Atalanta: The Race Against Destiny


By Justine & Ron Fuentes and Thomas Yeates (Graphic Universe)
ISBN: 978-1-58013-317-3

The heroic tales and beliefs of ancient cultures have for centuries formed an integral part of children’s educational development – and a good thing too. These days though, those magnificently inspiring and unforgettably visual yarns are as likely to be disseminated via graphic novel as through the sparsely illustrated prose books which had such a formative influence on my early days.

Atalanta: The Race Against Destiny was released in 2007, one self-contained chronicle in a large series which similarly retold through sequential narrative many other myths and legends such as Jason’s Quest with the Argonauts, the Labours of Hercules or the Saga of King Arthur.

Illustrated by the brilliant Thomas Yeates (Saga of the Swamp Thing, Time Spirits, Zorro and more) and adapted from traditional sources by Justine and Ron Fontes, the tragic tale of the World’s first feminist and a ferociously independent woman opens in heaven as the gods of Olympus observe a king railing at his wife, furious that she has given him a useless daughter instead of the son and heir he needed.

Ordering the infant to be ‘Abandoned’ on an exposed hillside, he thinks of her no more, blithely unaware that the baby has been found and adopted by a she-bear…

Nurtured and reared by her ursine protector the child grew strong and tough and exceedingly swift. Nothing could match her speed.

One day, years later, she was ‘Found’ and adopted by hunters who civilised her and gloried in her might and skill with a bow. These simple folk had no time for traditional women’s work and Atalanta grew with no knowledge of a woman’s traditional role in Greek society. She could not spin wool, weave or sew and knew nothing of cleaning or keeping a man’s house in proper order. Moreover she had no time or need to idly make herself pretty for a man…

As she grew to womanhood she often pondered her role and fate. Eventually she was advised by her adopted family to consult an oracle and journeyed to Delphi to seek ‘Answers and Adventures’ from the oracle of Apollo, where her shocking manner, dress and attitudes scandalised the refined citizens.

Sadly the responses of the closeted, drugged seer were far from helpful. The Oracle merely mumbled “avoid husband… can’t avoid… keep life… lose self” and the interpretations and rationalisations of the male priests were little better.

Atalanta returned to a life of hunting and lived day to day until an invitation came to enter a great competition to destroy a fearsome boar ravaging distant Calydon, kingdom of Oeneus and his son Prince Meleager.

Invitations had gone out to the greatest heroes of Greece and en route Atalanta met fabled Jason, and many Argonauts including Castor and Pollux, Theseus, Nestor, last survivor of the Trojan War, and Telemon who was once companion to Hercules himself. All hungered for glory and readily accepted her amongst their company as they discussed the fearsome beast they were to fight against.

Legend had it that the boar was a divine punishment sent by Artemis to punish a slight accidentally perpetrated by Oeneus, but as the champions talked the huntress realised many of the heroes also thought of her as a beguiling quarry…

The hunt for the boar was a disaster. Although she easily outdistanced her companions and drew first blood, many heroes died that day and when Meleager finally slew the beast he wanted Atalanta to share in the triumph. Her skill had indeed led to his killing stroke, but his jealous uncles refused to let a woman share in his glory and a fight broke out.

Besotted with her – and she with him – the Prince slew his uncles in a rage and called upon himself the final, fatal vengeance of the gods as well as his own mother.

Heartbroken and uncomprehending of the sheer spitefulness of celestials, Atalanta returned to the wilds, convinced that her love would ever doom any man she favoured…

Her legend grew however and in a far away kingdom her father pieced together the details and realised the celebrated huntress must be the daughter he had tried to kill. Seeing an opportunity he invited her into his household and the dutiful, curious young woman complied.

It was a disaster. She hated the rules and confinements of a palace princess and her sire only saw her as a means of gaining power, wealth and prestige. When he proffered the famed huntress in wedlock, many suitors came forward. Although the horrified, prophecy-haunted Atalanta knew that any man she married would die, she soon realised her greedy father did not care…

Thus she desperately devised a cunning competition to warn the fools away, demanding that only a man who could catch her would have her hand. To deter them further she insisted that any who failed must die but she had greatly underestimated the arrogance, greed and lust of princes…

A beautiful suitor named Hippomenes did get the message however and acted only as judge for ‘The Race of her Life’, watching the beautiful girl easily outdistance and thereby doom a host of potential husbands. Seeing her run though, he too was smitten and began his own campaign to win the lonely, tragic princess.

A great grandson of sea-god Poseidon, he made Atalanta feel she could beat her oracular curse and then petitioned love goddess Aphrodite to aid him in beating the unbeatable girl in a second race…

Equipped with the gleaming Golden Apples of the Hesperides, the wily youth distracted the fleet huntress enough to cross the finishing line first and won ‘A Bride After All’ but in his elation Hippomenes forgot to properly thank Aphrodite and the outraged deity promptly planned an awful vengeance for the slight.

At the moment of her greatest joy Atalanta learned the true power of prophecy when Aphrodite tricked the happy newlyweds into desecrating a shrine to Zeus’ mother Rhea for which sacrilege she furiously transformed them into a lion and lioness.

For the rest of eternity the lovers would remain together, keeping their lives but losing their selves, becoming the divine beasts pulling Rhea’s chariot across the world…

All religious stories are devised to explain away contemporary unsolved questions, unknowable mysteries or established social structures.

The liturgical history lesson retold here was one proudly patriarchal people’s attempt to rationalise their lives whilst explaining how and why such laws and customs exist and, although grossly simplified here, works in an engaging manner that should certainly tempt readers to go and find out more.

Engrossing, dynamic, pretty and blessed with a light touch, this splendid introduction to mythology is designed for kids with a reading age of nine or above – that’s Year 4, I suspect – and also contains a full ‘Glossary’ of characters and concepts, suggested ‘Further Reading, Websites and Films’, background on ‘Creating Atalanta: The Race Against Destiny, creator biographies in ‘About the Author and the Artist’ and an ‘Index’.

Packaged as full-colour, 48 page, card-cover booklets, they were designed to introduce youngsters to the magical riches of human history and imagination.

Although this particular saga retells a rather tragic and indubitably unfair tale of sexism, oppressive destiny and the costs of attempting to defy fate, it does read very well as sequential narrative in its own right and serves not just as an educational aid or social warning but as a smart way to get your youngsters into comics.
© 2007 Lerner Publishing Group, Inc. All rights reserved.

Bone: Stupid, Stupid Rat-Tails – the Adventures of Big Johnson Bone, Frontier Hero


By Jeff Smith, Tim Sniegoski & Stan Sakai (Cartoon Books)
ISBN: 978-1-88896-306-9

Jeff Smith burst out of relative obscurity in 1991 and changed the comics-reading landscape with his captivating all-ages comicbook Bone. The compelling black and white saga intoxicated the market and prospered at a time when an endless procession of angst-ridden, steroid-breathed super-vigilantes and implausibly clad “Bad-Grrls” came and went with machine-gun rapidity.

Born in Pennsylvania and raised in Ohio, Smith avidly absorbed the works of Carl Barks, Charles Schultz and especially Walt Kelly from an early age, and purportedly first began producing the adventures of his Boneville creations at age ten.

Whilst attending OhioStateUniversity he created a prototype strip for the College newspaper: ‘Thorn’ was another early incarnation of his personal universe and a valuable proving ground for many characters that would eventually appear in Bone. A high school classmate became a Disney animator and Smith subsequently gravitated to the field before striking out on his own, having mastered the graceful gentle slapstick timing and high finish style which typifies his art style.

He founded Cartoon Books to self-publish 55 delightful black and white issues: a fantasy-quest yarn that owed as much to Tex Avery as J.R.R. Tolkien, as well as his personal holy trinity, Barks, Schultz & Kelly. The thrilling and fantastically funny saga progressed at its own unique pace between 1991 and 2004 and since then has been collected into nine volumes from Cartoon Books (with two further collections of prequels and side tales), reissued in colour by Scholastic Books and even reprinted in Disney Adventures magazine.

Fone Bone is the strange, amorphous, affably decent little hero, a thematic blend of Mickey Mouse and Asterix, who had been run out of the town of Boneville along with his tall, not-so-bright cousin Smiley due to the financial and political irregularities, misdemeanours and malfeasances of their dastardly, swindling relative Phoncible P. “Phoney” Bone…

After an incredibly journey the trio ended up in LostValley: an oasis of pastoral beauty hidden from the rest of the world. Along the way Bone was adopted by a dragon he doesn’t believe in, stalked by ghastly rat monsters and befriended by many talking animals and people…

At series’ end, Smith issued a monumental one volume compilation (more than 1300 black and white pages) which Time magazine dubbed “the best all-ages graphic novel yet published” and one of the “Top Ten Graphic Novels of All Time.”

Smith has won many awards including 11 Harveys and 10 Eisners. In 2011, a spectacular 20th anniversary full-colour edition of the Brobdingnagian single volume was released, stuffed with extras and premiums. If you’ve got the dough, that’s the book to shoot for…

The core series also spawned a few prequel series such as dark origin tale Rose and this far-lighter yarn introducing the Bone cousins’ pioneering ancestor: a rootin’ tootin’ rip-snorter of a trapper and loud-mouthed, itinerant Frontier Scout named Big Johnson Bone who found and saved an idyllic valley from an all-consuming threat and made the place safe from marauding monsters. Since there are plenty of versions to opt for, purist that I am, I’ve again plumped for an original monochrome Cartoon Books collection.

Originally appearing as back-ups in the original comicbook and the one-shot Stupid, Stupid Rat-Tails between 1998 and 1999. these tremendously intoxicating tall tales were first gathered together in 2000 and remain one of the best and most entertaining all-ages comics sagas of the modern age.

Once upon a time a distant land was filled with huge, scary, fiercely rapacious rat creatures with magnificent tails…

Scripted by Tom Sniegoski and illustrated by Smith, the eponymous 3-part epic ‘Stupid, Stupid Rat-Tails: the Adventures of Big Johnson Bone, Frontier Hero’ opens with the boastful lone scout – except for his mule Blossom and Mr. Pip, a dolorous, depressive, nagging monkey he won in a card game – getting snatched up in a real rip-roarer of a twister and whirled across the landscape to be unceremoniously dumped in a beautiful, unspoiled valley…

Actually it’s not completely perfect: there are a vast number of stupid but rapacious monsters eating all the local fauna. After giving two of the surly critters a sound drubbing, Johnson finds the last few animal kids still unconsumed by the long-tailed, giant ratty beasts. Lily the bearcub, Pete the Porcupine, Ramona the fox kitten and Porter the turtle then ask the big-hearted little guy for help in getting their mummies and daddies back…

The kits, cubs, pups and tads already have a protector of sorts but Stillman is a very little dragon, lacking in size, power and confidence as he can’t breathe flame because it gives him indigestion and makes him puke. He’s a dab hand at throwing rocks though…

Stillman says that a proper protector from the High Council of Dragons is on the way, but has no idea how soon the saviour will arrive.

Some distance away Maud, queen of the rat creatures, has problems of her own. It’s really hard to stay happy and well-groomed when your son is as big as a mountain, dumb as a rock and hungrier than all the rest of her stupid, stupid subjects combined. The big darling might be a hundred feet tall, but he has such a sensitive tummy and is a martyr to bilious attacks. With a kid like Prince Tyson it’s no wonder she has to kill so often.

If you’ve ever heard the phrase “mad as a bag of rats”? Maud is the bag they were taking about.

When she hears from her chastened subjects of tough, two-fisted mammals falling from the sky, stopping her subjects from rightfully expanding her territory and just plain refusing to be eaten, she decides to send a party to capture them – which coincidentally is just what Johnson Bone has decided to do to her…

The rat things attack first however but only get another fierce trouncing for their troubles. In fact the old scout might well have ended it all then and there had not Stillman joined in with an extremely poorly thrown stone…

Taking advantage of Bone’s temporarily stunned state, the rats scoop up Lily and Pete and amscray pronto, leaving the slowly recovering trapper with but one thought… those giant varmint pelts would be worth a fortune back home…

As soon as his head clears Johnson is off in pursuit, tracking the rat things to Maud’s cave, where the accounts of what the sky-dropped mammal does to rat beast tails has the entire tribe in a tizzy. In a fit of regal rage Maud sends everybody to kill the invaders…

When the opposing forces clash, despite routing the ordinary man-sized rodent rogues, even the dapper trapper is daunted when Tyson snatches up him and Ramona and swallows them whole…

Left behind, Blossom and snooty Mr. Pip are in a world of trouble until the wily monkey tries to romance Maud, whilst inside the cavernous Tyson Bone is still alive and kicking and he’s even found most of the animal kids’ missing parents alive and as yet undigested. Elsewhere Stillman has discovered his inner firedrake – much to the rat creatures’ dismay… and that’s when the wily explorer in Tyson’s tum gets a hankering for a good old hootenanny and roaring bonfire barbeque…

A stunning blend of slapstick and wry laughs for young and old alike, this gloriously over-the-top, tall tales prequel and modern “Just So” story is a pure cartoon delight of all-ages action and comedy adventure, but this terrific tome has even more fun in store.

Again scripted by Sniegoski, Riblet introduces a real problem child to the valley’s animal population in a fabulously arch yarn illustrated by the amazing Stan Sakai.

The other cubs and kits don’t like hanging out with Riblet. The baby boar is a bully: mean, rough and developmentally challenged, he just doesn’t play well – or safely – with the other kids. So when a couple of starving rat creatures capture him, thinking ‘A Little Pork Would be Lovely’ they have no idea of the trouble they’ve made for themselves…

In ‘Bringing Home the Bacon’, the suddenly liberated kids celebrate their good fortune and nobody tries that hard to get him back even as Riblet begins working his unique charms on his unlucky abductors, revelling in his favourite ‘Fun & Games’ even as the hungry horrors learn the logic of ‘Losing One’s Appetite’ and resort to ‘Something Drastic’ even as the kids begin to feel the tiniest pangs of conscience…

Fast-paced, trenchant and wickedly uproarious, Riblet is a smart, beguiling counterpoint to the sometime saccharine sweetness of the Valley Forest’s frolicsome animal kids and a sheer ribald riot in its own right.

Bone is a truly perfect cartoon tale and one that appeals with utterly universal appeal. Already it is in the rarefied ranks of Tintin, Pogo, Rupert Bear, Little Nemo and the cherished works of Schultz, Kelly and Barks, and it’s only a matter of time before it breaks out of the comic club completely and becomes kin to the likes of The Wind in the Willows, Alice in Wonderland, the Moomins and Oz.

If you have kids or can still think and feel like one you must have these books…
© 1998, 1999 and 2000 Jeff Smith. All rights reserved.

Isis & Osiris: To the Ends of the Earth – An Egyptian Myth

Isis
By Jeff Limke & David Witt (Graphic Universe)
ISBN: 978-1-58013-320-3, 978-0-82256-570-3

The heroic tales and beliefs of ancient cultures have for centuries formed an integral part of children’s educational development – and a good thing too. These days though, those magnificently inspiring and unforgettably visual yarns are as likely to be disseminated via graphic novel as through the sparsely illustrated prose books which had such a formative influence on my early days.

Isis & Osiris: To the Ends of the Earth was released in 2007, one self-contained chronicle in a larger series which similarly retold through sequential narrative many other myths and legends such as Jason’s Quest with the Argonauts, the Labours of Hercules or the Saga of King Arthur.

Packaged as full-colour, 48 page, card-cover booklets, they were designed to introduce kids to the magical riches of human history and imagination. This particular epic retells one of the oldest stories of our species, revealing a story of love, hate and the devotion of marriage, as well as describing the invention of Egypt’s infamous burial ceremony and system of justice.

The story begins in the most ancient of days as the divine Isis begins a holy ritual with the royal infant Dactyl, simultaneously regaling him with a tale of ‘A Party to End all Parties’. At that long-ago festival her beloved and revered husband Osiris was betrayed by his jealous, ambitious and infinitely wicked brother Set.

The dark plotter had brought a lavish and ornate stone sarcophagus carved from solid rock to the celebration and proposed a party game: whomever the beautiful bier best fitted would win it forever. Everybody tried and failed to settle into it until noble, jolly Osiris at last lay within, at which time it magically sealed itself, trapping the king of the gods within ‘A Stone-Cold Prize’…

His fate sealed, Osiris and the sarcophagus were hurled into the mighty Nile River by Set’s servants, to vanish from sight as the triumphant usurper assumed control of the world. Heartbroken but determined, Isis became a ‘Goddess Interrupted’ as she roamed the Earth for years, searching for her lost husband.

The Nile was the source of all life and Osiris’ magical passage had wrought wondrous changes and transformations Isis could track as she wearily walked the world. Eventually Isis arrived in the land ruled by Queen Astarte where she was made most welcome even as she saw the stump of a huge Tamarisk tree and felt the presence of he long-lost love.

The mighty growth was so impressive that the King had ordered it to be carved into a glorious imperial column for his palace, and when she travelled there Isis knew her quest was ended.

Arriving at our story’s starting point, the divine goddess, in her gratitude, was attempting to bless Astarte’s infant son Dactyl with her heavenly gifts when the suspicious queen inadvertently burst into her chamber and interrupted the benison. This contravention of the law of courtesy cost the mother and her son greatly…

Angered and impatient, Isis shattered the ceremonial column and released the hated sarcophagus from within it, before commandeering a boat and crew to take her beloved back up the Nile to his stolen kingdom.

‘A God Comes Home, a God Goes Missing’ found the reunited couple preparing to celebrate Osiris’ resurrection, with amazing new gifts for the people – such as farming tools and wheat – aided by their hawk-headed son Horus and Set’s jackal-headed boy Anubis. As they busied themselves, nobody saw a giant boar steal in and remove the still-slumbering Osiris…

When she discovered him missing the goddess exploded in fury, unleashing her wrath against the people until fair-minded Horus calmed her down and restored her reason.

By the banks of the river, the boar resumed his true shape and spiteful, jealous Set, determined never to lose or share the worship of mankind, cut his brother into many pieces and scattered them ‘To the Ends of the World’…

Shattered and disconsolate, Isis is comforted and encouraged by Set’s wife Nephthys, who urges her to find the strength to search for her husband again. With the aid of her sister-in-law, Anubis, and Horus, Isis once more roams the earth until all the scattered segments of Osiris are found and reconstituted. All but one…

With a vital fragment missing, Isis has a potter construct a clay replacement from the earth her husband had previously blessed, and undertakes a new ceremony to recombine, reunite and reanimate the pieces. By ‘Making a Mummy’ she and her priests totally heal the withered husk and bring Osiris back to vibrant life.

His journey to the Land of the Dead had greatly changed the mighty ruler and, restored to health and power, he has accepted a great burden. Henceforth he will judge all those going to the afterlife with a set of scales balancing the evil in men’s hearts against the weight of a heavenly feather…

All religious stories are devised to explain away contemporary unsolved questions and unknowable mysteries. The liturgical history lesson retold here was one people’s attempt to rationalise the course of their lives as farmers whilst explaining how and why their laws and customs began and, although grossly simplified here, works in an engaging manner that should certainly tempt readers to go and find out more.

Engrossing, dynamic, pretty and blessed with a light touch, this splendid introduction to mythology is designed for kids with a reading age of nine or above – that’s Year 4, I suspect – and also contains a full ‘Glossary’ of characters and concepts, suggested ‘Further Reading, Websites and Films’, creator biographies in ‘About the Author and the Artist’ and an ‘Index’.

They also read very well as sequential narrative in their own right and would serve not just as educational aid but as a smart way to get your youngsters into comics.
© 2007 Lerner Publishing Group, Inc. All rights reserved.

Lola – a Ghost Story


By J. Torres & Elbert Or (Oni Press)
ISBN: 978-1-934964-33-0

These days young kids are far more likely to find their formative strip narrative experiences online or between the card-covers of specially tailored graphic novels rather than the comics and periodicals of my long-dead youth.

In times past the commercial comics industry thrived by producing copious amounts of gaudy, flimsy pamphlets subdivided into a range of successfully, self-propagating, seamlessly self-perpetuating age-specific publications. Such eye-catching items generated innumerable tales and delights intended to entertain, inform and educate such well-defined target demographics as Toddler/Kindergarten, Younger and Older Juvenile, General, Girls, Boys and even Young Teens, but today the English-speaking world can only afford to maintain a few paltry out-industry, licensed tie-ins and spin-offs for a dwindling younger readership.

Where once cheap and prolific, strip magazines in the 21st century are extremely cost-intensive and manufactured for a highly specific – and dying– niche market, whilst the beguiling and bombastic genres that originally fed and nurtured comics are more immediately disseminated via TV, movies and assorted interactive games media.

Happily, old-school prose publishers and the newborn graphic novel industry have a different business model and far more sustainable long-term goals, so the magazine makers’ surrender has been turned into a burgeoning victory, as solid and reassuringly sturdy Comic-Books increasingly buck the pamphlet/papers trend.

Some of the old-fashioned publishers even evolved…

Independent comics mainstay Oni deftly made the switch to sturdy stand-alone one-offs at the end of the last century, publishing a succession of superb illustrated tales splendidly pushing the creative envelope whilst providing memorable yarns that irresistibly lure young potential fans of the form into our world…

That looks quite creepy in type-form but that’s okay – this is a beguilingly spooky story and you should be on your guard…

Aimed at readers of seven and above, Lola – a Ghost Story follows young Canadian Jesse as he returns to the rural Philippine farm where his parents grew up. It’s not his first visit, but it is the saddest. They’re going back for the funeral of his grandmother…

In the native Tagalog language Lola means “grandmother” and Jesse’s was pretty scary. She was old and ugly, had a hump on her back and – he thinks – tried to drown him when he was a baby.

She also saw dead things and monsters and the future… just like Jesse does.

Despite all this he loved her very much and really doesn’t want to accept that she’s gone forever. After hours of exhausting travel Jesse and his folks at last arrive at the old farmhouse which has seen so much tragedy. The visitor fulsomely greets his uncle and cousin Maritess, but doesn’t acknowledge her brother JonJon.

The kid’s acting like a jerk as usual, and besides he’s been dead for over a year and no-one else can see him…

Soon the family are gathered together: eating, remembering the departed and telling stories of Lola – like the time she saw the giant devil-pig and saved the entire family from financial ruin – but Jesse is still ill at ease. Even though everyone here believes his grandmother had second sight and blessed gifts, the sensibly modern boy can’t bring himself to believe the things he sees are real…

Maritess believes though and she suspects what Jesse won’t admit even to himself…

After JonJon teases him some more and taunts him with the giant bestial, cigar-smoking Kapre lurking at the window, Jesse finally drops into an exhausted, nervous slumber.

The funeral next day is horrible. Everybody is sad, the church is filled with so many shockingly damaged spirits and Jesse is afflicted with a vision of being trapped and burning which makes him run terrified from the ceremony.

Still traumatised that evening, he finds JonJon’s old toybox on his bed and Maritess guesses what has happened.

She tells her cousin the story of the bloodsucking Manananggal which attacked Lola’s mother causing her unborn daughter’s hump-back and magical sight. Such gifts and curses usually skip a generation and Maritess always assumed she’d be the one to get the sight, but now that it’s clear Jesse is the one to inherit she’s determined to give him all the help he needs.

The box is full of JonJon’s toy cars, and after playing with them Jesse and the dead boy romp over by the farm wall – the one where nobody is allowed to go anymore…

Jesse’s uncle isn’t doing very well: all the tragedies have made him very sad and he’s drinking an awful lot.

There are other problems bothering Jesse. The entire family have stories about his grandmother and it’s clear that she was brave and determined and fought monsters all her life: is that, then, why she tried to drown him when he was a baby?

As Maritess tells her Canadian cousin about the time young Lola saved her school friends from a predatory Tiyanak – a baby-shaped carnivorous monster – and he prepares to ask her if she thinks he might be evil, her father comes in very drunk and shouts at him for leaving JonJon’s cars in the garden.

They are all he has left to remember his son and the boy’s favourite one is already missing. Jesse knows which one it is… the striped one JonJon calls “Zebra” which he wouldn’t share with him last night by the wall…

Uncle Tim hates the wall. It had something to do with his son’s death and Jesse knows he’ll get into trouble if he goes over it. But Uncle is so sad. He misses his boy and really wanted to bury Zebra with JonJon, but it’s gone and the man is so drunk and angry all the time now…

Jesse’s fear that Lola saw something evil in him is assuaged by Maritess who thinks he should use his gift to help people – just like just their grandmother used to -  so when JonJon appears again, Jesse climbs the hated wall and vanishes into the wild unknown beyond…

With Jesse’s first good deed successfully accomplished JonJon can rest and Uncle Tim is at peace. The troubled psychic is even a little less disturbed by his power and his apparent destiny, but that all changes on the trip back to the airport when Jesse sees something utterly horrifying…

Evocative, compelling, gently enthralling and with a genuinely scary shock ending, this superb kid’s chiller is filled with a fascinating new bestiary of monsters and boogey-men to bedazzle Western eyes and imaginations, but mostly relies on captivating art and top-notch storytelling to draw readers in. I loved it and I’m actually praying there’s a sequel in the pipeline…
Lola is ™ & © 2009 J. Torres. All other material © 2009 Oni Press, Inc. All Rights Reserved.

The Guild


By Felicia Day, Jim Rugg & various (Dark Horse Books)
ISBN: 978-1-59582-549-0

The Guild is a US comedy show which first appeared on the web in 2007, brainchild of actress and author Felicia Day. The quirkily smart, geeky-outsider fantasy revolves around Cyd Sherman, a musician who is more than usually prone to problems in the real world and escapes the dreary horror of it all by joining like misfits in a cyber-spacey online gang (or “Guild”) in a Massively Multiplayer Online Role-Playing Game (or MMORPG) called unsurprisingly “The Game”.

The live action episodes revolve around the interactions of Cyd and her associate ‘Knights of Good’ – all of whom find themselves more at home in an artificial universe of magic, myth, monsters and really mean people rather than mundane reality – although of course there are plenty of impossible tasks, unpalatable hardships and actual mean people here too.

You can check out the show – six seasons thus far – on Day’s dedicated YouTube channel Geek and Sundry…

We don’t do shows here, but since the material clearly overlaps with that old fashioned fantastic universe of comics, Dark Horse Comics approached Day in 2009 in search of a canny cross-fertilisation. The result was a 3-issue miniseries and a short story which appeared on the publisher’s own digital dimension in MySpace Dark Horse Presents #27. That pithy 2-page debut/introduction (illustrated by Jim Rugg and painted and coloured by Juan Ferreya & Dan Jackson) is included here at the conclusion of the main storyline.

On screen the seductive soap opera story is ongoing and began with the characters already in place and interacting, but The Guild comicbook gave Day the chance to work with an unlimited visual budget (that’s the advantage of comics: a monologue in a bedroom costs as much and as little to draw as all the hordes of hell unleashed and riding winged monkeys up the ChampsElysées) and thus inspired her to reveal the secret origins of her outré comrades in a winning, hilarious and deftly moving prequel tale.

Cyd plays far less than second fiddle at the back of a sub-par orchestra and is very fed up with her crappy life. She knows that she’s a failure at everything and a disappointment to everybody.

Although she has a boyfriend and fools herself that it’s love, deep down she knows that Trevor is a manipulative, exploitative, controlling jerk only using her as roadie, housekeeper, bedwarmer, manager, press-officer, writer and arranger of the music he claims as his as he tries hopelessly to break into the rock biz.

She even goes all over town pinning up the flyers she designed for his third-rate band’s gigs…

Cyd first learned about the manic world of consensual alternate realities when she was pinning up a poster in a comicbook and gaming store and, on the insistence of the therapist her dad is paying for, one day tried to break out of her dis-comfort zone by making new friends – if only by becoming a completely different person in a role-playing alternate universe…

After yet another ungrateful disappointment from Trevor the Rock God, she sat at her keyboard and became Codex, a mystic healer in the captivating fairyland of The Game…

Soon she was exulting in graphic slaughter, thievery and high adventure, meeting loads of wild people all revelling in being someone or something other than they were…

And as she learns and evolves in fantasyland, Cyd makes true friends and proper foes, forming her own guild of like-minded questors. They’re all real even if they aren’t actually there, and their effect on Cyd even leads to a satisfactory showdown with the increasingly unbearable Trevor…

Sharp, clever, moving and painfully funny, this an engaging introduction to the milieu and characters of the show and if I’ve skimped on detail you’ll thank me when you marvel at the captivating interactions of the beguiling cast of adorable misfits and wonder at the astonishing facility of illustrator Rugg as he makes both grim reality and miraculous meta-world come to life – each in its own unforgettable manner…

With covers and supplemental artwork by Georges, Jeanty, Dexter Vines & Tariq Hassan, Matthew Stawicki, Kristian Donaldson, Cary Nord & Dave Stewart, Rugg & Dan Jackson, Juan Ferreyra, Paul Lee, Jason Gonzalez and Jon Adams, working designs and a sketchbook collection from illustrator Rugg, complete with commentary by editor Scott Allie, plus a Bonus Section of tryout pages by a crazed band of artists including Zack Finfrock, Indigo Kelleigh, Kevin McGovern and Ron Chan, this slim, fanciful and thoughtfully funny fantasy offers a wry counterpoint to both gaming bombast and comicbook blood and thunder whilst defending your right to another life, liberty of imagination and the pursuit of fairy gold…

If you need the odd, gentle laugh in your hectic, horrible life The Guild might be just the tonic…
The Guild © 2010 The Guild. All rights reserved.

DNA Failure – British Weapon Comics


By Jon Chandler, Leon Sadler & Stefan Sadler (Picturebox)
ISBN: 978-0-9851595-4-2

In comics we’re most accustomed to seeing representationalism and an artistic aspiration towards commercial slickness, but at its most basic the art form is about getting ideas – and far too infrequently emotions – across in sequential form: building ideas and forms to an intended climax. In its purest form, however, talking pictures is all about the act of creation.

You all know people who paint or play music for fun, but how many of you are familiar with the kind of folk who make comics for anything other than commercial or career reasons: experimental craftsmen, raconteurs and artisans with no other honest intention than to see their stories told?

Jon Chandler, Leon and Stefan Sadler are members of prolific art collective Famicon Express and are all just such rare ducks, responsible for a host of decidedly different illustrated fictions such as The Blue Family, Mega Macerator, Ride into Chaos, Blood Bike, Police Worx,  I’m Gonna Kick You in the Nuts and many more.

Drawing much inspiration from manga maestro Tatsumi Yoshihiro’s geki-ga model – comics dark, adult and frequently uncaring of the necessity to entertain – the three innovators have collaborated here to deliver a succession of events set in a feudal wonderland of sharp gritty intensity and compelling free-ranging complexity.

It’s not about the story here but if you must know, Sting and Peter are wild lads in a bad time: getting into trouble stealing, fighting and running about being rowdy, even as the soldiers and villagers stumble from fight to fight and crisis to crisis. To further complicate matters Zeta and Gewgaw want to smuggle themselves aboard a departing galleon because the greedy donkey-beating Major stole their house. Moreover, the land is absolutely rife with annoyingly pushy magic fairy-men, giant burning rats, ghostly doppelgangers and time-travelling monks.

There’s even a moment of old-fashioned illustrated prose courtesy of the enigmatic GHXYK2 & LMS before Sting and Peter burrow under the castle to enter the knife-throwing competition…

Rude, rampant, offbeat and explosively outrageous, this fast-paced, ferocious stream of consciousness saga is unpolished, uproariously free and casually brutal in a raw intellectually anti-art style reminiscent of Johnny Ryan’s Prison Pit.

Here three cartoonists take turns turning many mediums on their heads, resulting in a composite scenario with echoes of classic fantasy and modern shared-universe role-playing wherein these bold British cartoon radicals co-opt the freewheeling nature of a strategic, life simulation video game and make it uniquely their own.

If you’re picky about grammar and syntax or wedded to polished art and story this exuberantly pell-mell rollercoaster probably won’t appeal, but if you love experimental bravado, tongue-in-cheek violent affray or spectacularly single-minded comedy carnage, this medieval mash-up might well be worth a few furious moments of your time.
© 2012 The Authors. All rights reserved.

Black Hole


By Charles Burns (JonathanCape)
ISBN: 978-0-22407-778-1

One of the most impressive and justifiably lauded graphic novels ever, Black Hole is a powerfully evocative allegorical horror story about sex, youth and transformation, but don’t let that deter you from reading it. It’s also a clever, moving, chilling and even uplifting tale that displays the bravura mastery of one of the greatest exponents of sequential narrative the English language has ever produced.

Originally released as a 12-issue limited series under the aegis of Kitchen Sink Press, the tale was rescued and completed through Fantagraphics when the pioneering Underground publisher folded in 1999. On completion Black Hole was promptly released in book form by Pantheon Press in 2005, although many fans and critics despaired at the abridged version which left out many of Burns’ most potent full-page character studies of the deeply troubled cast – an error of economy corrected in subsequent editions.

It has won eleven of the comic world’s most prestigious awards.

It’s the 1970s in Seattle, and there’s something very peculiar happening amongst the local teenagers out in the safe secure suburbs. In ‘Biology 101’, Keith Pearson can’t concentrate on properly dissecting his frog because his lab partner is Chris Rhodes, the veritable girl of his dreams.

Trying to keep cool only makes things worse and when he suddenly slips into a fantastic psychedelic daydream the swirling images resolve into a horrific miasma of sex, torn flesh and a sucking void.

Suddenly he’s regaining consciousness on the floor with the entire class standing over him. They’re all laughing at him… all except Chris…

‘Planet Xeno’ is a quiet patch of woodland adults don’t know about, where the kids can kick back, drink, smoke, get stoned and talk. The big topic among the guys is “the bug”, a sexually transmitted disease that causes bizarre, unpredictable mutations: uncontrolled growths, extra digits, pigmentation changes, new orifices that don’t bleed…

As Keith and best buds Dee and Todd shoot the breeze and goof off they discover an odd encampment, strewn with old toys and bottles and junk. Some of the sufferers of the “Teen Plague” have relocated here to the forest, founding a makeshift camp away from prying eyes and wagging tongues…

When Keith finds a girl’s shed skin hanging from a bush he fears the creepy mutants are closing in and suffers a crazy disorienting premonition…

Chris is dreaming in ‘SSSSSSSSSS’, a ghastly phantasmagoria that involves naked swimming in pollution, a load of strange guys, monsters and that fainting kid Keith turning into a serpent. It all ends with her examining the new holes in her body before ripping off her old skin and leaving it hanging on a bush…

She’s drinking illicit beer by the lake in ‘Racing Towards Something’, remembering that wild party a week ago and what she did with the cool guy Rob Facincanni. As she came on to him he kept trying to tell her something but she was in no mood to listen. She just didn’t want to be the good girl anymore…

She then recalls the moment of explosive climax and horror when she discovered the hideous second mouth in his neck and the noises. It seemed to be speaking…

In the sordid guilty aftermath she felt awful but had no idea what that furtive, disappointing assignation had done to her…

Rob is still sleeping with Lisa. She’s accepted the cost of the curse and the ghastly changes in her body but what she won’t take is him screwing around. She has heard Rob’s second mouth talking as they lay together and needs to know ‘Who’s Chris?’

Keith and his friends are getting stoned again when he hears that some guys have just watched the so-virginal Chris skinny-dipping and seen her sex-caused mutation. The virgin queen isn’t any more…

In ‘Cut’ their teasing proves too much and he storms off into the scrub and accidentally spots the object of his desire getting dressed again. Guiltily voyeuristic, he’s prompted to action when she steps on broken glass and cries out.

Dashing to her rescue he bandages her foot, too ashamed to admit just how much of her he’s really seen. All Keith knows is that someday he will be with her. Fate was obviously on his side…

‘Bag Action’ finds him and Dee trying to buy weed from a bunch of skeevy college guys, but the frustrated romantic is utterly unable to get lascivious, furtive, distracting naked images of Chris out of his mind.

However, after sampling some of the dope in the Frat boys’ dilapidated house, he meets their housemate Eliza, an eccentric artist extremely high, nearly naked and very hungry…

Just as baked, achingly horny and fascinated by her cute tail (not a euphemism), Keith almost has sex with her but is interrupted by his idiot pal at just the wrong moment…

Many of those infected by The Bug have camped out in the woods now and ‘Cook Out’ finds them having a desperate party around a roaring fire. Rob is there, bemoaning the fact that Lisa has kicked him out but he’s also acutely aware that the sex-warped kids are getting oddly wild, manic, even dangerous…

‘Seeing Double’ finds the devastated Chris talking things over with Rob at the outcast’s encampment. The naive fool has just discovered what’s she got and what it means. Lost and disgusted, convinced that she’s a dirty monster with a biological Scarlet Letter that is part of her flesh she drinks and talks and, eventually, finds comfort in her bad boy’s arms…

In ‘Windowpane’ Pearson, Dee and Todd drop their first tabs of acid and head for a party at Jill‘s house. The increasingly morose and troubled Keith is feeling ever more isolated and alienated and the LSD coursing through his system isn’t helping, When Dee and Jill start to make out, he leaves and finds her big sister crying outside. After she shouts at him he turns and, still tripping off his nut, heads into the woods.

Lost and confused, he sees horrific and bizarre things in the trees and bushes before stumbling into some of the infected kids around their fire. In a wave of expiation he begins to talk and keeps on going, slowly coming down amongst temporary friends. Keith has no suspicion that some of the things he saw were not imaginary at all…

‘Under Open Skies’ finds Chris and Rob playing hooky. Fully committed to each other now, they head to the coast and a perfect solitary day of love at the beach. They think it’s all going to be okay but the voice from Rob’s other mouth tells them otherwise…

Back home again, Chris’ recent good times are ruined by her parents’ reaction. Grounded, the former good girl makes up her mind and, gathering a few possessions, elopes with her lover to a new life in ‘The Woods’ where the grotesquely bestial but kindly Dave Barnes takes them under his wing.

Although they have bonded, Rob cannot stay with Chris but returns to his home and High School. Although he spends as much time as he can at the encampment, Chris is too often alone and on one of her excursions into the wilds finds a bizarre and frightening shrine.

Little does she know it’s one of the things the tripping Keith thought he had hallucinated…

Summer moves on and Pearson plucks up the nerve to go back to the college guys’ house. ‘Lizard Queen’ Eliza is on the porch, drawing but obviously upset by something. Confused, scared and without knowing what they’re doing they end up in bed, consummating that long-postponed act of drug-fuelled passion…

Chris’ days of innocent passion end suddenly when Rob is horrifically attacked by a lurking intruder in ‘I’m Sorry’ and she descends into a stupor for days until she spots nice safe Keith at one of the camp’s evening bonfire parties. Soon he’s arranged for her to move into an empty property he’s housesitting for ‘Summer Vacation’ but even though he’s attentive, kind, solicitous and so clearly wants to be with her, he’s just not Rob.

Chris has been going slowly crazy since her beloved boy vanished: reliving memories good and bad, feeling scared and abandoned, playing dangerously with the gun he left her “for protection”…

Keith is still plagued by nightmares and X-rated thoughts of Eliza in ‘A Dream Girl’ but hopeful that he has a chance with Chris, now. That swiftly changes when he checks on her and discovers that the house he’s supposed to be guarding has been trashed. There’s garbage everywhere, a bunch of her fellow outcasts have moved in and she’s clearly avoiding him, locked in a room, constantly “sleeping”…

Despondent and confused, Pearson doesn’t know what to do. Chris is having some kind of breakdown and the house – his responsibility – is a wreck. The lovesick fool is trapped and crumbling when Eliza breezes back into his life. If only his own bug mutation wasn’t so hideous…

Heading back to the home once more he finds that Chris has gone and the pigsty has become a charnel house…

Throughout the summer there has been a frightening, oppressive presence in the woods and with the Fall coming the mood is beginning to darken. When Dave is barracked and abused whilst trying to buy takeout food he snaps and pulls out Chris’ gun. Calmly taking his fried chicken from the crime-scene he walks back to the woods and the troubled soul known as ‘Rick the Dick’. It’s going to be their last meal…

Keith meanwhile has found his own happy ending ‘Driving South’ with the gloriously free and undemanding Eliza, but is still focussed on what he found at the house. At least he and Eliza helped the survivors get away, but now happily content with his idyllic artist girl and after all the horrible secrets they’ve shared, he can’t help wondering what happened to Chris…

That mystery and how Dave got the gun are only revealed in the compulsively low key and wildly visual climax of ‘The End’…

Complex, convoluted and utterly compelling, expressive, evocative and deeply, disturbingly phantasmagorical, Black Hole is a genuine comics masterpiece which applies graphic genius and astoundingly utilises allegory, metaphor, the dissatisfaction and alienation of youth, evolution and cultural ostracization as well as the eternal verities of love, aspiration, jealousy and death to concoct a tale no other medium could (although perhaps Luis Buñuel, David Lynch or David Cronenberg might have made a good go of it in film).

If you are over 16 and haven’t read it, do – and soon.
© 2005 Charles Burns. All rights reserved.

Solomon Kane volume 1: the Castle of the Devil


By Scott Allie, Mario Guevara, Dave Stewart & various (Dark Horse Books)
ISBN: 978-1-59582-282-6

Following on from their revitalisation – if not actual creation – of the comicbook Sword and Sorcery genre in the early 1970s with their magnificent adaptation of pulp superstar Conan the Barbarian, Marvel Comics quite naturally looked for more of the same, and found ample material in Robert Ervin Howard’s other warrior heroes such as King Kull, Bran Mac Morn and dour Puritan Avenger Solomon Kane.

The fantasy genre had undergone a global prose revival in the paperback marketplace since the release of soft-cover editions of Lord of the Rings (first published in 1954), and the 1960s resurgence of two-fisted action extravaganzas by such pioneer writers as Edgar Rice Burroughs, Otis Adelbert Kline and Fritz Lieber. This led to a generation of modern writers such as Michael Moorcock and Lin Carter kick-starting their careers with contemporary interpretations of man, monster and mage. Without doubt, though, nobody did it better than the tragic Texan whose other red-handed stalwarts and tough guys such as El Borak, Steve Costigan, Dark Agnes and Red Sonya of Rogatino excelled in a host of associated genres and like milieus.

Solomon Kane debuted in the August 1928 issue of Weird Tales in a gripping tale of vengeance entitled “Red Shadows”, making seven more appearances before vanishing in 1932 as his creator concentrated on the far more successful Conan. Three more tales, some epic poems and a few unfinished ideas and passages remained unpublished until 1968 when renewed interest in the author’s work prompted publishers to disinter and complete the yarns.

Apart from two noteworthy 4-colour exceptions, during the 1970s and 1980s, Marvel was content to leave Solomon Kane to monochrome adaptations of canonical Howard stories in Dracula Lives, Savage Sword of Conan, Monsters Unleashed and other older-reader magazines, but with his transfer to the Dark Horse stable the Holy Terror has recently flourished in broader, lavishly-hued interpretations of the unfinished snippets left when the prolific Howard took his life in 1936.

Beginning in 2008 and released as a succession of miniseries, these almost-new adventures offer the modern fan a far darker and more moody glimpse at the driven, doom-laden wanderer.

Kane is a disenfranchised English soldier of fortune in the 16th century on a self-appointed mission to roam the Earth doing God’s Work: punishing the wicked and destroying devils and monsters. With no seeming plan, the devout Puritan lets fate guide his footsteps ever towards trouble…

Expanded upon and scripted by Scott Allie from the tantalisingly unfinished fragment The Castle of the Devil, this initial paperback volume collects the 5-issue story-arc from September 2008-February 2009 and also includes a short piece which originally featured online in the digital MySpace Dark Horse Presents site in June 2008.

The drama opens as the surly pilgrim bloodily encounters bandits and an horrific wolf-beast in Germany’s Black Forest, losing his horse in the attack. Proceeding on foot he finds a boy hanging from a gibbet and cuts the near-dead body down. Soon after, he meets mercenary John Silent, another Englishman in search of fortune…

From his new companion, Kane learns that local lord, Baron von Staler, has an evil reputation and will not be happy to have his affairs meddled with. The puritan doesn’t care: he wants harsh words with the kind of man who would execute children…

Despite genuine misgivings the insufferably jolly Silent insists on accompanying his clearly suicidal countryman and soon the pair are admitted to a bleak and terrifying Schloss built on the remains of an old abbey…

Von Staler is not the mad tyrant they had been warned of. The gracious, pious old warrior with devoted servants and a beautiful young Moorish wife welcomes them in, offers them the hospitality of his hearth and charms them with his easy manner. The lord is appalled by the tale of the hanged boy, denying any knowledge of the atrocity and swearing to bring the culprits to justice.

Over supper he and his bride Mahasti explain that their ill-repute is unjustly earned. The simple peasants have unfairly conflated him with the manse’s previous accursed inhabitants: a chapter of monks who murdered their own Prior two centuries past.

Vater Stuttman had been a holy man until he sold himself to Satan and his desperate brethren had been forced to entomb and starve him to contain his evil. With the church determinedly ignoring their plight the chapter faded from the sight of Man and eventually Staler’s family had purchased the lands, building their ancestral seat upon the ruins.

The peasants however, still called it “the Church of the Devil”…

Gratified to find a man as devoted to God as himself, Kane relaxes for the first time in months, thankful to spend a night in a warm bed with people as devout as he…

The truth begins to out in ‘The Dead of Night’ as Silent goes prowling within the castle and kills one of the Baron’s retainers, even as Kane’s rest is disturbed by the shameless Mahasti offering herself to him…

Spurning her advances, the furious puritan leaves the citadel to wander the forest, again encountering the colossal wolf thing. Back in his bed Silent, nursing a deep wound, dreams of beleaguered old monks and their apostate Prior…

In ‘Offerings’ the truth slowly begins to dawn on the melancholy wanderer as he discourses with the strangely ill-tempered Silent. Something is badly amiss in the household, but when Kane and the Baron ride out that morning all suspicions are stayed by the discovery of another gibbet and another boy. This one however is nothing but ragged scraps for the crows that festoon his corpse, and Kane’s rage is dwarfed by the ghastly uncomprehending shock and disbelief of the Baron…

The servants however are not so flustered and something about their muted conversations with their master jars with the morose Englishman. And in the castle, Mahasti finds Silent a far more amenable prospect, happy to listen to the secrets she wants to share…

‘Sound Reasons and Evil Dictates’ offer more insights into the incredible truth about von Staler, as Kane takes his fellow Englishman into his full confidence before Silent and Mahasti ride out into the wild woods and meet a ghost who reveals the terrifying truth about the Vater Stuttman and the appalling thing the monks uncovered two hundred years past…

That demonic cadaver has whispered unknowable secrets to one of that long-gone congregation and has continued for all the days and years since. Now the man who was Father Albrecht is ready to welcome it and its appalling kin back to full, ravening life in these benighted grounds…

Von Staler and Kane are arguing and, as accusations become blows, the secret of ‘The Wolf’ is at last revealed, even as faithful retainers capture Mahasti and Silent, leaving them on the gibbets as fodder for a quartet of horrors returning for their fleshly tribute in ‘His Angels of the Four Winds’. Spectacularly battling his way free of the castle, Kane is only in time to save one of the monsters’ victims, but more than ready to avenge the centuries of slaughter and blasphemy in ‘The Chapel of the Devil’ and grimly cleansing the tainted lands in the ‘Epilogue: Wanderers on the Face of the Earth’…

The art is beguiling and emphatically evocative with Mario Guevara’s pencils astonishingly augmented by a painted palette courtesy of colourist Dave Stewart, and the book is packed with artistic extras and behind-the-scenes bonuses such as a gallery of covers and variants and ‘The Art of Solomon Kane’ with sketches and designs by the penciller, architectural shaper Guy Davis and illustrators John Cassaday, Stewart, Laura Martin & Joe Kubert before the tome terminates with that aforementioned digital vignette wherein Kane applies his own savage wisdom of Solomon to a troubled village of ghost-bedevilled souls in ‘The Nightcomers’…

Powerful, engaging and satisfactorily spooky, this fantasy fear-fest will delight both fans of the original canon and lovers of darkly dreaming, ghost-busting thrillers.
© 2009 Solomon Kane Inc. (“SKI”). Solomon Kane and all related characters, names and logos are ™ and ® SKI.

Usagi Yojimbo book 1: (The Ronin)


By Stan Sakai (Fantagraphics)
ISBN: 978-1-59582-362-5     978-0-93019-335-5 (2005 edition)

One of the very best and most adaptable survivors of the 1980s black and white comicbook explosion/implosion is a truly bizarre and wonderful synthesis of historical Japanese samurai fiction and anthropomorphic animal adventure – a perfect example of the versatility and strengths of a creator-owned character.

Usagi Yojimbo (which translates as “rabbit bodyguard”) first appeared as a background character in multi-talented creator Stan Sakai’s anthropomorphic peripatetic comedy feature The Adventures of Nilson Groundthumper and Hermy, which launched in furry ‘n’ fuzzy folk anthology Albedo Anthropomorphics #1 (1984), subsequently appearing there on his own terms as well as in Critters, Amazing Heroes, Furrlough and the Munden’s Bar back-up in Grimjack.

Sakaiwas born in 1953 inKyoto,Japanbefore the family emigrated toHawaiiin 1955. He attended the University of Hawaii, graduating with a BA in Fine Arts, and pursued further studies at Pasadena’s Art Center College of Design after moving to California.

His first comics work was as a letterer, most famously for the incredible Groo the Wanderer, before his nimble pens and brushes, coupled with a love of Japanese history and legend and hearty interest in the filmic works of Akira Kurosawa and his peers, combined to turn a proposed story about a historical human hero into one of the most enticing and impressive – and astonishingly authentic – fantasy sagas of all time.

The deliciously rambling and expansive period fantasy series is nominally set in a world of sentient animals (with a few unobtrusive human characters scattered about) and specifically references the Edo Period of Feudal Japan or the beginning of the 17th century, simultaneously sampling some classic contemporary cultural icons from sources as varied as Lone Wolf and Cub, Zatoichi and even Godzilla. The epic saga specifically recounts the life of Miyamoto Usagi, a Ronin or masterless, wandering Samurai, making an honourable living as a Yojimbo or bodyguard for hire. As such, his fate is to be drawn constantly into a plethora of incredible situations.

And yes, he’s a rabbit – a brave, sentimental, gentle, artistic, long-suffering, conscientious and heroic bunny who just can’t turn down any request for help or ignore the slightest evidence of injustice…

The Lepine Legend appeared in Albedo #2-4, The Doomsday Squad #3 and seven issues of Critters (1, 3, 6-7, 10-11 and 14) before leaping into his own long-running series and this initial collection gathers those key tales and material from the Usagi Yojimbo Summer Special, from 1984-1986.

The Sublime Swordsbun has changed publishers a few times but has been in continuous publication since 1987 – with over 29 graphic novel collections and books to date. He has also guest-starred in numerous other series, such as Teenage Mutant Ninja Turtles and its TV incarnation – he even almost made it into his own small-screen show but there’s still time yet and fashions can revive as quickly as they die out…

There are high-end collectibles, art prints, computer games and RPGs, a spin-off sci-fi comics serial and lots of toys.

Sakai and his creation have won numerous awards both within the Comics community and amongst the greater reading public, and in 2009 current publisher Dark Horse Comics commissioned an all-new, fully painted anniversary tale which allowed the creator to hone his considerable skills with watercolours.

This debut monochrome compilation opens with ‘The Goblin of Adachigahara’ from 1984 as a weary warrior trudges through the snow and accepts hospitality from a lonely old woman. In return for food and a night’s shelter he tells her of his history and how he lost his master at the battle waged near this hovel many years ago.

Warring against usurper Lord Hikiji, the wanderer’s noble clan chief was betrayed by trusted General Toda and all the rabbit could do was preserve the falling leader’s body from further shame and desecration. Since that time he has been a masterless itinerant living out his tragic Karma…

Now his journey has brought him back to the region of his greatest shame… and although he doesn’t know it, to the shack of foul Toda’s wife and the ghastly debased creature she still loves…

That incredible clash of hero against horror led to ‘Lone Rabbit and Child!’ which set up major plot threads for the future as the Ronin was hired by beautiful swordswoman Tomoe Ame to protect her Lord Noriyuki. The callow youth had been travelling to the capital to ratify his role as leader of the prestigious Geishu Clan following the death of his father, but the party had been repeatedly attacked by ninjas working for the infamous Hikiji – now risen high in the Emperor’s hierarchy.

The insidious schemer was determined to foil the investiture and appropriate the Geishu properties for himself, but had not reckoned on fate and the prowess of the lethally adept Usagi…

In the sequel, as Tomoe recovered from wounds incurred in the defence of her young master and Noriyuki slowly adapted to the subtly perilous life as Lord of a powerful clan, Hikiji’s scapegoat committed suicide and left a damning testament to the villain’s perfidy. But even though a fruitless pursuit of ‘The Confession’ led the Rabbit Ronin to danger and momentary joy it provided no lasting peace or justice…

‘Bounty Hunter’ added outrageous comedy to the all-action mix when conniving thief-taker Gennosuké bamboozled the big hearted bunny into joining in a potentially profitable hunt for a band of outlaw brothers after which Usagi found himself on the wrong side of the law when his noble efforts to save a caravan from bandits resulted in his being rewarded with a stolen steed and branded a ‘Horse Thief’.

‘Village of Fear’ leapt straight into terror territory when the wandering samurai stumbled into a township trapped by a were-beast who treated the peasants as its rapidly-dwindling larder…

Moments of peace and contemplation were few in the Yojimbo’s life but, even when a drunken horde interrupted ‘A Quiet Meal’, the rabbit’s patience took a lot of rousing. Some folks however, really don’t know when to stop boozing and leave well enough alone…

‘Blind Swordspig’ is a masterful comedic parody that also sets up future conflicts as the landless lepus meets a formidable companion on the road whose incredible olfactory sense more than compensates for his useless eyes. How tragic then that the affable Ino is also a ruthless, blood-spilling outlaw who won’t let comradeship affect his hunger for freedom or carnage…

A hint of past tragedies informs ‘Homecoming!’ parts 1 and 2, as the penniless roving, Ronin accidentally returns to the village of his birth and finds his first love wedded to his oldest rival. Moreover when invading ninjas starving in the deepest of winters threaten the village, they take as hostage the son who should have been Usagi’s…

This poignant and heartbreaking glimpse into the past is gloriously offset by the concluding inclusion as ‘Bounty Hunter II’ sees the uproarious return of the bombastic Gennosuké who is again determined to enlist the lethally skilled and formidable swordsbun in a dangerously profitable get-rich-quick scheme involving literally hordes of hostile criminals…

Fast-paced yet lyrical, funny, thrilling and simply bursting with veracity and verve, Usagi Yojimbo is a magical saga of irresistible appeal that will delight devotees and make converts of the most hardened hater of “funny animal” stories.

Sheer comicbook poetry by a True Master…
Text and illustrations © 1987, 2005 Stan Sakai. Book editions © 1987, 2005 Fantagraphics books. All rights reserved.

Problematic: Sketchbook Drawings 2004-2012


By Jim Woodring (Fantagraphics Books)
ISBN: 978-1-60699-594-5

Some creators in the world of comics just defy description and their graphic novels and collections are beyond the reviewer’s skills (mine certainly) to elucidate or encapsulate. Some are just so pedestrian or mind-numbingly bad that one simply can’t face writing about them. Others are so emphatically wonderful that no collection of praise and analysis can do them justice.

At the apex of that tricky funnybook pyramid is Jim Woodring: a position he has maintained for years and clearly appears capable of holding for years to come. Woodring’s work is challenging, spiritual, philosophical, funny, beautiful and extremely scary. And, even after reading that sentence, you will have absolutely no idea of what you will be seeing the first time you read any of it.

Moreover, even if you have scrupulously followed cartoonist, animator, Fine Artist, toy-maker and artistic Renaissance Man James William Woodring through an eccentric career spanning his first mini-comics in 1980, the groundbreaking Fantagraphics magazine series such as Jim (1986), the notional spin-off Frank (of which Weathercraft was the latest incredible instalment), Tantalizing Stories, Seeing Things, Congress of the Animals or his more mainstream features such as Star Wars and Aliens tales for Dark Horse, you’ll still have no idea how you will respond to his newest work.

Woodring delivers surreal, abstract, wild, rational, primal cartooning: his clean-mannered art a blend of woodblock prints, Robert Crumb style, wry humour and eerie conviviality, Dreamscape, religious art and monstrous phantasmagoria. His works form a logical, progressional narrative pockmarked with multiple layers of meaning but generally void of speech or words, magnificently dependent on the intense involvement of the reader as a fully active participant.

So you can imagine what his first formative thoughts, passing observations and moments of wild unfettered graphic whimsy must be like…

This stunning little hardback opens the gates of dream just a crack and offers selected graphic snippets from his sketchbooks covering the superbly productive period following the millennium and offering a few choice views of the other graphic avenues he could have travelled if the world of harnessed hallucinations had not such a strong hold…

In his ‘Introduct’ Woodring describes his abandonment of traditional graphic tomes for diminutive “Moleskine” doodle-pads, using the flimsy palm-sized books to capture ideas roughly, quickly and with intense immediacy …and the gimmick clearly works.

The material collected here – mostly enlarged 140% up from the originals – simply buzzes with life and energy.

Many Frank regulars appear, including the eponymous Krazy Kat-like ingénue himself, and there are absolute torrents of bizarre, god-like household appliances, vulture-things, frog-things, rhino-things, plant-things and unspeakable Thing-things, that inhabit the insanely logical traumic universe of his sensoria.

There are snippets of reportage, plenty of designs and even roughs and layouts from finished stories. Woodring also proves himself a pretty sharp pencil when it comes to capturing the weird moment of reality we all experience, a keen caricaturist and a deliciously funny “straight gag-man”, glamour artist and capturer of friends in idle moments – just like all of us sad art-school escapees who break into a cold sweat whenever we realise we’ve left the sketchbook at home and there’s only beer-mats and napkins to draw on….

Woodring is not to everyone’s taste or sensibilities – for starters, his drawings have a distressing habit of creeping back long after you’ve put the book down and scaring the bejeezus out of you – but he is an undisputed master of the form and an innovator always warping the creative envelope.

As such this welcome peek into his creative process and conceptual/visual syllabary offers encouragement and delight to artists and storytellers of every stripe, as well as being just plain wonderful to see.

All art-forms need such creators and this glorious hardback monochrome tome could well change your working and reading habits for life.

Go on, aren’t you tempted, tantalized or terrified yet? What about curious, then…?
© 2012 Jim Woodring. This edition © 2012 Fantagraphics Books. All rights reserved.