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There are several things that can drive a good story forward. Strong and interesting characters give you a reason to stick with a story. Striking visuals and writing can keep your attention and occasionally knock the wind out of you. A driving plot can relentlessly pull you through the story. Generally, in order to succeed, a story needs at least two of these. There are a few great books, comics, and movies that succeed with just one of these pillars, and not to call any particular movie out, but the Transformers movies have made a ton of money without interesting characters, comprehensible visuals, or a coherent plot. Rarely does a story excel at all three pillars of storytelling. Because you are a perceptive reader, you probably figured out that Mind MGMT does.

Matt Kindt’s characters all offer something interesting. This issue shows the life Meru is leaving behind, while allowing Lyme to reveal a little piece of the hurt and sadness that has been propelling him through the story. His pain is, in a real way, the biggest plot driver in the entire comic, but she is the heart. We get to see her being almost completely happy for a short time, before she is pulled back into the struggle. Her determination feels earned in a way that sets her apart from her action contemporaries. So far, one pillar is intact.

The writing in this issue is solid, but the dialogue isn’t flowery enough to really knock the wind out of you. It is well written, but standard genre stuff, if psychic agents fighting with a combination of punches and killer poems fits neatly into a genre. The real star in this issue is the art. Matt Kindt’s watercolors (Insert a ‘u’ if you are British or Canadian.) (Translate into French if you are French.) are my favorite thing to happen to comics since the staple. The messiness and slightly chaotic nature of the watercolor(u)rs brings a fluidity to action scenes and a sense of richness to the characters. This issue also has a big, two-page splash of the mostly good guys looking tough and determined, right before they all eat fortune cookies. It makes more sense in the context of the comic. Pillar Two is connected.

Pillar Three is entirely about pacing. You can’t resort to a single tone for too long or else the plot becomes either tedious or nerve-wracking. The action needs to be tied into character, and the characters need to advance the plot based on their individual desires. Literally, every step of the way in this series, the big (and small) plot points have been informed by the characters. Often, they should find themselves pulled against their wills toward the ultimate confrontation. The effect of this type of plotting can be to make the final fight almost seem like a relief. And, oh boy, it looks like we are almost there in Mind MGMT. I can’t wait.

Mind MGMT is a comic book that has been getting everything right for its entire run. I love the characters, art, and the incredible plot. This issue continues the trend as we move ever closer to the conclusion of the best series in comics.

Five Psychic Fortune Cookies out of Five

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Ben Rhodes, Fanbase Press Senior Contributor

<strong>Favorite Book</strong>:  <em>Cryptonomicon</em> <strong>Favorite Movie</strong>:  <em>Young Frankenstein</em> <strong>Favorite Absolutely Everything</strong>:  <em>Monty Python</em>

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