Geek-Girl #0 is not something you want to think about too hard as there are a lot of questions yet unanswered such as why Ruby is obsessed with the glasses and becoming a superhero in the first place. There are also a few logic fallacies. It confused me that, while perfectly capable of taking them off, Ruby keeps the glasses on when she's not Geek-Girl, even though doing so comes with a price. Then, there's the creation of the glasses themselves, whose stated purpose makes little sense with its power set or why the inventor chose to imbue a dorky pair of glasses with powers. Logic aside, I'm not sure I particularly like Ruby after this initial issue. She comes across as a shallow person, with the manner in which she acquires the super-glasses and the fact that she brags about what she can do with them. But, this is all part of theme Johnson and Stone-Thompson are exploring. Ruby genuinely does want to help others and even a journey of self-discovery has to start somewhere.
Geek-Girl #0, written by Sam Johnson, illustrated by Sally Stone-Thompson, and published by Actuality Press, is available now, priced at $2.50, at www.samjohnson-comics.blogspot.com.