Well, you won’t get rid of me that easily… Ha ha, I lied about coming to the end and the afterlife in the Creepy Comics Collages segment, it was just an opportunity for rebirth. Besides, it’s World Collage Day! So having come into another comic book to rework, here we go again…
Creepy Comics Story 9: The Voice (of God or Reason or perhaps an homage to my ex)
“Come to me my children, the voice of God awaits!… Don’t let them escape!” Please beam me up out of this weird comic collage alternate reality. “God I am your hand! Lift me… to your place. I commend my spirit!” I want to go back to dreaming about starfish.
The computer programmer behind the scenes turns to face us and smiles. “Guardians! This is a place of God!… Come to the true voice of God!” “I am everything.” “Come to the voice!” And the horrific AI generated creatures abide by his every coded word.
Just like last night in the — signs posted for Nightmare, No Exit. The deer spirit faun screams in surprise, “Eeek!” “No! I defy you!” She returns to the form of a little girl with arms outspread to the open sky. “Y’know, a day like today makes all the stuff that happened last night seem just like a bad dream!” The dream seems so real…
Somewhere in the city, the computer programmer sits up at night in pensive monologue, “You try to make a difference… But it doesn’t really matter.”
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Creepy Comics Story 10: The City (Metropolis becomes self-aware)
This segment is brought to you by Dead Artists and Talking Dinosaurs. No really, wait for it…
Woooooo Uhhhh Wooooooo Uhhhh… Wump! Uff! Wump! Uff! “She belongs to The City!” The Glenn Fry 1985 hit single looms ominously overhead as Metropolis becomes self-aware. “The City… will live!… The City… will breathe!” The City gasps for air, “Got to… breathe!… Got to… Breathe!“
Her breath is the wind… Her eyes are windows. Her heart pumps fluid through buried plumbing… “I’m The City!” Her mind is The City!
And we have a celebrity appearance by Rich Koz “Son of Svengoolie” WFLD 1973: “I take a nap for 10,000 years and look what happens… some-body builds a city!” Kerwyn chimes in, “Geez! Somebody’s been busy!” And we cut out to a scene of Svengoolie standing alongside his coffin.
Well, that’s all folks. Or is it? For now, any way… until I get more comic books… Duh duh DUHHHH…
Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at:
https://www.jenniferweigelart.com/
https://www.jenniferweigelprojects.com/
https://jenniferweigelwords.wordpress.com/
Vermis II: Mist & Mirrors is a graphic novel by Plastiboo. The team behind the work includes Plastiboo as the artist, Hollow Press as the publisher, Michele Nitri as the editor, Christian Dolz Bayarri as the graphic designer, Marco Cirillo Pedri as the graphic supervisor, and E.R. as the English editor and proofreader. The Vermis collection seems sold out in its current editions, but I still recommend ordering from the original publisher, Hollow Press.
Who stares back from the dark glass? The Wayfarer travelsācursed and haunted by their pastāthrough the distant lands and places within the Mist & Mirrors. Endure a corrupt world and struggle to fend off the curses that mark you. Venture forth, Wayfarer, and perhaps find peace and salvation.
What I Like about Vermis II: Mist & Mirrors
The premise remains an āofficial guideā to a game that does not exist. However, one key distinction that stands out is the corrosion of this āofficial guideā mark, suggesting Mist & Mirrors centers itself as a graphic novel. In this sense, it more accurately hits its vision while providing an engaging story.
Mist & Mirrors places its character selection at the end of the graphic novel, instead, choosing a character and allowing the reader to follow that journey. While this moves away from the āofficial guideā concept, it better fleshes out the world and creates a more independent product.
Where Vermis I held a heavy retro-game aesthetic, Vermis II takes this to the next level while adding a wider range of color than the original. Not only does this add more aesthetic variety, but it also vastly improves readability. My greatest critique of the first graphic novel was the general lack of readability that impacted the experience, but Mist & Mirrors seems to take this to heart. Beyond the variety and improvement, the design changes the color themes to match the distinct lands the āWayfarerā embarks on, giving a direct purpose to the changes.
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On starting the graphic novel, I half expected a spiritual successor set in a new world. While its setting certainly differs from the original, Mist & Mirrors expands on the lore and history. In fact, the exploration of Mist & Mirrors adds value to the original and encourages a re-read. Honestly, thatās what all sequels strive (or should strive) to succeed.
Despite the colorful innovation, Vermis II: Mist & Mirrors delivers that same bleak horror popularized by Dark Souls. It still wears its inspirations on its sleeves while better communicating its āgame mechanics.ā
Tired Tropes and Triggers
Again, there arenāt many points worth mentioning regarding tropes or triggers. As the graphic novel takes themes and trends from the Soulslike genre, itās dark and bleak but not overwhelmingly so.
Payment and delivery (for American audiences) still come with a 15 to 45-day wait period with little room for verification or updates. The process through PayPal remains seamless, and I received the novel within the timeframe, but itās a consideration.
What I Dislike about Vermis II: Mist & Mirrors
While there are notable points to mention in this section, Mist & Mirror vastly mitigates Vermis Iās core issues. However, that isnāt inherently the same as fixing them in some cases. For example, readability remains a slight issue. I will emphasize it as a slight issue with the vast improvements implemented.
For those fans of the specific niche that Vermis aims to deliver, Mist & Mirrors tones down the āofficial guideā aspect. Instead, it favors a more straightforward narrative that follows a specific character. This brings life to the āgame worldā and makes an independent product but limits Vermis I’s game guide concept.
On a more personal note, I did enjoy the concept of Vermis Iās classes over the classes of Mist & Mirrors. Naturally, there are some interesting concepts, but nothing haunts me like the Infant Seeker or Rat Man. However, the new choices seem to provide a stronger narrative and backstory.
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Final Thoughts
Vermis II: Mist & Mirrors vastly improves in many aspects of the original, telling a story set in its bleak and fascinating world. While it does veer from the original concept, it does so to make a more independent product. If you are looking to lose yourself in a strange world or dive deeper into Vermisā underexplored lore, Mist & Mirrors seems tailor-made for you. (5 / 5)
Published in April of this year, Bad Dreams in The Night is a collection of horror comics by the artist and author Adam Ellis. With the description stating that it is a graphic novel version of Scary Stories to Tell in the Dark, I had to get my hands on it. And it did not disappoint.
The stories
Bad Dreams in the Night consists of eleven short horror stories. I honestly donāt think thereās a bad one in the whole bunch. So letās just highlight a few.
Easily my favorite story in the book was Little House in the Sea. Itās a sweet, eerie little tale that seems like a pinprick view into a dark and horrifying world. It left me with so many questions that I fear will never have answers. The story is about a young woman and her mother, who live on a little island all alone. The young woman is never to ask about what is on the other side of the sea. Then, her mother dies. And everything changes, but not by a lot.
Green Ribbon was another great story. It’s a retelling of the classic Girl With a Ribbon story from the original Scary Stories book, in which a man is confused and eventually angry that the love of his life wears a ribbon around her neck and won’t tell him why. I liked this updated version. It’s a stark reminder that just because we marry someone, we arenāt owed all of their secrets.
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What worked
Of course, the first thing I have to point out about Bad Dreams in the Night is the fantastic artwork. Ellis was a cartoonist first, and it shows.
The artwork is part of the storytelling as well. The best example of this is the story Better Kate Than Never. The younger sister character, Taffy, has such an animated face during the scenes with a ‘studio audience’. When she is just herself, her face is flat, and far more mature than we’d expect for a girl her age.
Though, I suppose based on the story, she might be any age.
Another really enjoyable thing was the mini-essays at the end of each story. As a creator myself, I love the little peeks into the creative process. I know how I come up with stories. But it’s different for everyone, and the story behind the story is often just as fun.
Finally, I have to praise a feature that applies to Ellis’s work overall, not just this book. Whenever he writes scary stories (and he has posted quite a few on his social media) they are a fascinating blend of cute and horrifying. The artwork always has a lovely, innocent, cartoonish look. The children always look like cartoon children, with exaggerated large heads and wide circular eyes.
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At the same time, Ellis doesnāt pull any punches when it comes to the blood and gore. One story in particular, Milk Door, is a perfect example of this. I donāt want to spoil the ending for you, but it is graphic, horrifying, and wonderful.
What (kind of) didnāt work
I only have one issue with this book. If you follow Ellis on social media, you’ve likely seen at least some of these stories before.
Though, even as I say this, I’m not sure what could have been done about it. Only the beginnings were shown on Instagram. This was a marketing tactic and an effective one. You get the setup for free, but you have to read the book for the punchline.
Bad Dreams in the Night was a really enjoyable way to spend a few hours. In the end, my only real complaint is that it could have been longer. But of course, that is one of the chief rules of entertainment. Always leave people wanting more.
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(usr 5)
By the way, if you like this you might enjoy my haunted apartment novella, Quiet Apocalypse. The main character is a modern witch, and I share some real magic in this fictional story of an unexpected end of the world.
Vermis I: Lost Dungeons and Forbidden Woods is a graphic novel by Plastiboo. The team behind the work includes Plastiboo as the artist, Hollow Press as the publisher, Michele Nitri as the editor, Marco Cirillo Pedri as the graphic designer, and a mysterious E.R. as the English proofreader. While I found the book available across outlets, I would recommend going directly to Hollow Press as I am unsure of the reliability of these other options.
Which flesh is your flesh? Come traveler and pick between several distinct classes to explore the bleak world of Vermis. Catastrophe and calamity dictate the lands you travel to, warring to break all living here. Venture forth, but be forewarned, hope remains a distant memory.
What I Love About Vermis I
The premise of this book was that of āan official guide of a game that doesnāt exist.ā I was reminded of countless nights studying such books for every drop of lore I could. It paid passionate respect to these guides, bringing to life a retro game inspired by Dark Souls but entirely its own. The concept creates an interesting and interactive fiction, requiring readers to build an understanding of mechanics and gameplay that doesn’t actually exist.
The art style evoked a green-saturated pixel-apocalypse in a fantasy setting. This premise likely evoked your interest or turned you away. Vermis I committed to this style, so that desire remained an important part of your enjoyment.
When I learned of the Infant Seeker class, I had to admit a curiosity. The āclassesā are unique, painting a perspective and āplaystyleā that fleshes out this imagined world. To be clear, this isnāt a āchoose your own adventureā experience. The book is informative, with some options sprinkled in. However, these options are purposefully limited, revealing little for possible interpretations.
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While Vermis I was not a large graphic novel, I couldnāt put it down. On the first day I held it in my hands, I finished it. There were sections and natural break points to help pace the material, but it kept me engaged throughout.
Vermis I evoked a bleak horror all too familiar to those of the Dark Souls fandom. While I couldnāt call this a Soulslike, as it doesnāt provide any mechanics associated with the genre, Vermis I follows the story trends and themes closely.
Tired Tropes and Considerations
Aside from the bleak world, thereās little to discuss in triggers and tropes. Itās worth mentioning that infants were considered a delicacy to witches in this world, but thatās not given much time or focus.
The biggest consideration was the purchasing process. It was largely seamless through PayPal, but American audiences would need some third party to convert payment. Wait time lingered between 15 to 45 days with no notifications to alleviate worries. I didnāt blame this experience on Hollow Press, but it was certainly a drawback.
For transparency, my purchase arrived ahead of the latest mark, ranging within 20 days. There was also an additional purchase option for a price increase that might have resulted in notifications.
What I Dislike About Vermis I
Readability remained my only major concern and issue throughout the text. This issue stemmed from creative decisions and art style choices that make reading certain sections difficult. The retro art also left some room for misinterpretation. Vermis Iās title represented this issue perfectly. Yes, itās artistic and haunting but challenging to read.
Vermis I appealed to a rather specific niche. It had room to further develop this informative aspect but reached its intended goal in an arena of limited competition. In fact, the specifics made Vermis I the only such contestant in its arena. Outside this niche, thereās retro gaming art and a heavy influence of Dark Souls to appeal further. Regardless, itās a specific experience that either sounds interesting or unappealing.
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Though enjoyable, this wasnāt a perfect parallel to reading those official guides. Vermis I provided a more obtuse experience compared to other such books. However, this might better represent the Dark Souls influence. Vermis Iās āgameā would be a linear experience with replay value. Itās a funny way of looking at the content, but thatās the premise one buys into.
As unique as this graphic novel turned out to be, and how enjoyable the content remained, Vermis I left much room to further explore a dynamic it partly founded. I do hope Vermis II expanded on the material as either a companion piece or an original setting.
Final Thoughts
Vermis I: Lost Dungeons and Forbidden Woods delivered a unique graphic novel experience. Part guidebook and adventure novel with sprinkles of Dark Souls influence, this graphic novel provided an enjoyable and haunting world that evoked the imagination. While it felt condensed for a sole project, it catered to a focused niche while creating a market. (3.5 / 5)
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