The Witching Hour


By Jeph Loeb, Chris Bachalo & Art Thibert (Vertigo)
ISBN: 978-1-84023-251-6

I gather a new edition of this dark little treat is imminent so here’s a quick graphic novel review to whet your appetites and prime your bank accounts…

The original title the Witching Hour was a quirky, highly readable anthology comic from DC’s 1970s horror/mystery stable, with the early issues particularly memorable due to some extremely tasty contributions from arch-stylist Alex Toth. The pithy, spooky, mordantly ironic yarns were recounted by three iconic hosts representing the Wiccan concept of maiden, mother and crone and nominally based on the Weird sisters from Macbeth: namely Cynthia, Mildred and Mordred. The series ran from 1969 to 1978.

In 1999, with the company’s Vertigo imprint successfully reinventing the horror comic month by month, a number of old properties were given the proverbial fresh spin and Jeph Loeb and Chris Bachalo produced a delightfully dark, character-driven mystery yarn as a three issue prestige-format miniseries, promptly collected in a volume that unjustly vanished with nary a ripple of comment. Hopefully this time out it will garner some better press and attention…

In Manhattan, vivacious, exotic Amanda Collins visits a disparate, desperate selection of characters, daring them to trade-in their pasts and seize new futures. Dispensing blank business-cards and new realities to the lost, lonely and dangerous with but a wish, she seems the epitome of wild chance and missed opportunities, but Amanda too is a prisoner of the past, with a sorcerous heritage reaching back to 1660 and a romantic clash between Christian propriety and pagan license.

As other mysterious mystics also enfold fate-touched mortals in some enigmatic grand scheme – are they Amanda’s coven comrades or opponents in some grand game? – a centuries old debt is assessed… and perhaps repaid…

Vague as that sounds, it is all you need for this complex, intriguing, savage, seductive, sexy and addictively arcane experiment in sequential story-telling. The connections linking Amanda to her own past, her witchly companions and all the apparent innocents who accept her highly suspicious offer are deliberately obscure; thus the tale unfolds on a multitude of levels and the reader actually has to engage the brain to divine the hidden secrets of the Witching Hour.

Bachalo’s art is magic of the purely pictorial kind: as light and airy as clouds and deeply, densely, information-packed like a favourite grimoire. The section collecting his design sketches are sleek and pretty, everything an art-lover could want to see.

This is a book that washes over you like a wave, all mood and moment, and will offer a rare challenge for adult readers tired of being spoon-fed their fiction-fix.

© 1999, 2000 Jeph Loeb and Chris Bachalo. All rights reserved.

Laurell K. Hamilton’s Anita Blake: Vampire Hunter: First Death


By Laurell K. Hamilton, Jonathon Green & Wellington Alves (Marvel)
ISBN: 978-0-07851-3476-3

I’m not a great fan of these oh-so-topical vampire love-stories – and to be fair the first entries in the vast sequence of supernatural thrillers by Laurell K. Hamilton either didn’t start out as a prototypical example of that blossoming sub-genre or the author displayed extraordinary patience before getting to the sanguinary snogging – preferring instead to concentrate on blending horror and police procedural elements rather than delve into the somewhat dubious but unaccountably popular teen passion for getting jiggy with dead people.

Therefore this review will concentrate specifically on the material created for this graphic novel prequel, set in the early days of the necromantic private detective and re-animator…

Sharing elements with such later but rather better-known properties as Charlaine Harris’ Southern Vampire Mysteries (as seen on TV as True Blood) and Jim Butcher’s Dresden Files (see The Dresden Files: Welcome to the Jungle) the stories are set in modern day St. Louis on an Earth where magic is real and the supernatural is both accepted and legitimised.

Here America is at the forefront of civil rights for supernaturals, granting spooks and fiends the same rights and protections every other citizen has under the Constitution. Since the rest of the world is somewhat less enlightened about the things that prey on humanity the USA has experienced a huge influx of migrant monsters, and society – particularly law-enforcement – has had to adapt quickly.

Anita Blake is a necromancer whose day job is to temporarily raise the dead (for settling will litigation and the like…) but she also works with the police, using her powers to execute vampires who break the law. That law being: don’t kill humans – or else…

The first novel Guilty Pleasures was adapted by Marvel as miniseries with great success but appalling frequency, and an all-original 2 issue micro-series prequel, ‘The First Death’ was rushed out to supplement the saga and placate the waiting fans. Together with the Anita Blake: Vampire Hunter Guilty Pleasures Handbook that tale is collected here to reveal the early days of many of the novel’s characters and locations.

The Handbook is an illustrated text glossary of all you need to know about Blake’s world compiled and written by Stuart Vandal, Ronald Byrd, Michael Hoskin, Chris Biggs & Ave Cullen illustrated by Brett Booth and Ron Lim, but be warned it does reveal the end of Guilty Pleasures so either read that first or accept that you know in advance who dies, stays undead, gets staked etc…

‘First Death’ is a rather appetising, readable treat – although Brett Booth’s art, whilst highly competent, feels fearfully dated due to its angular, Image-style rendering…

When butchered, blood-drained children begin turning up, it’s clearly a case of a vampire gone off the rails and Sergeant Dolph Storr calls in Anita Blake, a licensed Vamp executioner to kill the freak when they eventually catch it.

She surprises the jaded cops by actively joining their hunt. Only state-sanctioned operatives like Blake are allowed to expedite the undead, but usually they wait until cops have done all the dirty work of finding and catching the blood-suckers…

The investigation leads to the Vampire enclave of “The District” where supernatural businesses and citizens cluster in a quasi-legal, twilight zone ghetto and inevitably to “Guilty Pleasures”; a bar and strip club where the quick and the dead mingle in secure anonymity. For the first time Anita meets the proprietor Jean-Claude, a powerful Nosferatu who will figure prominently in her future…

By seeking the kid-killer the hard-pressed hunters accidentally uncover a huge ring of rogue vampires who have been covertly slaughtering citizens, and when the Executioner and her mentor Manny get in over their heads child-killer Valentine (a later arch-enemy for Blake) nearly butchers them both. Luckily they have a heavy-hitter of their own…

Edward is only human and used to be a hitman, but as that proved to be no challenge, now he only takes on vampire commissions. He’s the one thing the supernaturals are scared of…

Fast-paced and extremely intense, this is a riotous horror-ride-come-cop-story for older readers and one that has enough wit and wonderment to engage even an old curmudgeon like me. If you thought this was a chick-lit chiller that has nothing to offer dedicated comics veterans, think again…

© 200, 2009 Laurell K. Hamilton. All rights reserved

Rod Serling’s The Twilight Zone: Walking Distance


Adapted by Mark Kneece & Dove McHargue (Bloomsbury)
ISBN: 978-0-7475-8787-3

The Twilight Zone was an anthology television show created by the incredibly talented Rod Serling which ran for five seasons between 1959 and 1964. It served to introduce real science fiction, fantasy and modern horror themes to adult audiences who had thus far only experienced escapist, gung-ho space operas such as Flash Gordon and Tom Corbett: Space Cadet.

Serling’s show and the rivals and spin-offs which followed such as The Outer Limits and Night Gallery proved that such themes had both literary value and commercial potential during the turbulent “Space Age” of the 1960’s, and Twilight Zone in particular, thanks to Serling’s progressive views even addressed many social evils of the day.

There were 156 episodes of the first series – over half written by Serling – with such luminaries as Richard Matheson, George Clayton Johnson, Reginald Rose, Charles Beaumont, Earl Hamner Jr., Ray Bradbury, Damon Knight, Harlan Ellison, Lewis Padgett, Jerome Bixby and even Ambrose Bierce, also contributing episodes or tales for adaptation. It was revived twice (in 1985-1989 and 2002; a further 109 episodes) and the various incarnations ran continually in syndication from 1959-2003). Without the Twilight Zone and Rod Serling, it’s doubtful that shows like Star Trek would ever have been made…

Now Mark Kneece (see the superb Trailers, which he produced with Julie Collins-Rousseau), in conjunction with the Savannah College of Art and Design, has adapted some of those landmark early episodes as graphic novels published by Walker Books for Young Readers in America and available in the UK through Bloomsbury.

Martin Sloan is driving his expensive car. A 39 year-old ad exec at the top of his game, he is rich, busy and slowly dying inside. When his car crashes he finds himself near an old fashioned small-town just like the one he grew up in. Exactly like it. In fact, there’s a young boy over yonder who looks the spitting image of…

Illustrated with understated efficiency by Dove McHargue, a tutor at the Savannah college, ‘Walking Distance’ is a melancholic assault on the Rat-Race of Sixties America, an elegy to simpler, happier times and Serling’s most personal – almost autobiographical – story. This is a powerful shot at the relentless American Dream of success at all costs, with just the right amount of tension and terror to spice up the fable whilst keeping the message poignant and welcoming.

As Sloan confronts his past and reshapes his future, in this wonderfully enticing tale it’s easy to see and painful to admit that even though the warnings were clear fifty years ago (the episode was the fifth to air, a Halloween treat which debuted on October 30th 1959) the lesson still needs learning today.

Serling was a comics fan from his earliest days, particularly of the EC tales that shook America in the days before the Comics Code: a fact obvious to anybody who has read those challenging masterpieces and watched his magnificent continuation of them in television. This adaptation of his work is both a fitting tribute and an excellent introduction to a world of graphic narrative a little further out and deeper in than the costumed mainstream, and one any older child can – and should – happily experience.

Text © 2008 the Rod Serling Trust. Illustrations © 2008 by Design Press, a division of Savannah College of Art and Design, Inc. All Rights Reserved.

Sand & Fury – a Scream Queen Adventure


By Ho Che Anderson (Fantagraphics Books)
ISBN: 978-1-60699-321-7

After the groundbreaking graphic journalism of his examination of Martin Luther King (see King – a Comic Biography: the Special Edition) Ho Che Anderson has turned his talents to pure fiction in a startling and visceral re-interpretation of the legend of the banshee (or Bien Sidhe) transplanted to the cold nights and inhospitable deserts of the American west.

Against a backdrop of a serial killer stalking the area a stranded young woman is picked up by a striking woman in a fancy car. Despite her misgivings the girl soon warms to her rescuer, sharing her life and dreams. She has no idea that her life will soon end.

Whilst seeking answers to her own obscured past the driver instinctively knows she is an Angel of Death drawn to the side of people soon to die. Is she a cursed witness or somehow the facilitator? As she discovers some truths in rapid, slashes of flashbacks and jumps forward she zeroes in on the killer: someone she knew intimately.

However, when she meets another of her kind the secrets revealed only lead to a greater mystery; one infinite in scope and terrifyingly ancient in execution…

Citing Dario Argento, David Lynch, Richard Sala and Charles Burns as inspiration and with hints and overtones of Trashy Road Movies, Celtic mythology, the cosmology of H.P. Lovecraft and the modern bogeyman of Serial Killers this is a scary, sexy, gory story that heeds your full attention but delivers a devastating punch. Anderson is as much designer as illustrator and both his art and his stories are stark, powerfully arresting, even challenging concoctions.

The art, jagged black and white with judicious doses of red, isn’t prettied up and the narrative isn’t spoon fed. The reader will have to work to glean the meaning here, but the end result is more than worth the effort.

Sand & Fury © 2010 Fantagraphics Books. All content © 2010 Ho Che Anderson. All rights reserved.

Sandkings – A DC Science Fiction Graphic Novel


By George R. R. Martin, adapted by Doug Moench, Pat Broderick & Neal McPheeters (DC Comics)
ISBN: 0-930289-20-X

During the 1980s DC, on a creative roll like many publishers large and small, attempted to free comics narrative from its previous constraints of size and format as well as content. To this end, legendary editor Julie Schwartz called upon contacts from his early days as a Literary Agent to convince major names from the prose fantasy genre to allow their early classics to be adapted into a line of Science Fiction Graphic Novels.

This macabre and compelling novelette by George R.R. Martin was first published in the August 1979 issue of Omni Magazine and has won a bunch of literary glittering prizes including the Hugo, Nebula and Locus Poll Awards.

In 1995 it was rather harshly re-imagined as the debut episode of the relaunched TV anthology series The Outer Limits, premiering on 26 March: a terrifying parable of cruelty and obsession. Good as it was, this version pales into insignificance when compared to the prose original’s tone and setting, which adaptors Doug Moench, artist Pat Broderick, painter/colourist Neal McPheeters and lettering mastermind Todd Klein have scrupulously adhered to here.

As always, any adaptation – no matter how well executed – is absolutely no substiture for experiencing an artist’s work the way it was originally intended. So Go Read The Story. It’s one of the most reprinted and collected short stories of the last thirty years. However, as this is a place to review graphic novels, let’s proceed on the assumption that you already have or will…

The often inconsistent Broderick was on top form for this chilling cautionary tale of pride and human vice, perfectly augmented by the subtle tones of McPheeters whilst Moench’s idiosyncratic writing style is perfectly harnessed to catalogue the descent of Simon Kress, playboy, businessman, collector of alien animals and the planet Baldur’s most affluent closet sadist.

Kress is fascinated by animals. Not the cute, cuddly, unconditional love sort, but rather the kinds that rip and claw and eat each other. Returning from a trip he finds that his Earth Piranha had done just that, and his carrion hawk was gone too. Only his Shambler was still alive. His biggest regret was that he had missed all the action.

Bored and finding nothing interesting at his usual xeno-fauna outlets, he stumbles upon the strange emporium of traders Wo and Shade, and discovers the bizarre hive-mind arthropods dubbed Sandkings. Like ant colonies these creatures build homes and make war upon each other in a perpetual dance of resource redistribution. Their glass tank housed four queens or “Maws” who will produce colour-coded warriors to fight and drones to build beautiful hive-castles. To better produce new “citizens” the Maws can and will eat anything …

The creatures also possess a rudimentary telepathy, enough to assess the power of their owner, and reshape their environment to reflect and venerate his appearance. Relentless, creative killers that will worship him… how could any arrogant sociopath resist?

Soon the creatures are the toast of the playboy’s dissolute cronies. Parties where Kress’ debauched friends pit their pets against the Sandkings become legendary, and nothing can stand up to them: not Shamblers, Silver Snakes, Sand Spiders… No organic creature can survive long once it encroaches on their territory, since when not battling each other the creatures join forces to destroy any intruder. As the colonies increase in size, so necessarily does their tank. …

When Jala Wo checks up on her sale she finds most of the Sandkings thriving but one faction lags behind in castle-building. The Black, Red and White armies are healthy and vigorous, their eerie citadels displaying Kress’s face over and over again but the Orange bugs are suffering decline. Kress has been starving the creatures and wrecking their constructions to make them fight harder…

As the playboy sinks further into cruel depravity, his sickened girlfriend protests, even setting the planetary authorities on him. Judicious bribery easily solves that problem whilst the Sandkings themselves prove the perfect way to dispose of her. Unfortunately during her murder the tank breaks and the creatures all escape into the confines of his house and estate.

Panicked now, Kress goes on a bloody rampage, clearing up all the details (and witnesses) that could implicate him in murder and illegal xeno-form trafficking, but the damage is done. The Sandkings are loose, having staked new territory. Moreover they have declared war on the god who treated them so harshly… And that’s where the story really begins.

This chilling adaptation is comfortably traditional in its delivery, fully allowing the story to shine, and is a perfect companion to DC’s other adaptations. It a huge pity they’re all currently out of print. This is an experiment the company should seriously consider resuming and I’ll repeat what I’ve said before: all these previously published DC Science Fiction Graphic Novels would make an irresistible “Absolute” compilation…
Sandkings © 1979 Omni International, Inc.  © 1981 George R. R. Martin.  Illustrations © 1986 DC Comics Inc.  All Rights Reserved.

Yragael: Urm


By Philippe Druillet (Dragon’s Dream)
ISBN: 9-063-325210

The fantasy tales of Lone Sloane revolutionised graphic fiction not only in Europe but especially in Britain and America when the baroque and bizarre cosmic odysseys began appearing in the adult fantasy magazine Heavy Metal, which combined original material with the best that “Old World” comics had to offer. By the time French comics collective Les Humanoides Associes launched the groundbreaking magazine Métal Hurlant in 1975, Philippe Druillet, one of their visual and philosophical big guns, had been creating new myths for nearly a decade…

Born in Toulouse in 1944, Druillet was born and raised in Spain, a photographer and artist who started his comics career in 1966 with an apocalyptic science fiction epic Le Mystère des abîmes (The Mystery of the Abyss) which introduced the doom-tainted Earthling, intergalactic freebooter and wanderer called Lone Sloane in a far distant future: a tale heavily influenced by HP Lovecraft and A.E. Van Vogt. Later influences included Michael Moorcock’s doomed anti-hero Elric (and I’m pretty sure I can see some Jack Kirby and Barry Windsor-Smith also tinting the mix…)

He began working for Pilote in 1969, and revived his mercurial star-rover for a number of short pieces which were first gathered together as a graphic novel in 1972. Prior to the large scale (310mm x 233mm) 1991 collection from NBM (see The Six Voyages of Lone Sloane and the later compilation Lone Sloane: Delirius).

Following these early epics he further stretched himself with the astounding, nihilistic, “End of Days” cosmic tragedies of the doomed prince Yragael and his child of ill fortune Urm.

Readers of Moorcock, August Derleth and particularly Jack Vance will recognise shared themes in the woeful tale of the last times of Earth where declining humanity is beset by gods and demons keen on recovering their lost power, on a blasted planet where men still intrigue and kill each other for gain. From this guttering chaos arises Yragael, a potential messiah who founders and falls due to pride and a ghastly liaison with the dire Nereis, witch queen of the living city Spharain…

One hundred years later in the devastated wastelands of the world, the grotesque hunchbacked spawn of that illicit union falls under the spell of mendacious demons and attempts to reclaim both parts of his heritage. Urm is stupid but passionate and his cataclysmic visit to the horrendous city reveals that the Last Men are just as much playthings of the gods as the monstrous bastard himself…

This is a graphic odyssey of utterly Byzantine narrative and Brobdignagian, baroque scale and scope. The storytelling is reduced to the merest plot, as the text (more pictorial accoutrement than dialogue facilitator) and art goes into emotional overdrive. This isn’t a tale told, it’s a mesmerising, breathless act of graphic expression. If it helps think of it as ballet or a symphony rather than a novel or play: you’re supposed to go “wow!” not “a-ha!”

The visual syntax and techniques originated in these non-stories dictated the shape of science fiction – especially in movies – for decades. Character and plot are again pared to pure fundamentals so that Druillet could fully unleash the startling graphic innovations in design and layout that churned within him, and which exploded from his pen and brain.

His brand of universal Armageddon achieved levels of graphic energy that only Jack Kirby has ever equalled, and this is another work crying out for re-release in large format with all the bells and whistles modern technology can provide, but until that distant tomorrow this book will have to do – and do very well.

Luckily for you it’s still widely available and remarkably inexpensive…
© 1974 Philippe Druillet/Dargaud Editeur. © 1975 Philippe Druillet/Dargaud Editeur. All rights reserved.

Vamps


By Elaine Lee and Will Simpson (Vertigo)
ISBN: 978-1-56389-220-2

As a long overdue antidote to the deluge of lovey-dovey, kissey-poo tales of forbidden love between innocent modern maids and moody, tragic carriers of the Curse of the Night’s Children, here’s a reminder of a different sort of Vampire Tale – one that is sleazy, nasty and very, very scary…

Vampires are heartless, bloodsucking raptors that wander the night, slaughtering whomever they wish. In this story set in the Badlands of modern America, they’re still generally regarded as creatures of myth, but apart from not turning into bats all the usual movie lore applies: fast, strong, non-reflective, scared of stakes and sunlight. The big new wrinkle is that blood gets them crazy-dumb drunk…

Our epic ride follows the liberating run of five hungry, hot and horny undead bad-girls called Screech, Whipsnake, Skeeter, Mink and Howler who begin their longed-for emancipation by finally killing Dave, the male Vamp who “turned” them all, then lorded it over them like a fat and lazy lion in a savannah Pride. After staking and dismembering him the girls go on a wild spree across the States, riding Harley’s down Hell’s highways, killing bikers and ne’er-do-wells (and the odd innocent bystander) wherever they find them.

They’re completely unaware that one of them has been manipulating her sisters all along and orchestrating the seemingly random slaughter. As a private detective and Howler’s psychic – and still breathing – sister Jenny tracks them, the pack hits Las Vegas and we discover that when she was alive Howler was a stripper whose baby was taken from her by a corrupt judge and sold in a black market adoption deal. Dave’s destruction, the road-rage, everything has been a plan to get her baby back.

All the pieces and pursuers are headed for a bloody crash and climax when Howler finally locates her son, but there’s an unwelcome complication: Dave has pulled himself together and is really, really annoyed…

Far more True Blood than Twilight (and predating both by more than a decade) this fast-paced, sardonic and gorily wild ride of love and death is a spectacular and absorbing riot by two of the industry’s best and most unsung talents: sordid, sexy and totally compelling, riddled with far deeper metaphors than “unrequited love sucks”, Vamps is a solid reminder that there are such things as monsters and some beasts just won’t be tamed…
© 1994, 1995 DC Comics.  All Rights Reserved.

The Squirrel Machine


By Hans Rickheit (Fantagraphics Books)
ISBN:  978-1-60699-301-9

¡Perfect Present Alert!  For him or her – if they’re “Of Age”

Hans Rickheit was born in 1973 and has been producing skilfully crafted art in many different arenas since the early 1990s, beginning with self-published mini-comics and graduating to full-sized, full-length epics as well as dabbling in film, music, gallery works and even performance art. A Xeric award beneficiary, he came to broader attention in 2001 with the controversial graphic novel Chloe, and has since spread himself wide contributing to numerous anthologies and periodicals.

He has been called obscurantist, and indeed in all his beautifully rendered and realised concoctions meaning is layered and open to wide interpretation. His preferred oeuvre is the imagery and milieu of Victorian/Edwardian Americana which provided such rich fantasist pickings for Poe, Lovecraft and Derleth, and his meticulously clear line is a perfect counterpoint to the cloud of mystery and cosmic confusion engendered by the protagonists of his latest book The Squirrel Machine.

The brothers Edmund and William Torpor live in a secluded 19th century New England town but have never been part of the community. Raised alone by their artist mother they are quite different from other kids, and Edmund especially is obsessed with arcane engineering and assembling musical instruments from utterly inappropriate components.  Fantastic dream-like journeys and progressions mark their isolated existence, which is far more in tune with a greater metaphysical cosmos, but as puberty gradually moves them to an awareness of base human sexuality they find the outside world impacting theirs in ways that can only end in tragedy and horror…

Moreover, just where did the plans for the Squirrel Machine come from…?

Visually reminiscent of the works of Rick Geary, this is also a uniquely surreal and mannered design, a highly charged and subtly disturbing delusion that will chill and upset and possibly even outrage many readers but it is also compelling, seductive and hard to forget. As long as you’re an adult and braced for the unexpected, expect this to be one of the best books you’ll read this decade.

© 2009 Fantagraphics Books. Contents © 2009 Hans Rickheit. All Rights Reserved.

Vlad the Impaler: the Man who was Dracula


By Sid Jacobson & Ernie Colón (Hudson Street Press/ Penguin Group USA)
ISBN: 978-1-59463-058-3

Sid Jacobson was a hard man to write about, preferring to let his work speak for him. As writer and editor he masterminded the Harvey Comics monopoly of strips for younger American readers in the 1960s and 1970s, co-creating Richie Rich and Wendy, the Good Little Witch among others, and then worked the same magic for Marvel’s Star Comics imprint, where as managing editor he oversaw a vast amount of family-friendly material; both self created – such as Royal Roy or the superb Planet Terry – and a huge basket of licensed properties,

In latter years he has worked closely with fellow Harvey alumnus Ernie Colón on such thought-provoking graphic enterprises as The 9/11 Report: a Graphic Adaptation (2006) and its 2008 sequel, After 9/11: America’s War on Terror. This year they released Che: a Graphic Biography of Ernesto Guevara de la Serna, the now-mythic icon of rebellion.

Ernie Colón was born in Puerto Rico in 1931: a creator whose work has been seen by generations of readers. Whether as artist, writer, colourist or editor his contributions have benefited the entire industry from the youngest (Monster in My Pocket, Richie Rich and Casper the Friendly Ghost for Harvey Comics, and many similar projects for Marvel’s Star Comics), to the traditional comicbook fans with Battlestar Galactica, Damage Control and Doom 2099 for Marvel, Arak, Son of Thunder and Amethyst: Princess of Gemworld, the Airboy revival for Eclipse, Magnus: Robot Fighter for Valiant and so very many others.

There are also his sophisticated experimental works such as indie thriller Manimal, and his seminal graphic novels Ax and the Medusa Chain. Even now he’s still hard at work on the strip SpyCat which has appeared in Weekly World News since 2005.

Jacobson and Colón together are a comics maven’s dream come true and their bold choice of biography and reportage as well as their unique take on characters and events always pays great dividends. Vlad the Impaler is by far their most fun project to date: a fictionalised account of the Wallachian prince who was raised by his enemies as a literal hostage to fortune, only to reconquer and lose his country not once, but many times.

The roistering, bloody, brutal life of this Romanian national hero, and tenuous basis of Bram Stoker’s Count Dracula, is a fascinating, baroque, darkly funny yarn, capturing a troubled soul’s battle with himself as much as the Muslim and Christian superpowers that treated his tiny principality as their plaything.

With startling amounts of sex and violence this book makes no excuses for a patriot and freedom fighter who was driven by his horrific bloodlust and (justifiable?) paranoia to become a complete beast: clearly the very worst of all possible monsters – a human one.

Sharp, witty, robust and engaging, with a quirky twist in the tale, this is a good old-fashioned shocker that any history-loving gore-fiend will adore.

Text © 2009 Sid Jacobson. Art © 2009 Ernie Colón. All rights reserved.

The Zombie Survival Guide: Recorded Attacks


By Max Brooks & Ibraim Roberson (Duckworth)
ISBN:  978-0-71563-815-6

I’ve never been the biggest fan of zombie stories but occasionally something really tasty comes along and I’m forced to re-evaluate my position. Such an item is this truly impressive little graphic novel from the writer of World War Z and the Zombie Survival Guide.

Max Brooks is a successful actor and screenwriter (most notably part of the team scripting Saturday Night Live) and cartoon fans might recognize his name from the voice credits of Buzz Lightyear of Star Command, Batman Beyond and Justice League. You probably laughed at a lot of his dad’s movie’s like High Anxiety, Young Frankenstein and the first version of the Producers.

As with his previous books the story is told with devastating, deadpan delivery in a documentary manner, with sparse captions and no dialogue, but the superb, tonal black and white artwork of Brazilian Ibraim Roberson transforms this compendium of “authenticated” undead attacks and assorted government’s cover-ups into a truly chilling catalogue of near-disasters.

The Living Dead are animated by a virus millions of years old, transmitted when a sufferer bites a victim. It can be found in every corner of the Earth, and these deadly dozen outbreaks clearly show how lucky we’ve been thus far.

These vignettes depict Us versus Them from Central Africa in 60,000BC to Joshua Tree National Park in 1992AD, via Egypt 3000BC, Scotland 121AD (just before Hadrian built that wall), the Central Pacific in 1579 (on one of Sir Francis Drake’s voyages), in Siberia, 1583, Japan 1611, on a Portuguese slave-ship in 1690, St. Lucia in 1862, a Foreign Legion fortress in 1893, China during Japan’s campaign during WWII, and at a Soviet science station during the Cold War, and the restrained matter-of-fact tone of the pieces make them some of the most gripping horror fiction I’ve ever seen.

Just keep telling yourself “Zombies don’t exist” and you’ll be fine.

Probably.
© 2009 Max Brooks. All Rights Reserved.