Showing posts with label graphic novel. Show all posts
Showing posts with label graphic novel. Show all posts

Saturday, February 25, 2017

Corto Maltese: Under the Sign of Capricorn by Hugo Pratt

Corto Maltese
Corto Maltese: Under the Sign of Capricorn 
Hugo Pratt
3/5 stars

Corto Maltese is an independent Italian sea captain during the earlier years of the 20th century.  This volume takes place during 1916-17.  Corto is a rogue who says he's out only for himself, but still somehow manages to help out the underdog.  He is an extremely appealing character, and his adventures are fun to read, though not particularly in depth.

There is little character development, unfortunately, even though some of the stories were continuations of the previous ones.  Also, while Pratt is excellent at drawing action and personalities, I felt that the emotions weren't always as clear as I have seen in other graphic novels (The Explorer's Guild springs to mind).  The conversations also seemed stilted at times--perhaps as a result of the translation?

Under the Sign of Capricorn is an enjoyable, short read, but not exceptional. Nevertheless, I am certainly intrigued enough to want to learn more about Corto, and plan to read the next volume.


   

Wednesday, February 1, 2017

Wires and Nerve: Volume 1 by Melissa Meyer and Douglas Holgate

Wires and Nerve: Volume 1
Marissa Meyer  (Author)
Douglas Holgate (Illustrator)
4/5 stars

Wires and Nerve is part of the Lunar Chronicles, and follows Iko as she returns to Earth to act as Cinder's secret agent and capture the remaining rogue Lunar wolf-soldiers.  The story fits nicely into the series, and is a believable addition, as one doesn't expect that the transition from war to peace would be smooth.  Iko's starring role is welcome, as is the appearance of all the Rampion crew.

The art is good, and the shades of blue give it a serious feel.  Holgate pictures some of the characters different than I, but it is still fun to see all nine heroes given a concrete form.

Overall, this is an entertaining read with the same feel as the existing novels.  I highly recommend it to Lunar Chronicle fans and look forward to the second volume.


Saturday, July 23, 2011

American Vampire

Told ya it was good!  American Vampire won the Eisner for Best New Series!  I've read the second one, had it pre-ordered, but haven't reviewed it yet because I want to read it again before I do.  I swallowed it whole, in one sitting, and as a result I know I missed a lot.  Am going to go back for a leisurely read, to savor it, as soon as I have a break from class.

 

Monday, May 30, 2011

Folklore, American Vampire, and the Once Upon a Time Challenge

I read American Vampire (Volume One) back at the end of March (review) and it has stayed on my mind.  A lot.

In the various musing on it that I have done, I realized that it is perfect for the "Folklore" category of Once Upon a Time Challenge and I'm shocked that I didn't see it at first.  That's the thing about a book like this, though.  It is so layered it takes months to peel away at it; and the more I peel, the more I find.

Folklore takes the customs of a group of people and tells it in story form, usually (to my layman's mind) using a lot of exaggeration and showing that particular people to be something special.  Think of the Jack tales, if you will.

Snyder and King (especially in King's half of the novel) have taken the vampire legend and made it something completely American, indigenous only to this breed of people.  In short, they've created a new folklore.

If you like vampire stories, or the Wild West, or revengeful women, or. .. heck, just as long as you like to read but don't mind a little gore (okay, even if you DON'T like to read; this might be a good starting point), give this one a try.  Let it marinate for a while afterwards and see where it takes you.

Darn fine book.


Friday, March 25, 2011

American Vampire, Volume One

American Vampire Vol. 1
Scott Snyder and Stephen King, authors
Rafael Albuquereque, illustrator
Hardcover: 200 pages
Publisher: Vertigo (October 5, 2010)
Mature Audience
5/5 stars

I wish there was some way to convince those who raise their eyebrows and wrinkle their nose in distaste over graphic novels to just give them a try. I was one of those, and am so thankful I was a big enough fan of Neil Gaiman's novels to give his Sandman series a try. I've read some really good ones--few, if any, better than Britten and Brülightly--and some pretty poor quality ones as well.  I'm happy to say that American Vampire is creme de la graphic novel creme.

(speech bubble text removed)
There are two stories, told simultaneously in American Vampire.  The first, Snyder's part of the novel, is the story of Pearl trying to make her way in Hollywood during the 1920's.  Pearl falls victim to a vampire attack and a strange man vampire, Skinner Sweet, helps her out.  Sort of.  Pearl seeks revenge, thanks to Sweet's gift, and the reader watches her go from lovely, gentle flapper one moment to disgustingly grotesque and violent the next--and cheers for her the whole way. 

The story that begins with the second chapter is written by Stephen King, and is Skinner Sweet's back story, taking place some forty years early in the Wild West.  Through it, the reader finds out how and why Sweet became a vampire, and what is motivating him--and what makes an American Vampire different from the European vampires. As is to be expected, a hard new country like the United States creates a hard new kind of vampire.  In addition, he writes an excellent introduction, validating the graphic novel as a medium.  A very good read for those not convinced that it is a legitimate literary medium.

The stories are told alternating, first a chapter about Pearl, then a chapter about Sweet, so that they finish up together in the last two chapters.  It may sound awkward, but the back-and-forth flow was actually excellent, with a certain amount of parallels between the two stories.  Both Snyder and King write a good story, with solid characters, riveting plot lines and some terrifying instances.

Albuquereque brings it all to life with his drawings, full of bold lines and brilliant colors and lots of scary bits and gore.  His vampires are frightening and horrible and they do unspeakable (but not undrawable) things to their victims.  As the reader takes in the background, and sees the horror of the scenes, at times it's enough to turn the stomach.  On the other hand, his ladies are very lovely, he drew some strong heroes and used some very effective, unusual angles and compositions.  As for Skinner Sweet. . . well, darn it, despite King's introduction all about how American Vampire reclaims the evil vampire from the sexy mold it's been placed in of late, Albuquereque draws Sweet as rather desirable. Even seeing Sweet at his worst, I could turn the page and see him turn on the charm and forget just how evil he really was--and then be whammed again by his horrible actions.  I think that was the artist's intent: another way to show just how dangerous these American vampires are.

The collaboration between these three was wonderful and produced a story both haunting and satisfying.  American Vampire does reclaim the vampire from it's present fictional state, and successfully gives it new blood with this new American breed. I look forward to following Sweet's further adventures in American history, with pleasant trepidation because I expect the story will be creepy and icky but sensational, just like this volume.  (I already have Volume Two on pre-order!)

~~Read for the Graphics Novel Challenge.~~




Wednesday, March 9, 2011

Locke & Key Volume 2: Head Games

Locke & Key Volume 2: Head Games 
Joe Hill, author
Gabriel Rodriguez, illustrator
Hardcover: 160 pages
Publisher: IDW Publishing (September 29, 2009)
5/5 stars


The story of Locke & Key Volume 2: Head Games follows the Locke children from volume one (Welcome to Lovecraft) and picks up right where that volume ended. The youngest, Bode, has found another strange key. The discovery of what the key opens is stranger still. Ty and a reluctant Kinsey include their new friend Zach in on this discovery, never realizing that doing so is creating more danger for them, their family, and the residents of Lovecraft. The volume ends with some questions answered and more questions posed--and with the reader eager to read the next installment.

Hill's storytelling remains fantastic. He continues to tell back story and currently story simultaneously with no glitches. The Locke children are well rounded characters with believable reactions and emotions. Supporting characters, such as Ellie and Rufus, are fleshed out well and become important to the reader. The fiendish enemy is so full of personality that he puzzles and charms the reader, just as he does to the Locke family. Head Games is a much less gruesome tale, more fantasy than horror, than the previous one, and reads just as quickly and smoothly.

Rodriguez contributes immensely to the flow of the narrative, as well as telling much of the story with the art. The placement of panels, the focus of certain elements in the panels, and the color and style of the art in general is often original and always perfect for the story. His ability to display human emotions so effectively is amazing; there is never any question as to what the characters are thinking or feeling.

With Locke & Key Volume 2: Head Games , Hill and Rodriguez present another five star collaboration.

~~Read for the Graphic Novels Challenge~~


Saturday, March 5, 2011

Locke & Key Volume 1: Welcome to Lovecraft

Locke & Key Volume 1: Welcome to Lovecraft 
Joe Hill, author
Gabriel Rodriguez, artist
Hardcover: 152 pages
Publisher: IDW Publishing (October 7, 2008)
5/5 stars

Locke & Key Volume 1: Welcome to Lovecraft is a stunning graphic novel. It follows the children of the Locke family, Tyler, Kinsey and Bode, after a summer tragedy causes them to move to the family home Keyhouse in Lovecraft, MA with their uncle.

Each issue (chapter) focuses on one sibling, taking up the story from his or her perspective, as the children (and the reader) must come to terms with an unhinged killer, a malignant spirit and a house full of keys, doors and mysteries. The story builds to a crescendo and the tension is nearly tangible. As the final chapter ends, it is not with the relief of a crisis averted, however, as the reader and the youngest Locke (Bode) realize that there is more to come.

Hill's storytelling is fantastic. He weaves his tale seamlessly in both the past and present. The plot is fluid and, though fantasy, engrossing and believable.   The narrative style of this particular story is well suited to the graphic novel medium, and Hill uses it to his advantage.  It is violent and frightening, but most of all it is solidly well written and so exciting, it is impossible to put down once begun.

Hill's writing ability is not limited only to plot.  He does a fine job of creating his characters, in particular the Locke children. The emotions of these children are true to life, as are the very different ways they deal with their tragedy. Hill has fleshed out three very real characters that a reader can connect with quickly and firmly.

Rodriquez's art is flawless, facial expressions and body movements readable and accurate. His art not only brings the story to life, it adds to the story, helps tell it without words. Rodriguez draws the eye of the reader to cruical parts, sometimes subtly, other times with a violence befitting the subject. There is blood and gore and sometimes frightening images depicted, as the tale is a horror-fantasy story. Rodriquez illustrates the horrible expertly, but in a detached way, so that while still gruesome, the acts of violence are not being treated reverentially as I have seen in some graphic novels.

Overall the pairing of Hill's story with Rodriguez's art is simply fantastic, making for a graphic novel that is simply perfect.

~~Read for the Graphic Novels Challenge.~~


Wednesday, February 2, 2011

The League of Extraordinary Gentlemen, Vol. 1

The League of Extraordinary Gentlemen, Vol. 1The League of Extraordinary Gentlemen, Vol. 1
Alan More, author
Kevin O'Neill, illustrator
Paperback: 176 pages
Publisher: America's Best Comics; 1st edition (October 1, 2002)
Read 30 January 2011
3/5 stars

I was predisposed to love The League of Extraordinary Gentlemen, Vol. 1, as alternate history is a favorite genre, and famous character mash-ups a particular favorite as well. Volume One introduces a "menagerie" (as they are often referred to) of otherwise famous literary characters brought together to help Queen and Country with dangerous tasks in a somewhat steampunky Britain of an alternative history. Two characters, Mina Murray and Allan Quatermain, are favorites of mine from their original novels and I loved the idea of them having more adventures.


This graphic novel has many literary references, both in the text and illustrations, which is a delight for a book nerd. The pseudo-Victorian style and parody of Victorian serials used throughout the novel was highly amusing for a fan of that era and added an extra level of enjoyment.

Character development and setting introduction took the first few chapters ("issues") and was pretty well done. The personalities of the five members of the League were nicely established and tantalizing hints given about the world from both the illustrations and the text. I became quite fond of the characters, even the amoral Griffin, and was eagerly awaiting plot development.


When the plot did develop, however, it was unsatisfying. Perhaps because so much time had been spent developing characters and world, very little time was able to be given to generate a decent plot. It was a messy, mishmash of explosions and overaction (not to mention overacting) and made very little sense. If it was meant to be a parody of Victorian fiction, it didn't read like any of the multitude of Victorian novels I have read.

The art was nothing spectacular. While there were some scenes drawn with "hidden" references, these occasional treats did nothing to add to the story. The illustration of the panels is a very straightforward, comic book style, with no artistic angles or composition. The lines are harsh, the backgrounds busy, the colors generally unappealing. There were even times when panels were so busy with so many irrelevant details, that it was hard to find the action. I certainly did not feel that I was reading a graphic novel where the art is vital to the storyline; I felt as though I were reading a comic book.

Despite my interest in the characters, the lack of a real plot line and the average art made this very promising premise a mediocre read. I truly am interested in the characters, though, and may still give the second volume a try to see if Moore and O'Neill were simply getting established with this volume.

~~Read for the Graphic Novels Challenge.~~

Saturday, January 29, 2011

Britten and Brülightly

Britten and Brülightly
Hannah Berry, author and illustrator
Paperback: 112 pages
Publisher: Metropolitan Books (March 17, 2009)
5/5 stars

Britten and Brülightly is a well written, fantastically illustrated noir mystery. Britten is a private detective who, for years, has specialized so in the tawdry love triangle cases that he has been publicly nicknamed "the Heartbreaker". Despite the encouraging words of his much more upbeat partner, Brülightly, Britten has become tired of both his job and his life. "I don't get out of bed for less than a murder," he said, and it potential murder that persuaded him to crawl out of bed into the public again.


Britten has been contacted by Charlotte Maughan after the apparent suicide of her fiance. To her, the pieces don't fit; she feels it must be a murder made to look like a suicide and hires him to investigate.

Britten and Brülightly is film noir in a graphic novel; it is by far the best written noir I have encountered. It contains the classic elements of great noir : a fractured and down main character; a beautiful lady needing assistance; a complex mystery; realistic (leaning toward the unhappy) ending and leaves the reader or viewer sitting silent in amazement.


Berry's amazing art fits and adds to the story and to the noir feel perfectly. The predominant rain and gray days, the angles and corners, and the nearly monochrome color scheme enhance the feel of the story tremendously. The composition and "film angle", if you will, of the panels is that of a well done movie. They are not the common waist up, front on panels that are so predominant in the average graphic novel. From above, from below, half faces, close-ups: all are used to make an enormous contribution to both plot and ambiance. Berry's particular attention to hands is fantastic.

I had one small complaint: the story is hand written in a font that was, only at times, hard to interpret certain words. Oddly enough, though I had to squint and struggle, I found that in the end this rather added to the story, to the feel of uncertainty, mystery and confusion that were so prevalent in the story.

Britten and Brülightly simply awed me. It's a dark tale, and not a particularly happy one, but totally engrossing and simply stunning--text and image--from the first line ("As it did every morning with spiteful inevitability, the sun rose.") to that last breathtaking scene.

~~Read for the Graphic Novel Challenge.~~



Thursday, January 27, 2011

Calamity Jack

Calamity Jack 
Dean and Shannon Hale, authors
Nathan Hale, illustrator
Reading level: Young Adult
Hardcover: 144 pages
Publisher: Bloomsbury USA Children's Books; First Edition edition (January 5, 2010)
3/5 stars

Calamity Jack  picks up the adventures of Rapunzel and Jack where Rapunzel's Revenge left off, but this time the story is told from Jack's point of view.

Jack had bungled his last job in his hometown, Shyport, with disastrous results for his mother. He returns with Rapunzel with the intention of setting things right, but finds Shyport under the control of an evil giant and much more at stake than he realized.

Calamity Jack takes place in a town and has none of the Wild West charm of Rapunzel's Revenge. While it's an amusing story, especially if reading it as a sequel to Rapunzel's Revenge, it's sadly lacking anything particularly special.

I found it disconcerting that while Rapunzel's Revenge had only a Wild West tall tale type of fantasy, all the sudden in Calamity Jack  there are pixies and giants and talking animals. . . If the two books didn't contain the same principle characters, it would be hard to see how they belonged together.

The art, as with Rapunzel's Revenge, is serviceable but there are no "Wow!" moments revealed through it. The art illustrates the story, rather than advancing and enhancing the storyline.


On the whole, if I hadn't enjoyed Rapunzel's Revenge and been interested in those characters, I probably wouldn't have found Calamity Jack to be worth three stars. As a furtherance of characters looked on with fondness, I enjoyed it; as a graphic novel, it was merely okay.

~~Read for the Graphic Novels Challenge.~~

Note: This is my opinion; on Amazon, it received 5 star reviews 67% of the time.



Wednesday, January 26, 2011

Rapunzel's Revenge

Rapunzel's Revenge
Dean and Shannon Hale, authors
Nathan Hale, illustrator
Reading level: Ages 9-12
Paperback: 144 pages
Publisher: Bloomsbury USA Children's Books; First Edition edition (August 5, 2008)
4/5 stars

Rapunzel's Revenge is a very enjoyable retelling of the Rapunzel fairy tale which moves the setting to the Old Wild West. Rapunzel has been raised to believe that Mother Gothel is her natural mother, but an act of rebellion on her twelfth birthday leads to the truth and Mother Gothel's retribution.


Rapunzel is imprisoned in a bewitched tree tower for four years, during which time her hair grows extremely long, she exercises and finds new uses for her hair out of boredom, and she continues to displease Mother Gothel on her yearly visit. She finally escapes, meets up with Jack, and the adventure really begins as they plot Mother Gothel's downfall.

This was a delightful story, both whimsical and warm, and the Wild West setting gave it a completely unique flavor. A strong female character, a good friendship and humor all the way through round it off to a very nicely done tale.

The art is pleasing, while not exceptional. It rarely does anything to advance the storyline, but does illustrate it nicely and fully brings out the "tall tale" feel to the story.

I'm surprised at the recommended age range, 9-12, and feel that a somewhat older age would appreciate it and understand it better.

Overall, this is an unusual and delightful retelling of a classic story that should please young adult readers, graphic novel fans and lovers of fairy tale retellings.

~~Read for the Graphic Novels Challenge.~~