Monday, May 10, 2010

FYC Replay: The Architect with Mike Baron & Andie Tong

Mike Baron is one of the creators with whom I was most excited to "talk" with. He's written some of my all-time favorite comics - Nexus, Badger, the launch of the Wally West Flash series - and is still creating thought-provoking adventures. In this FYC replay, learn about one of his lesser known books, The Architect, a graphic novella from Big Head Press that was a fun read.
Enjoy.


For Your Consideration: The Architect by Mike Baron (writer) and Andie Tong (artist) By Chris Beckett FRONT PAGE:
Nexus. The Badger. Flash. The Punisher. Deadman. Mike Baron’s list of writing credits is impressive. A unique writer whose singular vision has afforded him not only critical success but also a faithful fan base, his latest book, The Architect, from Big Head Press is a welcome addition to the Baron library. Hitting shops August 15, this is a book people should be on the lookout for.


The 411:
The Architect
Written by Mike Baron
Art by Andie Tong
80 pp. Full Color
$9.95
Big Head Press

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

Roark Dexter Smith was the greatest architect of his generation. Espousing his philosophy of organic architecture, Smith felt it necessary to be involved with every aspect of a building “from sublime inspiration to the lowliest muck-raking chore.” A maverick who enjoyed the finer things in life – exotic foods, beautiful women, his Guarneri violin, and dabbling in the occult – Smith was, like many men of his stature, engorged with the power that came from the notoriety heaped upon him and his radical architectural advances. Although a celebrity, this did not stop the man from overreaching, and when he began work on Bluff House in 1969, he soon found himself in debt. Despite this setback he persevered, using the force of his personality to lure more investors into his dream. Work on the house continued until spring of the following year when Bluff House mysteriously burned with only Smith’s newborn surviving the blaze. Roark Dexter Smith’s body and those of his wife and assistant were never found.

Years later the Smith Preservation Society, which purchased the house after the disaster, approach Gil Topper who runs his own construction company. They want to give over Bluff House to Gil with the understanding he will renovate it to Smith’s original specifications. Not only is the society impressed with Topper’s architectural background, but he also happens to be the long-lost son of Roark Dexter Smith. Initially stunned, Gil quickly warms to the idea as the reality of his heritage sets in.

The prospect of finishing Roark Dexter Smith’s – his father’s – greatest architectural enterprise fills Topper with excitement. He enlists Mark, his best friend and business partner, and his girlfriend Thea in this venture, and the three of them, along with Mark’s girlfriend Selena Gillman and a fellow carpenter and Smith buff Norm Grundy, move into the house and begin to put things aright.

But all is not as it appears. Strange noises emanate from the basement at odd hours (the sounds of a violin being played) and petty jealousies are accentuated out in the wilds of Wisconsin. It could be the isolation from society, the nearest city is two and a half hours away, or the disparate personalities involved, Thea is a scientist who studies fungi while Selena is a self-proclaimed high priestess in the church of Wicca, but whatever it may be, there is a foul mood hanging over the house that threatens to crush them if they aren’t watchful.

There’s a lot going on in The Architect, which allows the story to breathe in a way most graphic novels are unable. Throw-away details, such as Gil’s girlfriend being a mycologist, that seem included only to flesh out the characters end up bearing fruit later in the story. No detail is insignificant, and the foundation upon which Baron constructs his tale is solid and entertaining, moving the story forward while dropping these incidental details along the way like bread crumbs in a forest. Readers may absorb the many pieces of the puzzle, but their importance will not be understood until the climax rushes upon them.

Baron moves the first half of the book along at a deliberate pace, easing readers into a reality that looks just like our own. It isn’t until the story moves into the present and things start to go badly that all thought of that shared reality is forgotten. Selena is in tune with the spiritual forces at work around Bluff House and becomes a catalyst for the horror that has been lying dormant all these years. And once things start to go bad, they go very bad, very quick.

With the final act of the story, Baron opens the pages up with larger and fewer panels, allowing the action rather than the dialogue to thrust the audience through the climax. This utilization of the comic page manages to instill a frantic tension into the reading experience that heightens the suspense and horror permeating this story. It is a masterful use of what makes comics unique, enhancing an already engaging tale.

Andie Tong is currently the regular artist for Marvel/Panini UK’s Spectacular Spiderman and is an artist American readers may be unfamiliar with. Tong’s storytelling is clear, and he handles the evolution of this story well. His style is a contemporary melding of manga and action comics, one that matches up well with Baron’s narrative. His clean art evokes a simple sensibility that acts as a tonal contrast to the horror story that Baron is setting up early in the tale. When one of the members of Gil’s group is eaten – in a bloody mass – by the toilet, it resonates with the reader. And despite the fact that this is an action/horror comic, Tong is still able to draw honest emotions on the characters’ faces, bringing a humanity to the story that is necessary to make it work.

The Architect is an exciting read that any fan of Mike Baron’s work should seek out. Originally serialized on the Big Head Press website, this print collection also contains a short prose story by Baron as an added bonus. Written as a faux article for Vanity Fair magazine, this short piece adds more depth to the graphic narrative and is a welcome addition to an already enjoyable book. Available August 15, I would recommend you pester your LCS for a copy if they have not already ordered one. It will be well worth it.

An Interview with Mike Baron and Andie Tong:

Chris Beckett: Why comics? What was it that initially attracted you to the medium, and to what do you attribute your longevity within comics?

Mike Baron: My interest in comics began when I was growing up in South Dakota and first read Uncle Scrooge. My interest expanded exponentially in college where some friends of mine began to point out some of the work being done, in particular stories drawn by Neal Adams. I've always been interested in writing fiction and comics is just another medium, one in which I have a peculiar facility. I say peculiar because nothing else ever came easy for me.

Andie Tong: I grew up with comics. I fell in love with the medium when I picked up my first comic book. I think I was like 5 years of old or something. Of course, I couldn't read that well at that stage so I was ultimately captivated by the pictures. Picking up a comic that young though, of course, I did not realize the pictures were telling a story. They were just pictures at that stage. Dynamic cartoons on paper. heh.

As soon as I could pick up a pencil, I tried to draw, to trace, and at a later age mimic other artist’s work. So in the end, I fell in love with drawing and art more than I did with comics. Personally, I never really thought about comics as a storytelling medium. I just really loved drawing. So to be able to make a living off it is more than I could ask for. I'm doing my hobby, essentially everyday, and getting paid for it

Beckett: The Architect was produced as a web comic first before going to this print edition. Did you approach the writing any differently for publication to the web?

Baron: No, but The Architect was originally a novel. Which I tried to write. And tried and tried. Novels are a tough nut to crack. So I took an alternative route. It was entirely Big Head's decision to present it first on the web. I don't pretend to understand how that works financially, but they now have a wealth of material up.

Beckett: You have done some notable work for both Marvel and DC, but the bulk of your comic writing – and the work for which you are best known – has been within the small press. Why might you recommend – or not recommend – the small press as an avenue for publication to aspiring creators?

Baron: We all want to get published and if small press comes forward with a viable offer, good for them. The benefits of small press might better be viewed as the benefits of creator control. You own it--every facet of it. So if you sell it to the movies you get all the money. I don't know the deal DC and Marvel have--DC certainly has been turning lots of Vertigo titles into film and some of those are creator owned. The disadvantages of course are that small press has to fight for any kind of publicity. Marvel and DC are going to completely dominate Diamond and Wizard so you have to get your message out some other way. The successes have been numerous: Cerebus, Elfquest, Nexus to cite three.

Beckett: What kind of instruction, if any, did you have in preparation for your work in comics?

Tong: I got a lot of help from professionals in the comic industry when I was starting out. Originally I didn't think I could work in the realm of comics logistically. Being born in Malaysia then later moving to Australia and with the industry mainly in America and Japan, I thought I had to move to those countries to work in comics. I chose to be a designer instead but drew for leisure in my own time.

When a design company I was working for back then sent me to my first ever comic convention over in the US, I found that with the world wide web and emails nowadays, you can work from anywhere around the globe. I was encouraged by numerous working professionals to apply and submit to comic companies as they thought my work was actually good enough. I also made several contacts which I still network with today. Those contacts have actually led me to several comic breaks like He-man and Masters of the Universe, Teenage Mutant Ninja Turtles and also a recommendation to Mr. Baron himself which got me working on The Architect.

These guys have groomed me from the basic principals of creating comics: the kind of paper to use, dimensions to work on, how much to charge, to the finer points of style, techniques to consider, and everything in between. I've now been working seven years since breaking into comics, and I continue to bounce ideas and ask advice from these guys. So whenever I hit the conventions or if someone has a question via email, I try to return the favour that I've been given by these professionals. If it wasn't for them, their tutoring and their patience, I might still be struggling to hit my first published comic right now.

Beckett: What piece of advice would you give to aspiring artists looking to break into comics?

Tong: Get on the art forums and show your work off. It's the best self promotion an artist can do for himself. It's essentially how I got my first published gig. Someone liked my work enough to offer me a small story to work on and it started rolling from there. Work on anthologies when you're starting out and trying to establish yourself. Get yourself in print first and foremost. You might have to do a lot of freebies when you're first starting out but of course, assess each potential project as it comes. Obviously it's easier to work on a short 8-page anthology comic than if you were to take on, say, a self published 4-issue mini series title. A lot of the self published comic books tend to be back-end pay which may not suit a lot of people, especially if you've still got to eat and pay the bills.

Get to the conventions and start networking. As brilliant as your work may be on paper, I truly believe that networking with the publishers and editors gets you that extra advantage. I've heard so many stories from other professionals and experienced it on several occasions myself. Sometimes editors and publishers want to see what kind of person you are. That gives you a dynamic advantage if you can prove that you're a sincere, genuine, reliable guy that wants to work in the industry and can and will meet deadlines time after time.

Of course this advice is based on my own personal experience. I'm not saying everyone has to follow this tact. There are always the few lucky ones that get into the big leagues right off the bat. But a vast majority of creators have to usually work the hard slog at the start. And what I mentioned before was what I found to be the most helpful through my numerous trial and error experiences of the comic industry.

Beckett: You’ve had the opportunity to work with a number of great artists over the years. What was it that Andie Tong brought to this project that makes it work for you?

Baron: First he was available, second he was interested, and third he brings an exciting new style to story-telling. Andie and I have never met. He's never been to Wisconsin, but I sent him copious material. Love to work with him again.

Beckett: Were you aware of Mike Baron’s work before you collaborated with him on The Architect? And what was it like for you to work with Baron?

Tong: I was aware of Mike's work but shamefully I have to admit, I was not aware of the man himself. I knew of Nexus published by Dark Horse comics, but I did not know that Mike had created and wrote the book. When a project I had been working on fell through, I was fishing for a new project to work on. I got introduced to Mike via another fellow creator and when I did my research to look into who this Mike fellow was, I was astonished to find that he's practically an industry legend. I was completely honoured that Mike took me on as an artist for one of his projects.

Mike's very cruisy. He left me to my own devices and as a creator, he allowed me to mold his creation into a vision I was happy with and of course, one that he would be happy with too. All he gave me was a script and several pages of his thumbnails just so he could show me what he was imagining, and then he let me take the reins.

When working on The Architect, Mike was very supportive, communicative, and very, very patient. When I started the project, I was in Australia. I had a lot of doubts in my mind about what the background scenery from the story, which is based in Wisconsin, would look like. Next thing I knew, a hardback book of Wisconsin scenery appeared on my door step.

Collaborating with another creator from the other side of the world was a bit disconcerting at the start as well. But as I said before, thank goodness for the World Wide Web and email. If I had a question, I'd get an answer from Mike within a day. Being, I'm sure, a busy man, I thought at first, Mike would be incommunicado for a while as experiences with other creators and projects in the past led me to believe. In the end though, as I said before, Mike pretty much left me to my own devices. So I didn't have a lot of questions. I just let my imagination roam wild and Mike was happy with that.

It took me close to five years with several breaks in between to finally complete this book. I was working on The Architect pages outside of my full time design job. Starting out as a newbie, it was not yet viable for me to give up my full time job to concentrate on comics. So, I ended up working 18 hours a day, almost 7 days a week and it was taking its toll on me. I ended up with like 30 pages out of the original fleshed out 70 pages. Mike was very patient with the whole process. In the end, Mike scouted for publishers that could supplement paying us upfront for the rest of the pages and that's when we landed on the doorstep of Big Head Press. Frank and Scott Bieser, owners of Big Head Press, were very encouraging and supportive. By that time, I was on the verge of giving up design all together to just concentrate on comics. So Big Head Press could not have come at a better time. They ended up paying for all the pages finished previously and worked out a feasible deadline for me to finish the rest without interfering with other regular comic gigs I had going on at the same time. Within two or so months, I completed the rest of the pages.

But by taking such a long time to finish The Architect, my drawing style had evolved so dramatically since I first started the book way back when. So it was a very frustrating task to try and go back to my original style so that the end pages did not look like it was drawn by a different artist. It was especially frustrating when I could see all the imperfections of my old style, but couldn't really do anything about it due to set deadlines. So I hope I did an okay job in the end to blend the gapped drawing styles together.

Beckett: What other projects are you working on that you would like to tell readers about?

Baron: Nexus will be out by the time this appears. Nexus is the most exciting, thought-provoking comic out there right now. New Badger begins in December from IDW. First they're reprinting all the old Badgers starting in November. I have a project called Black Ice at Comicmix that's going to blow everybody’s' minds. Nick Runge, the artist, is only 21 years old but already has a fully developed and whiplash exciting style, not dissimilar to a synthesis of Paul Gulacy and Tim Bradstreet.

Tong: I'm currently the regular artist for Spectacular Spiderman UK. So I'm basically concentrating on that at the moment. There's not a lot of room for me to play around on other projects currently as the deadline is fairly tight. As soon as I finish one issue, I'm pretty much on to the next. Thankfully, my editor is very lenient. A few months back, he allowed me a couple of issues break to finish up a project I committed to before I took on my role as regular artist for Spidey UK. It was a self-contained one-issue Teenage Mutant Ninja Turtles project for Mirage Studios. It was pretty grand getting to draw a classic from the 80s. Tales of TMNT #39 will be out sometime around the end of this year. Unfortunately however, due to licensing restrictions, the Spiderman UK book I work regularly on is only sold within the UK.

Thursday, May 6, 2010

FYC replay: Kevin Colden

Here's another look back at a spotlight from my column, For Your Consideration, which ran on the Pulse for nearly a year and a half, though it was sporadic at best those final six months. This piece focuses on Kevin Colden who has been doing comics for over a decade now, and is finally getting some well-deserved recognition.
Chemset comics, where Todt Hill began (I hope to see it concluded someday) is no longer publishing webcomics, but Act-i-vate is a thriving webcomics community and that is where Colden's Fishtown graphic novel was first serialized. Nominated for an Eisner and collected by IDW, this story is a tour-de-force that is chilling and heart-wrenching at the same time. But that's too simple an introduction.
Read on and find out why you should seek out this book.

For Your Consideration: Todt Hill from Neil Kleid & Kevin Colden, and Fishtown by Kevin Colden
By Chris Beckett


FRONT PAGE:
Foregoing a prestigious Xeric award in order to serialize his graphic novel Fishtown online at the Act-i-Vate website, Kevin Colden is one of a growing number of artists that are exploring the new frontier of the internet for comics publication. Also the artist of the Chemistry Set’s Todt Hill, Colden is firmly planted within a movement that is expanding the boundaries of the comics medium right before fans’ eyes. Click on in and see what’s happening.

The 411:
Todt Hill
Serialized web comic
Written by Neil Kleid
Art by Kevin Colden

Fishtown
Serialized web comic
Written & Drawn by Kevin Colden
www.act-i-vate.com

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

In the past year, online comic publishing has taken off with a number of new collectives offering free comics to fans on an almost daily basis. Eschewing the traditional superhero genre and clichéd storytelling, many of these comics are the ones pushing the boundaries of what is possible within the medium. Unhindered by editorial constraints or focus groups, these creators are stepping away from the mundane and stepping up to the plate in a big way. Two of the more noteworthy collectives that can be found online now are The Chemistry Set and Act-i-Vate, and Philadelphia-born and New York based artist Kevin Colden has his feet firmly planted within both camps.

Over at the Chem Set, Colden is doing the art for Todt Hill. Set in a parallel United States where Richmond Island, better known to its inhabitants as Todt Hill, is now quarantined from the rest of the United States, this is a light drama touched with very human moments. Three centuries ago William Teach – brother to Edward Teach, better known as Blackbeard – and his crew plundered unsuspecting victims all across the Atlantic. When the ship’s hold was full, they would return to a secret cave beneath what is now Todt Hill in order to safeguard the booty. But like most pirates of note, Teach was captured and sentenced to hang. With his death, the secret of his horded gold went with him, followed by a legend that somewhere on the island a marker was left that could direct a lucky soul to Teach’s ill-gotten gains.

For years, opportunists and treasure hunters scoured the island, digging anywhere in a vain effort to find William Teach’s gold. It became an accepted part of life until a few years ago when those Teach had plundered – now reanimated zombies – finally made their way to Todt Hill. The fallout from this turn of events was swift and immutable.

The military was called in, but they were unable to move these creatures off the island. So instead, the government decided to quarantine the entire population. Blowing up the bridge that connected the Hill to the mainland, and procuring the ferry for military purposes, the comings and goings in Todt Hill became strictly regulated. Nothing would ever be the same again.

The Tompkins family has come to live on the island, a result of Jacob Tompkins reassignment to security detail on Todt Hill. Jacob tries to make the best of the situation, but his children, particularly the oldest one Michael, find it difficult to adjust. Not only do they need to deal with the typical burdens of being the new kids in town, but they also must deal with the fact that they are stuck on the island. And then there are the zombies, which Michael encounters one evening when he runs out of the house after dark – something highly advised against if one wishes to see the following morning.This web comic, from Colden and Xeric award winner Neil Kleid, is an exciting, original offering that utilizes pirates and zombies as a jumping off point for a tale dealing with many disparate themes. These two creators are able to weave a believable tapestry around a setting that is just slightly off-center, and in their hands it does not come off as silly but draws one into the story, allowing the audience to experience the more human moments in a very “real” manner.

Dealing with family relationships, Kleid threads in narratives to which many people will relate – whether it be the fight one had with their father as a teenager, or the time they were picked on at school, or even that time they came across a zombie strolling the alleys at night – and which keep readers returning with the finely paced development of this tale. Presenting his audience with a number of questions at the outset, Kleid smartly reveals the underpinnings of the story in a calculated, methodical manner, teasing out just enough of Todt Hill’s “history” to satisfy readers, while leaving them curious about other questions that are raised.

Colden’s artwork is well matched with Kleid’s narrative. His storytelling is clear, while his loose linework and coloring of the story convey the slightly whimsical nature of the overall tale, while also managing to ground it in the real world. This is a delicate balancing act, but Colden pulls it off well and adds a lot to the feel of Todt Hill. Kleid and Colden are currently updating chapter 2 of this ongoing epic and readers can catch up quickly with the sidebar links at the Chemistry Set.
Over at the Act-i-Vate site, Colden is writing and drawing his own creation, Fishtown. Based upon a brutal murder that occurred in the “Fishtown” section of Philadelphia, this is used only as a starting point by Colden. His real interest lies not in rehashing this particular case – it would be far too painful for the people involved – but in delving into the psychology of murder and what can drive people – in this case, teenagers – to commit such a violent act. Although many people may look at Fishtown as a re-enactment of sorts, Colden has fictionalized his story to the point where, although the settings he draws are very real, the incidents and actions, with a very few exceptions, are all invented.

Colden’s artwork for Fishtown is stark and chilling. Awash in a midnight blue and dull yellow haze, he does not shy away from exposing the reality of these teenage characters – drugs, disobedience, violence, and sex. Moving the story along at a measured pace, Colden allows the images to convey as much of the story as the dialogue. The teens in Fishtown act and sound like the kids down the block, confident in their wisdom and resentful of authority. They are living their lives in the manner they wish, and nobody can make them do it any differently. Of course, once one chooses to be an adult, then the consequences are no longer insignificant. If only understanding of that facet of life could come sooner to some, then maybe the ugliness that surrounds us all might be a bit more tempered.

The artwork by Colden on both of these comics is a lesson in contrast, despite the fact that the underlying work is obviously from the same pen. Both strips are colored with a blue/yellow palette, but whereas the hues brushed across Todt Hill are brighter, it is the subdued palette on Colden’s solo creation that helps to differentiate the two pieces, adding layers to the more sober narrative. It is an interesting yet subtle dichotomy that showcases Colden’s range as an artist and the thought he puts into the creative process. Many people look at comics and think it is only the text and the images that convey a story. But the coloring of a particular story, when done well, can help to convey just as much as the words and the pictures.

Comics is a medium that continues to evolve, and along with the other offerings from these two online collectives, Todt Hill and Fishtown are two works that are helping to expand the boundaries of the medium in this new century. For entertaining comics – that are free – head on over and check them both out. You will not be disappointed.


An Interview with Kevin Colden:

Chris Beckett: Why comics? What was it that attracted you to this storytelling medium?

Kevin Colden: Comics have always been a part of my life since I can remember. Every single day of my life. Honestly, I didn’t choose the medium, it chose me. I’ve written prose, made music, done stage work and made movies, but comics are the only medium where I can fully articulate what I want to say.

Beckett: With Todt Hill you are drawing from Neil Kleid’s scripts while Fishtown is all you. What are the benefits and drawbacks to each creative process?

Colden: The benefit of working with any writer is that as an artist you have the opportunity to stretch in order to fulfill the writer’s vision as well as your own. You can feed off of their energy and use it to create something that wouldn’t come out of your own head. The only real drawback is that you have to work harder to compensate for whatever weaknesses the writer may have as well as your own weaknesses.

As for working alone – the benefit is that it’s all you. But that can be the drawback, as well. There’s no one to hide behind if you screw up.

Beckett: When I first read Fishtown, I did a “double take” when I realized you were the same artist doing Todt Hill at the Chemistry Set. I can’t pinpoint anything other than the coloring, but the mood of the two pieces is vastly different and that is expressed masterfully through the art. How are you achieving this tonal difference, or are you even conscious of it?

Colden: The mood in Todt Hill comes largely from Neil’s pacing and dialogue. I use that as a guide for what angles to use and actions to show. The cool (as opposed to “warm”, not “lame”) color scheme was intended to give it a dank, nautical feel and hopefully achieves something close to that.

With Fishtown, I’m not working from a full script and my shot choices are done in the layout stage, which I’m sure affects the tone of the story. I’ve paced the action very deliberately, especially in the earlier pages. There’s also a lot less dialogue, and I’m allowing the characters to tell the story through their movement and action.

Beckett: Fishtown is based loosely on an actual murder case. What prompted you to use that as a springboard for your story and – with the facts of the case available – how challenging, if at all, is it to stray from these facts and fictionalize it?

Colden: I’m fascinated by human psychology and man’s capacity for brutality. I’m also fascinated at how the mainstream news media has become over-sensationalized to the point of being offensive. Fishtown developed out of my anger at violent crime and at how even reputable news outlets tend to make those crimes sound like pulp novel fodder.

The only challenge in using a real incident as a springboard is that readers might misinterpret the book as being a factual account, which it isn’t.

Beckett: What other projects are you working on that you would like to tell readers about?

Colden: I’ve got a few projects shaping up for 2008, but right now I’m working feverishly to finish Fishtown by the end of this year. I’m also in two House of Twelve anthologies this year – House of Twelve Presents “The Breakfast Club” and House of Twelve #4. The first one will be out at the TCAF show in August, the second at SPX.

Elephant Words week 5


Here's another entry from my time playing in the Elephant Words sandbox, a flash fiction site where 6 contributors have to create a new story each week based upon a new image. And each one has to have their story up on each of the other days of the week according to a rotating schedule. Nick Papaconstaninou created the place and it's going strong nearly three years later. You should check it out if you have the chance.
But for now, my entry for week 5 of Elephant Words, based upon the image above:



Fire and Ash


Gem’s parents died suddenly when he was only six. The tiny village organized quickly – the boy’s neighbors took him in – and sent off dispatches to any known relatives with regards to young Gem’s misfortune. Only one replied. His Uncle Valencium.


People in the village were wary of Gem’s uncle. He lived in a thatch hut atop the bald hill that overlooked the village and rarely made his way down from this perch. There were many believed him to be an alchemist of a kind, though they had no proof, and objected to Gem staying with some mystical hermit.


But, the young boy’s stay was determined overlong after two weeks. And so, Gem found himself being escorted by two elderly women in long, dark robes up the hill to his Uncle Valencium.


When Gem arrived, he found the whispers had been true. Gem’s uncle was indeed a wizard and a powerful one at that. Many years ago, he had been banished from the walled city that lay a day’s walk to the west for acts none would discuss. Those rare times that Gem broached the subject it always sent a chill through his uncle, and the boy quickly dropped the matter.


Thankfully, his uncle had a loose memory, and these dark thoughts would soon whisk away on the breeze, leaving a void to fill with knowledge and laughter. It had been too many years since Valencium had known an apprentice, and when his nephew reverted to his care, he was happy at the thought of imparting his wizardly knowledge to the malleable child. It was an amazing time for young Gem. He learned alchemical techniques for transforming the brittle vegetation surrounding their hut into lush plentiful foodstuffs – yet another myth proved true – as well as how to become invisible, how to snatch whispered secrets from a stolen breath, how to make a spinster fall in love with an ass, along with a multitude of other incantations, spells, and potions.


But the most intriguing aspect of this time with his uncle was the enclosure on the second floor – a second floor not evident from the hut’s exterior. Gem would often hear bumping noises coming from the secret room, a scratching of claws waking him many nights. Whenever he asked his uncle about this, he would only say, “Later. Save that for later,” but that later never arrived, not with his uncle.


•••


Valencium had a renewed spirit in these years, finding purpose in his life where there had been none for so long. And Gem absorbed everything fully, his mind open wide to the possibilities that lay ahead of him.


A score of years passed, and with each passing season Valencium looked younger, more vigorous, while Gem grew to be a stout and handsome young man. A new generation in the hamlet below was now talking about the old hermit and his nephew, though sometimes he was named as a son, and the strange rituals performed atop their hill. Gem enjoyed going down at night and walking unseen among them, hearing the tall tales being spun. Gem would come back to his uncle with a multitude of stories for him, and the two men would laugh heartily until daybreak.


And then one day, his uncle passed away.


It happened without fanfare. Valencium did not awaken one morning, and when Gem walked over to check, he found his uncle was not breathing.


Gem searched his memories and pored over the parchments that were stashed all about the hut, but nothing could he find that would reincarnate his uncle. But what he did find in those stacks was almost as important. Valencium’s final wish had been left for his nephew to find, and at the bottom of the parchment, the young wizard also discovered the “later” he’d been awaiting all these years was now at hand.


So Gem took his uncle down to the base of their hill and dug five holes, burying different parts of his uncle in each, for it is never safe to bury a wizard complete. Chanting over the small mounds, Gem wept openly for the first time he could remember. Masking the area with a complex façade spell, he returned to the hut on the hill and slept for three days.


On the fourth day, Gem rose before the sun and performed a cleansing ritual prior to fulfilling his uncle’s last wish.


•••


The gray haze of dusk seeped over the hard stone of the city walls as Gem approached. He had been all day rolling over the valleys that lay between, and the sack on his shoulder was heavy.


“chrp” The sound from the burlap was weak, almost a whisper.


Gem had not been ready for the sigh of the feeble bird when he opened the secret room that morning. But looking into its eyes, Gem had come to the realization that his uncle and this bird were connected in some way. During the trek, he had come to understand better that bond and knew bringing it to the city was as much a return for Valencium as it was for the ancient bird.


Gem toiled up the final few yards to the base of the eastern wall and dropped to one knee. Sliding the sack off his shoulder, Gem carefully untied it and let the burlap slide to the ground. The bird within was more frail than he remembered it being that morning. Its wings convulsed weakly, barely sighing on the night air as they moved. Trying to lift its head, the animal found the effort too much and let it fall back to the hard ground, its eyes twitching erratically as it did so.


Gem felt a tear roll down his cheek, the night air cooling its traces. Leaning over, he picked the bird up – which was all bones and skin now – and stood up. Looking up, Gem bent at his knees and drew the bird down before heaving it toward the upper reach of the wall where a lit torch flamed dully in the cool night. A soft flutter of wings accompanied the young wizard’s throw and he watched as the skeletal bird arced toward the torch and passed right over its flames.


In a sudden burst, the bird erupted into a monstrous ball of flames that lit the entire valley for miles around, sending guards rushing over the sides of the walls in an attempt to escape the fire. The tiny sun roiled vigorously, sending heat off in incredible waves. Sweat stood out on Gem’s brow as he shaded his eyes with a hand, working a spell to insulate him from most of the heat. This went on for many minutes; the screams from within the city brought a smile to Gem’s face.


But eventually, the flames started to subside, pulling back into themselves until all that was left was a ball of flame roughly the size of a small man.


From the midst of this fiery ball, a great bird of flames shot forth screeching through the night. It wheeled and came back over the city flying low over the parapets. Making one final turn, the regal bird sped off into the night. The residual fireball was now fading, leaving the dull flicker of the torches to light the night. Inside the screams continued to ring while outside, Gem sat down and watched the soaring flame roll off into the night. A smile came to the young wizard’s face and he thought of his uncle, laying beneath the mound back home, smiling just as broadly.


THE END

Sunday, April 25, 2010

In Search Of . . . links to the story

As an aspiring writer, I've sought out any opportunity to work at my craft and find an audience for what my fiction. One of the first places I found for this was the burst culture site, 50 Years From Now, which has sadly become - as the creator of the site said - a virtual graveyard.

It was a place where writers could offer up stories positing what the world might be like 50 years from now (hence the title). It was a collective, which meant that one couldn't contradict what had come before in any of the stories but if one were creative enough it would be easy to carve out a little niche. The catch was, no lasers or crazy sci-fi stuff, and nothing more than 1000 words. With that, I dropped in a short story that stood on its own, then I began a serialized novella, entitled "In Search Of . . ."

I'll save the inspiration for this tale for a later post. But for now, if anyone is coming to this site and wants to play catch-up (the latest chapter is right below this post, but there are ten more prior to that one), the links to the "story so far" can be found below. And I will add to this as later installments are published here. But for now, click below with part 1 and enjoy:

part 1
part 2
part 3
part 4
part 5
part 6
part 7
part 8
part 9
part 10
part 11

thanks,
chris

Thursday, April 8, 2010

In Search Of . . . pt. XI


The sky was heavy, a steel gray curtain draped across the sky. Mid-November and snow was in the air. Winter was coming early.

Over the past weeks, Keenan Archer had come to think of this front stoop up from the Mount Mariah church as his own. The clutter of trash, the crumbling plaster, the deep cracks along the sidewalk – they were all familiar to him now, comfortable the way an old pair of shoes feel when you slip them on in the morning. He’d been waiting, creating a persona through which he could infiltrate Karen Kaczmerak’s world, observing her habits, talking to people in the neighborhood, bribing when necessity dictated it.

Karen didn’t come out often. And when she did, she always had a big guy with her, Jamal. He was the local guardian angel, looking out for people, helping when he could. He seemed legit, not playing any angles, just embedded into the community. Keenan wasn’t looking for trouble, especially not from this guy. So he sat, and he waited.

It was shortly after ten when Karen emerged from the old church. She had a long, black cloak draped over her, only her lower legs and face visible beneath the heavy fabric. She didn’t look in his direction as Keenan stood up to follow.

Archer hung back, watching from a safe distance. Karen led him through Marcus Garvey Park, over to Malcolm X, and then two blocks down to a hundred-eighteenth. She stopped in front of a brownstone and paused. She seemed to be looking for something, but Archer couldn’t see what that might be. Then, at some unseen signal, she walked up the front steps, taking care to avoid the decay of the aging concrete. Once Karen disappeared, Archer followed.

Inside, the first floor was almost completely dark, bits of gray light peering in from the room on Keenan’s left. He could hear voices upstairs. Letting his eyes adjust, he scanned the stairwell for any rotted steps before making his way into the upper reaches of the building.

On the third floor, Archer found the crowd. The upper hallway was better illuminated – a combination of large gaps in the wall and, he assumed, well placed mirrors within each of the front rooms. Weaving through the knots of people, Archer came to the realization this was a bazaar. In each room a variety of people with tables, or cloths spread over the floor, had any number of items for sale – homemade remedies, old transistors and other electronics Keenan had only seen in vids, maps to foodstores that he knew to be fake, and a myriad of unnecessary baubles.

In one of the back rooms, Archer spotted Karen picking through some jewelry. From where he stood they appeared authentic, but Archer imagined they were only re-appropriated metals or weathered glass. He walked over to the corner where an elderly woman sat across from Karen, her trinkets spread out on a faded red cloth. Karen was kneeling, examining one of the pieces – a necklace with a deep green triangle hanging at its end. Keenan leaned over, scanning the pieces as if he were also shopping. When Karen stood up she bumped into him.

“Excuse me,” she said. “I’m sorry.”

“That’s all right,” said Keenan, and then he let his jaw slack just a little. “You’re the girl looking for her brother, aren’t you?”

Karen looked at him, puzzled. “Who are you?”

“Sorry,” said Keenan. “My name’s David Janson.” He held out his hand, but Karen refused to take it, taking a step back instead.

“I know Jamal,” Keenan said.

“Jamal never mentioned you,” she said, looking around the room to see who was listening.

“I don’t know him that well. He’s friends with my boy, Jackson.”

Karen glared at Keenan, working her way closer to the hallway.

Keenan spread his arms wide. “Listen,” he said. “Jamal was telling us about your situation one day. He showed us your pic, told us to keep a look out for your brother. Jax knew I used to do investigative work up on the border, asked me specifically to see if I could find anything.”

“Does Jamal know you’re looking?” asked Karen.

“No. I didn’t want to have him getting your hopes up until I had something concrete.”

“Why should I believe you?” Karen took another step toward the hall.

“Why not?” said Keenan. “Jamal hangs with Jackson, doesn’t he?”

Karen gave no indication whether this was true or not.

Keenan continued. “I’ve got no reason to hurt you. If I did, would I try it in a crowded place like this?” Keenan swiveled, looking around at the people milling about.

“Why don’t we start over.” Keenan held out his hand again. “Hello. My name is David Janson. I understand you’re looking for your brother. I would like to help, but it would be beneficial if I could learn a little more about him. Maybe we could get an iced coffee, talk things over? I know this Vietnamese woman, sells it out of her place. It’s fantastic.”

Karen’s brow wrinkled, considering.

“I promise, I won’t bite. Won’t even sit on the same side of the table,” said Keenan, the hint of a smile tugging at his lips. “And I’ll keep my hands where you can see them. No card tricks.” He held up his hands, turned them as if he were a stage magician convincing the crowd of his sincerity.

“Okay,” said Karen. “But, just talk.”

“Just talk,” said Keenan.

to be continued . . .

Saturday, April 3, 2010

Steve Bissette on labeling, censorship and the DC ratings controversy from 1986-87



If you're unaware, Steve Bissette - acclaimed artist for Alan Moore's run on Swamp Thing - along with John Totleben, Rick Veitch, and other talented creators - as well as the creator of Tyrant, Bissette's aborted comic about the life of a Tyrannosaurus Rex - has a blog he regularly updates. And recently, he has compiled a 12-part essay on the ratings war of 1986-87.

With DC comics finally surpassing Marvel in market share, for a time, thanks to groundbreaking works from Alan Moore and Frank Miller (Watchmen & Batman: the Dark Knight Returns, respectively), a furor built up around these and other comics over the adult nature of the narratives. With one faction calling for ratings on books (and an extreme branch calling for books with adult material not even to be produced), Moore and Miller, along with a number of prominent creators such as Howard Chaykin and Marv Wolfman, pushed back against this edict for a number of reasons - actions that saw Wolfman fired from DC for speaking out and Alan Moore walking away from mainstream comics.

Using primary sources such as The Comics Journal, Comics Buyer's Guide, personal letters from Moore, et al., along with his personal dealings in the comic industry at the time, Bissette lays out what happened and what it meant for those creators who followed. It's a well thought out, even-handed series of essays that enlightens a time that, for me, the heyday of my comic collecting. Important, not just as an historical document, but also as a warning against ratings (as ubiquitous as they have become). Ratings don't work, and if you think differently, you should read this series from Bissette. Hit the links below:

part 1
part 2
part 3
part 4
part 5
part 6
part 7
part 8
part 9
part 10
part 11
part 12

Thursday, April 1, 2010

FYC Replay: Scott Morse's THE BAREFOOT SERPENT

For Your Consideration: Scott Morse’s The Barefoot Serpent
By Chris Beckett
FRONT PAGE: Scott Morse is one of the most talented artists working in comics today and many of his creations are contemporary classics. One of his most experimental and ambitious graphic novels is The Barefoot Serpent published by Top Shelf. An amazing piece of art that rewards its audience with each subsequent reading, this is an important book that belongs on everyone’s shelf.
The 411:
Written & Drawn by Scott Morse
128 pages, $14.95
Full color & black and white with grey tones
What It Is (with apologies to Dave the Thune):
Scott Morse is an amazingly talented artist, and in over a decade of creating comics, he has amassed an impressive body of work. One of his most ambitious projects came in 2003 when Top Shelf published The Barefoot Serpent. A unique graphic novel that combines a biography of Akira Kurosawa with a tale of a young girl’s family vacation on Hawaii, this creation is an important step in the evolution of comic storytelling. Rather than presenting these two stories separately as a typical collection, Morse combines them into a single piece. The tale of the haole girl (a term for white children in Hawaiian) rests in the middle of this book while the Kurosawa biography bookends it. To better differentiate these two narratives, Morse paints the biography with lush, vibrant colors formatting it as a children’s picture book while telling the Hawaiian tale as a black and white comic, albeit with Morse’s very individualistic comic book stylings. On the surface, these two stories seem to have little in common other than their settings falling within the greater Pacific Ocean, but a closer reading of The Barefoot Serpent shows that the fusion of these two tales actually proves the cliché of “the whole being greater than the sum of its parts.”
Akira Kurosawa is a legendary filmmaker, having garnered tremendous critical praise and won multiple awards for films like Rashomon, Yojimbo, and The Seven Samurai. Despite his achievements, Kurosawa’s life was not easy, and even his success within the film industry was never assured. Kurosawa experienced terrible grief as a young man when his brother Heigo committed suicide. This weighed heavily on Akira, and he felt it imperative that he be successful and make his parents proud. He did not wish to suck them dry as they supported him in his creative aspirations.
Kurosawa eventually realized his dream of directing films and earned a reputation as a very precise filmmaker, and in 1951 his movie Rashomon received the Golden Lion for best film at the Venice Film Festival. But fame is fleeting, and when Kurosawa joined with three other filmmakers – naming themselves The Four Knights – Akira made their first film. It was a disaster, and like his brother Heigo, he too attempted suicide. Luckily, his son found him and, along with Akira’s wife and daughter, nursed him back to health. Eventually, Kurosawa returned to moviemaking. Epitomizing the hope that was often found in his characters, Kurosawa went on to a long, prosperous life that was filled with great triumphs of artistic merit. Even today, Akira Kurosawa is considered by many film scholars to be one of the top two or three movie directors ever. His movies are instilled with a vibrancy and humanity that is almost unmatched by any other filmmaker’s, and the legacy he has left will live on for many years.
Settled between either end of this biography is the story of the young haole girl. As her Dad sits on the beach drinking Mai Tais and her mother goes off on her own, the girl must fend for herself and embarks upon her own excursion. Coming across a young boy carving a wooden mask, she latches onto him and discovers a reluctant guide. The boy complains loudly, and is chastised by his mother and uncle for his rude behavior, but the two kids eventually warm to one another as a friendship blossoms – one that the little girl needed.
The girl and her family ventured to this tropical paradise in order to escape the dark cloud hanging over them. Unwilling to speak about the tragedy they experienced, they choose to ignore their feelings hoping they might dissolve in the Hawaiian surf. But instead of distractions, the family finds themselves surrounded by their grief. In one part of the island, the mother encounters a dog that ignored one puppy as it walked in front of a moving car and her other pup as it starved to death. On the beach, the girl’s father awakes to an artist asking where his son – which he was painting as he stood beside the sleeping man – ran off to. And the young girl receives a visit from the Night Marchers, ancient spirits that walk the island. The second time the girl encounters the marchers she recognizes one of them as her dead brother. He took his own life, leaving the rest of his family with nothing but questions and a necessity to continue with their lives.
Contrary to the simple animation style that is a signature of Scott Morse’s work, The Barefoot Serpent is a complex and challenging piece of graphic fiction both structurally and thematically. Weaving themes of depression, sorrow, and ultimately – hope – throughout each of the narratives, Morse creates a multi-layered book that is touching and heartfelt. Each narrative thread relates back to the main theme of the book, but Morse refuses to talk down to his audience. He is talented enough that many of the thematic reiterations are hidden upon an initial reading. But when one returns to the book, it becomes evident that those thematic elements were sitting there all along. It is a special book that allows for equal enjoyment upon returning to it, and a more rarefied piece of fiction that is able to expand upon that initial reading with subsequent ones. This is one of those books.
An Interview with Scott Morse:
Chris Beckett: When Akira Kurosawa's brother takes his own life in your book I had to go back and re-read that page a few times to make sure I was reading it correctly. The matter-of-fact writing style you used coupled with your animation-influenced artwork made that particular part of the story very jarring, and consequently it resonated with me long afterward. Is this intentional on your part or is it a happy result of your particular art style juxtaposed with the stories you wish to tell?
Scott Morse: This was completely planned through the aesthetic of the whole book. I wanted the book to feel like a children's book, an old Golden Book, through both design and writing styles, to juxtapose the impact of the issues at hand. With such a heavy issue as depression, and ultimately suicide, at play, I felt it was best to ease the reader through it visually and through the prose. So aesthetically, the reader would feel more comfortable "talking" about it on one level, and experience it through a sort of "haze" on another, much the same way some people react when they're given bad news. The overall effect has proven to affect people as a very jarring experience, unexpected, as a sort of dream that continues to linger through into the bulk of the main fictional story, where it's juxtaposed with the family.


Beckett: What precipitated the choice of using color art for Kurosawa's tale and black and white for the haole girl's tale?
Scott Morse: I mixed it up to strengthen the juxtaposition. It's two stories that interrelate, and I wanted to show where the breaking points were, primarily, but on another level, I wanted to show the lush nature of real life versus the more theoretical "lessons" of the fictional tale. It's a stretch, I know, but aesthetically, I think it helped give the book a different tone than other books offered in the current market.


Beckett: Did you originally think the way in which you told this story, bookending the little girl's story with Kurosawa's tale, would work? Why, or why not?
Scott Morse: I had no idea...I knew it worked for me, and I was trained to believe in your gut instincts. "Selling" an idea of juxtaposition is always a trick, with the built-in problem of convincing the audience that the two subjects you're juxtaposing are at all related, especially to a degree that makes them worth the energy to use as examples. It comes down to a matter of opinion, and a hope that it wasn't too big of a leap for the audience to make. Upon reading various reviews, it appears to have worked on a larger scale than not...certain readers just didn't "get it", and in those cases, I hope the individual stories at least held enough entertainment value on their own to make the book worth it. If they at least enjoyed one of the sections (either the biography or the fiction), then I was at least partially successful.

Beckett: The story of the haole girl is quite intricate, and you reiterate the main theme through what might appear to be tangential incidents when we are introduced to the little dog at the shave ice hut or when we are shown the pond that would not give up its dead. Did you know the whole story of the haole girl before you began drawing it or do you just go with a vague idea and see where that takes you?
Scott Morse: I knew most of it, but certain "acting" scenes kind of wrote themselves. The one scene I surprised myself with is at the end, when the little girl kicks sand on her Dad's feet. Having things like that just "happen" while I'm thumbnailing is the real joy for me. The scenes you pointed out, however, were calculated, and based on research done in Hawaii. Ilio Mai is a real dog living half of each year on Maui, though Ilio Mai's story is fiction. The pond is a reflection of a story my wife and I heard on the Napali Coast of Kauai while visiting an archaeological dig in an Ali'i (royal) bath area, on the beach. Apparently, some archaeologists had discovered a gravesite in this area and exhumed the bones, only to experience hauntings almost instantaneously. They brought the bones back and reburied them, bringing in someone to bless them. The hauntings stopped. This is an especially odd tale seeing as how the Hawaiians never buried their dead...so it's unknown whose bones these could have been. The dig took place in 2000, and the bones were never dated, due to the immediate hauntings and need to put them back.

Beckett: What prompted you to adopt the "animation" style you have and how did that develop?
Scott Morse: Well, I've worked in animation longer than comics, actually. I trained at CalArts, and later under Maurice Noble, who worked on the first five Disney features, was Chuck Jones's main designer and art director on his Looney Tunes films, and designed other classics like How the Grinch Stole Christmas and The Dot and the Line. Maurice's teachings shine through in most of my work. I find the style lends itself better to immediate communication of story than some other, more intricate, styles. This medium is all about communication, and I play with pacing quite a bit in my comics. Animation and film are shown at a fixed rate of speed, whereas comics allow you to linger on still images if you wish. To keep a story flowing and "trick" the reader into experiencing it at an intended rate of speed is a trick I love playing with. So, the simpler the drawing, the less likely a reader is going to linger while reading...but appeal in the drawings is still incredibly important. It's a tough line to walk...

Beckett: Who are some of the artists and storytellers that have influenced you?
Scott Morse: I try to pull influence from everything around me...my wife, my pets, my family and friends, places I visit, things I see. I was trained to base what I do on real life, to exaggerate and milk things for effect. Artistically, I'm looking everywhere...but certain artists that I always come back to include Maurice Noble, of course, as well as Mary Blair, the Provensons, Miroslav Sasek, J.P. Miller, Eyvind Eyrle, Ronald Searle...David Mazzuchelli, Baru, J Muth, Joe Kubert, and of course Jack Kirby. I'm incredibly fond of a lot of the Fort Thunder guys, as well as guys like Souther Salazar and Deth P.Sun. Anything that challenges me to think in a new way.

Tuesday, March 30, 2010

FYC Replay: Inanna's Tears with mpMann

For Your Consideration: Inanna’s Tears by Rob Vollmar (writer) and mpMann (artist)
By Chris Beckett
FRONT PAGE: Ancient Sumer, a civilization that has prospered for over a thousand years. But complacency can breed contempt, and things are afoot that will have tragic consequences for the Sumerians. Make with the clicky and check out what should be one of the must-have books of the coming year.
The 411:
Inanna’s Tears
Written by Rob Vollmar
Art by mpMann
5 issues, 32 pages each
Full color, $3.95
Bi-monthly beginning in August

What It Is (with apologies to Dave the Thune):
In ancient Sumer, the city of Birith has known prosperity and good fortune for over a thousand years. A civilization rich in tradition, the people of Birith worship the goddess Inanna. Through her consort – the En, who is the voice of the Goddess and the head of her temple – a strong devotion between Inanna and her people has flourished. One would be hard pressed to find a Sumerian who does not feel as if things are as good as it gets. But if one listens closely, murmurs of unrest can be heard, for there is always a price to be paid for such bounty.
Thanks to the good fortune bestowed upon the Sumerians they have seen a surge in their population, such that the walls of the city cannot hold them any longer. A large number of citizens, mostly unskilled workers, have found themselves relocated to the tents outside the walls of Birith. Those affected do not care for the forced emigration, but there is nothing to be done. The hierarchy is understood and challenging tradition is frowned upon, and rarely even considered. As long as the Goddess sees fit to bless her people with a good harvest, who is willing to argue for change? Of course, this tacit acceptance of the status quo only works for so long before a civilization becomes stagnant, at which point it must evolve or perish.
In the lands just beyond the city, the Lugal, a warrior king of the neighboring mountain people, has his eye upon the city. Feeling only disdain for the Goddess, he sees the city’s castoffs as an untapped source of power. With these dispossessed souls added to his followers, he could more easily enter the city and bring down the temple. Why follow an insubstantial Goddess when a man such as he can provide for them just as well?
As these dark clouds coalesce on the horizon, the En, Ardru, passes on to the next life, conferring his mantle to Entika, who has been serving as Ishib, the head of the religious arm of the Temple. Traditionally a male position, symbolizing a marriage between the Goddess and her earthly consort, the passing of this important office to a woman is vexing to many. While on the dusty plains, the Lugal sees this as a sign it is time to act. The people of Birith are at a tenuous crossroads and more restless than ever. It will be an easy conquest, for who is there to stop him? Some girl playing at a higher authority? Not likely.
It is within this ancient setting that writer Rob Vollmar and artist mpMann bring their tale to life. Inanna’s Tears, a 5-issue bi-monthly series coming from Archaia Studios this August, is an amazing tour-de-force. These two creators understand the comic page and how to use the confines of that page to tell an exciting, emotional story. Originally serialized on the Modern Tales website, once I started reading it – which, sadly, is not a possibility now as Archaia prepares the book for print publication – I was hooked and found myself anxiously awaiting each weekly update.
Despite being set over four millennia in the past, Vollmar’s story is as topical today as ever. On its surface, Inanna’s Tears can be seen as a simple tale involving the conquest of one society by another, but when readers peel away that outer layer they discover so much more. Vollmar threads themes of sexual prejudice, personal growth, religious intolerance, and a resistance against change throughout the narrative. He deftly handles these multiple themes, allowing them to simmer just under the surface while adhering to the first rule of writing: tell an entertaining tale.
Marvin Mann, artist for the highly-acclaimed The Lone and Level Sands, turns in another wonderful job with this book. His storytelling is clear and fluid, and he grounds everything in a reality that lends itself well to a tale set in the dark recesses of the past. Mann’s line work reminds me a lot of Alex Toth. Using a minimal amount of lines to elicit emotion in his figures, the looseness of his inking imbues them with a feeling of movement that is difficult for many artists to achieve on the two-dimensional page. Mann inks his figures even more loosely when the timbre of the story demands it, such as a scene where those outside the city are overcome by panic as a fire spreads through the camp. The thought he puts into his artwork, utilizing any tools at his disposal, takes advantage of the unique workings of the comic story and adds depth to the tale conceived by these two artists.
Out of necessity (see the interview below), Mann also does the coloring for the book. Using a reserved palette that services the story well, he is able to “shock” readers with sudden bursts of color and layer an added emotional response onto an already moving story. Again, this is something that is almost unique to comics – some art house films have utilized color to similar effect – and it is a testament to these two creators that they examined the medium within which they work and sought best how to utilize the tools at their disposal.
Inanna’s Tears is an exciting book that I heartily recommend you seek out when it hits comic shops this August. A true collaboration between two consummate storytellers, this is one of those books all fans should have on their shelves.
An Interview with mpMann:
Chris Beckett: Why comics? What is it about the medium that attracted you as an artist?
mpMann: I grew up reading comics, and drawing superheroes. It seemed like a cool way to indulge my fantasies. I drew a comic book as an art project my senior year of high school and my instructor said the pictures showed the best, most consistent composition I had shown all year. I was just thinking, "How should this look as a comic?" and spewing out all of the images I had internalized over the years.
As a considerably more mature artist today, I am fascinated by the interaction of words and images. It’s just something that has become deeply wrapped up in my self-image. I am a person who makes comics.
Beckett: Publishing to the web prior to a print edition is a relatively new publishing model that has gained a lot of interest in recent years. From your perspective as a creator, what do you see as the benefits and drawbacks of this model?
mpMann: I'm not sure I know, yet. I'm not all that web-savvy. I'm not all that clear on all of the ways in which people are trying to monetize web-comics. We wanted to use Inanna’s Tears at Modern Tales as a promotional tool. We hoped that people would read it, and there would be some good word of mouth. As of this writing (mid-June), we've topped 30,000 page views, so somebody is making an effort!
I should add that being associated with Modern Tales has been excellent. I had previously drawn Arcana Jayne for Lisa Jonte at Girlamatic, and it was clear to me then that Joey Manley is at the forefront in developing tools for web-comic creators.
If I have a pet peeve with web comics creators, it's missing deadlines. Newspaper cartoonists don't miss deadlines, and web-cartoonists should hold themselves to that standard. I had three months of Inanna’s Tears finished before we began uploading. Faithful readers got a steady and fairly sizeable installment each weekend.
Beckett: The coloring of Inanna’s Tears adds a lot to the atmosphere of this comic.
mpMann: Glad to hear it!
Beckett: Did you do the coloring yourself and what considerations went into the coloring of the comic?
mpMann: I did color it myself and one of the considerations was that I couldn't afford to hire a colorist! I don't fully understand the whole "professional coloring methods" flatting, etc. So I just take my Wacom pen and color it like I'm coloring a coloring book. Since I don't tend to connect my lines, there are very few places where I can just tap a space with Photoshop's paintbucket tool.
On the other hand, being a rather loose drawer/inker, I felt free to be loose with the coloring as well. I also started using the blur tool for a softer effect. Generally, I shifted color palette between scenes, trying to be consistent within the scenes. And naturally, I tried to use color for emotional effect. Towards the end, I began experimenting with some of Photoshop's lighting tools, and liked the results, so I went back and applied them to earlier scenes as well. This trick recalled my days doing 3D animation and using the lights for powerful coloristic effects. The Photoshop lights are not as versatile as those of 3ds max, but with discretion, they can achieve interesting results.
Beckett: I know you write some of your own comics. How much input, if any, did you have with Inanna’s Tears? And following up on that, what are your thoughts, in general, on the separation of duties in comics?
mpMann: Rob had Inanna’s Tears pretty well worked out in his head. We talked a little about what I liked to draw (I prefer emotional scenes between people), but my biggest impact on the writing was when I didn't draw precisely what Rob asked for. He, by the way, was very accommodating of my efforts and asked for very little in the way of changes.
Creators need to understand what the other does, and of course, courtesy should always prevail. I have been blessed to work with a bunch of very considerate writers who have not tried to interfere with my way of drawing things. I do like the idea of the writer and artist being jointly the author of the work.
Another way of viewing it that I have occasionally touted, is to think of the artist as performing the work, with the writer as composer or librettist. In this conception, a writer may later take the script and have it "performed" by another artist.
Beckett: What other comics do you have in the works, and when can readers expect to see them?
mpMann: Beginning in December of 2007 (and therefore overlapping Inanna’s Tears) A. David Lewis and I return with Some New Kind of Slaughter ~or~ Lost in the Flood (and How We Found Home Again): Diluvian Myths from Around the World.
Some New Kind of Slaughter is a collection of flood myths tied together through the narration of Ziusudra, the Sumerian predecessor of Noah, who also appears in the book in a big way. Our working arrangement was different with this book than it was on our previous effort, The Lone and Level Sands. For Some New Kind of Slaughter we have functioned as co-writers, with me actually taking the lead much of the time. Dave focused largely on the Noah story, which he knocks out of the park, showing the same concern for human frailty and complexity as he did in The Lone and Level Sands. This is Noah as you've never seen him. I did most of the rest, but in truth, we both have our fingerprints all over all parts of the book.
Both Some New Kind of Slaughter and Inanna’s Tears will be coming from Archaia Studios Press, and along with The Lone and Level Sands starts to form a kind of library of ancient myth/stories/histories.
I am just beginning to color Some New Kind of Slaughter and expect to have it finished in time to begin a comedy western written by Josh Hechinger to be called The Grave Doug Freshley. This will be a refreshing change of pace for me. Josh has described it as "Sergio Leone meets Looney Tunes.” I plan to start on Doug in September, and have it wrapped up by early 2008.
After Doug I will be returning to the ancient Near East with Ba'al which will be a solo act. There are other ideas out on the horizon, but right now I look to keep busy for the next year, and provide a steady string of books.

STAR WARS -- a modern trailer

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