Life comes are you real fast sometimes, especially this year. I keep telling myself I am going to be doing these bi-weekly but then before you know it a whole damn month has passed.
But that is okay, the comics are still there, waiting. Watching.
Welcome to Graphic Content #8. Since the previous stack of reviews, I launched a special, Swamp Thing-centric series called, what else, “Just Swamp Things.” So if you are asking where Graphic Content #7 is… well, that is it. I am hoping to alternate between the regular comic reviews and the Swamp Thing retrospective.
Anyway, let’s turn now to our ongoing titles.
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John Constantine: Hellblazer #9
Simon Spurrier brings another creature of myth and legend into Constantine’s world with “The Favourite.” The issue also reintroduces Matías Bergara as the artist, again working with Jordie Bellaire as the colorist.
I’ve really come to appreciate the Constantine-take on the contemporary UK. Not living there I am sure there is a great deal that I am missing out on as I read this series, but Spurrier’s writing is strong enough that I can piece a great deal together from it. What isn’t hard to piece together is the disdain for the Royal institution presented in the issue. Maybe not the Queen, so much, but rather the extended family.
The plot of this week’s episode follows as Constantine is compelled to investigate the birthing of a foal from a prized Royal race-horse, which normally seems outside of his domain, but thanks to the machinations of his older double rumbling around the island, it becomes part of his overarching work of unwinding the tangles of Old Man Constantine.
The issue has many great hallmarks of HellBlazer‘s best stories: the grosser side of magic, the leftist politics, plenty of dodgy swears. It’s all great fun, but it also does a great job of building on the current era the title established. We see the return of Tommy Willowtree, albeit briefly when he is consulted by John. We also get a fun moment with Nat, the bouncer to the pub John frequents. It really feels like Spurrier’s take has come into its own, and this is a world I want to spend more time with. I am do feel John’s tendency to narrate his story is a little too close to the previous storyline, however, perhaps if the series didn’t dip into that well again so immediately I would have liked it a bit more. The story is fine, and it is by no means bad, but it does feel like the past three issues are running together, at least in concept.
As far as the art goes, I think Bergara is my favorite artist on the run. I like how dodgy he makes John look, and the combination of Bergara on the illustrations with Bellaire on the color is an absolute win, especially at the “birthing” scene in all it’s bloody glory.
(4 / 5)
John Constantine: Hellblazer #9, written by Simon Spurrier and illustrated by Matías Bergara, is available from DC Comics.
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Sink #6
Oh dear lord… the Clowns are back. With a cover that would send any sufferer of coulrophobia into a panic, Sink‘s “Death and the Midden” by series regulars John Lees (story) and Alex Cormack (illustration) promises to be full of the Sinkhill charm of the previous five issues, but also carry the menace of the roaming gang of clowns who have been glimpsed around the events of the stories.
The story told in this issue isn’t necessarily a unique one, beyond the fact it has a roving gang of drugged up torture clowns. The issue follows an assault/revenge narrative with the heroine begin subjected to excessively brutal torture only to be then subjected to a chase where she turns the tables on those who assault her. Largely without dialogue, aside from screams, grunts, and wheezing clown laughs, it’s an effective story told in silence and seems to suggest how the clowns that roam Sinkhill are made.
“Flats,” the backup feature, also presents some interesting wrinkles into the world of Sink. This one-page story introduces a suicide spot that may be more than it seems, and I am curious as to how this setting may develop or be integrated into other stories. Also, as a rather nice bonus for this issue, is a brief essay by series writer John Lees discussing influences on Sink and this issue in particular. It is fun to get such insights that you would normally need to wait for a trade to see.
While normally Cormack’s art really works for me, I feel the sequence in the rain, the majority of the issue, was fairly hard to parse. I understand that it is certainly chaotic and moody, but it also is just hard to figure out what one is looking at, at times, especially given that so much of the background is just a dark void. There is a grittiness and messiness to Sink that absolutely works, but I fear this episode carried it a bit too far at the cost of legibility. between the heavy black ink, the rainy white streaks, and the copious amounts of blood, I didn’t find myself reading through the panels as fluidly as I had hoped.
(3.5 / 5)
Sink #6, written by John Lees and illustrated by Alex Cormack, is available on Comixology.
Killadelphia #9
We make a return to the bloody, bloody streets of Philadelphia with writer Rodney Barnes and artist Jason Shawn Alexander in a rather thrilling and dramatic installment this week. The third part of Killadelphia‘s “Burn Baby Burn” arc, “The Dance of Death” picks up immediately after the previous issue, with James Sr. being brought up to speed after being dug up by his son. The immediate tension of the conversation is fantastic given the glimpse of the afterlife Sr. had experienced before his son dug him up, and that tension carries throughout the issue. James Sr. absolutely evicerates throughout the story and despite his obvious protests, the comic is richer with him being around.
A couple of threads are picked up in this issue, such as the return of the vampiric child Brittany, who has an interesting conversation with Abigail Adams in the first few pages. As for whether Abigail’s scheme makes sense in the grand scheme of things, that remains to be seen. Jupiter, the new, big bad vampire introduced at the start of the arc, also gets a detailed backstory that pulls in another president into this world of Barnes’ making, one that thematically is perfectly fitting to the whole story. It is a very exciting direction and complication to the series. The issue ends on one hell of a cliffhanger with three different “oh shit” moments. It’s quite an impressive confluence of events.
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Killadelphia‘s art continues to impress. While earlier issues did have their elements I quibbled with as far as the inking style and the abstractness of some of the character art, that has more or less disappeared here, with character likenesses feeling very much fleshed out. I do feel like there can be an over-reliance on void panels, however. Not that every background needs to be fully fleshed out, but given the rougher and more impressionistic work of Jason Shawn Alexander it can be odd to see a panel that the background is absent. It obviously puts emphasis on the character, but even just a hint of the structures behind the character would be useful, I think
(4 / 5)
Killadelphia #9, written by Rodney Barnes and illustrated by Jason Shawn Alexander, is available from Image Comics.
I am still on the hunt for horror titles to review, so as always, send your suggestions my way. I am planning on introducing a couple of new titles soon, as well. Until then, stay tuned for the next installment of Graphic Content.
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 travels–cursed and haunted by their past–through 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 “official guide” to a game that does not exist. However, one key distinction that stands out is the corrosion of this “official guide” 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 “official guide” 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 “Wayfarer” 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, that’s 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 “game mechanics.”
Tired Tropes and Triggers
Again, there aren’t many points worth mentioning regarding tropes or triggers. As the graphic novel takes themes and trends from the Soulslike genre, it’s 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 it’s 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 I’s core issues. However, that isn’t 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 “official guide” aspect. Instead, it favors a more straightforward narrative that follows a specific character. This brings life to the “game world” 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 I’s 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 Vermis’ 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 don’t think there’s a bad one in the whole bunch. So let’s just highlight a few.
Easily my favorite story in the book was Little House in the Sea. It’s 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 aren’t 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 doesn’t pull any punches when it comes to the blood and gore. One story in particular, Milk Door, is a perfect example of this. I don’t want to spoil the ending for you, but it is graphic, horrifying, and wonderful.
What (kind of) didn’t 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 “an official guide of a game that doesn’t exist.” 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 “classes” are unique, painting a perspective and “playstyle” that fleshes out this imagined world. To be clear, this isn’t a “choose your own adventure” 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 couldn’t 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 couldn’t call this a Soulslike, as it doesn’t 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, there’s little to discuss in triggers and tropes. It’s worth mentioning that infants were considered a delicacy to witches in this world, but that’s 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 didn’t 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 I’s title represented this issue perfectly. Yes, it’s 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, there’s retro gaming art and a heavy influence of Dark Souls to appeal further. Regardless, it’s a specific experience that either sounds interesting or unappealing.
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Though enjoyable, this wasn’t 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 I’s “game” would be a linear experience with replay value. It’s a funny way of looking at the content, but that’s 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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