Showing posts with label Comics. Show all posts
Showing posts with label Comics. Show all posts
Friday, August 02, 2019
Scenes From a Multiverse
I very much doubt that what passes for my social media activity influences anybody, but in case anyone could use it pointed out - there's a Kickstarter for a print volume 3 of Scenes from a Multiverse currently running and in need of a little love. And I'd really like for it to succeed.
Labels:
Comics,
Kickstarter,
Recommendation,
Scenes from a Multiverse,
SFMA
Friday, September 26, 2014
Respect
The question has to be - how long did John Allison spend designing this? And how many of those comics would one love to see to exist?
Labels:
Bad Machinery,
Bloviations,
Comics,
John Allison,
Scary Go Round,
Web Comics
Saturday, October 16, 2010
Recent Reading: PS238: When Worlds Go Splat!
Somebody once pointed out that there's a problem with serial genre fiction - in any medium - which starts out as a lot of interesting images and entertaining episodes, but then goes on. What happens is that the creator feels obliged to give it some structure and a coherent plot, which has to explain all the interesting stuff from the early, incoherent episodes... And it's all downhill from then on. It happened to The X-Files, which started out with a couple of pretty FBI agents running through amusing stock horror plots and encountering weird stuff, then slumped into a tiresome and horribly extended load of drivel about horridly powerful government conspiracies which still failed to do anything about the annoying heroes (punctuated only by silly bursts of religiosity). And it happened to Planetary, which started out as a string of beautifully depicted, inexplicable episodes in which a team of super-non-heroes observed the remnants of a world of twentieth century genre fiction - then slumped into an unconvincing battle between the non-heroes and an evil but not very competent version of the Fantastic Four.
In his own way, Aaron Williams has displayed an above-average gift for handling these difficult transformations. Nodwick started out as a string of gags about an archetypical D&D party and their long-suffering, much-resurrected henchman, then turned into a moderately exciting and oddly surreal fantasy saga, which even ended before it had outstayed its welcome. And PS238 started out as a string of gags about a school for the super-gifted children of a generic superhero universe, but evolved into a genuinely readable comic. The plots actually worked as slightly twisted superhero stories, without losing track of the fact that many of the protagonists were primary-school-age kids, and the jokes remained good. Even some of the characters from the early short gag episodes developed into, well, two-and-a-half-dimensions - notably Zodon. Initially appearing as a flying-wheelchair-bound, would-be-world-conquering scientific genius who, being trapped in the body of a small child, found himself subject to a sophisticated form of parental discipline, Zodon has never exactly been a sympathetic character - he's a selfish megalomaniac intellectual snob, after all - but his frustration at being trapped in a world which he never made, and his sarcastic perceptiveness, must appeal to the long-suffering intellectual snob in us all. Even the non-powered, rather Nodwickian Tyler Marlocke, a poster child for excessive parental expectations, avoided becoming cute, but grew into a genuine child hero without losing too much of his childishness.
The latest PS238 trade paperback, When Worlds Go Splat! - volume VIII, collecting issues 40-45 of the comic - may represent a tricky and unfortunate turning-point, though. This no longer reads as the story of a school for "metaprodigies" and its pupils, but as a story about a rather blandly generic superhero universe, which happens to feature the school when it suits the plot. Much of the focus of this volume is on the origin stories of two of the parents; Atlas, who discovers that his origin is much less like that of Superman than he thought, and Emerald Gauntlet, who discovers that his origin isn't at all like that of Green Lantern, really. This brings their sons to the fore; Ron, who has at least long been a major figure in the series, but whose main feature for a while has been his troubles over his parents' divorce, and Kevin, who's never been much of a character at all. But they don't drive the plot much, and indeed, the most interesting character for much of the book is the recently-introduced Alexandra von Fogg, older sister to Zodon's chief rival, who gets to handle the smart-cynical-adult viewpoint role, while defending her family from the pious criticisms of heroic adults with a certain amount of passion.
Well, we also get more of the likeable 84, whose inferiority complex slowly seems to be coming under control. Unfortunately, there's not a lot more to her, and when much of an episode is taken up with her and Kevin running a dull maze, things really have slumped. And we get some of Tyler - but he's now been equipped with an array of gadgets by his tutor, the Revenant (Batman with the angst taken out and replaced by a little wit), enabling him to fend off Superman-level opponents on occasion, and he's been forced to accept lumps of responsibility, so he's not quite the uncomfortable, battered, sympathetic Tyler of early episodes.
Like I said, this volume makes PS238 look distressingly like an ordinary superhero comic. Even the good new minor characters - the useless Atlas 2.0 and the ludicrous Near Mint - are adults. And the need to have the characters jump into heroic action from time to time leads to some iffy moments, as when a bunch of eight-year-old kids are apparently applauded by the writer for taking on what might be an alien invasion of Earth and might be an embassy from an alien species, while two other young characters who responsibly hold back are dismissed as pathetic and lacking initiative. It's also dangerously symptomatic that the back of this book is taken up with a joke-free series of in-character descriptions of the comic's universe, which hardly seems necessary given how little it differs from the stock Marvel/DC pattern. I think that PS238 needs to go back to school.
In his own way, Aaron Williams has displayed an above-average gift for handling these difficult transformations. Nodwick started out as a string of gags about an archetypical D&D party and their long-suffering, much-resurrected henchman, then turned into a moderately exciting and oddly surreal fantasy saga, which even ended before it had outstayed its welcome. And PS238 started out as a string of gags about a school for the super-gifted children of a generic superhero universe, but evolved into a genuinely readable comic. The plots actually worked as slightly twisted superhero stories, without losing track of the fact that many of the protagonists were primary-school-age kids, and the jokes remained good. Even some of the characters from the early short gag episodes developed into, well, two-and-a-half-dimensions - notably Zodon. Initially appearing as a flying-wheelchair-bound, would-be-world-conquering scientific genius who, being trapped in the body of a small child, found himself subject to a sophisticated form of parental discipline, Zodon has never exactly been a sympathetic character - he's a selfish megalomaniac intellectual snob, after all - but his frustration at being trapped in a world which he never made, and his sarcastic perceptiveness, must appeal to the long-suffering intellectual snob in us all. Even the non-powered, rather Nodwickian Tyler Marlocke, a poster child for excessive parental expectations, avoided becoming cute, but grew into a genuine child hero without losing too much of his childishness.
The latest PS238 trade paperback, When Worlds Go Splat! - volume VIII, collecting issues 40-45 of the comic - may represent a tricky and unfortunate turning-point, though. This no longer reads as the story of a school for "metaprodigies" and its pupils, but as a story about a rather blandly generic superhero universe, which happens to feature the school when it suits the plot. Much of the focus of this volume is on the origin stories of two of the parents; Atlas, who discovers that his origin is much less like that of Superman than he thought, and Emerald Gauntlet, who discovers that his origin isn't at all like that of Green Lantern, really. This brings their sons to the fore; Ron, who has at least long been a major figure in the series, but whose main feature for a while has been his troubles over his parents' divorce, and Kevin, who's never been much of a character at all. But they don't drive the plot much, and indeed, the most interesting character for much of the book is the recently-introduced Alexandra von Fogg, older sister to Zodon's chief rival, who gets to handle the smart-cynical-adult viewpoint role, while defending her family from the pious criticisms of heroic adults with a certain amount of passion.
Well, we also get more of the likeable 84, whose inferiority complex slowly seems to be coming under control. Unfortunately, there's not a lot more to her, and when much of an episode is taken up with her and Kevin running a dull maze, things really have slumped. And we get some of Tyler - but he's now been equipped with an array of gadgets by his tutor, the Revenant (Batman with the angst taken out and replaced by a little wit), enabling him to fend off Superman-level opponents on occasion, and he's been forced to accept lumps of responsibility, so he's not quite the uncomfortable, battered, sympathetic Tyler of early episodes.
Like I said, this volume makes PS238 look distressingly like an ordinary superhero comic. Even the good new minor characters - the useless Atlas 2.0 and the ludicrous Near Mint - are adults. And the need to have the characters jump into heroic action from time to time leads to some iffy moments, as when a bunch of eight-year-old kids are apparently applauded by the writer for taking on what might be an alien invasion of Earth and might be an embassy from an alien species, while two other young characters who responsibly hold back are dismissed as pathetic and lacking initiative. It's also dangerously symptomatic that the back of this book is taken up with a joke-free series of in-character descriptions of the comic's universe, which hardly seems necessary given how little it differs from the stock Marvel/DC pattern. I think that PS238 needs to go back to school.
Thursday, June 10, 2010
Recent Reading: Recklessly Yours
by John Allison
Well, I suppose that this isn't technically very recent reading, given that I first read these strips at the time that they appeared in Scary Go Round. And a lot of what it requires isn't reading so much as looking, Scary Go Round being a comic strip and all. But anyway, the book collection appeared recently, enabling one to re-read the contents more briskly than one page per day - which does, all else aside, sometimes enable one to follow the details of what passes for a "plot" a little more effectively. For example, I now understand why Desmond Fish-Man attempted to recite an obscene limerick at the climax of the Jeremy Kyle Show. You can't put a price on that sort of understanding.
Furthermore, these collected strips are accompanied by brief notes from the author, John Allison, which together help explain why they turned out to represent the final year of the strip. Allison comments that he started the period in a positive frame of mind, but the narratives show that his mood - always crucial to his quirky brilliance - was changing from very early on, and it shifted radically even towards the very end.
There are five "stories" (often a rather loose concept in John Allison world) in this book, and the first two, "Carrot vs. Stick" and "Extra Income", show Allison's tastes in subject-matter moving towards the low-key tales and younger characters that have turned out to characterise Scary Go Round's successor strip, Bad Machinery. The first, a school story about the stress of growing up and the difficulties of maturity, substantially expands the role given to such previously minor characters as Carrot Scruggs and Sarah Grote. The second starts out with The Boy, for some time an interesting viewpoint character, seeking a part-time job and becoming entangled with sleazy businessman Hamilton Percy, but Allison evidently got bored with that idea, and shifts the focus to an unexpected romance between Sarah and Ryan Beckwith, which in turn leads to a brief outburst of drunken idiocy from Carrot - and the story ends.
"The Estate", on the other hand, sees Allison developing an almost social-realist interest in the actual community of the characters' home town of Tackleford, and making some vaguely thoughtful comments on its underclass - albeit with a plot centered on the moronic and obnoxious Desmond. While this is all a long way from the sort of story that made Scary Go Round popular, it's often very very funny indeed. The story also introduces Charlotte Grote and Shauna Wickle, two child characters for whom Allison evidently developed an affection, as they would become central to Bad Machinery.
Then, Allison made one last attempt at the kind of wide-screen-rococo, junk-movie-tribute tale that web comic fans like his so often love, and which he'd often started well and then ended rather abruptly as he ran out of the necessary bubbling energy. Actually, "Looking for Atlantis" is pretty good of its kind. Starting with a completely futile attempt to discover Desmond's origins, it brings in a dubious ex-Nazi researcher who takes Desmond, plus central characters Shelley and Amy to, yes, lost Atlantis. There, Shelley's idealistic optimism (plus some general human stupidity) causes chaos and destruction, despite Amy's desperate attempts to balance it with cynical realism. Allison claims that this story showed him that the plan he'd been developing, to replace Scary Go Round with a strip about Shelley's adventures as a time traveller, wasn't going to fly because he just couldn't face writing about Shelley's sunny sociopathy - although it appears that he kept the idea going until quite near the big break point.
Which comes, not surprisingly, at the end of "Goodbye". This brings back The Child, previously a quasi-supernatural agent of chaos, but here redrawn as a more mundanely manipulative brat, whose previously shadowy and Rasputin-like father-figure turns out to be a Michael Jackson doppelganger. Allison's notes say that this story was massively revised in the wake of Jackson's death and the ensuing public hagiographising, but it's hard not to see this as more of an excuse, because the original plot outline which he discusses here (with rough sketches) looks out of kilter with his shifting mood - and also uncharacteristically bitter as well as dark. Personally, I'm glad that he didn't use that plot, although this may be sentimental of me. Admittedly, he was planning to end things with a story involving a high school prom (not very traditional-British, that, though) and both Shelley and Esther going into action in Tim Jones/Matsushita Corporation battlesuits ("It's the Matsushita Gothnaut 1 - it can only be driven by someone Very Dark") - but he was also going to kill off a number of major characters, for one or two of whom I felt considerable affection. Instead, we get a lower-key precursor of the gentler wit of Bad Machinery, entangled with some life changes for other characters, with shifts and closures that almost verge on the moving. Mind you, the hopeless Carrot gets to suffer to the very end.
After this, Bad Machinery started slowly, and while I've stuck with it, I wasn't too surprised to hear that it had some trouble keeping the old strip's audience. It's a new angle on Allison's odd, sweet, dangerous, skewed world (which I haven't even attempted to describe in this review, because, well, you have to get to know it for yourself), suggesting a maturity which Allison shows largely through the eyes of child characters - although Amy and Ryan, once among Allison's least responsible adult characters, have survived and attained their own peculiar form of maturation. Hopefully, there'll be printed collections of that strip, too, documenting that rebirth into adulthood as this one documents the end of one era for one eccentrically brilliant writer.
Well, I suppose that this isn't technically very recent reading, given that I first read these strips at the time that they appeared in Scary Go Round. And a lot of what it requires isn't reading so much as looking, Scary Go Round being a comic strip and all. But anyway, the book collection appeared recently, enabling one to re-read the contents more briskly than one page per day - which does, all else aside, sometimes enable one to follow the details of what passes for a "plot" a little more effectively. For example, I now understand why Desmond Fish-Man attempted to recite an obscene limerick at the climax of the Jeremy Kyle Show. You can't put a price on that sort of understanding.
Furthermore, these collected strips are accompanied by brief notes from the author, John Allison, which together help explain why they turned out to represent the final year of the strip. Allison comments that he started the period in a positive frame of mind, but the narratives show that his mood - always crucial to his quirky brilliance - was changing from very early on, and it shifted radically even towards the very end.
There are five "stories" (often a rather loose concept in John Allison world) in this book, and the first two, "Carrot vs. Stick" and "Extra Income", show Allison's tastes in subject-matter moving towards the low-key tales and younger characters that have turned out to characterise Scary Go Round's successor strip, Bad Machinery. The first, a school story about the stress of growing up and the difficulties of maturity, substantially expands the role given to such previously minor characters as Carrot Scruggs and Sarah Grote. The second starts out with The Boy, for some time an interesting viewpoint character, seeking a part-time job and becoming entangled with sleazy businessman Hamilton Percy, but Allison evidently got bored with that idea, and shifts the focus to an unexpected romance between Sarah and Ryan Beckwith, which in turn leads to a brief outburst of drunken idiocy from Carrot - and the story ends.
"The Estate", on the other hand, sees Allison developing an almost social-realist interest in the actual community of the characters' home town of Tackleford, and making some vaguely thoughtful comments on its underclass - albeit with a plot centered on the moronic and obnoxious Desmond. While this is all a long way from the sort of story that made Scary Go Round popular, it's often very very funny indeed. The story also introduces Charlotte Grote and Shauna Wickle, two child characters for whom Allison evidently developed an affection, as they would become central to Bad Machinery.
Then, Allison made one last attempt at the kind of wide-screen-rococo, junk-movie-tribute tale that web comic fans like his so often love, and which he'd often started well and then ended rather abruptly as he ran out of the necessary bubbling energy. Actually, "Looking for Atlantis" is pretty good of its kind. Starting with a completely futile attempt to discover Desmond's origins, it brings in a dubious ex-Nazi researcher who takes Desmond, plus central characters Shelley and Amy to, yes, lost Atlantis. There, Shelley's idealistic optimism (plus some general human stupidity) causes chaos and destruction, despite Amy's desperate attempts to balance it with cynical realism. Allison claims that this story showed him that the plan he'd been developing, to replace Scary Go Round with a strip about Shelley's adventures as a time traveller, wasn't going to fly because he just couldn't face writing about Shelley's sunny sociopathy - although it appears that he kept the idea going until quite near the big break point.
Which comes, not surprisingly, at the end of "Goodbye". This brings back The Child, previously a quasi-supernatural agent of chaos, but here redrawn as a more mundanely manipulative brat, whose previously shadowy and Rasputin-like father-figure turns out to be a Michael Jackson doppelganger. Allison's notes say that this story was massively revised in the wake of Jackson's death and the ensuing public hagiographising, but it's hard not to see this as more of an excuse, because the original plot outline which he discusses here (with rough sketches) looks out of kilter with his shifting mood - and also uncharacteristically bitter as well as dark. Personally, I'm glad that he didn't use that plot, although this may be sentimental of me. Admittedly, he was planning to end things with a story involving a high school prom (not very traditional-British, that, though) and both Shelley and Esther going into action in Tim Jones/Matsushita Corporation battlesuits ("It's the Matsushita Gothnaut 1 - it can only be driven by someone Very Dark") - but he was also going to kill off a number of major characters, for one or two of whom I felt considerable affection. Instead, we get a lower-key precursor of the gentler wit of Bad Machinery, entangled with some life changes for other characters, with shifts and closures that almost verge on the moving. Mind you, the hopeless Carrot gets to suffer to the very end.
After this, Bad Machinery started slowly, and while I've stuck with it, I wasn't too surprised to hear that it had some trouble keeping the old strip's audience. It's a new angle on Allison's odd, sweet, dangerous, skewed world (which I haven't even attempted to describe in this review, because, well, you have to get to know it for yourself), suggesting a maturity which Allison shows largely through the eyes of child characters - although Amy and Ryan, once among Allison's least responsible adult characters, have survived and attained their own peculiar form of maturation. Hopefully, there'll be printed collections of that strip, too, documenting that rebirth into adulthood as this one documents the end of one era for one eccentrically brilliant writer.
Labels:
Comics,
John Allison,
Recklessly Yours,
Scary Go Round,
Web Comics
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