Monthly Archives: March 2009

Homeworld: Exodus – Prologue, Part 2

(Side note- there is a new review for the comic God of Destruction below this story segment; the review was posted Tuesday night.)

This is the second part of the prologue to Homeworld: Exodus, a log-format story based on the computer game Homeworld. The first part of the prologue can be found here, while the entire prologue can be read here.

——

Homeworld: Exodus – Prologue, Part 2

Fleet Intelligence Personal Logs

Sometimes I wonder how we’ve gotten to this point in time, with the Mothership built and ready for final trials before leaving for Hiigara. I swear, if it’s not kiith politics, it’s squabbling between the ground military and Fleet over who has the bigger… needless to say, the first meeting of Fleet Intelligence could have gone better. The first thing I noticed when I arrived at the conference room was that several factions had sprouted up. Fleet made up at least half of the department chiefs and junior officers, while the Diplomatic Corps, civilian contractors, and non-Fleet military made up the rest.

Needless to say, the space jockeys were looking down their noses at us “ground-pounders” and were dismissive of my position as commander of Fleet Intelligence. The problem is that Fleet had its heart set on Rear Admiral Telar S’jet being assigned to command Fleet Intelligence. He failed the psychological evaluation, which opened the way for my own promotion to this position. The man’s a hidebound traditionalist who thinks fighting is the best solution to any encounter; I had the displeasure of writing a paper that successfully refuted one of his pet theories, and he’s casually despised me ever since.

The view of Telar’s lackeys was that there was no point in my taking command of Fleet Intelligence as Telar was appealing the psychological evaluation that kept him off the Mothership. Considering Telar’s political connections, he might succeed in this effort. I have to thank Colonel Tyrin Manaan, head of the Diplomatic Corps, for defusing a potentially nasty situation. He asked them if they were going to disobey a direct order from Kharak Command. After hemming and hawing for a minute, they backed down.

Fortunately, Tyrin has been on the Mothership for months now, and has kept his eye on the political situation on the ship. I suppose it was naïve of me to believe politics wouldn’t play a role on the journey to Hiigara, but hopefully it’ll take a back seat when we finally leave Kharak. The majority of Fleet Intelligence accepted me without problem; there are a significant number of new graduates from the Academies who are willing to accept me into the team. I suspect it’s also because there’s safety in numbers; by siding with me, they’re bypassing the power structure that was forming around the older Fleet officers.

Despite the initial political squabble, I had the feeling that there’s a lot of excitement among the crew and the members of Fleet Intelligence. We’re preparing to do what no Kharakian has done before, outside of our ancient ancestors who first landed here on Kharak. I wonder what brought them here. Why did they choose this planet out of all the worlds in the galaxy? And how did we lose contact with Hiigara? Are our people still in Hiigara? And how will they react when their cousins appear from the galactic edge? Hopefully we’ll learn those answers when we reach Hiigara.

The Command Information Center (CIC) was ready for the initial launch test for the Mothership. It’s larger than I expected, even after examining the control specs for the Mothership. There’s close to a hundred people working on various stations to help Karan S’jet coordinate construction facilities, ship traffic, and even combat. The plan is for the Mothership to launch from the Scaffolding before Fleet Command takes command of a squadron of Arrow-class light interceptors while simultaneously directing a fusion torch mining ship and test the shipyard construction facilities. The test is more to test Karan and see how she integrates with ships outside the Mothership, as the Arrows are a proven design.

* * * * *

I’ve been on several shuttle flights in the past. But launching from Kharak’s surface will never compare with the feeling of the main engines for the Mothership igniting. You could feel the ship vibrate through the floor. It wasn’t enough to unbalance you, but you could still sense the power within the Mothership as she came to life. Pushing gently from the Scaffolding… a child being born. It’s enough to make even a Kaalel wax poetic. We only traveled two kilometers from the Scaffolding; even with the intense mower behind the fusion engines, the immense mass of the Mothership would make it impossible to travel primarily with the main engines. That’s what the Hyperdrive engines are for.

The Hyperdrive engines began charging while the tactics trials were underway. Seven Arrows, designated Echo squadron, and the Providence-class mining vessel Dreamscape launched from the primary construction facilities. (Secondary facilities are not yet online, but will be extensive enough to build ships almost half the length of the Mothership; I am told a large panel of the ship separates from the Mothership to allow these vessels to launch as the primary docks are too small for the larger capital vessels. This is where the cryogenic trays will be loaded once the hyperspace trials are successfully concluded.)

Karan initiated construction in the Shipyards of two vessels; a Space Recovery and Rescue Corvette designated the Porter Mk. 2 Salvage Corvette, and the Science vessel Illumination. The Illumination is unarmed, lacking even anti-meteor mass drivers. The Porter Mk. 2 is also unarmed, but a squad of marines is on board and the vessel has a sophisticated computer array and powerful electromagnets, along with the most advanced fusion engines that have been designed for corvette-class vessels.

The Shipyards completed construction of the Water Thief in ten minutes. Karan is coordinating with both Fleet Intelligence and the deck crews to make further modifications to the Shipyards; she believes we can cut construction time in half. Personally, I think ten minutes is amazing. The ships in the Home Defense Fleet took weeks to build (and the Sandstrike has taken several months, though that’s to be expected for a new ship design). The Shipyards are fully automated, however, which minimizes the problems that plagued the construction of Kharak’s fleet. The Illumination was completed in 20 minutes, and an extra ten minutes were spent putting her through extra tests and letting her crew settle in.

The Illumination’s design is modular, and can be expanded upon. In time, up to six separate sections will be linked, and the science teams will be able to research multiple projects at the same time. As part of their trial, Kharak Command uploaded research that had been completed on fighter chassis design and on corvette fusion engines; this is more of a test of our science crews to double-check the existing research. I must admit I’m curious to see if our team might make improvements over the suggestions given by the aerospace engineers of kiith LiirHra. The science team on the Illumination is comprised of scientists and engineers from kiiths LiirHra, S’jet, and Somtaaw, so I’m not expecting too much in new innovations.

Tactical trials consisted of Echo squadron’s interceptors targeting combat drones. The drones contain sensors in various points to register the effectiveness of each strike. Previous trials didn’t use live rounds, but it was decided to perform a life-fire test in this trial to ensure the mass drivers work as expected in a simulated combat situation. The combat trials exceeded expectations; Karan monitored and advised Echo squadron without any signs of stress.

The fighters practiced various formations and tactical postures (including tight formation flights and having the squadron scatter into pairs (lead and wingman)). Of the formations used, the most effective was a three-dimensional attack run that is basically an inverted “X” that the pilots jokingly refer to as a “Claw” formation proved the most effective. Tighter formations were difficult to maintain under high-G maneuvers.

Tests of the Providence-class mining vessel Dreamscape went off without a problem. Several smaller asteroids had been towed into orbit near the Scaffolding for this purpose, and the Somtaaw crew reported no problems in using the fusion torches to break the asteroid into usable components. Transfer of resources to the Mothership was likewise successful, with neither the Dreamscape or docking facilities reporting any problems.

The next test in the tactics trial was a field test of the capture systems on the Water Thief. A specially designed target drone with encrypted computer systems and engines was launched from the Scaffolding. The viral protocols were able to break through the firewalls on the target drone without much difficulty, and returned the drone to the Mothership. Of course, we realize recovering a hostile vessel won’t be anywhere nearly that easy. It will likely take multiple Salvage corvettes to capture a larger ship, and it would probably need to have suffered significant battle damage before the engines of the Salvage corvettes could drag any such vessels to the Mothership.

I suspect the Porter Mk. 2 will serve better as a Rescue and Recovery vessel. Fighter cockpits have been designed to resist damage and keep the pilot alive if possible; if hostilities do occur, we’ll need every pilot we’ve got. And it’ll help keep morale up if our pilots know we’ll do everything we can to recover them.

Once the combat and recovery trials finished, the scientists of the Illumination reported that research double-checking the corvette drive was finished. They actually managed a 2% improvement in efficiency over the drive designed on Kharak; their result was marginally slower than the designs from LiirHra. The Illumination transmitted their findings to Kharak Command, but it’s likely this design will be the one we use with new corvettes.

Unfortunately, the same can’t be said for research on the fighter chassis for the Blade Mk. 4 Interceptor. The Blade is meant to be a multipurpose fighter that can fight in atmosphere and in space. Unfortunately, there’s a heat distribution problem that can result in the plasma vents damaging the hull integrity. While the twin rotary cannon housed in the nose armor plates give it increased power over the Arrow, the other problems with the Blade make it unfeasible. I’m going to suggest the design be scrapped. Hopefully the Arrow can handle any problems we encounter.

Karan initiated another construction order not in the tests. One of the design suggestions that the Illumination came up with is for the Mercy-class Repair corvette. The hull is actually based off of the maintenance shuttles used early in the construction of the Mothership; a small turreted cannon and a docking bay have been added, along with repair facilities. The Mercy should be able to refuel and repair fighters, and also patch any damage to larger vessels. Karan initiated build orders for a pair of Mercy corvettes which the deck crews have affectionately named the Patches and the Stitches; I suspect the deck crew might have started celebrating early.

Another design that the Illumination has suggested is the Cavalier, a light corvette that is considerably faster than corvettes currently in Fleet. It only has a third of the firepower of the old Sandskipper-class corvette (though the turreted mass driver gives it an expanded field of fire), and half the armor, but can easily fly circles around the older design. Kharak Command sounded impressed at the specs; I wouldn’t be surprised if the Cavalier ends up supplanting the Sandskipper by the time we return from Hiigara.

Research, resource harvesting, and combat tactic tests are complete. All ships have been ordered back to the Mothership. The Hyperdrive engines are fully charged and we’ll be entering hyperspace once the order is given. The Mothership will travel to the outskirts of the Kharak system and rendezvous with the support vessel Khar-Selim, which has spent the last 10 years on conventional drives to reach the outer Kharak system. The Khar-Selim will monitor the quantum waveform as we return to normal space and assist in tuning our drive control systems. If we suffer a malfunction in the hyperdrive system, the Khar-Selim will provide assistance, repairs, and resupply. Our mission objectives are to dock with the Khar-Selim to complete adjustments to the hyperdrive systems and to the Mothership.

All ships, including the Illumination, have docked in the Mothership, and all systems are green. It is time to take our first step into the galaxy.

God of Destruction

On occasion I’ll find a story that I can’t put down. There have been times when I find a new novel and end up reading it until four in the morning, flipping through pages and rushing to reach the end of the book. The next day I’ll often be dragging and barely able to think, but I’ll still be thinking of that story and wanting to head home and start reading it again. In some ways it’s easier to put aside a webcomic that’s caught my attention as most haven’t ended, but there’s been more than one late night caused by a new comic.

God of Destruction is one of those page-turners, though fortunately I caught up with the current storyline before it was too late at night. But unlike many of the stories that have absolutely captivated me, I didn’t fall in love with GD at first sight. The start of the comic was ordinary enough, and it looked much like a number of other manga-influenced comics, focusing on a young man’s life. It was with the unexpected death of one of the characters that cartoonist Elanor Pam grabbed hold of my lapels and forced me to continue reading.

It’s this surprise death and how it affects Raphael, the comic’s 15-year-old protagonist, that caught my attention. Raphael appears to be the latest incarnation of a cult’s god of destruction, and whom they try to “awaken” by paying an attractive classmate of his to go on a date with him and get him into bed; he manages to say no even before he finds out from the cultists that this is a bad idea. (Amusingly enough, Raphael’s mother offers him a condom before the date, partly in jest; he’s quite shocked and embarrassed by this, which may also be part of the reason why he turned the girl down.)

Despite his avoiding the carnal trap of the cultists, it appears that the cultists’ God has partly awakened, as Raphael blacks out several times in the comic and when he awakens, either finds that cultists who’d cornered him were… eliminated, or finds himself somewhere new without knowing how he got there. Rather than focus on the body horror of having a “dark side” personality that forces Raphael to do horrible things, it appears that the “god” is trying to protect Raphael from the cultists, and even warns off the cultists once by telling them he could easily kill all of them if they didn’t back off.

Another thing that drew me into the comic is the comic’s coloring. The vast majority of colored comics tend to use Photoshop-style programs to paint colors into the lines, and then work with various effects to create highlights, shading, and the like. With GD, the artwork looks like it was colored using markers (though undoubtedly the effect could be replicated with Photoshop), giving it a much more personal touch. This helps the comic stand out among its peers. It is the combination of story, character growth and interactions, and artwork that made GD such an enjoyable read.

New England Webcomics Weekend

Over the weekend, I had opportunity to go to a new webcomic convention, the New England Webcomic Weekend. While there, I ran into several cartoonists, including the artists for Sailor Sun, Dead Winter, and Looking for Group, to name just a few. Events included webcomic panels, a gaming room, and tables with merchandise, and someone crocheting a plush axe for Chad Wm. Porter, the original artist of Least I Could Do, whose wife apparently won’t let him have a real one.

However, my friend Bill had a specific target in mind, and a plan behind this target: he wanted to play a pun on Scott Kurtz. We cornered Kurtz at the end of a panel, where Bill asked Kurtz if we could take his picture with Kurtz holding some aluminum foil. When Kurtz asked why, Bill explained the joke, causing Kurtz to wince in pain. However, he was gracious enough to let this picture be taken:

The convention as a whole was quite pleasant. It wasn’t the large bustling affair that ConnectiCon or Anime Boston are, but there was still a sizeable crowd of visitors and a decent array of comics, including several I’m unfamiliar with. Hopefully, this will be the beginning of a new webcomic-oriented convention set in New England.

Homeworld: Exodus – Prologue, part 1

Back in 2000, I was one of a large number of fans who fell in love with the computer game Homeworld. What truly sold the game for me was its effective use of storytelling in crafting an epic science fiction tale the likes of which I’d not seen in a couple decades. It inspired me to write what were called the “Fleet Intelligence Personal Logs” where I reported on my own adventures in the game, from the viewpoint of the head of Fleet Intelligence, one of the two “voices” players heard while playing the game.

What you see below is a revision of those old stories, expanded to have more story while remaining true to the log-style format of the original stories. I’ll be posting the story in segments, and plan on posting these segments on a weekly basis.

Fleet Intelligence Personal Logs

by Robert A. Howard

Prologue: Departure

Fleet Intelligence Personal Log

I suppose I should be writing something pithy and memorable at the start of this log. Something about this being the end of an age, and the start of a new age, or something like that. But oddly enough, all I can think about is what I’m leaving behind. Of my mother and father, who encouraged me despite the risks involved… of Kaali, the woman I love, and who is remaining behind on Kharak. Kharak herself is in my thoughts, even as my shuttle floats above the planet, looking down at the sun-burnt red world below us.

I’d often joked that one day I’d leave, and never look back. But now, floating above the place of my birth, I feel a sense of loss. It’s just homesickness. It’s silly when you really think of it. I’ve wanted this for my whole life. I grew up watching the Mothership grow, knowing, knowing that one day, I would be on that ship, seeking out our Homeworld. Besides, it’s not like I won’t be able to return.

The sky outside the viewport has darkened, though only remote spots of light greet us out here. They’re distant galaxies for the most part, and a smattering of old tired stars, much like Kharak’s star, out on the edge of the galaxy. The journey to the galactic center is expected to take months… I can see the Scaffolding and the Mothership at the edge of Kharak’s horizon.

I don’t think I’ve seen a more beautiful thing than the Mothership as we approach. It’s the work of several generations, and will take over 600,000 Kharakians on a grand journey to find our origins. Truly this moment is even greater than when Anthrocist Mevath Sagald recovered the Guidestone with the galactic map from the Ancient City of Khar-Toba, which revealed that we came from the stars… and how to return to our ancient Homeworld, Hiigara.

Some of the smaller kiithid claim that the Mothership project is a waste of time and resources. They feel we should have spent this effort to improve Kharak itself and work to stop the encroaching deserts, or even bring more water to our barren world. I disagree with those sentiments. Though I suppose that’s obvious, seeing I’m above Kharak on an approach vector to the Mothership. Don’t get me wrong. I sympathize with their position and do feel we should save Kharak. But our quest to find Hiigara… a number of sociologists state that the Mothership project, and the quest to find Hiigara has united most of our people in a common cause.

Most, but not all. One of the greatest tragedies that has befallen this new age was when one of the great Kiiths, Gaalsien, allowed their religious beliefs blind themselves to the truth. They doomed their greatest city, Saju-ka, by destroying the sand baffles that kept the Great Desert at bay. In a matter of days the Great Desert poured in and buried it forever. The Gaalsien claim that our arrogance, in reaching for the stars, would bring about our doom. They claim they sacrificed Saja-ka to placate the Gods. But they doomed only themselves. They are anathema now, and have vanished into the desert.

It is a lesson, but not the one the Gaalsien intended to teach. Gaalsien have been losing power and influence for decades, even before kiith Nabaal came out of their self-imposed exile and brought Kharak into the Age of Reason. They constantly looked back even when they were among the most powerful kiith of Kharak, and dreamed of that past, instead of looking forward and embracing the future. If we followed Gaalsien’s example, we’d be as doomed as they are. Fortunately, other than a handful of fanatics, the kiith are united behind the Mothership and finding Hiigara.

The shuttle is circling the Scaffolding now, and the Mothership. My grandfather told me of the first images satellites showed of Kharak; it was a crescent of light floating in the vast darkness of space. In that memory, the Mothership is likewise shaped as a partial crescent. Her colors are blue and red; blue for the color of water and of life, and red for the blood that was shed in our long quest to this point.

The viewports have dozens of last-second crew plastered to them, watching the Mothership as we approach. I’m fortunate enough to have a seat next to a viewport, even if several crewmembers are clustered around it. I’ve one person leaning over my lap even as I type, a young lady: Lieutenant Jaana Somtaaw, who’s assigned to the future Corvette wing. I actually requested for her to be transferred to the Mothership upon seeing her innovative navigation of sand shoals during the sandskimmer trials.

I’m not sure why we still have those damn sandskimmer trials. Oh, the Commodore of the Academy claims it helps build teamwork and innovative thinking, but he was furious at Lt. Somtaaw’s navigating the shoals after a competitor forced her sandskimmer to lose its lead. I was forced to take on his favorite as well, but the lad’s got top marks, and even if I find him an arrogant ass, it’s not like I’ll be directly working with him.

Light is pouring in from all the viewports. We’re on final approach to the docking bay of the Mothership. The light is intense… and beautiful. It drowns out the pale stars beyond, though Kharak is still visible, red with swirls of white along the poles. Kharak may not be the birth world of our people, but it has been the forge that strengthened us and made us what we are. We should never forget this place, even long after we return to Hiigara. And to be honest, I think many will want to stay on Kharak.

We’ve docked. I’ll get back to this after I reach Fleet Intelligence.

* * * * *

I’ve a few minutes before the meeting, so I decided to update my journal. I suspect when we get underway I might not have many opportunities to do so. Fortunately, I’ve an excellent memory and will have access to the sensor data. I doubt I’ll leave out many details.

I must admit I’m a bit nervous. My position as head of Fleet Intelligence on the Mothership may be met with some dissatisfaction; I am the youngest Colonel in Fleet Intelligence and have not served in space before. Back on Kharak I heard several of my elders complaining that I lack sufficient experience for this post.

Personally, I agree. I would prefer it if an Elder was on the Mothership as well. Unfortunately none of my superiors were able to pass the rigorous physical and mental exams required for this maiden journey of the Mothership; none who volunteered, anyway. But that doesn’t stop them from complaining from the comfort of their armchairs that I should have experience in the Fleet first.

Fleet. As if it can be called that. Kharak’s fleet consists of a dozen older-generation corvettes, two heavy tugs that are left over from when we dragged resources to Kharak to assist in building the Mothership, our first true frigate-class vessel, the Sandstrike (expected to leave the LiirHra shipyards in a week; the engineers are putting the finishing touches on armor around the engines), and a couple dozen older fighter craft, precursors to the current Scout-class fighter and the Blade Mk.4 Interceptor. The Home Defense Fleet will not be accompanying the Mothership. They would be unable to in any event, as none of the vessels possess hyperdrives.

The Mothership is ready to begin final tests, so I can easily gain any needed experience while integrating with current and new members of Fleet Intelligence for the Mothership. As many in Fleet Intelligence are new to their posts, I’ll be less of an outsider now than if I arrive after the test flights are complete.

I’m more worried about Karan S’jet than my own inexperience. She invented the technology that hardwires her to the Mothership. No one truly knows what this will do to her. I’ve read several reports that state she’s showing signs of being distanced from her emotions. All of her stimuli comes from ship sensors and reports, rather than her own eyes and ears (though considering she’s floating in a vat of oxygenated fluid shielded from vibrations, there’s nothing for her to see or hear in any event).

It must be strange, seeing stars and Kharak from video cameras rather than your own eyes. Undoubtedly it loses something in translation. And her only physical contact with the outside world comes from periodic visits from medical staff to ensure her body isn’t deteriorating. I’ll have to recommend that visits should increase so to remind Karan that she is still Kharakian.

There is another reason I’m concerned about Karan S’jet. If anything were to happen to her, I’m next in line to be linked to the Mothership. While there is an emergency system in place that doesn’t require surgery, it is not nearly as efficient and primarily meant for tactical situations. Karan controls the shipyards, dry-dock, weapon systems (though that currently consists of a dozen point-defense weapons; added weapons are planned once the initial trials are complete), sensors, life support, and much more. I do not envy Karan S’jet one bit, and am going to fight to ensure she keeps her sanity, if for my own sake.

Fleet Intelligence and Fleet Command will be working together closely. We in Fleet Intelligence will provide Karan with advice she needs to make decisions; she’s a scientist, not a tactician or a xeno-sociologist. If we encounter hostile aliens, we will be responsible for tactical systems and the fleet, while Karan transmits commands. We are the ones who’ll study enemies for patterns we can exploit, and hopefully find weaknesses. And while Fleet Command controls the Exodus Fleet (consisting at this point of seven Scout-class fighters and one fusion-torch mining vessel), Karan’s lack of military knowledge is a detriment. Fortunately, she’s brilliant and learns quickly. And we may be fortunate enough not to encounter any hostiles.

I better put this away, the meeting is about to begin.

(To be continued)

Starship Moonhawk

It’s the rare webcomic that doesn’t improve artistically over time. If you look at early Questionable Content or Penny Arcade (among far too many to list), you’d find raw art that the artist undoubtedly would prefer to ignore. For some cartoonists, the rawness of their early artwork is too painful for them and they end up replacing it. Indeed, a growing number of comics have undergone relaunches to tighten up the storyline and replace outdated artwork with something that it far closer to the artist’s current skills.

The problem with these relaunches occurs when the cartoonist has a considerable backlog of story already existing. Retelling the old story risks alienating readers (unless there are fairly significant alterations, such as those found in Picatrix and Earthsong). This is especially true when the current story is at a fairly pivotal point, and fans are eager to learn what comes next, which can lead the cartoonist to start burning a candle at both ends, revamping the early story while continuing the comic.

Starship Moonhawk, one of a small number of science fiction webcomics, is a prime example of this dual-burn approach to cartooning. When I first stumbled across the comic, I soon stumbled across a holder page explaining the “jump” in the archives, and the presence of over a hundred pages of older archives. Considering several chapters of the story were not yet drawn with “version 3.0,” I opted to read through the old archives and get a feel for what’s going on.

One of the first things I noticed was the anatomy differences between the anthrofeline aliens in what is probably “version 2.0” of the comic, and their current appearance. Current artistry for the cat-aliens has a fairly traditional catgirl design, while “version 2.0” actually took a rather innovative approach to the cat-aliens to be far more feline in structure, with hind legs that had similarities to the design of the hind legs of real-life felines. While it is undoubtedly considerably easier to draw the cat-aliens with human-form legs and very short fur, I actually regret seeing this element of uniqueness abandoned with the more modern art.

Unfortunately, the comic hasn’t been updating long enough for me to determine if changes have been made to its basic plot (in which the protagonists are striving to stop the machinations of a provocateur who is trying to start a war between two stellar empires). There were some problems with that initial plot (including how easily the other aliens were duped into breaking a peace agreement, and the presence of a third group of aliens whose allegiances weren’t fleshed out very well) that hopefully will be dealt with in the relaunch.

These issues also highlight a flaw in relaunches that attempt to continue telling the existing story while retelling the old story; the cartoonist may find that the old story is too constraining, but be unable to break from older aspects that don’t work very well. This is a very good reason why relaunches should often drop the existing story, and just start anew. The cartoonist can then tell a story that evolves naturally and can change (sometimes significantly) from what came before.

There are some elements of “version 2.0” of Starship Moonhawk that work quite well, and the older story is worth reading. However, I’m left wondering how long it’ll take cartoonist Michael C. Prokop to fill over a hundred back pages of archive while continuing the current storyline, especially with a weekly update. Prokop would probably be better off to focus on revamping the archives and adjusting the story when it needs to, than attempting to burn the candle at both ends.

Punch an’ Pie

As should be obvious by now for my regular readers, I have issues with the use of Copy-and-Paste art. There are exceptions to this aversion; for instance, I don’t mind the use of CaP when it’s used for backgrounds (as it helps backgrounds remain consistent from panel to panel, a problem that a number of cartoonists struggle with). But when it comes to the cast of a comic, I feel the readers deserve for the characters to be drawn (or even redrawn) fresh for each panel. The exceptions (such as a character being “frozen in shock” or the like) are occasionally acceptable, but even these should be disguised in some manner.

Normally, Punch an’ Pie does an effective job of hiding its use of CaP. Aeire and Chris Daily often make use of close-ups and camera-pans to help diminish the repetitiveness of CaP (though I’m often able to detect this when I look for it). And often these little differences help significantly in breathing life and motion into the comic. Unfortunately, PnP’s latest use of copy-and-paste falls flat for me, and that’s with the introduction of an “imaginary wiser floating Angela” who chides Heather about her being “bored and kinda unhappy” with her jobs, saying that the one thing they had in common was Heather herself. The message works. Where it fails is in the obvious use of CaP (along with more subtle uses; note the close-up of panel 2 and its thicker lines, almost a straight pasting of the first panel with the exception of imaginary Angela).

The transparency effect for Angela works nicely. She is an aspect of Heather’s thought-processes, a figment of her imagination. And it’s amusing (if a tad creepy) for her to be floating sideways or even upside down in the comic. Unfortunately, where it falls apart is Angela’s hair, which remains straight and unmoving as if she had used enough hair gel on her head to freeze Niagra Falls in its place. It takes what is a powerful scene in its own right into something distracting, like a blow-up Angela doll filled with helium that’s bobbing along the ceiling. The static nature of imaginary Angela sucks the life right out of the scene, which promised us a glimpse into Heather’s past for once (as we’ve seen plenty of Angela’s past, but almost nothing of Heather’s). This is the problem with CaP; its static nature diminishes the energy of a strip, and removes any semblence of life to the characters; even imaginary ones.

Planet Karen

A couple weeks back I reported that Karen Ellis of the autobiographical diary comic Planet Karen had lost just about everything in a fire in the apartment building where she lived (which took the life of her upstairs neighbor). Fortunately, word has gotten out on a number of blogs, along with a fund-raising benefit auction started at Girl-Wonder.org, and donations have fortunately been coming in. (A web search of “Planet Karen Fire” reveals pages of articles concerning the fire and Karen; it’s rather uplifting to see people care this much, and that word has spread as far as it has; indeed, several of her fellow cartoonists have mentioned Karen’s plight on their own sites and encouraged donations from their readers.) While Karen doesn’t have the money to replace everything lost, she has enough to find a new apartment and replace some of her belongings, and that’s a good start. And unlike other such tragedies shown on television news and the like, Karen’s plight seems far more immediate and personal.

Part of this lies with Karen’s comics describing what happened… and what she’s still going through. While she lost her computer and scanner and her art supplies, that hasn’t stopped Karen from putting out her comic. Instead, she is using up to three different computers around the city to put together the comic. This is in addition to sketching the comic and putting the words in her head on paper. She finds it therapeutic to talk about what happened, and what’s happening, and to share it with her readers. When you consider the fact Planet Karen has been struggling with hiatus for the last year, it would have been far too easy for Karen to just give up and let the comic fade. A number of comics have ended when equipment failures provided the final catalyst to discourage overworked cartoonists from telling their stories.

Karen has persevered despite this, and struggled to overcome adversity. Indeed, in some ways her comic is stronger for it. While the artwork may lack the refined inking and shading that had become a key aspect of her art (and also part of what was dragging it down with the increase of artistic complexity making it difficult to put out a timely comic), the rawness and immediacy of the art helps reveal a heart and soul that wasn’t always visible with her more refined work. Often Planet Karen gave us brief glimpses into Karen’s life. Now, we’re seeing a narrative, and watching Karen’s journey as she overcomes the obstacles that life has placed in her path. Undoubtedly when this part of Karen’s journey is done, we’ll return to what has worked so well before. But for now, I’m grateful that a cartoonist I consider highly of has landed on her feet, and is sharing these moments with the rest of us.