Monthly Archives: January 2008

Skin Horse

I once felt that good comics didn’t need to come to an end. Indeed, I didn’t want to consider certain comics ending, such as Clan of the Cats or Girl Genius. Thus when Narbonic, one of my all-time favorite webcomics, ended in December of 2006, it almost felt like an old friend had moved on. It didn’t help that Shaenon Garrity went on sabbatical through most of 2007 (and I don’t count the “Directors Commentary” strips to be anything more than a gimmick meant to keep readers interested in her work). That changed on December 31st of 2007 when Skin Horse emerged with a growl, a genetically-augmented African lion, and a cross-dressing psychologist.

With Skin Horse, Garrity debarks on a journey in the familiar waters of setting-specific sequels. Considering she spent years fleshing out this world with Dave, Helen, and the rest of the Narbonic crew, this should come as no real surprise. But rather than focus on another mad scientist, Garrity shifts focus to a government agency that handles nonhuman sapients that are the byproduct of mad science. Of course, this is only conjecture at this point, as SH has only been running for a month (during which time we’ve watched Tip, the above-mentioned cross-dressing psychologist, talk down the genetically-augmented lion) and to be honest it has meandered a bit rather than concisely sticking to the story.

Much like its sister comic, SH seems to be an amalgam of humor and story. Oddly, considering the experience Garrity gained in five years of writing Narbonic, the mixture of humor and story isn’t as solid as had been shown in the last few stories of her previous comic. This might be attributed to several factors: her year-long sabbatical, merging her style with that of co-writer Jeffrey Wells, or even the difficulty that is inherent in creating a new series. Despite the occasional hiccup, SH shows a bit of promise. Garrity’s artwork retains the charming style she mastered in Narbonic while her characters remain quirky and amusing. The foundation has been laid for what promises to be another superlative work by Garrity, once it outgrows its gawky adolescent stage.

Guest Review – Zona

The Challenges of Zona

Before starting this review, I think it is important to get one thing out of the way. The Challenges of Zona is a very sexual comic. The title character is a half-naked barbarian woman and it doesn’t take very long for her to have sex with the main male character. She’s even part of a people known as the Erogenians. If you come to this comic, expect sexuality on the order of that found in The Lounge or Flipside.

OK, still here? So the comic is about a self-professed loser from San Bernardino, Mentl, who touches a magic book one day and gets transported to a fantasy realm. When we meet Mentl, he is traveling through the woods in some clothes that he stole in order to fit in, his only possession the aforementioned book. He wanders into a campsite after smelling meat cooking, only to find that the meat being cooked is human, and the cookers are demonic lizard people. They come after him, but he is saved in the knick of time by the sudden appearance of a sword wielding barbarian woman who makes short and bloody work of the Urtts as they are called. This is, of course, Zona, the title character.

I would hardly dare to call this an original plot, and even the twist that he gets a hold of a lute, and is able to charm people playing classic rock songs is pretty similar to an Alan Dean Foster story I read once. But it is also said that there are no new stories, and I’ve seen this basic plot done a lot worse. There is a good helping of humor in the comic to go with the action. In a dig at the classic barbarian warrior woman story (Red Sonja), there is one knight who keeps showing up to try and defeat Zona in battle, cause he heard that she was a virgin warrior who would only give herself to someone who could defeat her in battle. This greatly surprises Mentl since he had just slept with her the night before. Then there is a mysterious old man that appears to Mentl sometimes, and likes to pepper his speech with quotes from Star Wars. In many ways, it is a silly comic, but JE Draft (the comic creator) doesn’t make the mistake of having his characters take it lightly. They are serious about serious matters, and have fun when they have fun, and the fourth wall stays pretty darn sturdy. But, mostly, when it comes down to it, while as an original epic tale of fantasy the Challenges of Zona is nothing special, as a romantic tale of two people falling in love, it actually works pretty well. Zona, while physically imposing can be pretty vulnerable emotionally, and Mentl is smitten from the start, but has to deal with the fact that he knows nothing about this world he is on and its customs, and the fear that he will mess things up like he has done with everything before in his life.

Now as for the presentation itself, this is a 3-D comic, and it is undoubtedly initially created with Poser or some similar software, but the range of expression of the characters, the richness of the scenery, and the care taken with lighting put the art a cut above most computer generated comics. The action sequences flow well, and while I’m no expert at putting comics together, the fact that I’ve never gotten confused about the panel sequences seems to point to JE being pretty good at that aspect of things. The magic affects generally seem well done as well, looking good visually without being over the top. Some other aspects are a little more hit or miss. Some of the clothing works better than others (Mentl’s never seems to work all that well) and sometimes the eyes of the characters in particular fall into the uncanny valley. I also wouldn’t call this a pretty comic; there is not a lot of warmth to most of the tones, the skin is a bit too shiny and the world is a lot more Boris Vallejo than Charles Vess. But, I can’t fault the effort that is put into the comic particularly when compared to some of the comics out there. There are lots of details that either point to heavy work on textures or heavy post-production. JE hasn’t put up anything on how he puts the comic together, and I’m no CG expert, so I can only say that it looks like he puts in a lot of effort compared to many 3-D comics.

As for the website, it is functional, but could use improvement. There is hard to read text on the home page, the comic navigation is very basic with no good way to jump to a particular spot in the archives. The color scheme is pretty poor as well, and I’m guessing JE is more familiar with modeling software than HTML. Still, turning a bad website into a good website is a whole lot easier, IMHO, than turning a bad comic into a good comic, so I will hope that he gets someone with some usability abilities to help with the site, and in the meantime continue to read the comic.

As usual, whether you will like this comic or not will revolve on your tastes. I like a good romantic plot-line, don’t mind things being a bit bawdy, and can overlook the deficiencies in originality and navigation scheme. If your tastes and tolerances run similarly, I expect that you may like it too.

Eric Stokien aka Quiller

Taiki

It’s been said multiple times to write what you know. This undoubtedly explains the large number of stories based in schools and colleges, both in prose and comic forms. Taiki is no different in that regard, and utilizes an artstyle that borrows elements of manga, only without eyes that take up half of the person’s face. While Taiki often utilizes a minimalistic approach when it comes to backgrounds, the style actually benefits the comic by keeping your eyes to the characters. In fact, the one thing that stands out the most (or rather, doesn’t stand out…) is that Laura Knatt draws her female cast as fairly small-breasted. There’s not a single over-sized bosom among the bunch, and it’s a refreshing change from the massed numbers of cartoon women who will have massive back problems by the time they’re 30.

Knatt describes the comic as being about a girl named Taiki and her life as a Junior in high school. Part of this, naturally enough, is learning of who and what she is, including her gradual realization that she’s gay. In this, Knatt is again drawing from her experiences in real life (and indeed, she admits about half of the comic is autobiographical in nature), so the subject is touched upon with considerable maturity and intelligence. Indeed, Taiki has not yet realized for herself that she’s gay. This actually makes sense seeing that the character appears to have been rather sheltered in her youth, to the point she’s shocked to see two girls kissing in the hallway. I kid you not… and I suspect this is something Knatt is drawing from her own experiences, as unbelievable as it may seem to some people.

Taiki’s gradual realization is mostly due to her attraction to Alex, a rather tomboyish girl whom she originally thought was a boy. Alex herself hasn’t revealed her own attractions (though she did ask Taiki if she thought Alex was cute for a girl). It’s the ambiguity of the situation, with the protagonist’s gradual awareness of this aspect of herself and of those around her, that helps this comic try to differentiate itself from so many of its peers. Unfortunately, when you consider the sheer volume of high school comics (and for that matter comics about gay or lesbian characters), Taiki threatens to be buried under a pile of similar comics. Nor am I sure that the quieter and more believable pace of realization for the comic’s heroine will help the comic stand out from its peers. Instead, Taiki promises to be a sleeper hit, popular with critics and those fans fortunate enough to find it, but lost in the mass of comics to the masses.

Tales of Pylea

One thing that I’ve noticed about a number of comics is how many comics have casts that are fairly similar to one another. Facial features, height, build… sometimes the characters are similar enough that you could cut off one character’s head, put on the second, and be unable to tell the difference. Thus when Tales of Pylea introduced an elvish priestess who not only was significantly shorter than the male lead, but whose facial features (and body build for that matter) differed from other characters previously depicted, I immediately took notice. And while I’m a bit uncertain as to her characterization (due to my own preconceptions of how elves look and act after reading dozens of Tolkien-inspired fantasies), I still have to applaud A. Chow and Matt Summers for an elf that doesn’t look like just another pointy-haired human.

While this isn’t the first time Chow has drawn characters of varied heights (seeing that Tales of Pylea is a fantasy comic, naturally enough we’d run across halflings and gnomes… and we do), what made this elf stand out was the triangular nature of her facial features and ears, and a realistic depiction of a female body that helps enhance the not-quite-human aspects of the character. Chow’s got a good grasp of anatomy in her characters (a skill more webcartoonists need to embrace; seriously, gang, taking a course on anatomy in art will help, whether you draw in the realistically, anime/manga, or have a unique style) and this shows in both her male and female characters.

One area where Tales of Pylea is a tad lacking is in its intermittent colors. This is unfortunate as while Chow may feel her coloring is inadequate, it still adds tremendously to the strip. Considering the amount of time it takes to color a strip, I can understand why Chow has shifted mostly to a black and white format, with occasional experiments in greyscale and various artistic styles. However, Chow has continued to intermittently color comics when it suits her fancy, which frankly tends to disrupt the flow of the comic. Fortunately, this disruption is minimal and the combination of artwork and a intriguing storyline makes this a fascinating comic to read.

No Rest for the Wicked

It’s been fascinating watching Andrea Peterson recreate various fairy tale characters in her webcomic No Rest for the Wicked. While Peterson isn’t the first author to weave the various fairy tale stories into one cohesive world, her characters come alive and seem far more believable than the two-dimensional caricatures found elsewhere. Part of this may lie with who Peterson has chosen to follow… or how she has interpreted them. Of all the characters, Red (taken from the classic tale Little Red Riding Hood, and borrowing elements of both Perrault and Grimm’s versions of the story) has to be the most intriguing, especially as it seems likely that Peterson will remain true to the original stories and Red’s horrific ordeal in those tales.

In a world of greys, Red is the only spot of color with her scarlet cloak and hood flapping behind her and a dark cynical look to her eyes. She’s the sword- (or axe, rather) wielding heroine who protects her weaker companions. She’s the anti-hero who does what must be done, even against the wishes of Princess November, who leads this small band in her quest to find the fallen Moon. She’s the cipher who remains a mystery even at four chapters into this tale. She’s the beautiful young lady who finds herself picking flowers to put in a basket, an odd dichotomy to the anger and aggression she shows others. And finally her armor is starting to crack. It is in this latest chapter that we’ve finally caught a glimpse at the girl Red once was, with a series of flashbacks that show a girl who was far too innocent for her own good.

The younger Red is bright and pure… even her hood and cloak is a brighter color, instead of the color of dried blood it now is. Pieces are falling into place; a broken bottle of wine, which no doubt will be used by Red to cut herself free of the Wolf’s belly. Flowers gathered for her grandmother… now the only link she has to a lost childhood. And a fear of the darkness behind her eyelids, a smothering darkness much like what November feels, but due no doubt to being in the belly of the beast. Whether Red died literally that day remains to be seen… but her innocence did… leaving a fearful young lady who lashes out at the unknown, and who has chosen to protect November, a young lady in who Red sees so much of the child she once was and no doubt wishes had not died even as she was reborn into the world.

Webcomic Design

Thanks to hosting sites such as Comic Genesis and Webcomics Nation, it’s never been easier to start up your own comic. This is both good and bad… as the graveyard of dead comics continues to grow. Indeed, it is sometimes a bit tragic to look at comics that die two or three updates in (though in some cases it’s an attempted reboot of an older comic that we see). Fortunately, I’ve seen enough of what works and what doesn’t with webcomics to give some basic advice to people interested in entering the trade.

Naturally enough, you should decide what format your comic will be. But whether you decide on a gag-a-day comic, an epic story comic, or some combination of the two, most of the advice still holds merit.

First, there’s Storyboarding. It may seem odd that adding a step of complexity to the comic-creation process can actually make it easier to create a comic, but it’s actually true. One thing I’ve noticed with a number of comics (especially full-page comics) is that the artist struggles with character positioning, blocking, and the like. A preliminary rough sketch can help hammer out the specifics before doing the majority of the artwork.

This is done at Disney and in anime studios to help map out where the story is going before the actual animation work begins. It’s also used by the Brudlos brothers at Alpha-Shade to map out the comic ahead of time. It works in reducing the overall time spent working on the comic, and is definitely worth using.

Second, there’s the use of buffers. Indeed, I cannot empathize this enough: Create. A. Buffer. Do this before you advertise the comic. Heck, do this before you even create the website to host the comic. You want to have at least 12 weeks of updates done. If you’re planning on a weekly update, that’s 12 comics. If you’re going to update twice a week, you want 24 comics. If you’re going for 3x a week, then you want 36. I think you can do the math from there.

Once you have created the buffer, pretend it doesn’t exist. Buffers should only be used if you are sick, if you have an important project you need to concentrate all your efforts on. It can be used for vacations and the like as well. Mostly it is useful in keeping a regular update schedule, and you should do everything in your power to keep that 12 week buffer up and running (which means making up for lost comics after that project or vacation is done with).

Third, don’t miss updates. You want to get into the pattern of updating regularly. You want to make it an obligation. The only thing that should keep you from updating is a server outage, and even then you should fight tooth and nail to try and get that update posted. Once you miss one update, it becomes easier and easier to miss additional ones. Naturally enough, buffers can help keep you from missing updates. However, things can happen to cause buffers to vanish.

There’s a reason for this. Your audience will watch your first six months of updates with very sharp eyes. If you miss updates from the start, your audience isn’t going to grow fast. The expectation is that you will fail, since you’ve been unable to update consistently from the very start. If you update consistently from the very start, then you will find your comic audience will grow faster. This is no guarantee of gaining a huge audience or of being a success, but it is this initial growth period that is so vital for a comic. Regular updates are the food, water, and sunlight your comic needs to grow strong enough to survive any future mishaps.

Fourth, read a number of comics in the genre you want to draw/write in. The best writers are those who read a lot (in addition to writing a lot). The best artists are those who view a lot of art (as well as drawing a lot). Both of these take a lot of time. This is in fact why those artists who update daily end up having their artwork improve so dramatically. The constant update schedule gives them continual practice to build upon.

Fifth: Trust your characters. They know what they’re doing. Lucky and good storytellers will find at some point their characters will decide they don’t want to do what you decided they’d do… and suddenly pull something unexpected. It may be minor. It may be quite significant. The important thing is this: these characters are aspects of your subconscious mind, which is seeing patterns and the like… and realizing what works and what doesn’t.

Mind you, this is why mapping out a story ahead of time is often a good idea. By pre-writing a story, you can get a better handle on these various plot twists and then return to previous sections and strengthen plot points that help flesh out those later segments so that they’re not just a plot twist… but one that will have your readers look back and say “so that is why such-and-such did that…” (and there’s no better feeling than to have fans praising an inspired and planned plot twist).

Naturally enough, there are plenty of other things you can do to help keep your comic growing. But these five elements can ensure your comic continue until its planned end. The first three will ensure the comic doesn’t fizzle out a half-dozen updates in, leaving your readers cursing your inability to continue what looked to be an inspired story idea. And if you find you can’t keep up the update schedule… and are unable to even create the buffer to begin with… then isn’t it better to learn before you go through the hard work of setting up a webcomic account?

Too Much Information

When I first started my own comic, I quickly found my lack of artistic experience and skill was my greatest impediment in telling the story I wanted to. Indeed, there are a number of potential comics that never get off the ground, either because the author is unable to draw the comic, or they are unable to find someone else to draw it for them. As artists don’t exactly grow on trees, writers have found a number of ways to tell the stories they want without touching pencil to paper, whether through sprite comics, rescripting other existing comics, or even vector art programs.

Too Much Information is one such comic, utilizing the computer program Poser to create three-dimensional figures that can be manipulated into various poses. Much as with a normal paper-and-pencil artist, the artwork in TMI has grown as Obaki becomes more comfortable with using Poser, and upgrades to more powerful versions. And while there are places where TMI feels stiff and immobile (as Poser has several limitations), Obaki has been able to create a cast that has come to life despite the limitations of the art.

In many ways TMI is a harem comic, much like the harem mangas of Love Hina and Tenchi Muyo! (and for that matter, the webcomic Megatokyo), with the protagonist, Ace, slowly and unwittingly building a harem of women who lust after him. This includes a ghost that haunts the home he’s living at, as well as the ghost’s great-granddaughter. I kid you not; I’m not making this up. Not that the entire comic is about Ace’s love-life. It just feels like it of late. Still, wacky hijinks and silliness aside, TMI is a rather enjoyable comic that takes advantage of its computerized art to let the writer tell the story he wants to, no matter what his actual artistic skill.