Boom.
Let's take the linear storyline model from Xenoglyphs and totally toss it. It seems like we're going to match pieces of story in a bouncing around kind of manner, and I think it's a great idea. Omar Spahi has a deft hand at letting us know what’s going on when we need it, rather than when we would expect it. I dig this kind of exposition last approach; it's sometimes more fun to get into the action straight away. The chase scene in this first issue is awesome, but its import is magnified by what we already know, which though the outcome is reasonably assured (as the character in peril is healthy and upright in later-timelined earlier issues), there's still a pulse-pounding thrill to it that burns through the panels.
What really separates us?
In Animals, Eric Grissom spins two tales where animals we typically consider as food are the ones that rule the world, and we are reduced to the foodstuffs that we tend to enjoy. Each tale centers on one person making a choice that will irrevocably change their lives, and the world that makes them come to their decision.
The truth is out there.
Chris Carter's two late '90s series combine in this tribute to the weirdness of the occult by Joe Harris. A man convicted in one of Agent Mulder's investigations is granted parole, and, once loose, starts having the visions that began his heinous acts before. Confiding in Frank Black, Mulder tries to unravel the mysteries of this suddenly fresh case.
Damn. This is heavy.
Okay, to sum up the series, think Planet of the Apes that has the monkeys in our history's late '60s/early '70s, and humans are slaves/pets. We focus in this issue on Johnny, freshly returned from Vietnam to his crew, the motorcycle gang known as The Humans. He's back from the war and is trying to reconcile the life he's known in the jungle with the one he left for it.
I have no idea what's going on here. That's kind of cool.
So, the world of God Hates Astronauts . . . I feel the same way I did the first time I saw FLCL or Superjail . . . just odd, but in a pleasing way. There are characters named after what they do, characters who only speak in lines from one of the baddest mamma-jammas in the galaxy, and enough non-sound sound effects to make a four year old who's just downed 3/4 of a metric ton of sugar telling you why his room's a mess proud.
The legend continues . . .
The last issue left us with a great cliffhanger, and though this one takes a few pages to get started, boy, do things get interesting fast. We get a little peek of the past to solidify the relationship between our pro and antagonist, the seeds of side stories begin to take root with tertiary characters, and someone gets a hell of a lot more than they bargained for.
How have I not been reading this series? I frakking LOVE THIS ISSUE!
Okay, so for those of you out there like me who haven't picked up an issue yet, this is a great time to jump in. Given a day off from activities, the girls try to decide what to do to fill their day where none of the typical comforts of home exist. What could go wrong?
Dance your cares away . . . but worries are here today.
The last issue left us with a bit of a pickle; the Fraggles had found what was blocking the Everspring that supplies water to all parts of Fraggle Rock: a boatload of trash! Though they had found a whole new colony of Doozers, they didn't know how they'd be able to remove so much garbage.
Whooooooooah!
In the last issue, Mordecai and Rigby were granted wishes by a genie, and now they live in awesomeness all the time.
Garble tooble mashed sopato flootin bat . . .
Thanks, Crazy Dave, but I've got it from here.
Welcome to the Plants vs. Zombies world! If you're a fan of the game like I am, you're going to love this book, compiling the 6 issues of the digital comic. If you're looking at me like I've got a badger stuck in my beard, well, then let me explain.