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Trillium #1 (DC/Vertigo): Jeff Lemire has created an
interesting blend of classic sci-fi with old-school adventure, with a little existential angst thrown in for good measure, one which successfully
conflates war with the violence of the penetrative act of discovery, if you
subscribe to Dr. Ian Malcolm’s theory anyway. In the year 3797, man is running
out of time and space, as the race is being systematically hunted across the
galaxy by a sentient virus, while a black hole threatens to collapse existence
at the same time. Now, Lemire states on more than once occasion that there are
only 4,000 humans left in the cosmos. At that rate, we’ve already been functionally
exterminated as I understand it. I thought I remember reading an article (wish
I could cite it just to be THAT guy) by a cultural anthropologist or some sort
of geneticist that stated you’d need a population of at least 10,000 to have enough
genetic diversity to “restart” the human race. Anyway. With Incas in the Amazon
potentially possessing a timeless key to defeat death, and the war imagery
juxtaposed with these different time periods, and the whole race against time lending a sense of urgency, I also couldn’t avoid the
feeling that this played like Darren Aronofsky’s The Fountain (the comic and
the movie I enjoyed, even though they both get quite a bad rap). I haven’t been
as impressed with Lemire’s work as much as the comics community at large seems
to have been in the past, but I enjoyed this just fine, especially the art. It
feels much more refined (maybe the colors help) in a way that still manages to
convey a rustic quality during the 1920’s scenes. It almost reminded me of
Kevin O’Neill’s work on LOEG in the way it can manage both qualities, refined
and rustic, which almost seem to be polar opposite aesthetics. I think critics
will gush over the unique “flip” format of the book, but I’m not sure it was
totally necessary or added much to the storytelling conceit of the book. If the
two threads inevitably intersect, I don’t think more than one “flip” was really
required, although the unexpected chapter breaks were a nice surprise. But, it
does make me wonder how they’ll manage it during collected editions. At the end
of the day, it’s nice to see Vertigo, along with Oni, Dark Horse, etc.,
stepping up their game to (re)capture some of the creator-owned market share
currently being dominated by Image Comics. The healthy competition can only be
good for the product it ultimately churns out, and good for the end consumer in
terms of diversity, along with shifting the collective mindset to begin to value
creator-ownership more than they currently do. Trillium may be a touch
derivative or not offer anything truly “new” in terms of sci-fi storytelling,
but there’s no denying it’s beautifully executed and the premise holds promise. I'll likely stick with it.
Grade A-.
Suicide Risk #4 (Boom!): So, our protagonist has been
quickly pulled into a world he doesn’t really understand. It’s a pantheon of
super-powered deities suggesting he may have lived a former like (or upcoming
one? I wasn’t entirely sure) as a person named “Requiem.” He’s being escorted
by another deity to meet the basic female Godhead, and uhh, some other stuff
happens. The basic conceit of this story was originally regular cops trying to
survive in a world where the superheroes are losing/have lost against a cadre
of villains, and that thread is basically unrecognizable at this point. Maybe
you can make the argument that it rears its head toward the end, but I feel
like it’s quickly strayed too far off course. On the art side of the equation,
Elena Casagrande’s work ranges from sharp and crisp and beautiful, to mediocre
inconsistency with melty faces that look like John Travolta was used as
photo-reference. This is probably something I’ll revisit in trade, but for now,
“okay” comics are getting the drop in terms of single issue support when there are
so many other comics being offered that are truly “wow.” Grade B.
Catalyst Comix #2 (Dark Horse): Man, I really want to like
this book more than I do. Joe Casey has become increasingly hit and miss for
me, which I think actually might be a good thing in the grand scheme of things.
It means he’s trying new things, continuing to be a prolific writer, and doesn’t
rest easily on past successes. I love the idea of bringing in a subversive
creator to tinker with company-owned properties, and I also love the idea of a
mini house anthology of sorts that offers multiple strips in the same issue.
That said, Frank Wells was a mixed bag for me. I thought it got very bogged
down in New Age Mysticism Hoo-Ha, though the core idea of a conflicted
superhero archetype contending with insecurity around his savior status suits
me just fine. In some ways, both visually and thematically, I felt like this
was some kind of Bizarro World Captain Marvel (Shazam!) allusion. The art is
bold and iconic, with a slightly askew take on magical trappings, all wrapped
in the balanced forces of naïve wonderment and growing disillusionment. It
seems like something that works well in the idea stage as an experimental
writing assignment, but hasn’t quite found it’s footing yet on the printed
page. I remember enjoying the Amazing Grace strip in the first issue, but it
pretty much struck out with me during the second. The art felt too “cartoony”
in that Saturday morning TV sense, something something the character being
positioned as a lightning rod between surviving the cosmic void and
transcending it. That’s all I could really glean from the story. Agents of
Change was probably my favorite strip in the first issue, and here I guess that’s
still the case, but the margin for victory feels slim and lifeless. Once again,
the idea of a superhero support group, where the attendees are more concerned
with texting, their TV ratings, and the next S&M prostitution
appointment(!) are all fun, but formally examining this team dynamic fell a
little flat for me, both with the visuals and scripting. I think Casey is
trying to do something really quirky and post-modern here, but it’s ability to
connect, moving beyond basic experimental pitch to an actual cohesive story,
seems to be wildly glitchy so far. Grade B-.
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