all hybrids, like himself. There’s the pig girl Wendy, who is as clever as Gus (though younger, and her hybridity is more pronounced than Gus); there’s the groundhog named Bobby, who can speak only in stunted grammar and basic sentences; there’s the silent Buddy.
All we know of these children is that they have no homes, and little hope, despite Gus’s optimism. As Wendy tells Gus, once they come for you, you don’t ever come back.
It’s hard not to ache for these characters, and want them to survive and succeed and escape this horrible place…
But what’s so fascinating about In Captivity is that while there certainly are Bad People – the militia, for example, is shudder-inducing – there are characters who are nuanced, layered creatures with shades of gray. Take, for example, Dr. Singh, who is bone-weary and dedicated to finding a cure for the disease that will claim all of humanity.
Or, take a more powerful example: Jepperd.
At the end of Out of the Dark Woods, I despised Jepperd – even though you know he will betray Gus, it doesn’t make the betrayal any more palatable.
But in In Captivity, we learn why he betrays Gus. We see who Jepperd was, what he sacrificed, and how he has become the man he has become.
I don’t want to spoil it, but I found his arc incredibly moving. We learn about his wife, their unlikely match, and how much he loved her. We also witness Jepperd’s mental collapse – his fragmented memories, his repetition in words, eerily (and beautifully) reflected in Lemire’s mirroring artwork.
And by the end of In Captivity, we see Jepperd come to a conclusion and revelation of his own… which can only mean trouble for the folks at The Preserve.
I cannot wait to see what happens next – and what it means for the straggling survivors in Gus and Jepperd’s broken world.
Sunday, July 14, 2019
The Manhattan Projects Vol. 1
Title: The Manhattan Projects Vol. 1
ISBN: 9781607066088
Price: $14.99
Publisher/Year: Image, 2012
Artist: Nick Pitarra
Writer: Jonathan Hickman
Collects: The Manhattan Projects #1-5
Rating: 4/5
How to review a trade paperback without giving away the plot? The Manhattan Projects is a bonkers mix of science, conspiracy, aliens, Nazis and cannibalism. It is geek heaven, with geek heroes and geek references and all the stuff we all love. It is inventive, has more imagination than most mainstream science fiction films and books, plenty of grizzly gore and yet doesn’t take itself so seriously that you can’t just enjoy the ride. Which you will…
Ok, so maybe a bit more is required to explain this collection by Jonathan Hickman and Nick Pitarra. This is the opening; part 1 if you will. I suggest you discover the rest for yourself.
In our universe, the Manhattan Project was the research program that produced the first atomic bomb during World War II. The project was under the direction of Major General Leslie Groves, who plays the same role in this alternative history. Robert Oppenheimer also plays a pivotal role in both reality and fiction. In Hickman’s universe, the team is made up of Einstein, Fermi, Feynman and other famous scientists.
Our story starts with Groves recruiting Oppenheimer and informing the latter that he has free reign for his projects. He also explains that the atomic bomb project is only one strand of science under investigation. More ‘fringe’ sciences are the real mission. While Groves is showing Oppenheimer around the facility, they are attacked by Japanese robots sent by psychic Buddhist death-monks, which highlights the point nicely. The good Doctor dispatches the robots in a highly quirky and relevant way. This introduction is weaved in with Robert’s childhood, growing up with his evil twin, Joseph (not real) and younger brother, Frank (real). This jumping back and forth through time is a key feature throughout the edition, as people aren’t what they seem, and our protagonists’ back-stories explain the present to the reader. It is not a spoiler to say that Joseph becomes a serial killer, as this happens very early on in the book.
We move over to Germany, where Hitler is interacting with a scientist who has a robotic arm. Then it gets really bizarre: alien visitors; dead scientists and American presidents playing important roles; and traveling between parallel universes. Suffice it to say that there is enough on every page, and in almost every panel, to keep any science-geek or science fiction fan interested.
Praise must go to Hickman, whose imagination has leaked onto the page. Best known for the Image Comics series The Nightly News and Pax Romana, as well as writing for Marvel, his writing is sharp and witty and packed full of nods to classic science fiction and the formative days of modern physics. The characters all have great personalities, caricaturing their real world equivalents. However, you could probably know nothing of the scientists such as Fermi and Daghlian and still get a sense of how they interacted within the real world. There is a little history lesson sneaking into the story.
The artwork by Nick Pitarra is, for my taste, slightly odd. Everything has a slightly grainy, rough feel to it. It is interesting, however, and fits the story and characters well. Each real world character looks like he should, and the aliens are truly alien. The gore, when it occurs, is suitably nasty without feeling exploitative. His style is original and flawless and definitely gives you the sense that this is not the world we live in. He’s also worked with Hickman on Marvel comics and they clearly complement each other well. As for everyone, art is a personal experience. To make it clear, there is nothing wrong at all with Pitarra’s work. It suits the story and matches the imagination of Hickman’s story.
I can’t wait to read more from The Manhattan Projects.
ISBN: 9781607066088
Price: $14.99
Publisher/Year: Image, 2012
Artist: Nick Pitarra
Writer: Jonathan Hickman
Collects: The Manhattan Projects #1-5
Rating: 4/5
How to review a trade paperback without giving away the plot? The Manhattan Projects is a bonkers mix of science, conspiracy, aliens, Nazis and cannibalism. It is geek heaven, with geek heroes and geek references and all the stuff we all love. It is inventive, has more imagination than most mainstream science fiction films and books, plenty of grizzly gore and yet doesn’t take itself so seriously that you can’t just enjoy the ride. Which you will…
Ok, so maybe a bit more is required to explain this collection by Jonathan Hickman and Nick Pitarra. This is the opening; part 1 if you will. I suggest you discover the rest for yourself.
In our universe, the Manhattan Project was the research program that produced the first atomic bomb during World War II. The project was under the direction of Major General Leslie Groves, who plays the same role in this alternative history. Robert Oppenheimer also plays a pivotal role in both reality and fiction. In Hickman’s universe, the team is made up of Einstein, Fermi, Feynman and other famous scientists.
Our story starts with Groves recruiting Oppenheimer and informing the latter that he has free reign for his projects. He also explains that the atomic bomb project is only one strand of science under investigation. More ‘fringe’ sciences are the real mission. While Groves is showing Oppenheimer around the facility, they are attacked by Japanese robots sent by psychic Buddhist death-monks, which highlights the point nicely. The good Doctor dispatches the robots in a highly quirky and relevant way. This introduction is weaved in with Robert’s childhood, growing up with his evil twin, Joseph (not real) and younger brother, Frank (real). This jumping back and forth through time is a key feature throughout the edition, as people aren’t what they seem, and our protagonists’ back-stories explain the present to the reader. It is not a spoiler to say that Joseph becomes a serial killer, as this happens very early on in the book.
We move over to Germany, where Hitler is interacting with a scientist who has a robotic arm. Then it gets really bizarre: alien visitors; dead scientists and American presidents playing important roles; and traveling between parallel universes. Suffice it to say that there is enough on every page, and in almost every panel, to keep any science-geek or science fiction fan interested.
Praise must go to Hickman, whose imagination has leaked onto the page. Best known for the Image Comics series The Nightly News and Pax Romana, as well as writing for Marvel, his writing is sharp and witty and packed full of nods to classic science fiction and the formative days of modern physics. The characters all have great personalities, caricaturing their real world equivalents. However, you could probably know nothing of the scientists such as Fermi and Daghlian and still get a sense of how they interacted within the real world. There is a little history lesson sneaking into the story.
The artwork by Nick Pitarra is, for my taste, slightly odd. Everything has a slightly grainy, rough feel to it. It is interesting, however, and fits the story and characters well. Each real world character looks like he should, and the aliens are truly alien. The gore, when it occurs, is suitably nasty without feeling exploitative. His style is original and flawless and definitely gives you the sense that this is not the world we live in. He’s also worked with Hickman on Marvel comics and they clearly complement each other well. As for everyone, art is a personal experience. To make it clear, there is nothing wrong at all with Pitarra’s work. It suits the story and matches the imagination of Hickman’s story.
I can’t wait to read more from The Manhattan Projects.
Sunday, July 7, 2019
Latest Update
Today, I came to my blog to start writing and scheduling some new reviews when I find that everything I had previously scheduled from around February to today are gone. So many reviews are missing, I before today I had not kept copies of them anywhere but on here. That's obviously going to change now.
Along with several months worth of reviews, it also seems that my write-up on how Wizard World Portland from this year was... so I will have no re-write that as re-post it as well.
I apologize that I didn't catch this issue sooner. Please continue to watch this space for new posts weekly.
I am also still working towards transitioning into a podcast format, and will make sure to post the information once I have everything setup.
Thank you for your continued support.
-John
Sweet Tooth Vol. 1: Out of the Deep Woods
Title: Sweet Tooth Vol. 1: Out of the Deep Woods
ISBN: 9781401226961
Price: $12.99
Publisher/Year: Vertigo, 2010
Artist: Jeff Lemire
Writer: Jeff Lemire
Collects: Sweet Tooth #1-5
Rating: 4/5
There’s a certain sense of intimacy that comes through whenever an independent comic creator handles both the art and writing duties on a comic. When Eisner-nominated Jeff Lemire (Essex County Trilogy) moved to Vertigo, these indie sensibilities thankfully remained intact in The Nobody, an eerie homage to The Invisible Man. Sweet Tooth is no different; it’s a post-apocalyptic oddity that feels at home beside Vertigo’s best, but still bears the personal touch of an artist whose intention is to tell an enchanting story rather than appeal to the mainstream.
In a near future where much of humankind has fallen to a mysterious illness, bizarre boy/deer hybrid Gus resides in the center of Nebraska State Wilderness Sanctuary with his protective but ailing father. He’s repeatedly told never to stray too far from their cabin, as Gus’s kind has been hunted to near extinction. But when Gus’s father inevitably passes away, Gus is taken from his serene habitat by drifter Tommy Jepperd, whose intentions are ambiguous until the final few pages of ‘Out of the Deep Woods.’
Lemire masterfully introduces this barren landscape to us through Gus’s broken narration. Gus is an innocent child whose view of the world is so narrow that when he finally leaves the park he’s as clueless to what dangers civilization holds as us readers. What caused this virus? What caused the survivors to give birth to mutant hybrids shortly after the virus struck? And, crucially, why does Gus’s father tell him that he was born before the virus? There’s never the sense that Lemire lacks a grasp on the haunting epic he’s telling. He’s a confident enough storyteller to let the narrative unravel in its own time.
Gus’s narration itself is superb. So many comic book writers attempt to capture the mindframe of an illiterate freak/mutant/animal/robot, and the result seldom rises above embarrassing child-talk. Lemire writes Gus as someone who is not stupid but new to the world; the ruined Nebraska still induces a sense of wonder in the horned boy, and his trust in the sinister Jepperd is so wholesome it almost hurts.
Lemire’s art is also quite unique, depicting a world that is seemingly empty but always treacherous, sterilized yet chaotic. Other than a group of masked marauders Gus and Jepperd briefly encounter there’s little in the way of clichéd imagery that has propped up post-apocalyptic fiction ever since A Boy and His Dog and Mad Max.
So, a great start to what looks to be another classic Vertigo series, then. Jeff Lemire pretty much delivers the perfect introduction to Sweet Tooth’s world. Lemire himself has described this series as “Bambi meets Mad Max”, but ‘Out of the Deep Woods’ shift in tone actually reminded me more of David’s journey in Spielberg’s A.I. than either of those movies. Only without Jude Law and the dumb aliens, hopefully.
ISBN: 9781401226961
Price: $12.99
Publisher/Year: Vertigo, 2010
Artist: Jeff Lemire
Writer: Jeff Lemire
Collects: Sweet Tooth #1-5
Rating: 4/5
There’s a certain sense of intimacy that comes through whenever an independent comic creator handles both the art and writing duties on a comic. When Eisner-nominated Jeff Lemire (Essex County Trilogy) moved to Vertigo, these indie sensibilities thankfully remained intact in The Nobody, an eerie homage to The Invisible Man. Sweet Tooth is no different; it’s a post-apocalyptic oddity that feels at home beside Vertigo’s best, but still bears the personal touch of an artist whose intention is to tell an enchanting story rather than appeal to the mainstream.
In a near future where much of humankind has fallen to a mysterious illness, bizarre boy/deer hybrid Gus resides in the center of Nebraska State Wilderness Sanctuary with his protective but ailing father. He’s repeatedly told never to stray too far from their cabin, as Gus’s kind has been hunted to near extinction. But when Gus’s father inevitably passes away, Gus is taken from his serene habitat by drifter Tommy Jepperd, whose intentions are ambiguous until the final few pages of ‘Out of the Deep Woods.’
Lemire masterfully introduces this barren landscape to us through Gus’s broken narration. Gus is an innocent child whose view of the world is so narrow that when he finally leaves the park he’s as clueless to what dangers civilization holds as us readers. What caused this virus? What caused the survivors to give birth to mutant hybrids shortly after the virus struck? And, crucially, why does Gus’s father tell him that he was born before the virus? There’s never the sense that Lemire lacks a grasp on the haunting epic he’s telling. He’s a confident enough storyteller to let the narrative unravel in its own time.
Gus’s narration itself is superb. So many comic book writers attempt to capture the mindframe of an illiterate freak/mutant/animal/robot, and the result seldom rises above embarrassing child-talk. Lemire writes Gus as someone who is not stupid but new to the world; the ruined Nebraska still induces a sense of wonder in the horned boy, and his trust in the sinister Jepperd is so wholesome it almost hurts.
Lemire’s art is also quite unique, depicting a world that is seemingly empty but always treacherous, sterilized yet chaotic. Other than a group of masked marauders Gus and Jepperd briefly encounter there’s little in the way of clichéd imagery that has propped up post-apocalyptic fiction ever since A Boy and His Dog and Mad Max.
So, a great start to what looks to be another classic Vertigo series, then. Jeff Lemire pretty much delivers the perfect introduction to Sweet Tooth’s world. Lemire himself has described this series as “Bambi meets Mad Max”, but ‘Out of the Deep Woods’ shift in tone actually reminded me more of David’s journey in Spielberg’s A.I. than either of those movies. Only without Jude Law and the dumb aliens, hopefully.
Saturday, May 25, 2019
Pet Peeves In Gaming Groups
Everyone has them and many people don't take the time to let their fellow players know about them and this inhibits your enjoyment of game. I thought I'd go over a few of mine. Please feel free to include yours in the comments below.
Players not paying attention during game-
In the past, I never had any issues getting players to maintain focus while gaming. Nowadays, there are so many things that draw players focus away from the game, and I've found too many players that actively do things on computers or other items that keep them focused on something other than the game at hand.
Case in point, in the gaming session I'm currently in (yes, I understand the irony) there are 4 players painting, one who is working on her computer, and earlier a player was playing on her Nintedo DS. None of them have been able to successfully multitask. In our combat, each one of them had to be diverted from their chosen task to be reminded of the current situation.
Don't get me wrong... I know that I have been distracted during game from time to time, but I try to make sure I pay attention as much as possible. And every gaming group will go off topic about various subjects. I often joke about talking about The Walking Dead at my weekly Pathfinder game because it's a common topic before we begin. It occasionally has the effect of bringing everyone back to focus on the game with a good laugh.
Players not prepared for game-
When you have a regularly scheduled game, you should know that you need to bring everything you need to it before you leave for the game. Also, I game with players that have been doing this for several years. You shouldn't have forgotten key materials like your dice or your character sheet. I can understand forgetting to bring your characters mini from time to time, and that's why I now always have mine in my backpack all the time.
You don't have to be a boy scout to be ready for game.
Food for players-
In many of the gaming groups I have been apart of, we have usually made plans ahead of time for meals or snacking during the game. Occasionally... when the location of the game happens to be at someones house... there has been the expectation of the host providing said food.
A past Pathfinder game I was part of had a tradition of doing a potluck every 2nd Sunday of the month. I really like this idea as it doesn't put a heavy weight load on anyone. It's worked very well. My issue is when offering food for the game... such as when it is held at your house/apartment... become an expectation from the visiting players.
It's one thing to offer a meal on occasion while game it at your place, but it's another when the players expect there to be food for their consumption when they visit. This has been a problem in the past when I have helped to host games at my home and this has been the downfall of a couple of gaming groups I have been in.
Kids at game-
I understand that some parents are not able to get childcare all the time, but there have been so many times where the game has been hampered by children who have been brought to game.
Your scheduled game time is not a time where you should bring your kids all the time. In many of the games I have participated in, the themes run from casually adult related (i.e. The occasional "foul" word) to downright R-rated (i.e. Foul language and dramatic scenes of violence and death).
While some parents don't care if their children are bombarded by such things, that isn't the full extent of my issue with kids at game. I started gaming at age 10, and was well versed in the 4-lettered words as well as graphic violence. My biggest issue is the fact that your scheduled gaming session is not daycare.
Children get bored and will accost either the parents or other adults in the gaming group to either get some kind of attention or try to find something to do that will occupy their attention for a while longer. This becomes a larger issue when the parents of these children do nothing to control them.
In addition to those parents that bring their children to game and leave them to their own devices without actually working to parent them because game time is their time, I'm upset at those parents who think that they can just sit their children in front of a TV (with either video games, movies or shows) and think that everything's going to be fine... especially with multiple children that may have attention disorders. Kids get bored of watching the same show, and multiple kids won't often agree with playing the same video game for an extended period or watching the same movie. This has been a contributing factor to the downfall of gaming groups that I have been a part of.
Drama-
Life happens. We all know this. There are problems that you should concern yourself with, and there are those that you really shouldn't. Don't bring your dirty laundry to your game and realize the difference between a real problem and what is generally called a "First World Problem".
If you have real problems that others in your gaming group may be able to help you with, then sure, bring them up for discussion to help you better resolve whatever situation is going on in your life. traditionally, gaming groups are formed from people who are friends, and as a friend they should have a vested interest in helping you when they can. However, you shouldn't make the entire gaming session about resolving your issues. You're there to game and have some fun. A time to step away from the vicissitudes of the real world to partake in some fantasy time.
If you're overly concerned because another game you attend didn't go well for you (or your character), and you allow this to affect your mood that disrupts the current game session, don't bring it to your game session.
As my regular readers and friends know, I was a part of The Camarilla and Mind's Eye Society for many years. One of the reasons I'm no longer with the current organization is the fact that there was too much drama being brought to games as well as through the various out-of-game sources of communication. Because these groups were large organizations, there was a great deal of political drama in and out-of-game.
If you let what happens to you character in-game affect your mood out-of-game, you should really take a look at your priorities, IMHO.
I understand getting attached to your characters over time, but they are only characters on a piece of paper. They do not really bleed. They do not suffer from being unemployed for a long time. They live and die during your game sessions. It is said that there are 2 things you can never avoid: death and taxes. Most games don't deal with taxes but just about every game deals with death.
Getting "cock-blocked" by the DM/GM/ST you're trying to role play-
Part of an RPG is Role Playing. It's not all combat. There are things that players try to do in order to progress the background and storyline of their character. This seems to happen more often with ST's/DM's/GM's that are easily distracted by every other player and you're the single player that doesn't want to be rude and interrupt the others.
I come to game because I want to role play to get away from the vicissitudes of real life. I do this by interacting with other PC's and NPC's in the games environment. My character has a rich and developed background that I worked on before the game began. It was submitted for your review so you could come-up with ways to use it within your game. Why don't you allow me to complete certain tasks setup within my background when it doesn't interfere with the game?
Players using out-of-character information in game-
Sometimes a DM/GM/ST doesn't have the opportunity to take time out of game to convey information that only certain PC's should/would know. Because of this, that information is conveyed to the player during game in front of all the players.
Though this info was directed at a specific PC or group of PC's and not the entire group, some people treat this information as common information and act upon it. This makes having secrets in your characters background and keeping secrets from other PC's very difficult.
During my time in The Camarilla and Mind's Eye Society, this was a large issue the ST's faced because there was little they could do about the fact that they needed to provide information to a small group or individual when they are running a game for a very large group. Thankfully there were only a handful of people who would occasionally use this kind of information improperly.
What really bugged me about my time with The Camarilla and using out of game information in game was when it was utilized by storytellers at a higher level. For instance, there was a PC who had committed diablerie in our vampire game. No PC's were aware, but this detail needed to be on an official ST report to the regional storyteller. Shortly after this information was reported, a group of players (a couple assistant regional storytellers included) came to our game, found the "offending" PC and worked to deal with it in game without any provocation or way they could have known about the diablerie.
Before the inclusion of technology in games, we normally passed written notes for these types of secretive communique's. In the past, I have personally utilized instant messengers that they players have had access to. I know that many places you would normally play have some kind of WiFi access, I also know from personal experience that they are not always very reliable. This is why I would prefer to keep my tabetop games at someones house where the WiFi isn't being used by everyone outside of the game.
My thought is if this upsets you, perhaps you should take it as constructive criticism rather than an insult.
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