Ximphonic Versus - A Universe of Infinite Possibilities

Ximphonic Versus is a captivating universe created by the brilliant mind of Xing Xin – a visionary artist, writer, and entrepreneur. With a creative journey spanning three decades, Xing has left an indelible mark with his epic tale, Ximphonic Versus: Nocturnes Romance (first published in 1996).

A Creative Vision Unbound

Ximphonic Versus defies categorization, blending elements of Wuxia, Baroque, and fantasy to create a world unlike any other. Xing's unique storytelling prowess weaves together dark themes, rich human emotions, and action-packed sequences to create a journey that is both thrilling and thought-provoking.

Rejection

Yes, that is correct. Ximphonic Versus was rejected by publishers and Diamond distribution a total of 172 times due to its unique art style and genre. Xing was determined to get his work out there - so he self-published it through his own label, Phantom Blade Productions LLC. It has since become a success, selling over 5K physical copies without the aid of crowdfunding.

A Global Phenomenon In The Making

Ximphonic Versus has captured the imagination of readers and fans worldwide, with over 5,700 physical copies sold without crowdfunding. Xing's brainchild (Phantom Blade Productions LLC) has emerged as a force in the world of comics, partnering with Comics Mainstream for distribution and building strong relationships with local comic shops. The series has even earned the prestigious "IP Of Year" award from ICCA in 2022!

Action Figure Line

There is an action figure line being produced in conjunction with the series - wave 1 will have 8 figures. Xing states the figures will be reminiscent of the Play Arts Kai Final Fantasy line. The figures will boast an impressive 11”-13” height for some figures (as well as weapons, multiple heads, power effects, interchangeable hands and more). Prototype figures are in production. The prototype boxes are already printed as well, and are truly stunning.

Conquering New Horizons

Ximphonic Versus is poised to conquer new horizons with an upcoming Anime series, thanks to its acquisition by Hollywood production company Global Genesis Group. Xing Xin will take on the dual roles of executive producer and lead writer for the show, ensuring that the magic of Ximphonic Versus reaches a global audience.

Walmart

The books are now available at Walmart! It is the largest retailer in the world, with over 11,000 stores in 27 countries. This means that Ximphonic Versus will now be available to a wider audience than ever before. It is especially beneficial in areas where Ximphonic Versus is not currently available in brick-and-mortar stores. In addition, Walmart offers a variety of shipping and pick-up options, making it convenient for fans to purchase Ximphonic Versus online and have it shipped to their home or to a local Walmart store.

Acclaimed by Industry Giants

Ximphonic Versus has garnered praise from a multitude of industry giants - people from Netflix, Lionsgate and HBO to gaming titans like Blizzard Entertainment and Konami. Hollywood actors and actresses from hit shows like "The Handmaid's Tale" and "BALLERS" have also taken notice, and even purchased every copy of his acclaimed graphic novel series.

The Adventure is Just Beginning

With the American Anime TV series and other exciting developments on the horizon (including action figures, video games, additional TV shows, and more!) the world of Ximphonic Versus is expanding rapidly. Stay tuned for more updates and prepare to embark on an unforgettable journey!

Contact Information:

For media inquiries, please contact:

Name: S. Xing Xin-B

CEO: Phantom Blade Productions LLC

Office Line: 720-316-9257

Email: XVNRANIMETV@gmail.com

Website: https://ximphonicversus.com

Social Media:

Facebook: https://www.facebook.com/XimphonicVersus

Instagram: https://www.instagram.com/ximphonic_versus/

IMDB: https://www.imdb.com/title/tt5686758/

X/Twitter: @UmbraFerrumXV

Falling Out - A Review of Firestoke's New 16-Bit Roguelike

Written by Bob Parks

Falling Out from Firestoke.

“A sharp new title for a long running genre that I enthusiastically avoid”

As a disclaimer, I have to tell you I’m not the biggest fan of roguelikes. I have played my fair share of them, trying to give them a fair shake. While I appreciate them for what they are, I just don’t go out of my way to find them. I don’t think they’re an inherently bad genre but they aren’t what I seek when I look for a game. For the uninitiated, roguelikes are procedurally generated levels, so no two games will run the same, the level complexity and difficulty rising the further you progress.

Falling Out Launch Screen

So with that said, the 1st notch in Firestoke’s 16 bit themed game belt is super charming and equally punishing. You get to play as (and swap between at any time) either Giorgio or Felicie, a misadventurous couple that truly missed… Adventuring. This is portrayed in the short animatic clips that frame the short and sweet backstory and subsequently bookend each area they visit as they get further through the worlds. Very charming design and attention to sprite animation really breathe life into the duo.

Falling Out - Giorgio and Felicie in Egypt.

You have the ability to bank your “filthy lucre” (depending on your difficulty) as well as buying and upgrading weapons in-between levels via the bumbling Azar, a shopkeeper who seems to enjoy getting just as lost as our lead couple. Speaking of the pair, each character has a special set of moves or abilities which you need in order to progress, access difficult areas and survive the dangers of each area (Giorgio’s double jump is a gas). All the skills put together properly will hopefully get you as much loot as you can handle and get you out of there safely before the timer goes off and the temple floods. And if you’re not playing this with a friend, it gets hairy trying to force these two through the exit at the same time while running out of breath— but I’ll touch on that in a bit. The controls feel tight, but the knock back seems floaty which isn’t enough to fault the game for my performance.

Falling Out - Maya level.

Falling Out - Shop.

Falling Out - Alaska level.

Falling Out is actually very accessible and should be proud for setting itself apart from the crowd with its whimsy and humor. Too bad it’s undercut with the frustrations I have with needing to control two different characters with different abilities(forgetting which button controlled what on who- etc). I spent tens of minutes at one point in a level constantly dying because I was setting off a trap in front of my partner or I was trying to get one of them to exit while the other swam away- or vice versa. I did try playing with another person and while it solved several issues I was having, it opened up even more - specifically friendly fire. To reiterate this isn’t a knock on the game itself. I’m glad to have a challenge and as these games are designed to be progressively challenging it’s not as if they’ve been trying to deceive you this entire time. Perhaps I’ve been playing too many first person shooters, or maybe I need to take the time until I can truly be fulfilled by 16bit headache inducing entertainment. Or maybe I’m definitely not in the mindset for it now, and that’s fine. Or maybe they need to work on there telegraphing during boss fights because it does get messy with all the sprites clogging up the area to see where the fresh hel— I digress. Is it something I can enjoy being mad at for a few hours a week? Sure. Is it the type of game to enchant everyone? No, but it was definitely good looking enough to entice me to ram my head into a metaphorical brick wall repeatedly(which you are actually encouraged to do in game).

Falling Out - swimming in the Alaska level.

Falling Out - swimming in the Maya level.

For what it is, I believe Firestoke did an admirable job with their hugely inviting entry into the roguelike sphere of influence. One that I will continue viewing with admiration while keeping a respectful distance from.

Falling Out - launch screen 2

Falling Out - launch screen 3.

Falling Out - launch screen 4.

You can purchase Falling Out for yourself on

Steam

Nintendo eShop

PlayStation Store

Microsoft Store


Official Press Release

October 6th, 2022—Take control of two accidental adventurers in FALLING OUT, a light-hearted roguelite platformer out now for PC, PlayStation, Xbox, and Nintendo Switch. The title from developer PolyCrunch Games and publisher Firestoke benefits from a launch discount of20% across all platforms.

In FALLING OUT you take control of oddball couple Giorgio and Felicie on the holiday from hell.Navigate randomly generated ancient temples while finding treasures, dodging traps, slayingenemies, and crafting weapons. On your adventure you’ll run into the equally lost, but ratherhelpful, shopkeeper, Azar and extremely frightening end of world bosses!

FALLING OUT features a number of inventive game modes designed to appeal to different playstyles and keep the fun flowing. Players can swap between the two main characters in thesingle-player campaign to utilize their unique traits, or choose their favourite and play with afriend in local co-op or versus modes.

No matter how you play, Giorigio and Felicie will have to put theirdifferences aside and work as a team in order to escape before the temple floods!

The title is the first game release for developer PolyCrunch Games and publisher Firestoke.

Upon the release Neville Attard, founder of PolyCrunch commented; “I’m excited that players across the world, and on multiple platforms, can now enjoy the retro inspired, roguelike, platform fun of FALLING OUT.” Paul Farley, CEO of Firestoke added “It’s been a pleasure working with PolyCrunch Games to craft and publish such a lovely game. We know that players are going to love the madcap nature, silly humour and pure joy of FALLING OUT and look forward to sharing that fun with them!“

Features:

●Play with two characters at a time in single player mode, or join with a friend in localco-op and versus modes.

●Easily switch between characters to use their unique abilities.

●Deep metagame-decode blueprints, buy objects and collect scraps to build weaponsand items that will help you overcome the unknown perils ahead.

●Procedurally generated roguelike levels. Each play session is unique.

●Explore, navigate, and survive worlds full of ghastly ancient creatures.

●Challenge yourself to set the global best score in the daily pyramid

●Relive your most hilarious moments with slow motion replay

FALLING OUT is available now with a 20% launch discount on Nintendo Switch™, Xbox One™,Xbox Series™, Playstation 4™, Playstation 5™and PC Steam.

Falling Out–© 2022 PolyCrunch Games. Published under license by © 2022 Firestoke Group Limited. Alltrademarks are the properties of their respective owners

Firestoke Logo

 

Polycrunch Games Logo

A Review of Derf Backderf's Kent State: Four Dead In Ohio

Written by Ross Webster

 

By Derf Backderf

Published by: Abrams Books

$24.99

Kent State, interior front

Kent State, interior back

Derf Backderf knows more than most that it is one thing to read about historical events, or to watch them unfold on TV news (and increasingly social media), and another thing to be present for history as it happens. He first made this point clear in his breakthrough graphic novel, My Friend Dahmer, where he reflects on what it was like to go to high school with the troubled teen who would grow up to be one of America’s most notorious serial killers.

Kent State, Back cover

In Kent State: Four Dead In Ohio, Backderf returns to his native Buckeye State - but further back in time for this trip to May, 1970 and four catastrophic days at Kent State University that ended in bloodshed. This event, due to contemporary circumstances, feels disturbingly resonant again amid social unrest driven largely by paranoia, conspiracy theories, and a governments with few qualms about subverting democracy. With his latest graphic novel Backderf seeks to set the record straight on the events of the four days in May we think we know so well and to give life back to the four slain students through painstaking research and a historically informed imagination. The result is a far more dynamic, frightening, tragic and infuriating tale than the official record or historical memory has ever given us.

Those across the country that can remember the Kent State Massacre - but were not direct participants - by and large do so vaguely. They mainly remember the infamous photo of a girl screaming over the body of a slain student and all the of the civil disfunction of Nixon’s America that it came to symbolize. Whether younger generations remember Kent State beyond the Crosby, Stills, Nash and Young song, is perhaps an even thornier question. In an interview with The Journal of Graphic Novels and Comics (an excerpt of which was posted on Kent State University’s website to commemorate the 50th anniversary of the massacre), Backderf commented on the inadequacy of photographs (even the most iconic) to convey truth, history and meaning over time. And aside from the most iconic image most fail to capture anything meaningful about the events that transpired.[1]   This is in part because the most critical events at Kent State occurred at night which of course was difficult at best to cover with 1970s camera technology. This is where a medium like comics can often fill in the blanks of our collective historical memory and, through a combination of well-informed research and a touch of creative license, can free historical events from the obscurity and aphorism created by both the passage of time and the desire for socio-political actors to dilute and divest historical narratives of their power.[2] 

Kent State, p. 5

Kent State p. 7

To first drive the atmosphere of the times Backderf begins not at Kent State but in his hometown of Richfield, Ohio where, as a ten-year-old boy, he observed Ohio National Guard soldiers who were called in to quell striking truck workers. It is a grim reminder that much of the true fear, danger and violence of the late Sixties and early Seventies has been diluted both by time and nostalgia. There would be no bloodshed at the picket lines on April 30, 1970 as that evening, President Nixon announced the invasion of Cambodia. The guardsmen were sent to a new domestic battleground.

When readers get to Kent State University for the first time, they are introduced to two narrative threads; the lives of the four slain students, and the historical record counting down to May 4, 1970 like an ominous ticking time bomb. If one of the purposes of “Kent State:…” is to restore life to the four slain students and free them from the obscurity of history, then it is appropriate to get a glimpse at who they were;

Kent State, p. 77

Sandy Scheuer - a 20-year-old speech therapy student who, although opposed to the Vietnam War, is reluctant to get involved in the demonstrations stirring up across campus and beyond.

Kent State, p. 21

Jeff Miller - also 20, dating Sandy and far more committed to making a stand at his increasingly besieged university.

Kent State, p. 25

Alison Krause - a 19-year-old student looking to transfer to the University of Buffalo and away from the engulfing chaos.

Kent State, p. 70

Bill Schroeder - a 19-year-old ROTC cadet who, while not partaking in the protests, has increasing doubts about the direction his country is going in.

Kent State, p. 14

Backderf pieced their lives together from a combination of interviews from Kent State’s May 4 Collection (many of which are part of the Kent State Truth Tribunal; a project spearheaded by Allison Krause’s sister, Laurel), Interviews he conducted -including friends of Jeff Miller and Sandy Scheuer- and some creative license. When following the goings on of the four students, the reader is granted some brief reprieve from the growing sense of tension and chaos in and around their university. Their stories are a reminder that they were living, breathing people and not mere footnotes of history. You learn that Alison Krause liked to care for stray animals; that Sandy Scheuer and Jeff Miller were in love; and that Bill Shroeder was a fan of The Rolling Stones. You are also reminded that they were all known and loved by others. That they had parents who desperately wished for their safety. We all know that this would be cruelly denied.

Kent State, p. 115

Kent State, p. 120

Kent State, p. 146

The other portions of “Kent State…” could not be more different. Here Backderf maintains a careful balance between stating historical fact and circumstances without compromising the emotional gravity of his artwork (a task I don’t think Backderf always succeeds at in this work). The stark drawings in crisp black-and-white capture horrifying acts of violence (primarily state-sponsored) and abuses of power up the chains of command from the Ohio National Guard all the way to the U.S. intelligence agencies. Any one of the players opposite the students - be they lowly privates or the highest echelons of the U.S. government - are presented as living case studies for the banality of evil (Ironically many of those enlisted did so to avoid being sent to Vietnam).[3] However, Backderf reserves his strongest condemnations for the chief administrators of the Ohio National Guard, namely Brigadier General Robert Canterbury; General Sylvester del Corso; the Mayor of Kent, Leroy Satrom; and Governor of Ohio Jim Rhodes.

All these men are a dangerous cocktail of careerism, authoritarian impulses, and Cold War-fueled paranoia. In practice, this trickles down the chain of command and informs every crucial decision made at Kent State with bloody arrogance, staggering ineptitude, and stupid, horrifying cruelty. There was disregard for the lives and safety of all in their way be they demonstrators or innocent bystanders.[4]

Kent State, p. 76

Kent State, p. 89

While Backderf pins most of the blame on the forces of law and order (rightfully so) he does not let certain student actors off the hook. Namely the mob of students who on the night of May 1, set fire to the campus ROTC building - which in turn escalated the authoritarian instincts of their antagonists and justified their paranoid delusions in their minds. Backderf goes to great lengths to put their fears into context. It is easy in hindsight to forget that antiwar and civil rights movements in the 1960s and 1970s were in many ways a de facto civil war - with both J. Edgar Hoover’s FBI and CIA (illegally) infiltrating college campuses to root out activist organizations such as Students for a Democratic Society (SDS), the Youth International Movement (Yippies) and the infamous Weather Underground. The real-life rhetoric and antics of the Far-Left domestic terrorist organization served mostly to fuel the fears, delusions and willing ignorance of the authorities who equated all protesters with them.

Kent State, p. 48

Backderf notes that a major exception to the conduct of the protests was The Black United Students, who’s tactics exhibited far more restraint than their other left-wing cohorts and declined to participate in the major rallies. The reasoning for this was their leadership sensing the increasing disjunction of the protests and the grim knowledge that the National Guard would be far more willing to shoot black protesters than white ones (given previous experience when the Guard was called on to enforce martial law in black neighborhoods in Cleveland and Akron in the late Sixties).

Kent State, p. 62

Kent State, p. 124

Kent State, p. 125

Kent State, p. 196

It’s also from here readers get a glimpse into the career of Terry Norman, an undercover campus cop who serves somewhat as a source of comic relief throughout this tragedy. Tasked with keeping the Kent Campus police informed (and in effect the FBI), Norman didn’t seem to grasp the basic tenets of undercover field work. He was constantly bragging about his work off campus; failing to keep a low profile (let alone a believable cover as a yearbook photographer); and trigger happy with a side pistol whenever under pressure. Again, while these aspects can be seen as comedic they also add to the bewildering incompetence of the higher-ups who sent Norman into the field.

Another tool Backderf uses to convey the weight of historic events are detailed maps of the Kent State University campus. Beginning with the campus in its peacetime default mode, subsequent maps depict the movements of protesters and soldiers throughout the four days and resemble something more akin to war maps. While the purpose of the maps is practical, the historical point is driven hard; this was an assault on civilian life. Every battle movement and every arrow are a stain on the normalcy that the students once enjoyed and should have been able to take for granted.

The final portion of Backderf’s chronicle is obviously the shooting, and no reader is spared from all that entails. From the paths of the bullets through the bodies of the four slain to the horrific injuries to nine other students; the terror felt by the evacuating faculty and student body to the rage inducing unwillingness of all authorities to accept responsibility; and the failure to adequately punish or disgrace them (with the exceptions of Generals del Canto and Canterbury - who effectively saw the end of their military careers). Finally, numbness and sadness as the loved ones of the slain reel from grief and the stains on their memories from the miscarriages of justice and the marginalization of their tragedy by the powers that be. However now, in part thanks to “Kent State…,” their humanity can finally break past the veil of time and obscurity and make us feel.

Kent State, p. 234

I first became aware of Derf Backderf in the pages of Chuck Klosterman’s landmark book of cultural essays, Sex, Drugs, and Coco-Puffs. In one essay about serial killers, he mentioned Backderf as one of his co-workers when he worked at the Akron Beacon Journal who just happened to be writing a comic book memoir about going to high school with Jeffrey Dahmer. It was some years later I picked up the completed hardcover edition and was blown away at Backderf’s mastery of balancing moments of hilarity and sadness along with the disturbing details of Dahmer’s childhood. I also admired his ability to portray Dahmer sympathetically without fetishizing his murders, a feat rarely achieved by most true crime novels (this is largely due to the graphic novel being set before Dahmer slayed his first victim).[5] 

I also loved Derf’s sense of place and how alive Akron, Ohio in the 1970s felt in his art style. He would repeat this again in Trashed, a hilarious semi-autobiographical tale of the antics of a college dropout and his garbage collector coworkers in small-town Ohio. Trashed also served as a serious study into America’s relationship to waste management and our collective failure to create a more ecologically sustainable method of reducing and disposing our garbage.[6]  I have always been drawn to artists and authors (be it comics or prose) whose works are deeply tied to a place - and in that Backderf proves as adept a chronicler of the Rust Belt as his late also Cleveland-based compatriot, Harvey Pekar.[7] 

Backderf’s striking irreverent style which is often reminiscent of Robert Crumb makes him an excellent political cartoonist.[8]  His copious research backs his art up with substance. However, if there is one area where Kent State… falls short of Backderf’s previous work, it is that the art and text are often overly dependent on the other. There are very few “quiet” moments where characters and scenes are allowed to just be and let the art do the talking. Given the necessity to account for and explain the historical events - as well as the ticking time bomb nature of the pacing of the events between April 30 and May 4, 1970 - it was probably more difficult to include such quiet moments compared to “My Friend Dahmer,” which had the luxury of being paced over several years.

Kent State, p. 280

Kent State: Four Dead In Ohio is available from Abram’s Books as a single hardcover graphic novel, as well as in a digital edition.  The book was initially slated to be released in 2020, coinciding with the 50th anniversary of the Kent State Massacre. However, the onset of the Covid-19 Pandemic delayed publishing for a year. However due to the worst of circumstances, events have unfurled to make the tragedy feel once again resonant. After the murder of George Floyd in Minneapolis, MN on May 2020, and the subsequent anti-police brutality protests across the nation as well as the heavy handed response of law enforcement in cities like Minneapolis, Louisville, New York, Denver and Portland Oregon, as well as the then-Presidential administration’s attempts to exploit the crisis for political gain, it is impossible not to see parallels between May 1979 and May 2020 (One major difference though was the Nixon administration’s exploitation was largely successful while the Trump administration’s was incompetent and an utter failure).[9]   As a result, Kent State: Four Dead in Ohio both meets and transcends its initial purpose of making an account of the events and honoring the victims of the terrible four days in May fifty years ago. In addition, it is now a warning that freedom and civil liberties should not be taken for granted and that it is the duty of citizens to take power to task for its abuses. For this we all should owe Derf Backderf our thanks for reminding us of the potential powers of comics.


[1] A similar example of the inadequacy of uncontextualized photographic record occurred two years prior with the Pulitzer Prize winning photograph “The Summary Execution of Nguyen Van Lem.” Taken during the Tet Offensive by Associated Press photographer Eddie Adams, the infamous photo depicts the summary execution of Viet Cong operative Nguyen Van Lem by South Vietnamese General Nguyen Ngoc Loan for the alleged murder of a South Vietnamese Lt. Colonel and his family. In the public sphere, the photo came to symbolize the worst aspects of America’s dysfunctional conduct of the Vietnam War and galvanized the Anti-War movement back home. Despite the Pulitzer Prize, Adams has long felt regret for taking the photo both for exploiting the victim’s death and for generating the disgrace of General Loan even as a refugee in the United States.

[2] This seems to have been the case ever since Art Spiegelman’s Maus debuted back in 1986. Other prime examples include Joe Sacco’s Footnotes From Gaza & Paying The Land, Marjane Satrapi’s Persepolis, Igort’s The Russian & Ukrainian Notebooks, Allison Bechdel’s Fun Home, Frank Smith & Jared Rainmuth’s Big Black: Stand At Attica, Sarah Glidden’s Rolling Blackouts, Thi Bui’s The Best We Could Do, and Keum Suk Gendry Kim’s Grass & The Waiting.

[3] Coined by German-Jewish American political philosopher Hannah Arendt, the “banality of evil” refers to the notion that normal human beings -  free of mental illness or ideological motivation - can be conditioned by social advancement or pressures of conformity to normalize and carry out inhuman acts; be they in Nazi Germany, the Soviet Union or even the democratic United States. Arendt arrived at these conclusions while observing the trial of Adolf Eichmann, one of the primary planners of The Holocaust, in Jerusalem in 1961. While her conclusions have substance, Arendt is frequently criticized for taking Eichmann’s “only following orders” defense too much at face value. Given that he was a high ranking implementor of Nazi policy and an avowed antisemite, Eichmann by all available evidence was far from just a cog in the machine.

[4] While many of those in command of the Ohio National Guard served in World War II, almost none of them saw actual combat. While I don’t think Backderf intended to disparage anyone who served primarily as desk jockeys during the war, it seems to drive the point that few in command at Kent State truly understood or appreciated the violence that they were tasked to dispense with.

[5]  A film adaptation of My Friend Dahmer was made in 2017 directed by Marc Myers starring Ross Lynch as Dahmer and Alex Wolff as a young Backderf, which received much critical acclaim.

[6] His other graphic novel, “Punk Rock & Trailer Parks” is set amid Akron’s vibrant punk scene in the late 70s and early 80s which included musicians like Devo, Chrissie Hynde, The Pretenders and The Cramps. Unfortunately, I have yet to read it. The same goes for his compilations of political cartoons he did for the Akron Beacon Journal.

[7] Along with Pekar, other graphic novelists and places that I find that meet this criteria include Julia Wurtz’s New York City, Paul Madonna’s San Francisco, Andi Watson’s English Midlands, Alison Bechdel’s rural Pennsylvania, Jack Edward Jackson’s Texas, Jeff Lemire’s Essex County Ontario, Posy Simmonds’ London & South English countryside, Craig Thompson’s rural Wisconsin, Kan Takahama’s Kyushu islands, Dylon Horrocks’ North Island New Zealand, Emi Lennox and Natalie Nourigat’s Oregon and my own city of Denver’s Karl Christian Krumpholz.

[8] Among Crumb’s artistic descendants I’d also include Dan Clowes, Peter Bagge, Evan Dorkin, Lynda Barry (whom Backderf cites as a direct influence), Joe Sacco, Chris Ware, Adian Tomine and Ellen Forney.

[9] Backderf also noted that 11 days after the Kent State Massacre, a similar protest broke out at the historically black Jackson State University in Mississippi which resulted in police fatally shooting two students and injuring twelve others. Unlike Kent State though, the outrage failed to make national headlines.

Comment

Ross Webster

Ross R. Webster was born in Wheatridge Colorado and raised in Eugene Oregon and Aurora Colorado, but now calls Denver home. Ross primarily writes fiction and nonfiction in both prose and script form. Possessing a bachelor’s degree in Humanities from CU Boulder and a master’s degree from UC-Denver in Public History, Ross has been an active writer and researcher starting with Building a Movement and a Monument: The Rise of Tibetan Buddhism in America and the Construction of Colorado’s Great Stupa for Colorado Heritage Magazine in 2011. Since then most of his research and writings have contributed to academic journals, newspaper articles and local history publications. Currently he is working on his very first podcast, working title Tales From Beyond The Page, a series of historical vignettes from the lives of comics creators. He is also working on his first professional forays into fiction with Maxine Spaulding Citizen of the World: Holiday in Cambodia and The Fire From Heaven.

Musician Daniel Johnston's Art To Be Featured On Batman #121 Variant Editions

Written by Neil Greenaway

Daniel Johnston

Fan's of the late Daniel Johnston may want to take note. The outsider-musician experimented with visual art all through his career, and had - at one point - contacted DC's Marie Javins about wishing to get his artwork into comics. This March will finally see that wish granted.

Batman (2016) #121 cover A - by Jorge Molina.

Batman (2016) #121 cover B - by Francesco Mattina.

Batman (2016) #121 cover C - by Lee Bermejo.

Batman (2016) #121 cover D - by Jay Anacleto.

Batman (2016) #121 (releasing on March 1, 2022) has added a few Daniel Johnston variants. The issue already had four announced covers and will now also be available with three separate variant covers featuring the art of Mr. Johnston. The images used for the covers were picked by the artist's representative, Electric Lady Studios. This set of variants will feature a Batman cover, a Superman cover, and a New Gods cover.

Batman (2016) #121 Daniel Johnston Batman Variant.

Batman (2016) #121 Daniel Johnston Superman Variant.

Batman (2016) #121 Daniel Johnston New Gods Variant.

Limited quantities of the Batman cover will be sold individually while Limited Edition folios of all three covers will be sold through four different online retailers. Each retailer will be selling a uniquely colored folio with the variant covers inside. Pre-orders for all covers and folios began on February 14th 2022, so get your orders in!

Retailers, colors, and quantities are listed below.


HiHowAreYou.com

Joker Red

This "Joker" Red Portfolio Edition includes a full set of three comics with covers by Daniel Johnston. It is limited to 450 total production and exclusive to Hi How Are You. The portfolio is a pre-production image. Final product may vary slightly in appearance.

$39.99

Pre-Order Here!

Final image may vary.


Final image may vary.

Austin Books & Comics

Joker Purple

This "Joker" Purple Portfolio Edition includes a full set of three comics with covers by Daniel Johnston. It is Limited to 500 total production and exclusive to Austin Books! Portfolio is GF Smith Colorway 130 lb FSC Certified. The portfolio is a pre-production image. Final product may vary slightly in appearance.

$39.99

Pre-Order Here!


Electric Lady Studios

Slate

This "Joker" Slate Portfolio Edition includes a full set of three comics with covers by Daniel Johnston. It is limited to 250 total production and exclusive to Electric Lady Studios. The portfolio is a pre-production image. Final product may vary slightly in appearance.

$39.99

Pre-Order Here!

Final image may vary.


Final image will vary.

The Austin Contemporary

Racing Green

This Racing Green Portfolio Edition includes a full set of three comics with covers by Daniel Johnston. It is Limited to 250 total production and exclusive to The Contemporary Austin! Portfolio is GF Smith Colorway 130 lb FSC Certified. The portfolio is a pre-production image. Final product may vary slightly in appearance.

$49.99

Pre-Order Here!


If you have never heard Mr. Johnston’s music (and maybe even if you have) I have included his entire Hi How Are You album from 1983.

Nan Desu Kan 2021 Is Coming! - An Interview With Guy Davis

Written by Neil Greenaway

NDK 2021. Save the dates!

All otaku take note - Nan Desu Kan is turning 25, and they are planning to celebrate! The show is moving to the brand-new Gaylord Hotel in Denver, and the change in venue has them upping their game. In the last quarter of a century the Anime/Manga/Japanese Culture convention has grown from a small one-day show held at a brewery to a full weekend event being held in Denver’s largest convention space. With larger spaces for the Artist Alley and Dealer Room areas and photo-op installations for the cosplayers, NDK is poised to make a splash with this year’s show.

In late August of 2019 I had the opportunity to sit down and chat with Guy Davis, one of the directors of Nan Desu Kan. He was eager to discuss the convention’s past, the growth of the show to its current size, and the exciting things in store for the future. Twenty-five years is a solid run for any convention but to hear Guy tell it, NDK is just getting started.


Guy Davis at Nan Desu Kan 2019.

Neil Greenaway: I understand that you are one of the Nan Desu Kan show directors, and also one of the people in charge of the NDK Museum.

Guy Davis: That I am!

NG: Then perhaps you could start us out with a brief history of the show itself?

GD: Ok. Nan Desu Kan has been around for 23 years. It started in 1997, in the Tivoli – which was a tiny little beer company on Auraria Campus. It started as a one-day show, Saturday only, and we started as a small anime con. It has grown now from 203 people – that was our attendance in 1997 – to our 2018 show which had somewhere around 20,000 attendees.

NG: That is impressive growth!

GD: We are now the second largest convention in the Denver area and we are the largest anime convention in the entire Rocky Mountain region (excluding Texas). That is where we are now. We are now running as both an anime convention and a Japanese culture convention. We have a Sana track, a Japanese culture track, which means that we follow things about Japanese culture. Like when you go to Bon Sai, Kendo, Kudo, things that are more cultural. In fact, last night I was having dinner with some of the guys from Sakura Square (which is the local Japanese culture group) and we had the Consulate General of Japan here to join us. So that was kind of cool, and a little unnerving. She is WAY above my pay-grade, but it was definitely cool.

NG: That is very cool! How did that dinner come about? Had you invited her?

GD: She actually asked us! And when Madam Consulate General asks to have dinner with us, we don’t say no. (laughs) She was a very cool and also a very interesting lady, and also high-ranking – but we have a lot of ties to Japanese culture and she asked to be a part of it. I understand that she is a HUGE anime/manga fan. For our opening ceremonies, she arrived in full cosplay carrying a huge sword. So that was fascinating. Apparently, her son helped her pick out her cosplay.

NG: It is awesome that she was able to attend and that she took an interest in it.

GD: Oh, it was a beautiful cosplay. It had a cape; the whole thing was just gorgeous.

The NDK 2019 AMV contest award lineup.

NG: Getting back to the beginnings of NDK, I know that it originally started as three separate fan groups that banded together. Can you tell us a bit about that?

GD: Yeah. We had three anime clubs that met separately. There was the Rocky Mountain Anime Association, the Fort Collins Anime Club, and then Denver Anime International was the one that I belonged to. DAI was started in 1988 from a different group called CFOod (Cartoon & Fantasy Organization of Denver). Back in the ‘80s we brought over tapes from Japan, and they would be VHS that had been recorded off of television. So we had these non-subtitled, non-dubbed, still-with-commercials versions of these anime - stuff that was recorded off of either morning or evening television. We always had someone in the group who knew Japanese, so they would watch the show and write synopses. You know, just a little paragraph description of what was going on, and they would print them up in these little magazines. You would read your magazine and go, “Oh, ok. That’s what is happening in this episode. OK. I get it.” That’s what we would do. We would get together on the fourth Saturday of every month at the Southwest State Bank on Florida & Federal in Denver. During one of our get togethers, someone mentioned that A-Kon (which was an anime show in Dallas) was doing pretty good. And so we thought, we could do a convention. It has got to be pretty easy, right? (laughs) It was the stupidest thing we ever said! Boy, this has not been easy! But here we are. 23 years later and we’ve managed to keep going. We have survived.

NG: At its conception, what role did you serve in the original convention?

GD: At NDK1, I was a doorstop. I checked badges. But I did such a good job that for NDK2, I was moved up to head of operations.

NG: That is quite the jump!

GD: I know! Its because at the first show, there were only 7 of us. We didn’t have many positions. But for the second show, we needed more people. I was told that I did a good job and handed something more challenging. The first show didn’t have a head of operations. The second show moved to the Sheraton (which was by the old Stapleton Airport) and it had a huge internal atrium. They had operations way up on the 20th floor – and I have vertigo. I remember that they kept calling me out of the office and it felt like the whole hallway would tilt under me. It was awful.

NG: How long was the show there?

GD: We moved the next year to the Sheraton at 6th & Union in Denver. We stayed there for 2 years before moving again to the Holiday Inn at I-70 & Chambers for a few years. Then we were at the Marriot at the Denver Tech Center for quite a while. We moved to this current Sheraton 4 years ago. And next year we will be moving again, to the brand-new Gaylord facility at DIA.

The Gaylord Rockies.

NG: Have all of these moves been necessitated by the growth of the show?

GD: Every single one. As the show gets bigger, we find new places that can hold us.

NG: So we can assume that the Gaylord will be a bigger space as well?

GD: Oh yes. Because we are packed in to the gills here.

NG: If you don’t mind, I’d like to talk about the new venue for a minute. It is my understanding that the Gaylord family of hotels are rather convention-centric, being built to host such events. Did that help to sell you on their space?

GD: Absolutely! When you look at Katsucon for instance (which is an east coast convention) they have a gorgeous atrium for photos. When we look at our people, we find that they mostly fall into three tribes. One of our tribes are the cosplay tribe. And they LOVE to have beautiful scenery. And the Gaylord is gorgeous! There are a few waterfalls and they are bringing in a caboose from the BNSF. There will be an actual caboose, on a track, inside that cosplayers can pose and take photos on! They’ve got a torii gate in there. It is gorgeous, they’ve got two waterfalls and a lazy river which runs around a bit. We’ve already taken a few groups of cosplayers out there and done some photoshoots and they have just been exquisite.

NG: What about the actual convention space inside? Is it going to be a nicer space for you guys?

GD: It is a great convention space. They actually allow you to drive a semi-truck directly up onto the floor for setup. They’ve got two loading docks that have doors big enough to drive a truck in. And the Gaylord is larger (it’s convention space) than the Denver Convention Center (with the Blue Bear). So it is the largest space for a show here, and it is easier to park at. It is going to be easier to deal with (we feel) than the convention center.

Horses at the Gaylord Rockies.

Inside the Gaylord Rockies. (note the caboose, just peeking out on the left)

NG: I have seen a few photos of the Gaylord and it does look like a beautiful area. I could see cosplayers being very happy there.

GD: It is also super easy to get to. I’m really excited for it. I think that this move will signify good things in our future.

NG: Walking in to the show this morning, I could not help but notice the number of people who had their luggage with them – really driving home the point that NDK has become a destination show. A lot of people are traveling from out of state or out of country to be here. I assume that the Gaylord is also set up to accommodate those guests?

GD: Yes. The A-line train runs directly from the airport to the hotel and we have a shuttle that runs every 7 minutes from the bus station to the Gaylord. Our guests should be able to get in from either downtown or the airport. We also have a lot of parking at the Gaylord. I believe they charge for parking, but it should be minimal.

A cosplay photo-op by the torii gate at the Gaylord. Photo by @cgphotogcom

NG: Well, you have to pay for parking downtown anyway, so that should not be so bad.

GD: Exactly.

NG: Having spoken about NDK’s past, and a bit on where the future is taking the show, I would like to ask – having been here since the beginning is it odd to see how big it has become?

GD: It really is! It is really strange. Specifically thinking back to the days of DAI, sitting in the basement of Southwest State Bank. Getting together on every fourth Saturday to watch Ranma or whatever and just hangout. Then I look at today. Look at all these people here!

And even better, most of the people who were at DAI are still out there, doing things in this industry. I can meet with just about any of those folks that I was hanging out with a quarter of a century ago and just say, “Can you even believe all of this?” And no, no we can’t. None of us can. We never thought that it would be like this.

NG: Is that core group still attached to NDK in some way?

GD: For the most part, yeah. We’re all still in here somewhere.

NG: As an NDK director, but also just as a fan who has walked the floor, do you have any favorite memories or specific events that stand out? What have your NDK highlights been?

GD: I am a BIG Macross fan. One year we had Mari Iijima (who is the voice actress for Minmay), and the con chairperson said, “Someone needs to take her out to dinner. Guy, you’re doing it.” I couldn’t believe what I was hearing! I took her out to dinner and drove her around a little. I was shocked to learn that she lives in LA. My second surprise was that she speaks fluent English. But the best part was at the end of the evening when she gave me a big hug. I couldn’t stop thinking, “Minmay hugged me!” I like to think that I stayed calm and professional, that I didn’t geek out. Calm-on-the-outside, but Minmay hugged me! That was definitely one of the high points for me, from this entire thing.

NG: That is a great memory to have. I know that on a personal level you have spent some time in Japan. Does that time fuel your love of the culture, and has that fed back into the show itself?

GD: It has helped a whole lot but strangely enough my time in Japan changed my view on the culture, and not necessarily in a positive way. I know that sounds weird. But having been a teacher in a school, now reading about school life seems like a 2-dimensional view of it. I don’t mean this as any kind of a downer, but I have lived in a school in Japan. I don’t really need to read about it anymore. It maybe changed my tastes. I don’t read anime about school life anymore. I prefer the giant robot stuff these days.

A cosplay photo-op by the caboose at the Gaylord. Photo by @cgphotogcom

NG: If you were always a Macross fan, it makes sense that your tastes would lead you back there.

GD: True. But it is odd how being there changed my views on things.

NG: I suppose that is true in any facet of life vs. literature though. Once you have lived a thing, reading the words of someone who has only written it can sound hollow.

GD: Right and anime and manga are idealized, but it has not been idealized for me. I was never a Japanese student. My time in that school system was as a teacher, so my experience is obviously a bit different.

NG: Back in the late 70’s & early 80’s, when we were kids, the Japanese pop culture influence – the anime, the manga, the movies – was all very much on the fringe. You had to know a guy who had a bootleg. It was not widely imported nor widely available. These days, the Japanese influence can be seen everywhere. And I notice that the children and teens have a much greater interest in the Japanese pop culture than its American counterpart. Middle aged and older nerds are still loving Marvel and DC, but when it comes to buying actual books, I see the kids reading manga. Why do you think that there has been such a surge in the popularity of Japanese titles among American youth?

GD: I think that it is built upon layers. In my generation, we had a core group of otaku who were there doing fan-subs so others could enjoy them. They got it started. We just keep building on that, layer by layer. People saw the fan-subs and sought out imports. Shops noticed the market for imports and official versions became available. The popularity of the imports creates the market for professional subs. It just kept building.

As for the popularity, in my opinion, Japanese manga and anime are much more finely crafted. I was talking about this just last night with the people from Sakura Square. The way that Japanese manga and anime are made using much more attention to detail. You can sense that. Anime and manga are made with a lot of care. Which is not to say that American comics are not made with care. But if you look at the comics from the 1980’s and compare them with the manga of the 1980’s, you can see that there was more care in the manga. Now if you look at a modern comic, there is much more care taken – but there was a gap and the Americans needed to catch up. There was a similar technological gap in the 70’s, where we just needed to catch up.

The Japanese were making good manga with better stories and better artwork, better everything. And America had a lag. We had things like the Comic Code. You couldn’t kill anybody. You couldn’t show nudity. You couldn’t have violence. You couldn’t do anything deeper than saying, “Oh, I’m mad at you.” Followed by, “Ok, I’m not that mad anymore.” And it made our stories incredibly shallow. That is why I got out of American comics in the 80’s and got into manga. Its exactly why. There were a lot of people in my generation that were tired of everything being so shallow.

Guy Davis with some of the exhibits at the NDK Museum during NDK 2019.

That core group of otaku left comics and started getting into manga. Then we brought other people into it until the market saw a need for us. By the time American comics caught up… Again, I am not saying that today’s comics are bad – they are good – we finally have good stories and good art. But there was a lag. And a whole generation went to the Japanese for pop culture. We lost a generation to Japan. Those fans are coming back to American comics as American comics get better, but they are bringing that Japanese influence with them.

NG: Do you feel that there is more homogenization between the eastern and western comics these days? Or do you think that there is still a pretty clear line?

GD: Maybe? I think that there will be homogenization, but the style will always be delineated. There are people like me, who are clearly manga-style artists that were born in America. Everything I draw and create comes from that style. In that same way, there will always be people in Japan who choose to draw western style art. There will always be that crossover in the art, but your locality can affect your style.

NG: I think that about wraps up my questions for you. It seems like this is definitely a place for people with an appreciation of Japanese art and culture to come and enjoy. With the upcoming change in venue, is there going to be any change in dates for the show?

GD: I think we are going to try and push the show back into September. That is what we feel our “home zone” is. We have been pushing it forward to August because of the hotels, but we think we can get back to September.

NG: If people are wanting to look into the next NDK, or read about past ones, what website could we send them to?

GD: You can find us at NDKDenver.org or by searching Nan Desu Kan in your social media, really any of them.


Nan Desu Kan 2021 is being held at the Gaylord Hotel from September 3 – 5, 2021. In addition to a large Dealer’s Room and Artist’s Alley they will be playing host to anime voice actors like Kent Williams (Dragon Ball Z, Fullmetal Alchemist); Dani Chambers (Black Clover, Island); Madeleine Morris (Azure Lane, My Hero Academia); Daman Mills (Dragon Ball Super, Monster Hunter: Rise); and many more!

Buy Tickets To Nan Desu Kan 2021 Here!

A Review of Giant Days by Allison, Treiman, & Sarin

Written by Ross Webster

Giant Days Vol. 5, p.107

By: John Allison (writer), Lissa Treiman & Max Sarin (artists)

Published by: BOOM! Studios

$9.99-$12.99 per volume

Giant Days Vol. 1, p.6

The premise of Giant Days is a deceptively simple one. Three girls - Susan Ptolemy, Daisy Wooton and Esther de Groot - meet at the University of Sheffield in the U.K. simply due to their adjoining dorm rooms. Together, they traverse the challenges of college life and impending adulthood through their wits, will and most importantly, their friendship. Easily a plot that one will find in hundreds of movies, TV sitcoms, and yes, even comics. However, Giant Days stands out from the rest thanks to combination of the stellar writing of John Allison and the dynamically fluid and eye-catching artwork of Lisa Treiman and Max Sarin.

Giant Days: Early Registration, p.18

Giant Days origins are humble. In 2009 John Allison had completed his longest webcomic (Scary Go Round) and was thinking of where to go next. An obvious direction Allison went with was two spin-offs; the first, Bad Machinery - which went on to great acclaim, even making the Young Adult Library Services Association’s annual “Great Graphic Novels For Teens” list in 2016.[1] The other project, Giant Days which followed supporting cast member Esther de Groot making her way through her freshman year at college with little more intended than a character study - which was sidelined by disinterest and a crisis of confidence on Allison’s part. Despite these setbacks, churning ideas and a growing attachment to his characters sent Allison back to the drawing board. Finally, he pitched his revised version to Shannon Watters (editor at BOOM! Studios and co-creator of the hit YA comic series, Lumberjanes) who saw its potential. Much to Allison’s surprise and relief, Giant Days was an overnight hit and his first work to breach a wider audience beyond the realm of webcomics.

Giant Days: Early Registration, p. 79

John Allison was one of the earliest creators of webcomics beginning with Bobbins which ran from 1998 to 2002 and during his seven-year run on Scary Go Round (2002-2009). Like many early webcomics creators, his style gradually evolved from stiff vector art to one that felt more natural and freer flowing. However, while Allison’s own art is excellent, it is difficult to imagine Giant Days making the impact it did if he remained the soul creator. It would have been too easy for readers unfamiliar with Allison’s previous work (or perhaps more accurately, the publishers second guessing the tastes and tolerance of their readership) to dismiss his rough unpolished style and fail to notice his brilliant writing and unforgettable characters. In order to reach the mainstream, Giant Days needed to pop.

Giant Days Vol. 2, p. 47

Fortunately for him and all, BOOM! managed to team Allison up with two phenomenal artists; Southern California-based Lissa Treiman (on issues 1-6) - who was and still is an accomplished storyboard artist with Disney; and Max Sarin (Issues 7–37, 40–47, 49–54 ), a Finnish cartoonist only beginning to dabble in comics at Glyndwr University in Wales and later at Kanneljärven Opisto in her home country.[2] Treiman put her talents as a storyboard artist to great effect for the first six issues.[3] Giant Days now had a rhythm ebb and flow that it previously didn’t in Allison’s original miniseries. As cliché as it might sound, the reading experience does feel more like watching an animated show than reading a comic (especially given similarities to the current Disney style). It is no surprise that Treiman’s best sequences are dance scenes, brawls, and team huddles. Also, it’s when Treiman started working that the cast of Giant Days, especially its primary trio of Esther, Susan and Daisy, became a true ensemble.

Although the three girls were first introduced in the original miniseries, everything heavily revolved around Esther de Groot, which is not surprising given that she had just spun off from Allison’s webcomics (note* One does not need to have read the original webcomics to enjoy Giant Days). When BOOM! Studios picked up Giant Days and handed the artwork over to Treiman, John Allison had plenty of time to flesh out the rest of the cast. At this point it seems appropriate to get to know the cast a little better starting with the trio.

Giant Days Vol. 1, p.23

Esther de Groot, a goth girl, metalhead and English major from the Yorkshire town of Tackleford with a penchant for creating drama for herself and anyone within a one-mile radius.

Giant Days Vol. 1, p.41

Susan Ptolemy, a medical student from Northampton who’s  cynical, grounded, and tough demeanor belies a more sensitive side and a deep fear of commitment - save for her smoking habit.

Giant Days Vol. 1, p. 74

Daisy Wooten, a sweet-natured naïve biracial home-schooled orphan raised by her grandmother, discovering the outside world and her nascent homosexuality - all while studying archeology.

Also, under Treiman Giant Days’ two most prominent male characters became more fleshed out.

Giant Days Vol. 1, p.24

Ed Gemmell, a shy nerdy kid trying to discover himself while harboring an unrequited crush on Esther.

Giant Days Vol. 1, p.87

Graham McGraw, the stoic mustachioed mature former childhood friend, sometimes rival of Susan’s from Northampton who still harbors romantic feelings for her. 

Giant Days Vol. 5, p. 104

After issue six, Treiman ceased to do the primary art for Giant Days (though she would do the issue cover art until issue 24), while Max Sarin took over. As previously mentioned, she had no previous professional cartooning experience, but with Allison’s encouragement hit the ground running and brought a fresh new dynamic to the series.

Giant Days Vol. 8, p. 13

Giant Days Vol. 6, p. 34

Giant Days Vol. 6, p. 82

While Treiman’s style focused on the external, Sarin’s emphasized the internal beginning at the surface level with some of the greatest facial expressions ever produced in the medium. But even beyond facial expressions Sarin’s art gave the series a boost in emotional gravity.

Giant Days Vol. 3, p.15

Giant Days Vol. 9, p.57

It goes without saying that the threshold between one’s teens and full-fledged adulthood are a cocktail of new experiences and sensations; earning your college marks, determining your future career, falling in and out of love, making life-long friends, finding the first place to live on your own, and having whatever assumptions you had about yourself and the world shattered by reality for good or for ill. Giant Days covers all this ground and then some. As mentioned before this is hardly untrodden ground, but Max Sarin’s fantastical, surreal, and absurd manifestations of college life’s pageantry - be it a young man’s first sexual encounter gone unexpectedly wrong, the hideous physical manifestation of a wicked hangover after a night of drunken revelry or the stages of grief after a breakup. All are very much in synch with Allison’s tone and sensibilities[4]

Giant Days Vol. 4, p. 37

Giant Days Vol. 6, p. 60

Of course, there is enough hilarity in Giant Days to balance out the drama, from the triumph of gaining your first shared home, only to find yourself scurrying away from it within seconds like rats after a rent misunderstanding. Blowing up at a smug berating assistant professor with the righteous fury of a thousand suns, to trying to keep it all together at your ex’s dinner party (and clearly failing). As the reader is mesmerized by either Treiman or Sarin’s art they then discover the final gold nugget, John Allison’s writing.

Giant Days Vol. 3, p. 90

Giant Days Vol. 3, p. 91

Allison possesses above all else a fantastic wit and is a master of wordplay. Even more impressive is his ability to carry that wit and wordplay into the more drama-laden scenes of Giant Days without once breaking tone; a feat rarely achieved in any medium of art including comics. To say that Allison’s characters therefore “feel more real” is a disservice. Even in the most surreal and absurd seeming scenarios, Giant Days’ characters are as real as anyone you have ever known or will know, from our three heroines right down to one-scene eccentrics serving no purpose other than comic relief. Everyone switches evenly from wonderful to awful and insufferable to inseparable. Anyone who decides to invest their time and money into the wonderful synthesis of Allison’s writing and Treiman and Sarin’s artwork will not only discover a great comic series, but will make new friends. And much like Esther, Daisy, and Susan’s cultivated sisterhood and the friendships made with Ed, Graham, (and too many others for one review to cover) it will carry you through both good times and bad. And even after college, no matter how much post-graduate life pans out for you (or not) you will be richer and stronger for those bonds.

I first became aware of John Allison in the spring of 2006 in the pages of Scott Pilgrim and the Infinite Saddness. After having consumed the third volume of the troubled indie rock, martial arts and video game infused love-life of everyone’s favorite Canadian slacker, I skimmed the bonus content of the book. There I stumbled upon a guest comic whom Scott Pilgrim’s creator, Bryan Lee O’Malley, introduced as the creator of the “delightfully English webcomic, Scary Go Round.” Being then and now an avid consumer of British pop culture, namely Edgar Wright’s Spaced at the time, I decided to go searching online. Scary Go Round had me hooked from the start with its forays into magical realism, horror and sci-fi yet still retaining a comedic and slice-of-life tonality. since then, I’ve avidly followed his subsequent works.[5] In time that single guest comic became a “Six Degrees of Kevin Bacon”-esque gateway to many other webcomics and creators whom I’ve also come to cherish.[6]

 When Giant Days broke out right after its debut at BOOM! studios, I was surprised and elated that finally John Allison was being recognized outside of webcomics, a medium while growing in scope and sophistication is only just coming out of its often marginal and sometimes maligned status. As mentioned throughout this review it was equally thrilling to see Allison work with a team of new artists and see how each could complement each other’s work. Although Giant Days has run its course, concluding in 2019, Allison has since gone on to create new published titles, and it looks like his name has enough clout that mainstream publishers are confident to publish him as solo creator and artist. However, given Max Sarin’s covers for both new titles, I doubt we have seen the last of further collaborations.[7]

Giant Days Vol. 9, p. 101

Available from BOOM! Studios, Giant Days is available in 59 single issues counting three specials or 14 trade paper-back volumes - and all are available digitally or in print. There are also three hardcover “Not on the Test” editions (though it seems these have ceased continuation).[8] The only drawback I can possibly think of for Giant Days is the inevitable transatlantic hurtle between British and American dialect and comedic sensibilities, but for most readers this barrier is easily overcome. Of all of John Allison’s stellar creations, Giant Days is his most accessible and therefore the best starting off point. And whether one chooses to explore further into his worlds, or if they are content to remain with and cherish Esther, Daisy, and Susan’s Giant Days, they will be with you forever and you won’t regret a moment.


[1] Printed volumes of Bad Machinery are published by Oni Press.

[2] During her time working with Giant Days, was mentored by Allison, Sr. Oni Press editor Jasmine Amiri, and cartoonist, Dan Berry [also host of the podcast “Make It and tell Everybody”).

[3] Prior to working on Giant Days, Treiman had previously worked on storyboards for major Disney projects including Tangled, Wreck-It Ralph and Big Hero 6.

[4] Unlike Allison’s other works, which often veer into the supernatural, magical realism, horror and science fiction, Giant Days is mostly grounded in reality.

[5] Bad Machinery, Bobbins, Giant Days, Destroy History, Steeple, and most recently Wicked Things

[6] Included in this pantheon are Questionable Content by Jeph Jacques, Anders Loves Maria by Rene Engstrom, Octopus Pie by Meredith Gran, Chloe Noonan: Monster Hunter by Marc Ellerby, EmiTown by Emily Lenox, Wasted Talent by Angela Melick, The Fox Sister by Cristina Strain & Jayd Aït-Kaci, Stand Still Stay Silent by Minna Sundberg and Check, Please! by Ngozi Ukazu.

[7] Steeple from Dark Horse Comics, and Wicked Things from BOOM! Studios (Max Sarin does all artwork for Wicked Things)..

[8] There is also a YA novel adaptation of Giant Days by author Non Prat published by Amulet Books.

Comment

Ross Webster

Ross R. Webster was born in Wheatridge Colorado and raised in Eugene Oregon and Aurora Colorado, but now calls Denver home. Ross primarily writes fiction and nonfiction in both prose and script form. Possessing a bachelor’s degree in Humanities from CU Boulder and a master’s degree from UC-Denver in Public History, Ross has been an active writer and researcher starting with Building a Movement and a Monument: The Rise of Tibetan Buddhism in America and the Construction of Colorado’s Great Stupa for Colorado Heritage Magazine in 2011. Since then most of his research and writings have contributed to academic journals, newspaper articles and local history publications. Currently he is working on his very first podcast, working title Tales From Beyond The Page, a series of historical vignettes from the lives of comics creators. He is also working on his first professional forays into fiction with Maxine Spaulding Citizen of the World: Holiday in Cambodia and The Fire From Heaven.

A Review of From Hell: Master Edition from Alan Moore & Eddie Campbell

Written by Ross Webster

From Hell: Master Edition Cover.

By: Alan Moore (writer) & Eddie Campbell (artist)

Published by: Top Shelf

$49.99

A panel from From Hell (B&W) Chapter 09 Page 56.

Upon release of From Hell, their gory decade-long saga of the Whitechapel Murders that plagued London in the late 19th century, Alan Moore and Eddie Campbell could be forgiven for bringing an incomplete masterpiece into the world. In any case critics and readers barely noticed, they were too busy being lured in and mesmerized by its morbid tale of Victorian London at the peak of empire; of the prostitute victims and their hard scrabble lives in the Whitechapel slums; of Frederick Abberline, the troubled Scotland Yard detective’s hopeless pursuit of justice; and of course the murderer at the heart of it all, Jack the Ripper.

A panel from From Hell (B&W) Chapter 09 Page 33.

Although the mystery of the Ripper’s identity remains unsolved 130 years to this day, Moore uniquely gives the killer an identity; Sir William Gull, royal surgeon to Queen Victoria and high-ranking Freemason who is tasked to cover up an illegitimate child of a shopgirl, Annie Crook (fictional) and Prince Albert Victor, next in line to the crown. When the baby is forcibly given away, and the mother is locked up in an asylum and made invalid by Dr. Gull’s intentionally botched thyroid operation, it seems his task is done. However, her prostitute friends, Mary Anne Nichols, Annie Chapman, Elizabeth Stride, Catherine Eddowes and Mary Jane Kelly (tragically known to history as the canonical five) discover the plot and threaten to reveal it to the public. To counter this new threat, Gull takes on the persona of the infamous Ripper and hunts them down one by one - and with each ungodly deed, Gull succumbs to his own dark desires and eventually madness.[1]

A panel from From Hell (B&W) Chapter 09 Page 58.

Readers would’ve undoubtedly noticed the series was presented in rough black and white, from lightly sketched pieces almost resembling illustrated magazines of the Victorian era, to oppressive all-consuming nightfall or shadows whose presence in the book is rivaled by one element; blood - which glistens like midnight. Despite how it might seem, the decision to tell this story in black and white was purely one of economics. Printing anything in color was difficult, laborious and expensive, especially in cash-strapped 1980s Britain. The black and white was so intrinsic to the book that Campbell refused initial offers to color it, believing it impossible due to the difficulty of putting color inks on top of originally black and white artwork. However, 30 years later, Campbell finally accepted the challenge and chose to do all his coloring digitally with all of its palates and options previously unimaginable. The big question is this: does the Master Edition improve on Moore and Campbell’s original work? For me, the answer is a resounding yes.

A panel from From Hell: Master Edition Chapter 03 Page 08

I confess that when I first obtained the complete original From Hell, I only read through it partially. While the artwork was impressive, too often it felt muddled and messy combined with the excruciating levels of gore and Moore’s legendarily dense layers of text. For what is otherwise one of the greatest triumphs of the medium, it was one I could only stomach in small doses. However, the first thing one notices if they haven’t read the graphic novel in some time, is just now how everything pops. From the first dead seabird in the prologue to the gas lamp lit streets to the advertisements adorning carriages, hotel lobbies and drugstores. What these new details do is force the reader to examine every detail, every color contrast, and every available line of dialogue all in single go and watch them weave the story. One example where this seems especially true is during Gull’s Psychogeographic tour of London.[2]

A panel from From Hell (B&W) Chapter 04 Page 16.

Before the murders, Dr. Gull instructs his driver John Netley, to tour several London landmarks, Cleopatra’s Needle and the churches of 18th century architect Nicholas Hawksmoor. Their significance according to Gull, are that they are long forgotten places of pagan ritual and mystical power. In the case of St. George’s Bloomsbury Church in the original graphic novel, while it is an impressive structure it does not seem especially out of place in its West End neighborhood.

A panel from From Hell: Master Edition Chapter 04 Page 16.

However, in the Master Edition Campbell introduces blue skies, fog and smog to the landscape and gives color to the surrounding buildings. The Church in turn is a pristine marble island, almost otherworldly and ethereal in a sea of urban human muck. Not only are the readers learning about Gull’s personal beliefs and world view, it is much clearer to see what is going on inside his mind. There is a similar effect with the other most prominent landmarks; Cleopatra’s Needle, and Christchurch Spitalsfield. As he describes their supposed forgotten origins and power, the color contrast transforms them into something more phallic, or blade-like. [3]

A panel from From Hell (B&W) Chapter 10 Page 12.

There is absolutely no way to talk about From Hell without about the blood and gore. It is either the main deal maker or breaker for anyone who dares to read the graphic novel. One of the most stunning and horrific scenes of the whole book is the sequence when Gull proceeds to eviscerate the recently murdered Catherine Eddowes’ corpse and takes on the Ripper persona. The original version was a frightening and relentless journey into the guts of poor violated Eddowes and into Gull’s early days as a surgeon and even a vision of a London corporate office 100 years into the future. As striking as the imagery was, I’m inclined to agree with Eddie Campbell in an interview with Previews Magazine who said that after reading the Master Edition the original will feel like viewing it through a woolly sweater.[4]

A panel from From Hell: Master Edition Chapter 10 Page 19.

In the original sequence it was easy for more squeamish readers to briskly glance and skim through the unpleasantness and dismiss it almost like a fever-dream. Now fully colorized, the reader has no choice but go along with clear eyes and follow Dr. Gull’s macabre ritual cut by bloody cut. It is here that Gull claims to give birth to the twentieth century and its paradoxical proclivities to iniquity and dehumanization amid unimaginable technology wealth and progress. However true this might be, Gull might as well be talking about the times that birthed him.

A panel from From Hell: Master Edition Chapter 11 Page 37.

When reading From Hell it is easy to over-fixate on Dr. Gull and his obsessions with dead flesh and to overlook everyone concerned with keeping flesh alive. This seems truer in the original black and white where given all the additional text and focus on characters both historic and otherwise, less patient readers might feel tempted to skip those insights until the next Ripper murder. As with the fully colorized Gull arch it is much harder now to ignore the story of Inspector Abberline or his pale perpetually tired sunken face conveying frustration, rage and despair at his inability to escape the Whitechapel or solve the murders which his own Scotland Yard conspires to keep under wraps.

A panel from From Hell: Master Edition Chapter 03 Page 07.

It’s also harder to gloss over the Ripper’s victims namely Mary Kelly and their outfits conveying bright pretty yet faded colors and the slight rose tint of their bodies which is also their trade and often means of survival (though at times, their skin appears faded and drained when worn down by the hardness of their lives. The colors also seem to symbolize their friendship and their struggle to get by amid the daily challenges and cruelty dealt out to them and of course the horror that stalks them which we in the 21st century tragically know they won’t. This to me is perhaps the ultimate justification for coloring up the original graphic novel. Whether it’s Watchmen, or V for Vendetta or From Hell, it’s easy to define Alan Moore’s work purely on the darkest tropes; compromised antiheroes, the ultra-violence, gratuitous sex, the oppressive politics, his obsession with the occult, and crushing forces of power and order. What often goes overlooked in Moore’s work are tiny slivers of humanity bravely shining despite them. In From Hell: Master Edition, they can now shine a little brighter against the darkness.

A panel from From Hell: Master Edition Appendix 02 Page 22.

My first experience with From Hell was the 2001 Hollywood adaptation by the Hughes Brothers and starring Johnny Depp as Abberline, Sir Ian Holm as Dr. Gull and Heather Graham as Mary Kelly. It was only years later when I first glanced into the graphic novel, I realized what a tremendous disservice the movie was to its source material. Although Moore notoriously despises all adaptations of his work, his wrath is especially justified against the feature film.[5] Despite initial difficulties reading I had already come to regard it as Moore’s finest work and while Watchmen will always be his most popular story (and possibly the greatest superhero series of all time), From Hell is really more of what Moore’s all about.[6]

A panel from From Hell: Master Edition Appendix 02 Page 22.

Perhaps even more importantly for me, From Hell was my introduction to Eddie Campbell. Though I really wouldn’t come to fully appreciate him until I read ALEC: The Years Have Pants, his massive series of autobiographical comics spanning from his days as young Scottish cartoonist eking to make a living in 1980s London to middle age raising a family in Australia.[7] His art style is distinguished by the near photo-realism of his human subjects which is often undercut with absurdist humor.[8] Before returning to From Hell, Campbell had already started experimenting in color including The Lovely Horrible Stuff, The Truth is a Cave in the Black Mountains(a multimedia collaboration with Neil Gaiman) and Bizarre Romance (written by Audrey Niffenegger) so when I first heard about the Master Edition I was ecstatic.

A panel from From Hell: Master Edition Chapter 10 Page 20.

To say From Hell is a challenging read is a gross understatement regardless of edition. Aside from all the aforementioned gore sex and violence it is nearly 600 pages of dense history, Psychogeography, folklore, and super-dense layered text characteristic of all of Moore’s work (Moore himself did not add much new material to the Master Edition save for more of his copious notes). Veteran fans may object to the notion of coloring what to them is a perfect masterpiece. That is a matter of preference, and I won’t challenge it. All I can offer is my own experience - which was that for me From Hell: Master Edition is a welcome enhancement and was far more horrifying, illuminating and transcendent than I ever imagined it could be again.


[1] this theory of the Ripper’s identity was first proposed in journalist Stephen Knight’s 1976 book, Jack The Ripper: The Final Solution. Most Ripper scholars dismiss the theory as Gull was 72 and had recently suffered a stroke at the time of the murders. Neither Moore and Campbell put any stock in the theory and even lampoon it in their addendum comic “Dance of the Gull Chasers,” which examines all of the proposed Ripper identity theories and the continuing cultural obsession with the murders a century onward.

 [2]  From Wikipedia: Psychogeography is an exploration of urban environments that emphasizes playfulness and "drifting". It has links to the Lettrist and Situationist Internationals, revolutionary groups influenced by Marxist and anarchist theory, and the attitudes and methods of Dadaists and Surrealists. Psychogeography was defined in 1955 by French Philosopher Guy Debord as "the study of the precise laws and specific effects of the geographical environment, consciously organized or not, on the emotions and behavior of individuals." As a practice and theory, psychogeography has influenced a broad set of cultural actors, including artists, activists and academics (Perhaps to most famous psychogeographer today is London-based Iain Sinclair, who is also personal friend of Moore’s).

[3] In a 2018 interview with Previews World, Campbell noted that when returning to colorize these tour segments he found that about a dozen panels were no longer historically accurate hand have been completely replaced in the Master Edition.

[4] Ibid. 2018 Interview.

[5] The primary crime of the feature film being that what was essentially deep and complex character study of the murderer, the victims and the detective is compacted into run-of-the-mill whodunnit. 

[6] Especially given that following Moore’s ongoing legal battles with DC Comics for the IP rights, he has effectively disowned Watchmen.

[7] Currently Campbell lives between Chicago with his new partner novelist, Audrey Niffenegger and London where his adult daughter from his previous marriage, Hayley Campbell also lives and works as a journalist.

[8] While living in Australia, Campbell was often employed as a courtroom sketcher.

Comment

Ross Webster

Ross R. Webster was born in Wheatridge Colorado and raised in Eugene Oregon and Aurora Colorado, but now calls Denver home. Ross primarily writes fiction and nonfiction in both prose and script form. Possessing a bachelor’s degree in Humanities from CU Boulder and a master’s degree from UC-Denver in Public History, Ross has been an active writer and researcher starting with Building a Movement and a Monument: The Rise of Tibetan Buddhism in America and the Construction of Colorado’s Great Stupa for Colorado Heritage Magazine in 2011. Since then most of his research and writings have contributed to academic journals, newspaper articles and local history publications. Currently he is working on his very first podcast, working title Tales From Beyond The Page, a series of historical vignettes from the lives of comics creators. He is also working on his first professional forays into fiction with Maxine Spaulding Citizen of the World: Holiday in Cambodia and The Fire From Heaven.

A Review of Natalie Nourigat's I Moved To Los Angeles To Work In Animation

Written by Ross Webster

The cover for I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

I Moved to Los Angeles to Work in Animation

By: Natalie Nourigat

Published by: Boom! Studios

$9.99

A scene from pg.2 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

In 2014 Natalie Nourigat (a native of Portland Oregon) found herself at a life crossroad. Since graduating college in 2010, she had become a successful comics artist back when Portland was one of the cheapest places for young creatives to live and work on the West Coast - helping to keep the city weird and vibrant.[1] However the city soon became a victim of its own success. Rents spiked, rich incoming hipsters pushed locals out of the city, and freelancing could barely pay the bills for Natalie. At that same time, many of her cartoonist friends began trekking south to Los Angeles - lured by a slew of lucrative animation jobs which emphasized storyboarding, character design, background painting and other skills shared by comics artists. One of her artist friends invited her down to sample the good life in SoCal. Motivated by the allure of such a life and the diminishing returns of Portland, Natalie decided to attempt the seemingly insurmountable task of getting a job in animation.

A scene from pg.18 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

I Moved to Los Angeles to work in Animation is part travelogue, part insiders look at the animation industry, and little bits of tutorial on animation, finance and industry procedure. Nourigat’s minimalist yet delightfully detailed and expressive style, which is reminiscent of Japanese Manga and contemporary Disney features, lends itself well to all three objectives. Most important is her ability to - in as little as one or two panels - break down seemingly complex histories, worlds, and procedures into easily communicable images which makes her an excellent communicator and storyteller.

A scene from pg.10 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

Nourigat’s path begins with her cranking out new art, job hunting and learning new techniques like storyboarding and story tests at a furious pace - usually resulting in rejections. However, nine grueling months later, she was finally excepted into a paid trainee program at a major studio.[2]

A scene from pg.22 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

After four weeks of packing, making couch surfing arrangements, buying her first car, and bidding her Portland friends and family farewell, Nourigat headed south to all of the wonders, hardships and idiosyncrasies of life in America’s second largest metropolis and capitol of its entertainment industry. Once there, after going through the trials of securing a decent place to live in the San Fernando Valley, Nourigat explains the history and benefits of being in The Animation Guild, which is a large union for animation artists.[3] Becoming a member was something that Nourigat welcomed after years of freelance, which often comes with odd hours and the potential to get screwed over with little chance of recourse. She was able to finally secure long-term income, insurance plans, and additional perks including life drawing classes, mentorship programs and free promotional swag. Readers also get a glimpse of an average day in a major animation studio.

A scene from pg.56 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

For Nourigat, the adjustment to life in SoCal definitely had its upsides. The constant sunny weather and lack of humidity were a welcome change from the frequent dreariness of the Pacific Northwest, as were the multitude of entertainment and cultural activities available to her and friends visiting from out of town. It did not take long for the downsides of LA life to set in, though: the high cost of living; the obvious wealth gap; the oppressive heat; and of course (that most tyrannical of LA cliches) the almost total necessity of owning a car - and everything for good or ill that comes with it.

A scene from pg.34 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

However, the worst and most unanticipated downside for Nourigat was loneliness and isolation. Despite being in a field attracting so many fellow artists, Nourigat found that living in such a sprawling and decentralized city (plus a work culture where last minute flake-outs for social gatherings are the norm), meant that she spent a great deal of her first year in LA alone.

A scene from pg.36 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

The most important section of I Moved... for any aspiring animators will obviously be “How To Break In.” Admittedly, Nourigat states that she feels unqualified to answer the question as she has only her own experience to draw upon - but the most important advice she offers is apply, apply, apply. Even to the same studios.[4] Second is to constantly build your portfolio. Both are simple, but easy to forget as both ultimately boil down to a combination of luck and persistence in the heavily competitive market which can wear applicants down and erode self-confidence. Persistence paid off for Nourigat in combination with lucky breaks due to making friends in the industry, in-person networking groups, social media and even chance networking encounters at venues like SDCC. Useful also are her tips about etiquette for meeting people from studios, and how to build a portfolio even during one’s free time.

A scene from pg.51 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

While much of the breaking in and fitting in an animation studio sounds daunting, Nourigat also offers much reassurance about flexible work environments, flexibility of job movement either in studio or the industry as a whole, and the growing presence and voices of women, people of color, and LGBTQ people in the industry.

A scene from pg.66 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

Despite the initial hardships of moving, Nourigat managed to embrace all the facets of her new SoCal home - the most enriching being the spectacular hidden natural treasures on the outskirts of Los Angeles (especially Vasquez Rocks which proves to be an apt metaphor for her transition to life in her second home).

A scene from pg.68 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

A scene from pg.72 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

A scene from pg.78 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

A scene from pg.75 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

A scene from pg.80 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

A scene from pg.83 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

A scene from pg.70 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

A scene from pg.85 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

Since “I Moved…,” Nourigat has done quite well in the LA animation scene.[5] However rather than conclude with her story alone, Nourigat shares the POVs of several animation colleagues. People whose career paths were quite similar to hers, but came to have differing experiences in the industry and different takes on living in Los Angeles - including their career highs and lows, likes and dislikes about life in Los Angeles, and whatever advice they have to offer anyone willing to follow in their footsteps.

A scene from pg.62 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

I first discovered Natalie Nourigat on a chance discovery of her first graphic memoir, Switching Gears, about her college years in Oregon. I was then delighted to see that she was a friend of another Portland comics artist, Emi Lenox, who is the creator of one of favorite webcomics - EmiTown.[6] Since then she has entered my own personal pantheon of graphic travel memoirists.[7] I also identify with Nourigat as someone who never expected that Southern California would become their second home but came to embrace it fully as such.

A scene from pg.59 of I Moved to Los Angeles to Work in Animation by Natalie Nourigat.

If there is one drawback to “I Moved...” it is that it’s short: a brisk 96 pages long. Although we get some great snippets of animation work and studio life, it is hardly an immersive experience into the industry. Likely though, a deep dive would have been unfeasible due to Nourgat’s relatively new position as well as studio restrictions on what its employees can reveal to the public at large. That and as Nourigat herself stated before, she can only speak from her own experience. Indeed, the purpose of I moved to Los Angeles to Work in Animation is not a tell-all but an invitation for anyone seeking a career in animation to get past any doubts and anxieties they may have and to make their own story, creations and lend their own voice into the field. And despite her own doubts, I can hardly think of a better guide than Natalie Nourigat.


[1] Famously celebrated and lampooned in the IFC comedy series Portlandia.

[2]  The studio in question is Disney but not referred to due to copyright reasons.

[3] Where many major animation studios are located.

[4] Apparent pun accidental.

[5] Nourigat has since gone on to become a director at Disney. Her first animated short, “Exhange Student” debuted as part of the “Short Circuit” series available on Disney+. She has also been a storyboard artist on major projects like “Ralph Breaks The Internet,” and “Bee And Puppycat.”

[6] Lenox is also the artist for Jeff Lemire’s superhero-noir miniseries, Plutona.

[7] Which includes artists such as Guy Delisle, Craig Thompson, Lucy Knisley and Sarah Glidden.

1 Comment

Ross Webster

Ross R. Webster was born in Wheatridge Colorado and raised in Eugene Oregon and Aurora Colorado, but now calls Denver home. Ross primarily writes fiction and nonfiction in both prose and script form. Possessing a bachelor’s degree in Humanities from CU Boulder and a master’s degree from UC-Denver in Public History, Ross has been an active writer and researcher starting with Building a Movement and a Monument: The Rise of Tibetan Buddhism in America and the Construction of Colorado’s Great Stupa for Colorado Heritage Magazine in 2011. Since then most of his research and writings have contributed to academic journals, newspaper articles and local history publications. Currently he is working on his very first podcast, working title Tales From Beyond The Page, a series of historical vignettes from the lives of comics creators. He is also working on his first professional forays into fiction with Maxine Spaulding Citizen of the World: Holiday in Cambodia and The Fire From Heaven.

A Review of Kabi Nagata's My Lesbian Experience With Loneliness

Written by Ross Webster

My Lesbian Experience With Loneliness

By: Kabi Nagata

Published by: Seven Seas Entertainment

$13.99

My Lesbian Experience with Loneliness pg.5

My Lesbian Experience with Loneliness begins en medias res with its artist Kabi Nagata naked facing a female escort in a Japanese love hotel. She lets us readers know that this is her first sexual experience. She makes it very clear that anyone looking for easy hentai titillation or sweet yuri fluff will be sorely disappointed.[1]It is awkward, and Nagata brings up a prominent bald spot on her head and scars from self-inflicted cuts on her arms.

My Lesbian Experience with Loneliness pg.97

At this point it goes without saying that Kabi Nagata is an atypical manga artist. While her style is marked with all of the telltale minimalism that characterizes manga, Nagata takes it to the nth degree with extremely simplified characters and backgrounds, sometimes juxtaposed right after a panel drawn in a more traditional bushojo style.[2] This largely works to mock expectation of a romantic or dramatic experience and then to contrast it with its messy and often absurd realities. The simplified style also meshes well with the chaotic state of Nagata’s mind. Nagata’s also part of the small but growing clique of manga artists to begin in webcomics rather than print.[3]

My Lesbian Experience with Loneliness pg.15

Nagata flashes back ten years to her completion of high school, when she tried and failed to make it in a normal workaday world. Her inability to conform to even basic work habits, led to deep depression, self-inflicted cuts and two eating disorders in both directions. In the case of the over-eating spell she even eats instant ramen straight from the uncooked package. Despite reaching the point of suicidal ideation, Nagata managed to regain the will to get things together to move onto the next challenge.

My Lesbian Experience with Loneliness pg.40

That next challenge was pleasing her parents for whom nothing but becoming a salary-worker would suffice.[4] However, she could not convince her prospective employers that she had any sincere desires outside of drawing manga which one kind interviewer suggested she pursue.

My Lesbian Experience with Loneliness pg.55

After luckily entering a manga contest and winning there was no going back for Nagata, especially as her artistic pursuits led her to confront her own mental health which leads into an exploration into her own sexuality. Ultimately, she reached the conclusion that she did not allow self-love and understanding which leads her at 28 years old to call a lesbian escort service and where Nagata begins her story.

My Lesbian Experience with Loneliness pg.104

Yuka, the female escort, is the only other named character in this memoir and is just who Nagata needs for her first sexual experience; sweet, affectionate and willing to give her the love that she had long neglected to give herself be it physical and emotional. Once this deeply intimate yet brief and primarily transactional relationship concludes upon leaving the love hotel, Nagata wants more.

My Lesbian Experience with Loneliness pg.117

Although Nagata originally wanted to start an erotic manga based on her experience, she found herself unable to fictionalize and realized that her memories were becoming fantasized and less sincere so she decided that it would be autobiographical. This is the best decision she could have made. Not only is it more powerful in terms of storytelling but Nagata manages to break with the tropes of yuri and yaoi, which while exceeding popular in Japan are often criticized for fetishizing same-sex relationships for an overwhelmingly heterosexual audience.[5] Also by the end it is clear that while she has had many breakthroughs, Nagata still has a long way to go in terms of emotional growth, relationships and self-acceptance. Fortunately for readers who have stuck around this is the jumping off point for her ongoing Manga series My Solo Exchange Diary which continues course with her journey which is likely to be a bumpy ride. Though not without a few laughs and moments of poignancy.

My Lesbian Experience with Loneliness pg.120

Although I’ve loved manga and anime since 7th grade, I admit to often feeling unsatisfied with familiar tropes of giant robot battles, magical schoolgirls, hyper-energy 50+ volume shonen epics or erotic tentacles monsters.[6] I often scour for unusual genres that seldom make it to American distribution markets and among those are autobiographical manga.[7] My Lesbian Experience With Loneliness was overall a very satisfying read and many of Nagata’s endeavors will be very relatable especially for any creative who’s struggled to balance their creative pursuits with finding a line of work to maintain financial support. She also manages to balance the more serious themes with wry self-deprecating humor. One of the only drawbacks of this memoir is that readers will not learn a lot about the long and complex history of LGBTQ culture in Japan, but on the other hand it is hard to imagine inserting a bunch of hard facts without sullying a story so deeply personal.[8]In any regard, My Lesbian Experience With Loneliness is a short but emotionally deep edition to a small but growing niche of LGBTQ manga serving as a welcome counterbalance to the superficial Yuri and Yaoi genres. At times funny, other times disturbing, or somber but ultimately hopeful - Kabi Nagata is one of the most painfully sincere comics artists you will ever encounter, and you will be grateful for it.


[1] Hentai refers to pornographic manga or anime.  Yuri (female)and Yaoi (mail) are genres of manga that focuses on romantic same-sex relationships.

[2] Bushojo is a broad genre of manga which is geared primarily towards adolescent girls or young women.

[3] Of whom the most famous are ONE and Yasuke Murata, whose global hit manga and anime series, One-Punch Man started originally as a simple crudely drawn webcomic. Another prominent webcomic to gain similar success is Akihito Tsukushi’s Made in Abyss.

[4] From Wikipedia: A salaryman (サラリーマン, sararīman) is a salaried worker and, more specifically, a Japanese white-collar worker who shows overriding loyalty and commitment to the corporation where he works. In conservative Japanese culture, becoming a salaryman is the expected career choice for young men and those who do not take this career path are regarded as living with a stigma and less prestige. On the other hand, the word salaryman is sometimes used with derogatory connotation for his total dependence on his employer and lack of individuality.

[5] Also the majority of creators of yuri and yaoi manga are heterosexual men and women.

[6] Shonen is a broad genre of manga geared towards adolescent boys.

[7] Indeed, the only other ones that immediately comes to my mind are Henry Kiyama’s The Four Immigrants Manga, Yoshihiro Tatsumi’s A Drifting Life and Shigeru Mizuki’s three volume epic, Shōwa: A History Of Japan.

[8] Also there are already other manga that better examine those theme such as My Brother’s Husband and Our Colors, both by Gengoroh Tagame.

Comment

Ross Webster

Ross R. Webster was born in Wheatridge Colorado and raised in Eugene Oregon and Aurora Colorado, but now calls Denver home. Ross primarily writes fiction and nonfiction in both prose and script form. Possessing a bachelor’s degree in Humanities from CU Boulder and a master’s degree from UC-Denver in Public History, Ross has been an active writer and researcher starting with Building a Movement and a Monument: The Rise of Tibetan Buddhism in America and the Construction of Colorado’s Great Stupa for Colorado Heritage Magazine in 2011. Since then most of his research and writings have contributed to academic journals, newspaper articles and local history publications. Currently he is working on his very first podcast, working title Tales From Beyond The Page, a series of historical vignettes from the lives of comics creators. He is also working on his first professional forays into fiction with Maxine Spaulding Citizen of the World: Holiday in Cambodia and The Fire From Heaven.

A Review of Jason Lutes' Berlin

Written by Ross Webster

Berlin by Jason Lutes
Published by Drawn & Quarterly.
$49.95

Berlin by Jason Lutes is at first glance, intimidating; a three volume 542-page deep dive into the final chaotic three years of Germany’s Weimar Republic, ending with the ascension of Hitler and the Third Reich. Not only are readers asked to navigate a complex and fluctuating web of history, ideology, politics, economics art and culture, but to do so through the eyes of over a dozen characters. However, for anyone willing to take the plunge and even more after that, it will be limitlessly rewarding.

A scene from Berlin (1996) #13, page 02 - by Jason Lutes.

Jason Lutes began his odyssey into the lives of early twentieth century Berliners in the late 1990s in part inspired by the unrest brewing in Seattle during the 1999 WTO Summit. Completed in 2018, Berlin once again feels timely now with economic uncertainty, grievances between the 1% and the 99%, populist demagogues subverting democracies from Brazil to India, and renewed clashes between radical leftists and neo-Fascists in European and North American cities[1]

A scene from Berlin (1996) #01, pages 14 & 15 - by Jason Lutes.

Lutes draws in a Ligne Claire (clear line) style which was pioneered be Franco-Belgian creators in the 1930s, used most notably in Herge’s “The Adventures of Tintin.” It uses clear strong lines all the same width. Cast shadows are often illuminated, while also featuring strong colors and a combination of cartoonish characters against a realistic background. Lutes breaks with this trend though by choosing crisp black and white over color - and although his characters are simply drawn, they are anything but cartoonish.

A scene from Berlin (1996) #07, page 01 - by Jason Lutes.

The faces and bodies of many of Lutes’ Berliners are worn, aged and bruised (one minor drawback of the style is that there are certain minor characters who look quite similar to the primary cast and may require some re-reads to differentiate them) More so, this Ligne Claire style is the best at bringing Weimar Berlin itself to life. From grand monuments, city squares and parks showered in sunlight, to cheeky burlesque shows and jazz clubs to dark claustrophobic slums and alleys rife with impending danger.

A scene from Berlin (1996) #05, page 02 - by Jason Lutes.

The first book opens with our two protagonists on a train to Berlin: Marthe Muller, a young art student from Cologne, and Kurt Severing, a middle-aged journalist. For Marthe, her primary experience of Weimar Berlin is one of wonder and endless possibilities; the Berlin of Christopher Isherwood. Berlin with budding avant-garde artist friends, risqué cabaret acts, jazz records and a flourishing underground LGBT culture.[2] All of this is compounded by her desire to escape the narrow confines of her bourgeois family life in Cologne and to relieve her sorrow over the death of her close cousin in the trenches of the First World War.

A scene from Berlin (1996) #03, page 24 - by Jason Lutes.

Kurt’s daily Berlin is much different. He has written about and borne witness to the political and economic chaos that have rocked his city and country since Germany’s defeat in World War I. Despite his typing, he feels increasingly impotent in the face of his collapsing government and the feuding communists and national socialists who battle to fill its void; a struggle that manifests in his personal life as his former lover Margarethe, an influential socialite who increasingly backs the Nazi cause.[3] While Kurt is sympathetic to the mission statement of the Communists he is increasingly wary of the same commitment to violence as their Nazi counterparts.

A scene from Berlin (1996) #07, page 18 - by Jason Lutes.

Despite differences between age and experience, Kurt and Marthe strike up a friendship and eventually a romance. However, it does not go untested. Marthe’s apoliticism and Bohemian pursuits irk and infuriate Kurt who sees them as distractions from the dire realities affecting his city. When the couple has a brief falling out, Marthe forms a new relationship with her classmate and female cross-dresser, Anna Lencke, who introduces her to Berlin’s underground lesbian culture[4]

A scene from Berlin (1996) #21, page 04 - by Jason Lutes.

The most important characters after Kurt and Marthe are the Braun Family, who unlike the former have little choice in facing or ignoring the grim realities of Weimar Berlin. They are an impoverished politically divided family, especially after the mother, Gudrun, loses her factory job and embraces communism. While Gudrun remains with her two daughters, her husband Otto gravitates towards National Socialism and grooms his young son to follow suit.

A scene from Berlin (1996) #18, page 13 - by Jason Lutes.

When Gudrun is killed during a riot between workers and police on May Day, her oldest daughter (Sylvia) is left to fend and fight for herself on the streets of Berlin. Over the course of the series, Sylvia becomes a hardened street fighter much to the surprise of any Nazi thugs unfortunate enough to bully her.

A scene from Berlin (1996) #20, page 14 - by Jason Lutes.

Her leftist ideology also calcifies, often boiling into righteous fury against any real or perceived class enemies. However, her humanity is retained through the kindness and protection of Pavel (a homeless Jewish vagrant who takes her in after being orphaned) and David Schwartz (a middle class Jewish boy who shelters her for a time, much to the disapproval of his father).

A scene from Berlin (1996) #21, page 02 - by Jason Lutes.

Despite being drawn in stark black and white, all the story’s main characters are various shades of grey and no one exists in a vacuum. David’s father is a stubborn junk dealer attempting to maintain authority in the family while in deep denial of the worsening conditions for Jews in Germany which is obvious to David and his mother and grandfather. Sylvia’s father Otto harbors disgusting antisemitic views but is a loving father to his younger children and even attempts to avenge his late wife by confronting the factory boss who fired her.

A scene from Berlin (1996) #10, page 12 - by Jason Lutes.

Pola Mosse, a no-nonsense fine art model and cabaret performer offers some of the light-hearted playful moments of a story dominated by an atmosphere of impending dread. This is especially true in the second book when Pola befriends a touring Black American jazz band and embarks on a series of escapades to get back at their European manager stiffing them out of their pay.

A scene from Berlin (1996) #17, page 03 - by Jason Lutes.

Berlin is mostly a story of everyday people confronted with the tides of history and that is its greatest narrative strength. However, there are a few historic figures scattered throughout the books. Some, like the American-French expat superstar Josephine Baker, get minor cameos while others are more integral - like Kurt’s magazine editor (Karl von Ossietsky). He becomes one of the first German political prisoners sent to a concentration camp.[5] Josef Goebbels - the Infamous head of Nazi propaganda; Horst Wessel - a young murdered thug whom Goebbels makes into National Socialism’s first martyr; and finally Adolf Hitler himself all make appearances. Although he has few scenes in the final book, Hitler is doubtlessly the story’s most consequential presence. His rather ordinary and unceremonious entry signals the narrowing of time and choices for all of Berlin’s citizens.

A scene from Berlin (1996) #21, page 20 - by Jason Lutes.

Whether to flee or stay and fight, collaborate or stand to the side, and - more importantly - how much humanity can we retain; these are struggles that remain difficult and vital whether it is 1933 or 2020.

As a lifelong history buff, and especially one of the 20th century anywhere in the world, I was automatically drawn to Berlin when I first picked up a couple issues of it’s original comic book form in 2005. When I finally traveled to the German capital in 2013, I absolutely made sure I took the comics with me. Any lover of history will be impressed with how meticulously researched this project was when they reach Lutes’ bibliography of fiction and nonfiction resources including architecture and photography.[6] In depicting the journey from Weimar to the Third Reich, Lutes made sure not to suggest that any event was inevitable or to reduce any of its characters to historical aphorisms seen in countless depictions of the era.

However Berlin is not breezy reading. Given its scope, depth and dozens of characters - many who often have similar facial features - it may take several reading sessions to fully comprehend the threads of this historical spiderweb. While Weimar Berlin is hardly untrod ground for historical fiction either in Germany or elsewhere, I can’t think of any other depiction as compelling, or with as much heart and soul as Jason Lutes’ creation. And although it is a timely read given the current socio-political circumstances, Berlin in any time is one of the greatest visual and storytelling achievements in the medium and given enough time and commitment, it will never leave you.


[1]However, despite tragedies like the one in Charlottesville VA, these conflicts remain relatively tame compared to the pitch street battles of their ideological forefathers a century earlier.

[2] Christopher Isherwood was a British novelist whose novel “Goodbye to Berlin,” based on his own personal experience in the pre-1930s city. Bob Fosse’s hit Broadway musical “Cabaret “and subsequent Hollywood film starring Lizzie Minnelli and Michael York (which is probably the most well-known pop culture depiction of Weimar Berlin) is an adaptation of Isherwood’s novel.

[3] Throughout the book they are referred to by their early acronym NSDAP (National Socialist German Worker’s Party).

[4] By contemporary standards Anna would probably be transgender.

[5] The type of concentration camp Ossietsky spent time at was mainly for political dissidents. The concentration camps and death facilities such as Dachau, Treblinka, and Auschwitz that were part of The Final Solution were not implemented until after 1941.

[6] Berlin is available in its large hardcover, three paperback graphic novels, “City of Stone,” “City of Smoke” and “City of Light,”or its original 22 issues.

Comment

Ross Webster

Ross R. Webster was born in Wheatridge Colorado and raised in Eugene Oregon and Aurora Colorado, but now calls Denver home. Ross primarily writes fiction and nonfiction in both prose and script form. Possessing a bachelor’s degree in Humanities from CU Boulder and a master’s degree from UC-Denver in Public History, Ross has been an active writer and researcher starting with Building a Movement and a Monument: The Rise of Tibetan Buddhism in America and the Construction of Colorado’s Great Stupa for Colorado Heritage Magazine in 2011. Since then most of his research and writings have contributed to academic journals, newspaper articles and local history publications. Currently he is working on his very first podcast, working title Tales From Beyond The Page, a series of historical vignettes from the lives of comics creators. He is also working on his first professional forays into fiction with Maxine Spaulding Citizen of the World: Holiday in Cambodia and The Fire From Heaven.

80+ Photos From San Diego Comic Con 2019 (Super 7 + Peanuts, SideShow, Mondo Mecha)

Written by Neil Greenaway

San Diego Comic Con celebrated it’s 50th anniversary this July, and Nerd Team 30 was on hand (along with 135,000 other people) to see the show. Most of the photos we took this year were showcasing the amazing lineup of statues and toys headed for store shelves in 2020, though there is one amazing cosplay and an obligatory celebrity sighting at the very end. (click on the photos to enlarge)


AMC DeadQuarters & the Super 7 x Peanuts Pop-Up Shop

From the convention center, looking out at San Diego.

Walking through the Gaslamp can be intense when the crowds get thick.

AMC had a Fear The Walking Dead DeadQuarters experience.

The crowd outside of the DeadQuarters watch the people who were able to get in.

An errant Walker contemplates the crowd outside his fence.

Outside the AMC DeadQuarters.

A map of the DeadQuarters experience.

Outside the AMC DeadQuarters.

Donating a food item at the AMC DeadQuarters earned you a special token at SDCC 2019.

Good Grief! a Super 7 x Peanuts pop-up shop!

Walking by a day early, we got to see them painting a Charlie Brown stripe on the building…

…and making fast progress.

The line for the pop-up shop was longer than the building itself when I got in it.

An hour later, I could see the front door.

The Super 7 x Peanuts pop-up shop store front.

The line was only getting longer as I left.

Inside the Super 7 x Peanuts pop-up shop at SDCC 2019.

Success! Charlie Brown action figure and puzzle acquired!


Mondo Mecha

Batman Mondo Mecha figure.

Mondo Mecha at SDCC 2019!

Captain America Mondo Mecha figure.


Hasbro

A new Omega Supreme Transformer!

Omega Supreme in both forms at SDCC 2019!

Omega Supreme as a rocket and launch pad.


SideShow

Batgirl

Iron Man Mark VII

Endgame Captain America

Hawkman

Magneto (front)

Magneto (side)

Spider-Man & Mary Jane (prototype)

Spider-Man (Miles Morales)

Endgame Thanos

Green Lantern

Scarecrow (front)

Scarecrow (side)

Scarecrow (close up)

The Infinity Gauntlets.

BOOM! The Infinity Gauntlets.

Transformers figures.

The Joker (animated)

Harley Quinn (animated)

Endgame Iron Man

Presiding over the Court of the Dead… (this guy is taller than me!)

Kier (warbringer)

Demithyle (Exalted Reaper General)

Cleopsis (Eater of the Dead)

Gallevarbe (Eyes of the Queen)

Batman 1989 and Batmobile

Underworld Muses (Flesh, Bone, & Spirit)

Jurassic Park Triceratops

Transformers Blitzwing figure

Nazgul

Lobo

Predator Dog

Batman

The Joker (Arkham Origins)

Azog the Defiler

Astro Boy (Blitzway figure)

Alien - Big Chap

Catwoman

Batman (Justice League)

Triss Merigold of Meribor

Peace / Necron 99

Daenerys of Targaryen, Mother of Dragons

Daenerys of Targaryen, Mother of Dragons (close up)

Dejah Thoris

Bruce Lee

The Boy (Hunters: Day After WWIII)

Dr. BB (Hunters: Day After WWIII)

ZV Berbakat Test Type 0 (Hunters: Day After WWIII)

Tinkerbell

Alice with the Cheshire Cat

Grace (Soulfire)

The Nun (Conjuring)

Hellboy (with accessories)

Pennywise (with accessories)

Venom (side)

Venom (front)


The Best Cosplay I Saw & Dante Hicks

The Horns! The Dress! The Unicorn! SO GOOD!

Brian O'Halloran! What a cool guy!

Fight Your Friends New Card Premiere - 08/09/2019 - Wayno

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: Wayno!

Character: Wayno

Series: Carnaval de la Lune

Creator: Ash Maczko

Illustrator: Jeffrey Moy

Rating: Teen

Webpage: 

fightyourfriends.net


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 08/02/2019 - Absco Cache

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: Absco Cache!

Character: Absco Cache

Series: Carnaval de la Lune

Creator: Kenneth Drake-Sargent

Illustrator: Shawn Coss

Rating: Teen

Webpage: 

fightyourfriends.net


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 07/12/2019 - Dorothy Gale

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: Dorothy Gale!

Character: Dorothy Gale

Series: The Wicked West

Creator: Tom Hutchinson

Illustrator: Nei Ruffino

Rating: Teen

Webpage: 

BigDogInc.com


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 07/05/2019 - Zombie Folly

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: Zombie Folly!

Character: Zombie Folly

Series: Carnaval de la Lune

Creator: Andrew M. King

Illustrator: Travis Starling

Webpage: 

www.FightYourFriends.net


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 06/28/2019 - Moon Girl

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: Moon Girl!

Character: Moon Girl

Series: Moon Girl

Creators: Omar Morales

Illustrator: Renae De Liz

Webpage: 

theforcemedia.com


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 06/21/2019 - Brojay

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: Brojay!

Character: Brojay

Series: Carnaval de la Lune

Creators: Matthew Reynolds

Illustrator: J.T. Molloy

Webpage: 

www.FightYourFriends.net


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 06/14/2019 - The Baron

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: The Baron!

Character: The Baron

Series: Cigarettes and Carrot Juice

Creators: Ash Maczko

Illustrator: Ashley Witter

Webpage: 

www.cigarettesandcarrotjuice.com


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 06/07/2019 - O.G. Wildbeard

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: O.G. Wildbeard!

Character: O.G. Wildbeard

Series: Carnaval de la Lune

Creators: Mark George

Illustrator: Ashley Witter

Webpage: 

FightYourFriends.net


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

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Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards

Fight Your Friends New Card Premiere - 05/31/2019 - ElySong

Fight Your Friends is a new card-battling game from Cold War Inc. which was recently fully funded on Kickstarter (raising almost twice their original goal). The greatest creators in indie-comics bring together the greatest characters of indie-comics for the biggest (and greatest) showdown in card-fighting history!

Nerd Team 30 - through a collaboration with Cold War - will be showcasing the premiere of a new card every week leading up to the release of the game. Be sure to check back each Friday to see the newest card! And remember that if you would like to pre-order the game, you can still do that on the Kickstarter page!

This week’s premiere is: ElySong!

Character: ElySong

Series: Carnaval de la Lune

Creators: Nicole Alger

Illustrator: J.T. Molloy

Webpage: 

FightYourFriends.net


Fight Your Friends is a card-battling game brought to you by Cold War Inc.

All you need is 10 cards, 10 minutes, and 1 friend.


Build A Crew

Using 30 Gold, build a crew of exactly 10 fighters (Friends) and rumble with your buddies to see whose crew is the ultimate Fight Your Friends champion!

Match Crews

Each match contains four rounds. Round One pits one of your Friends against one of your opponent's Friends. In each round that follows, you and your opponent both add an additional Friend to the fight until it all ends in Round 4 with a knock-down, drag-out four-on-four slug-fest!

The Winning Crew

At the end of all four rounds, add up the Gold value of your winning Friends. The crew with the most Gold wins the match!


The Orders

All Friends are split up into three Orders, each with different strengths and weaknesses.

Network.png

The Network

The Network is an Order of brilliant Friends who favor technology and subterfuge to get an edge on their opponents. With no discernable chain of command, it’s difficult to determine the size and reach of The Network but it is believed to be far bigger than the other Orders, with anonymous membership in the thousands.


Primary Class - Rogue

Primary Class - Rogue

Primary Type - Enhanced

Primary Type - Enhanced


Society.png

The Society

Wealthy, cunning, and well organized, The Society is arguably the most dominant of the Orders. Their membership includes everything from world leaders and mega-corporations to underground splinter organisations, all working together to build what they believe is the ultimate utopian society.


Primary Class - Warrior

Primary Class - Warrior

Primary Type - Natural

Primary Type - Natural


Tribe.png

The Tribe

The Tribe is the oldest, though smallest, of the Orders. However, what they lack in numbers they make up for in power. The Tribe is made up of the ancient bloodlines of gods and monsters, and the beings that honor them.

_


Primary Class - Witch

Primary Class - Witch

Primary Type - Supernatural

Primary Type - Supernatural


About the Friends

Every Friend has a Friendship Bonus. When a Friend enters a fight while another Friend is active, their Friendship Bonus is triggered giving them enhanced abilities and ratings. This bonus also carries over to future Friends played during this round.


Previously Revealed Cards