Showing posts with label Avatar Press. Show all posts
Showing posts with label Avatar Press. Show all posts

Monday, October 19, 2015

OCTOBER COMICS (2015): Providence #5


Written by Alan Moore, art by Jacen Burrows, colors by Juan Rodriguez, letters from Kurt Hathaway


Alan Moore’s latest series from Avatar, the first handful of issues have been a slow burn, with little development to see, as of yet (of course, once the full twelve issues are complete, I imagine there will be many threads weaving back to these initial installments; so I can’t pass judgment yet).  A deeper exploration of Lovecraft and the themes surrounding his works, there have been hints at what may come, but, as with the plot development, there has been little in the way of horror.  That changed with the latest issue, number five. 



The protagonist, Robert Black, is continuing his travels through New England in search of an idea he can expand into a novel, all the while encountering strange things and people that he manages to explain away, but which those of us reading recognize as Lovecraftian monsters.  Now in Manchester, New Hampshire, Black is hoping to examine the copy of the Kitab mentioned in the Suydam pamphlets in an earlier chapter, which is supposedly held at the library of St. Anselm College.  But the library is closed, as Black arrives, and he must find a place to stay.  Sent to the outskirts of Manchester, Black finds a worn-down house where a single, elderly woman lives.  She agrees to let out an attic room to Black, and things get weird.



The first indication that something strange may happen is when Black is being led up to the attic, and his room.  As he passes a window on the stairwell, the “camera” pulls outside the house, as if something from without were watching and waiting.  It is used again as Black returns back down the staircase, a single, ominous image that tingles at the spine.  Later, Black is aroused from his slumber by the older woman renting him out the room.  She is sitting in the corner of the attic, stark naked, suckling a creature that has the head and upper body of the creepy man who gave Black a ride into town in his oxblood roadster, while the lower half of his body appears to be that of a large rat/human hybrid.  It is unsettling, an intrusion into Black’s private space that would unnerve any of us in the same situation.  He quickly dresses while the woman sits there, calmly suckling this odd monster, and escapes the house (with a now-full moon hovering above the landscape where a crescent earlier resided), only to have the oxblood roadster approach him, the strange man asking if he can take Black anywhere.  Then Black awakes, back in the attic room, but it’s now empty.  Again, he dresses, packs his suitcase, and escapes, fleeing to the home of a medical assistant from St. Anselm who offered a place to stay, if Black found nothing. 


It’s the idea of intrusion upon a place, even a temporary one, where we, if put in Black’s position, might expect a degree of privacy.  Couple this with the matter-of-fact manner with which the old woman speaks with Black, as she suckles the stunted monster on her naked lap, and this entire scene is rife with unease and discomfort.  The mundanity of the situation, as much as anything, sparks this scene with a sense of horror that lingers after you’re done reading.  And I feel like this may be the turning point in the narrative, where things will start to get more unnerving and begin to move forward into darker, uglier realms of the soul. 



chris

Thursday, April 3, 2014

[replay] Back Matter Interview #4 - Jacen Burrows

When I first started writing about comics, I wrote for a now-defunct website called "Independent Propaganda."  The name of my column was BACK MATTER, and a fuller explanation can be found here.

Along with spotlights on specific comics, I also interviewed a handful of people working in comics.  This interview was with Jacen Burrows, whose art has delineated stories by Warren Ellis, Garth Ennis, and Alan Moore, at Avatar Comics.  I discovered his clean, 'realistic' style on his and Antony Johnston's adaptation of Moore's The Courtyard.  An artist who could be working for Marvel or DC, Burrows has preferred to do more personal work with Avatar where creative control is in the hands of the creators (note the commonality between "creative" and "creator" there), and this is something I appreciate about him.  I hope you enjoy the interview.

Thanks.


Jacen Burrows is the much-lauded artist of many a title from Avatar Press.  Since graduating from the Savannah College of Art and Design, he has had the fortune to work with some of the best writers in comics – Alan Moore, Warren Ellis, Garth Ennis, Antony Johnston – on titles that include Scars, Dark Blue, The Courtyard, 303, and the forthcoming Chronicles of Wormwood.  His artwork is articulate, smooth, and as clean as you will find. 

He was gracious enough to answer some questions for Independent Propaganda a couple weeks back and his responses were thoughtful and enlightening.  I hope you all enjoy what follows.





-         Can you tell us briefly how you broke into comics?

It wasn't easy.  I graduated Art School in 1996, right as the bottom fell out of the comic industry.  I tried to work my way up through the independent publishers but they kept going out of business.  There are a few really rare comics out there that I drew for London Night and Caliber, but the art really wasn't strong enough back then to make a jump to any sort of mainstream company.  I also worked in the Role Playing industry for a while but again, those companies went out of business.  Well, TSR was bought out and relaunched but I still lost a lot of money working for them.  Eventually, the writer I worked with at Caliber, Tom Sniegoski, set up a deal at Avatar and brought me in.  I've been there ever since because they consistently offer me books that are impossible to turn down and they pay well and on time. 



-         What do you feel is the most important factor from your personal history (education, family) that has allowed you to be successful in the comic industry?

My mom essentially raised me on her own.  She worked her ass off to keep us afloat and really instilled a strong work ethic in me.  I was also an only child and spent a lot of time developing my own imagination.  Working in comics requires a lot of time alone with the drawing board and I know a lot of guys haven't got the discipline to do that.  I have always been good at dealing with that since childhood.


-         Many creators, especially when starting out, hold down a day job while creating their comics.  What jobs, if any, did you have and did they provide anything for you with regards to your art?

In college I was prep/line cook which was challenging but a great experience.  You spend 4 or 5 years in a kitchen in Savannah, Georgia and you really start to appreciate drawing for a living.  After I finished college, I spent a couple of years living with family in Dallas which allowed me to pursue an art career as a full time freelancer.  This was that period in which just about every publisher I worked with went under still owing me money.  I think I made maybe $8K a year at that time, working 60 hours a week.  If I hadn't been living at home, I'd never have been able to survive but I didn't have to have a non-art job ever again.



-         What is the most important thing an aspiring artist should do in order to better their chances of finding work?

I know a lot of people talk about networking and getting to know pros as a door into the industry but really, the only thing that matters is your portfolio.  There are maybe a few hundred jobs in this entire industry and tens of thousands of people fighting to get them.  At the end of the day, the jobs go to the person with the best pages and a reputation for meeting deadlines.  If there is one thing that will improve every aspect of your work it is perspective.  Seriously.  Master perspective.  The better you understand the picture plane and how perspective affects each and every object the better you will draw.  Most artists starting out learn tricks to deal with challenging objects.  They'll draw faces, for example, from the same angles and direction over and over but that is a 2-dimensional approach.  When you apply 3-dimensional perspective to everything, you break these bad habits and everything starts to come together.  You'll figure out how to place figures anywhere in the picture plane accurately, your "camera" placement will improve, your environments will become tangible places, and your foreshortening will look more real.  Editors will notice these things.  Don't cut corners and fake it or you'll hit a wall at some point and stop improving.



-         What artists, possibly more obscure ones and not necessarily within comics, would you recommend aspiring artists study?

It really depends on the areas you are looking to improve.  I think the best stylists are ones that seem to have developed their look unconsciously over a number of years so I tend to study more fundamental things.  Composition, dynamics and solidity of form.  I've spent the last year or so really examining a lot of classic illustration people, Maxfield Parrish, N.C. Wyeth, Norman Rockwell.  They are hardly unknown but I don't think a lot of modern comic artists really look at these guys much anymore.  I have also really been getting a lot out of studying certain painters with a knack for building amazingly immersing environments in a single image.  People like James Dietz, William Aylward, Howard Pyle, Jean Leon Jerome and the Pre-Raphaelites.



-         Marvel and DC seem to be pushing sales through a series of crossover “events” and relaunches meant to feed off that hive mentality of needing the next new thing.  Admittedly, they have to answer to shareholders, but what could they be doing differently in order to promote sales?

The big two are in some ways, slaves to their own branding.  The more success their properties have outside of comics the harder it becomes to do anything drastic or truly innovative with them inside comics.  Plus, I think their core audience enjoys the familiar consistency and tends to throw tantrums whenever major changes are presented.  They seem to have this unspoken rule about keeping everything under this proverbial umbrella of the corporate brand which hamstrings a lot of the creative process.  Obviously there have to be rules in order to keep their properties strong but I think creative freedom breeds excitement and interest.  Hire the best writers you can afford and let them make it their own with a unique vision, tone and stage without having an editor pop in every few issues to shuffle artists, force crossovers and steer the direction.  Trust your talent, not the costume.  The emphasis should always be on who is doing the book even though I see how that can end up biting the company in the ass when they leave to work for the competition or to start their own thing.



-         This apparent need to utilize gimmicks in order to artificially inflate sales in the short-term almost begs the question, what is missing from mainstream comics today that has caused this sales drop-off?  In your opinion, what do you feel is lacking in today’s mainstream comics?

Are sales dropping off?  Most of the buzz I hear is that the big 2 are having a resurgence, possibly at the cost of the independent market.  Personally, I think that the talent pool working in comics today is better than it has ever been.  If anything is lacking in mainstream comics it seems to be ingenuity.  We have boiled the craft of making comics down to a science.  Even mediocre writers can write interesting dialogue and competent scene shifts these days.  Everyone has done their homework, so to speak, and all of the elements seem to be in place.  But like those forgettable summer blockbusters, there is something missing.  To me it feels like we have mastered the craft and forgotten to add personal expression a lot of the time.  I want to be affected on more than just a superficial level.  That only seems to happen when creators are given the freedom to chase their personal vision.  To use the most overused example, Watchmen doesn't happen by committee.



-         Do you feel the recent push toward graphic novels – both collections and original works – and bookstore distribution has been good for the industry?  Why, or why not?

Certainly a good thing.  The more venues the better.  I think the best thing that can happen to comics is for the world at large to see us as books, not periodicals.  Magazines are designed to be cheap, quick reads with everything set up as bullet points and factoids.  You consume and move on.  The information in a book is meant to be digested and considered.  The kinds of comics I want to do are closer to books than magazines and being shelved like books is a step in the right direction.  Bookstore distribution certainly won't herald the new Golden Age, but it makes surviving a little easier.  The backbone of comics will remain the Direct Market, though.  A curious newcomer should be able to walk into a clean, professional, welcoming comic shop, strike up a conversation and end up with a small stack of material that suits their personal interests suggested by intelligent clerks who know their product.  Comic stores like that are the real future.



-         For you, what are the advantages of working with Avatar rather than Marvel and DC?

Costumes really aren't my thing.  I think they can be fun and I expect to play with that side of comics eventually but I really enjoy making movies on paper.  I came along at just the right moment and have been really lucky.  I was just hoping for some steady work initially but once Warren Ellis put me on Dark Blue everything changed.  Now I get to work with only the best of the best writers on their edgiest, most personal works which suits my personal tastes perfectly.  When not doing that, I get to draw horror stuff.  Zombies, Texas Chainsaw Massacre, Lovecraft...THESE are my Batman and Spider-man.  I truly love the genre and its fans and I never have to pull my punches.  I'm not a PG artist by nature so being let off the chain to do hard R material is wonderfully fulfilling.



-         You have had the opportunity to work with some of the best writers in comics.  What are some differences in the way these creators approach a story, and what are some of the challenges you face in realizing their visions?

Warren [Ellis] and Garth [Ennis] are actually pretty similar in approach.  They both have a few preferred page flow tactics unique to them but they are both very concise.  I had to earn Warren's trust initially.  The scripts were a bit denser and had more specific panel directions but he loosened up once he saw that I wasn't going to cut corners or stray from his vision.  Now when we work together he gives me a lot of freedom and we really flow well together.  With both of them, the stories are so well formed that they play like movies in my head and I just have to pick the best snap shots to put into the panels.  Same with Antony Johnston.  I think he'll be a superstar in comics in the next 5 years.



-         How much input do you have into the stories you draw, and do you have any aspirations of one day writing your own stories?

As far as plot, none.  These are fully realized stories before they get to me.  The writers already have a vision and my job is to be as faithful to that as possible.  All of the work I do is in service to that vision and the purpose of the story and that is really thrilling to me.  I'll add little expressions and details that I think might push a point a little further than the words or maybe come up with a cool archetypal character design for someone in the shot that I feel adds something but it is all to enhance their vision of the story like a good actor working from a great script.  It should come together in the end. 
I have some story ideas of my own I really want to do down the line if only because there are things I haven't gotten to draw yet that I don't think will ever be in any script I get.  I think you have to be a writer/artist to pull off certain types of stories or scenes.  When you wear both hats in one production your approach to a scene might come from a direction that a straight writer wouldn't attempt.  I want to really play with the boundaries of storytelling one of these days and I think I'd have to write to do it.


-         With your body of comic work to date you are primarily known as a horror artist.  Do you have any need to break away from that label or does it even make a difference?

I think I am horror influenced no matter what I do.  Scars was a crime noir thing but my approach was so dark and grisly that it became horrific.  That was intentional on my part.  I had no intention of hiding the horrific scenes in that story.  I think you can sense more of the character's descent into his own personal hell by seeing exactly what he sees and that was what I think Warren intended.  303 was the same way.  It is a bit more than a war book, but whenever I showed the violence of war I wanted it to be completely visceral and unflinching.  In a way, I see it like I am respecting the reader that way.  I won't censor the imagery and the reader can choose whether to dwell on it or pass over it at a glance.  When you see what a claymore does to a human body it can be horrific.  It is just my own personal aesthetic as well.  I don't think of myself as a horror artist any more than I imagine David Cronenberg sees himself as a horror director


-         I just picked up the Chronicles of Wormwood preview and it looks great.  I understand it’s going to be an ongoing series.  Does Garth have a definite end in mind as he did with Preacher?

No, the book is actually a six issue mini.  I really couldn't keep up the pace on an ongoing.  I try but I am just not a monthly artist right now.  There is definitely an end to the arc.  I know there have been talks of a sequel already but not in the way most people would suspect.  You'll have to read the book to see what I mean.



-         Will this be your only project for the foreseeable future or will you be able to work on other things as they come up?

After this I am doing an original Alan Moore miniseries at Avatar but no details yet.



-         And finally, what would you like to tell us about Chronicles of Wormwood and any other projects you have coming out?

Wormwood is Garth's darkly hilarious take on the Antichrist and by extension, Christianity, organized religion and the world around us.  The Antichrist himself is a charming British guy who really doesn't want to go through with his asshole father's plan to start the apocalypse.  Without giving too much away, we are taken on a road trip to the after life and get to see Heaven, Hell and more with Jesus and a talking rabbit as copilots.  The book is seriously the funniest thing I have read in ages and has an oddly positive spiritual message despite being possibly the most blasphemous comic ever.  Aside from that, I am doing a lot of covers for Avatar these days including Night of the Living Dead, which is a real thrill for me.  This is the first time anyone has gotten the real license and blessing from George A. Romero and John Russo and created a real prequel in continuity with the film.  Night of the Living Dead is not public domain despite popular opinion and being involved with the official book is a huge deal for me.  I'm the biggest zombie fan in the industry and I hope my various zombie covers show that!

Sunday, November 11, 2012

30 in 30: Garth Ennis's 303


#11: 303
Storytellers: Garth Ennis & Jacen Burrows
Publisher: Avatar Press
Year Of Publication: 2003
Page Count (can be approximate or in # of issues format): 144 pages

 

 WHAT I LEARNED ABOUT WRITING / STORYTELLING:
The narrative journey doesn’t have to be A to B to C to D.  You can cut out B and C, streamline the story, and make it better for that.  In 303, the transition between parts 1 and 2 of this story involve weeks of the Russian soldier who is the story’s protagonist cautiously making his way from Afghanistan to the United States without having to go through the security hassle of giving up his rifle, a Lee-Enfield 303 caliber rifle.  We discover some of the challenges met through the soldier’s voice-over captions, but Ennis doesn’t bother showing us that, because it wasn’t pertinent to the story at hand.  Plus, Ennis also did this to take a breath, look at the Russian in greater detail, and fill in some character background.
 
WHAT I LEARNED ABOUT ART / STORYTELLING:
Play to your strengths.  Jacen Burrows has a clean line and a very realistic style.  With such a style, when dealing with real-life horrors (as Garth Ennis likes to do), don’t be artsy, just be in the reader’s face. Blood, guts, ravaged bodies – just go for it with this kind of style, because it will work well in that context.
 
RECOMMENDATION: B

NOTES / REVIEW / SYNOPSIS This is a really good character piece that incorporates much of what Ennis likes to write about – soldiers and the death of the American dream.  Because of its economy of pages, I feel like Ennis manages to remain more focused and, as a result, this is probably my favorite work of his.

Tuesday, March 22, 2011

FYC replay: Garth Ennis's 303

Another one of my Pulse columns for the archives, in which I had the chance to interview Garth Ennis and Jacen Burrows about their brilliant collaboration on 303 from Avatar Press. Other than Preacher, this may be my favorite Garth Ennis book. I regularly re-read it, and if you haven't checked it out, go and remedy that right now.


For Your Consideration: Garth Ennis’s 303
By Chris Beckett

The 411:
303
Written by Garth Ennis
Art by Jacen Burrows
144 pages, full color
$19.99
Avatar Press



What It Is (with apologies to Dave the Thune):


A Russian Colonel, carrying the weight of history in his wake, leads a band of kids into the Afghan desert. They walk this godforsaken wasteland in search of the same objective as the British S.A.S. – who are in front of them – and the Americans – who are not far behind. A United States transport plane went down somewhere in the area and the American Government has clamped down on all communications regarding the aircraft. The Russians aren’t surprised at being left out of the loop, but the fact that the Americans rebuffed offers of assistance from their allies, the British, is a puzzle. And the subsequent dispatching of an S.A.S. squad adds yet another layer to the mystery of this downed plane.

An anachronism, the Russian Colonel is out of place in this new world, having been trained in a time when soldiers understood their mission and acted accordingly, exhibiting discipline and focused resolve. The children making up the military today, which includes those with stars on their shoulders, know nothing of what it means to be a soldier or to have honor. They think it’s all a game. In the Colonel’s opinion, the bulk of those enlisted in the Russian army wouldn’t pass muster with the memories of fallen comrades and fallen enemies that haunt him nightly. Unwilling to indulge his men’s sense of entitlement, he snaps off difficult decisions with no hesitation, demanding the respect of his men despite their unmerited bravado that elicits snide remarks behind his back. But none of them can hold a candle to the man he is, and more likely than not, none of them will survive the desert unless they first listen to him.

A career soldier able to think like his enemy and react in an unconventional manner, he exudes a sense of the heroic walking among the barren rocks of Afghanistan with his short magazine Lee-Enfield Three-Oh-Three caliber rifle, which says as much about the man as anything else. Having no time for fools, the Colonel does what he can to keep his men alive, quickly upbraiding the brash youths unable to keep their spacing while also taking time to discuss strategy with the only one among them exhibiting officer qualities. Fair and uncompromising, the Colonel is a man capable of doing things with an ancient rifle that others find difficult to achieve using the latest technological advancements in military equipment. Living by a code of honor he has carved out through conflicts over the years, the Colonel is one that can lead men out of places into which they would not typically dare to tread.

The cat and mouse game in the Afghan desert is an intricate chess match, and the Russian Colonel plays it as well as any. Having studied his foes for decades, he brings his ragtag group to the downed plane, but the confrontation they stumble into ends in a bloody horror with soldiers from three of the most powerful countries in the world fighting for some scraps of paper. Despite the carnage, this is not an ending for the Colonel but the beginning of one final quest that will take him thousands of miles to the west where he will confront his destiny, a destiny that has been awaiting him for years.

Garth Ennis is best-known for his ground-breaking VertigoPreacher, which he created with the able assistance of artist Steve Dillon. Since then, Ennis has created a number of new comics, including his work at Marvel Comics revamping the Punisher for a new generation. Though this has been his most high-profile work since Preacher, Ennis has also been creating a number of other comics outside of the mainstream, including The Boys, John Woo’s Seven Brothers, and 303. This latter book is easily one of the most powerful stories I have read in the past year.

Ennis is known for his over-the-top characters and premises (Arseface? The Pro?), and fans who have come to expect the brutal honesty exhibited within his writing will not be disappointed with 303. Ennis writes a scalding tale that is at once a history lesson and a statement on where the world stands today thanks to the proactive military action taken by the United States. With this work, Ennis lays open the wounds of the twenty-first century and does so in a manner that is not only provocative and entertaining but also forces readers to think.

Even with the brutality and penchant for grotesquely black humor that have become Ennis trademarks, he never forgets to inject his stories with humanity, nimbly achieving a precarious balance between making his audience care and leaving them properly disgusted, while making it all look effortless. It would be a simple thing to allow this Russian Colonel, and all the prejudiced baggage within the western market that entails, to be a simple two-dimensional character. The Colonel’s choice to leave a wounded member of his squad behind so the rest of them are not hampered or the cold manner with which he discharges his rifle are actions beyond the scope of most readers picking up this book and could easily distance Ennis’s audience. But within the conversations and inner dialogues of this character, as well as an unexpected detour in the middle of the narrative, Ennis manages to create a three-dimensional person with feelings – though they may be buried deep – to whom people can relate. It is a masterful bit of writing, and this humanity of a soulless creature of war elevates 303 above a vast majority of books on the shelves today.

Ably facilitating Ennis’s vision is artist Jacen Burrows who adds to his impressive body of work at Avatar with 303. His art continues to improve with each project, which is saying quite a bit since he entered the medium a number of years ago with a clean style and storytelling sense far beyond many of his peers. His is an amazingly refined style that is as appealing to the eye as the art in any comic today, but he is also able to fling gore with the best of them, and it is obvious Burrows revels in letting loose when Ennis asks him to portray a body atomized by a claymore while also evoking the vast desolation of the Afghan desert wonderfully with his clean, artful linework. It is easy to see why Burrows is afforded the opportunity to work with such noted authors as Alan Moore, Garth Ennis, and Warren Ellis. He is one of the top artists working in the medium today.

series,
When I first read 303 months ago, I was completely blown away by it. I am an avid reader of both comics and prose and was profoundly affected by this book in a manner I had not been for quite some time. In re-reading it for this column, I found it lost none of its power, and in fact, I picked up more than I had in that initial reading. In 303, one is able to experience that rare opportunity of writer and artist meshing so well that the final result is something that will stand the test of time. A book that will entertain you, shock you, tug at your emotions, and – most importantly – make you think, 303 gets my highest recommendation.


An Interview with Garth Ennis and Jacen Burrows:


CHRIS BECKETT: What was it that initially attracted you to comics as a storytelling medium, and what is it that has sustained you as a creator through the years?

Garth Ennis: I was losing interest in comics in the late 80s; all I was reading was British anthology 2000AD, which at that point had started a steady decline. Then I discovered Alan Moore's work for DC, which led me to people like Frank Miller, Paul Chadwick, Peter Bagge etc. I saw these guys doing work that adults could enjoy, and that convinced me that comics could tackle any subject- that they were, in effect, the equal of any other medium. I've never had any cause to doubt that conclusion.

BECKETT: How was the look of the Russian Colonel developed? Did it come to you complete from Garth or was it more collaborative?

Jacen Burrows: He was pretty well described in the script. We did a few rounds of sketches but I could see him in my head pretty early on. Still, he kind of evolved through the book along with my own style. I learned a lot during that project about how I wanted my stuff to look and he became more realistic as the series went on. Before I started the book I did a lot of research about the Spetsnaz and I kept coming across pictures of these tough-as-iron Soviet soldiers. It wasn't hard to get a mental picture of the kind of man Garth described after seeing those guys.

BECKETT: I’m intrigued by the process of creating comics, and it’s interesting to note that with the old 4-color process, shading to achieve a 3-dimensionsal look for the images was achieved with cross-hatching, but with 303, and most books today, that same effect is often achieved through the digital coloring process. I am curious how much input you have with this aspect of the books you work on?

Burrows: I tend to write up notes for the colorist as I draw. Sometimes I'll have suggestions for palettes or lighting. Sometimes I'll suggest effects. I try to give a lot of thought to how color might play a role in certain scenes but ultimately I just let them do their thing. I do think an artist in today's industry needs to be involved in all aspects of how the image will ultimately look if you are going to push your work further. It is like a Director having a good relationship with his Director of Photography (cinematographer). They are going to be able to create a stronger, unified style if they are on the same page and the end result will be far more effective.

BECKETT: The best-known comic scripts would most likely be those of Alan Moore and Neil Gaiman, who are both famous for their intricate detail. How does Garth’s writing compare with these examples?

Burrows: I haven't seen a Gaiman script but I know Alan's work. Alan seems to have an exact visual in mind as he's working, down to the camera angles and composition. It really is like he's describing an already finished page to you while Garth's scripts have more of a succinct nature. Garth focuses on the most important element of a panel and lets you figure out the best way to sell it unless he has something specific in mind. It is easy to pick up the flow of a scene the way he paces it with the dialog and everything else is in service to that.

BECKETT: In 303, the section where the Russian Colonel is holed up in the desert really humanizes this character and elevates the entire story for me. I was curious as to the genesis of this section and the thought process that went into its development within the greater context of the story.

Ennis: I'm assuming you mean the sequence towards the start of part two, where he's stuck in the shack with a busted leg. That was part of a general change of direction for the story, a strong contrast to the first half which- set in Afghanistan- was a pretty straightforward war narrative. Moving the location and focusing on different characters gave me a chance to stop for a moment- to look at the Russian in greater detail, fill in some character background.

BECKETT: Garth Ennis would never be considered a “safe” writer and has certainly provoked criticism from conservative camps, which can sometimes be problematic for creators. I’m wondering to what you might attribute Ennis’s success in this field while, from all signs, refusing to compromise his unique vision?

Burrows: The bottom line is that there are enough cool readers out there that share or at least enjoy Garth's perspective to allow these projects to be successful. I think comic readers for the most part are open minded, intelligent and, thankfully, imbued with a sense of humor. With so much mainstream success, the big guys have to be very careful about not offending anyone in order to protect their trademarks and I think readers like having something a bit more extreme for variety and contrast. Stuff like 303, the Boys and Wormwood help keep a balance because we don't care if someone is offended. We have a story to tell.

BECKETT: With the anti-Bush stance that one can read into 303, have you experienced any backlash, and how have you handled that?

Ennis: None that I'm aware of.

BECKETT: Following up on that, do you, as a noteworthy creator, feel any obligation to include some sort of moral within your works, or should any lessons taken from the books you write be considered coincidental?

Ennis: I generally like what I write to be about something, although any obligation I feel would be to myself. That's not to say I don't still enjoy writing the occasional outright farce. As for lessons, that's a matter for the reader to decide on; I can't write stories and then explain their meaning separately.

BECKETT: What other projects, whether current publications or ones in the planning stages, can your fans look forward to seeing from you?

Ennis: More Punisher and Boys, monthly. A Hitman/JLA two-parter, featuring the "lost" Hitman story that I never had room for in the original book. Dan Dare for Virgin Comics, a revival of the classic British sci-fi character. The Phantom Eagle, a WW1 aviator story from Marvel, coming next year. And from Avatar, Streets Of Glory, a western with gorgeous art by Mike Wolfer.

Burrows: I am working on a new miniseries with Alan Moore [despite this interview being more than two years old, this miniseries is actually the recently published Neonomicon from Avatar, available at your LCS right now] that we're keeping a lid on for now. No sense getting people excited when it is still so far off, right? I would expect to start seeing promotion for it this Fall. All I'll say is that it is going to be big.

Tuesday, August 24, 2010

What I'm Reading: Strange Science Fantasy, Captain Swing, Daredevil: Black & White

Due to a number of circumstances - including being out of work for a number of months and winding down my current job, which is only temporary - I have cut way back on my comic buying, which was slim to begin with. Combined with my fiscal reality, I was also feeling burnt out on comics, reading many things that were not staying with me. Nothing seemed to resonate, drowning under the weight of my pile.

I did keep with a very few series - having ordered up to issue #49 of Ex Machina, it would have been foolish to forego the final issue that wrapped up the entire series (though that one felt rushed and unfinished). And there are some creators whose work I won't pass up barring the most dire of economic realities (Alan Moore, Neil Gaiman, Los Bros Hernandez, and Scott Morse are my Mt. Rushmore of creators).

Which brings me to three of the best comics I have read in a long, long time. These books all came out recently and have made me more excited about reading comics than I've been for a while. These are books I will most definitely re-read at some point down the line (most likely many times, they are that good).



First, I picked up the initial issue of Warren Ellis's latest (or one of his latest) mini series from Avatar. I enjoy Ellis as a creator and his Avatar books have been particularly enjoyable. William Christensen, the publisher, gives his creators free reign to write and draw the books they want to do that the mainstream publishers won't do, and Avatar pays a comparable rate to that of the big guns. Which means we get undistilled Ellis, Ennis, Moore, et al. and it's more often than not brilliant. Though, Ignition City - one of Ellis's recently finished Avatar books - left me wanting more, a lot more. The art was serviceable and the story didn't excite me like his initial notes for the project as they were put forth on his now-defunct e-mailing, Bad Signal. So, I stopped pre-ordering his series and figured I would just stay away.

But I was in my LCS the other day and saw the first couple issues on the rack. The cover is gorgeous, and I decided to pick up the first one to see if it caught my imagination. And it did. Set in 1830s England, the old stable of constabulary and the new one are at odds with one another as a new villain wreaks havoc in London. Coined "Spring-Heeled Jack" this criminal utilizes electricity to propel himself over the rooftops in order to escape his adversaries while sailing off in an electrical pirate ship to his lair - all before the births of Tesla or Marconi. This series promises to tell the secret history of London as shown in the periodic journal pages from Captain Swing's (Spring-Heeled Jack's) journal. It's an interesting concept that involves a number of favorite tropes of mine including historical references and a science fiction feel that is as new as it is "retro," and I am looking forward to the eventual trade of this series.

I need also note that Raulo Caceres, who collaborated with Ellis on Crecy, is an artist whose work is worth seeking out. His attention to detail and flair for comic storytelling is fantastic and is perfect for this story. Lots of fun, good "Ellis-ian" ideas, and a mystery hanging at the edges that I look forward to seeing resolved.



The second book I picked up this past week was something I noticed in Previews when I was on CGS a couple months back - Daredevil: Black and White. 32, ad-free pages of b&w goodness. This is a Daredevil book you can sink your teeth into. Ann Nocenti returns (her run in the eighties with JRJr is a high point for me and one of the treasures in my personal collection) with a short prose story with spot illustrations by David Aja (from DD #500). It's perfectly moody and brooding as Matt toils with the realities of his life as a super-sensitive costumed hero. With wonderfully lucid prose that really get into the psyche of Matt Murdock and moody artwork reminiscent of David Mazzucchelli, perhaps the best DD artist in the book's history, this is worth the price of the book alone.

But there are two other stories hidden within. The second one I have yet to read, but the opening salvo from Peter Milligan and artist Michele Bertilorenzi is another brilliant feature. In it, Milligan asks, what would Matt Murdock do if offered the ability to regain his sight, and how would that affect him as Daredevil? It's a poignant tale that gets to the heart of who Matt Murdock is, and is one I want to re-read soon. It's that good, and the art complements the story nicely. Again, this one's worth admission price alone.



The final book is one I've been looking forward to since Scott Morse first mentioned it on his blog last year. Strange Science Fantasy. Morse is taking the 1950s science fiction tropes found in films and Marvel comics of the time (before they were Marvel, I know) and playing with them in his own distinct manner. Morse is a creators who always brings a sense of fun to his stories while also being able to tell stories that are meaningful as well. He jumps from genre to genre with ease, and I'll follow his work anywhere.

This series is from IDW and the first 2 of 6 issues are already available. Each book is 32 pages with no ads and a 1-page back up from Paul Pope. Getting these two artists into the same book is a joy for any comic fan. If you like campy sci-fi and fun comics, then you should check out this beauty. Guaranteed, you will not be disappointed.

chris

Saturday, March 21, 2009

STREETS OF GLORY by Garth Ennis & Mike Wolfer


In my big box o' comics last month, I got the latest Avatar offering from Garth Ennis, STREETS OF GLORY.  A western set at the turn of the twentieth century, the protagonist is an old "wore out" soldier who is believed dead by some and revered as a legend by all.  He's come to this small town for a chance to re-ignite a romance long since gone by and he steps right into the middle of tensions sparked by a greedy landowner seeking to expand his empire and turn a profit by purchasing devalued lands around this town - lands devalued through his own machinations.  
As with other Avatar books, EIC William Christensen allows Ennis to create the story he wants without editorial interference.  I don't want to say there is no editing going on - I could not speak to that- but it does mean that Ennis's voice, as with the voices of Warren Ellis, Alan Moore, Jamie Delano and others that create work under the Avatar banner, is not diluted or censored.  Whatever these imaginative creators wish to bring to the comic page - if Christensen believes it is feasible from a business standpoint - they are able to write or draw.  With this edict, Avatar has published some of the more adventurous and exciting books in recent years.  
I enjoyed STREETS OF GLORY, though I didn't find it as engaging as prior offerings from Avatar like Alan Moore's THE COURTYARD (adapted by Antony Johnston & Jacen Burrows) or Ennis's own 303 (with, again, Jacen Burrows).  That said, it was still a very enjoyable read, full of the horrific and extreme scenes one should expect from this Irish comics author while including the characterization and interesting plotting that makes for a good book.  
There were parts that I found a bit truncated, parts that could have benefitted from an expansion of the scenes in question.  I can't say if this was a deficiency of the art, a need to work a particular chapter into the page count alloted, or due to the art of Mike Wolfer.  I should say that, though he is a competent artist, I am not a fan of his work and his art does not seem to offer the nuance and subtlety often needed in quiet scenes.  I hope that my prejudice against Wolfer's art did not color my enjoyment of STREETS OF GLORY, but I imagine it did to a certain extent.  
That said, Ennis again showcased an aspect of his writing at which he excels.  The old adage goes:  if you have a murder in the third act, you need to place the gun in the first act and Garth Ennis is a master.  Since this book recently hit, I'll not ruin the surprise for anyone else who discovers this, but offer instead an example from Ennis's 303, also from Avatar.   Early in the story, the protagonist, an old Russian soldier with a strong sense of honor is leading his band of young enlistees in search of an American plane that had gone down.  Reaching the crash site, he looks down to see a single soldier sitting in the shade of a small cave.  Others are around - for the British and the Americans are also in search of this downed jet - and he knows they must be cautious.  As they make their way down, he looks again, and still sees the rifle jutting out from the cave, but no feet or any other sign of the soldier.  Ambushed, they are cut down by - if I remember correctly - the British soldiers just as the American choppers are arriving.  The Russian loses his own firearm and is helpless after having taken out a number of the Brits.  During the melee, readers have forgotten about the rifle that was left as a decoy to lure the Russians into the crash site, but the old soldier knows it's there and takes it to finish off the one enemy soldier still standing there.  It's a masterful use of misdirection that I am unable to give its due in this description, but suffice to say that Ennis makes it look easy and utilizes this sleight of hand once more with STREETS OF GLORY.  
It's a fun read, and if you're a fan of westerns or of Garth Ennis, definitely check this book out.  It'll be worth your time.
chris

STAR WARS -- a modern trailer

 This came across my feed, and it's pretty stellar, even if it utilizes some special edition cuts.