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"Dream Sequences and Dream Worlds" by Oliver Langmead

MetronomeFor a guy who's just about to have a book about dreams published, you might be surprised to learn that I'm not a great fan of dream sequences.

A lot of the time, they feel a bit unnecessary; one of the weaker parts of the narrative they're trying to enhance. Usually, it's the attempt at adding depth by using a combination of psychoanalytic metaphor and (more often than not) prophetic foresight which seems to fall a bit flat (with cunningly crafted exceptions, of course – take Twin Peaks, for example). As if, while attempting to add subtlety and depth, the writer has instead ended up making their narrative a bit obvious and shallow, or far too obscure to interpret. 

All of this being said, I am quite fond of dream worlds. It's a niche belonging to portal fantasy, in which the portal is the simple act of falling asleep, and it has a history of producing classics. Alice in Wonderland, The Wizard of Oz (film!), and even more contemporary essential pieces of reading, like Neil Gaiman's Sandman, have their own dedicated realms of dreaming, and each is considered important.

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Two Dozen 'Five Star' Comics

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I use Goodreads weird (bear with me, this is going somewhere, eventually). I like the site as a way of tracking my reading... and that's it. I don't use it to track 'want to reads', I don't use it to discover new books, and I never, ever use it to share reviews.

And to double-weird it: I don't rate books. Except, as a visual shorthand, if I think 'this book is interesting, and I'd like to talk about it', I'll slap five stars on it. That makes it easy to sort, and leaps out when it is buried in a long list. If someone misconstrues that as an endorsement of perfection... eh... no harm done.

ANYWAY, this is all really interesting - or at least, relevant - because that has always been the way I use the site. There is, however, one notable exception: comics. For some reason, my 'five stars' for a comic book is a lot less complicated. I read a ton of comic book collections. And I stick five stars on the stuff that is really good. You know, kind of like the rest of the world uses Goodreads. Go figure. All my deeply-rooted biases against 'objective' reviewing come crashing to a halt.

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Pornokitsch's Absolute and Definitive Guide To The Best of Everything in 2016

Dark Souls 3

There are a lot of 'Best of 2016' lists coming out now, but they're all flawed and wrong because they don't include the things we wanted them to include. More importantly, they weren't written by us.

As our gift to the internet - and therefore the world - we've put together the Absolute and Definite Guide to the Best of Everything. It is conclusive and final, and should be used as a reference to settle all arguments.

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"Hey guys, it's me again, stuck in a hole.” - An interview with Ryan North

Romeo And/Or Juliet

Jared: Romeo and/or Juliet! It is an amazing feat! How do you even set about writing something like this?

Ryan Q North: I tried to write a non-linear second person style book before I did To Be Or Not To Be and I got nowhere. I literally did not know where to start. It's like what am I doing? This is a waste of time. I should never do this again. And I stopped; and then, when I had the idea for To Be Or Not To Be, the backbone of the Shakespeare play gave me a place to start with, a place to bounce off of, a place where, if I wasn't sure what would happen next, I could at least have the canonical version of the play to see what Shakespeare did.

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Ramón K. Pérez: a man of many styles

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It’s not unusual for a comic book artist’s style to develop or progress as their career continues. It’s a bit rarer for an artist to totally change their style or technique over time or between projects, although many artists do experiment. It’s rarer still for an artist to use two totally different styles or techniques at the same time, in the same book and even on the same page... but one who does is top comic artist and cartoonist: Ramón K. Pérez.

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From tiny acorns... the growth of Giant Days

Giant Days

Most media artifacts come to the public fully formed, the creative process long since edited away or consigned to the rubbish bin. With comic books that process has typically been more open to the public. For starters, when following a long-running series over a number of years, you can see how characters and concepts grow and change in time. If the series has the same creative team you may also see how an artist’s style or a writer’s craft develops as they gain experience.

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2000AD: Why is Judge Dredd so damn good anyway?

Dredd

As 2000 AD reaches its landmark 2,000th issue, it seems like an appropriate time to look back at the weekly anthology’s greatest creation: Judge Joe Dredd.

First appearing in 1977 in the second prog of 2000 AD, created by John Wagner and Carlos Ezquerra, Dredd is a hard-line law enforcer in the dystopic future, dispensing justice in the enormous Mega-City One. The character has gone on to star in pretty much every subsequent issue of 2000 AD, spawned numerous spin-offs and two feature length films. So, 1,999 issues since he first appeared, just why is Judge Dredd so appealing?

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Box Brown's Tetris: The Games People Play

Tetris-for-blog_coverPublished by SelfMadeHero in October, Tetris: The Games People Play, is Box Brown's follow-up to his biography of wrestling and Hollywood legend, Andre the Giant. In his new graphic novel, Brown marries a philosophical view of humanity’s relationship to games with the true story of the rise in popularity and subsequent legal wrangling of the '80s sensation Tetris. Although artistically snappy and warm, the creator only pulls off this marriage with debatable success. Regardless, the story of Tetris is full of humour, warmth and surprise, even if it falls slightly short of the book's loftier aims.

I confess, I’m not much of a gamer; I’ve never spent hours curing patients in Theme Hospital or worked my thumbs to the bone for that perfect combo on Street Fighter, heck, I’ve never even had a phone with Snake on it. So when I heard about a graphic novel about the creation of Tetris, I wasn’t particularly excited. Tetris? That annoying game from the 80s with the stupid blocks that never go where they’re supposed to? Why would I want to read about that?

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