Category Archives: Dark Horse

Ragemoor 2 (April 2012)

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While the first issue of Ragemoor was competently written gothic stuff from Strnad and great art from Corben, the second issue is something else entirely. It reveals this wondrous–albeit horrible and sometimes disgusting–world, something Strnad would’ve been better to do the first issue.

The weird orangutang of the first issue are actual weird orangutangs, not just the embodiment of the castle’s evil. There’s also the suggestion of the world immediately surrounding the castle, which plays in a little.

As for the protagonist, Strnad develops him in a tragic gothic fashion. His butler is a little more interesting, just because the protagonist is the dumb young manor gentleman.

Strnad gives Corben some great things to draw, from the basement battlegrounds to the walls of Ragemoor. They unexpectedly teem with life.

The finale is exciting, touching and a little sad. Strnad heaps on the foreshadowing, in a true gothic fashion.

CREDITS

Writer, Jan Strnad; artist, Richard Corben; letterer, Nate Piekos; editors, Daniel Chabon and Scott Allie; publisher, Dark Horse Comics.

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Ragemoor 1 (March 2012)

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Ragemoor is, unfortunately, the story of a haunted castle. Hence the rage. It may be situated on a moor, but no one establishes it in this issue.

Jan Strnad’s script feels a little like he intentionally took a backseat to Richard Corben’s artwork, which is fine. Strnad’s script does its job. He introduces the setting, introduces the characters, introduces a crazy old man who wanders around naked peeing everywhere.

It’s a haunted house story, with only a couple surprises and those surprises don’t have much bearing. If they do, that bearing is in a later issue. Here, it just seems like Strnad is trying to keep the reader on his or her toes.

With the exception of one panel, the Corben art is fantastic. It’s moody, it’s scary, it’s grandiose. It’s hard to even imagine a better-looking haunted castle comic book.

Ragemoor doesn’t reinvent the wheel, just rolls beautifully.

CREDITS

Writer, Jan Strnad; artist, Richard Corben; letterer, Nate Piekos; editors, Daniel Chabon and Scott Allie; publisher, Dark Horse Comics.

Godzilla 5 (December 1977)

Oh, I get it, the bad guy keeps calling Gabe “black man” because he’s a racist and it (hopefully) makes the reader take an immediate dislike to the character.

But Moench did basically the same thing with Dum Dum in the last issue and the reader’s not supposed to want Godzilla to step on him.

Huh. Misfire there.

The racial stuff is awful, regardless of Moench’s intention. When Gabe makes a “We Shall Overcome” reference, Moench’s gone off the deep end.

Sutton’s still on pencils, with Klaus Janson of all people joining him on inks. This issue’s almost impossible to follow, but it’s gloriously vibrant and full of movement. Janson’s inks can’t make Godzilla or the other giant monsters look any more proportional but he sure does make the issue fun to read.

When I say it’s impossible to follow… seriously, I haven’t got a clue about half the story.

CREDITS

The Isle of Lost Monsters; writer, Doug Moench; penciller, Tom Sutton; inker, Klaus Janson; colorist, Phil Rachelson; letterer, John Costanza; editor, Archie Goodwin; publisher, Marvel Comics.

Godzilla 4 (November 1977)

Wow, Dum Dum’s not just an unlikable jerk, he’s also a racist. And a complete idiot who ends up helping the evil Dr. Demonicus.

With good guys like these….

Tom Sutton guest pencils this issue; did Marvel decide to stop punishing their readers with Herb Trimpe? Sutton’s not very good on the monsters–there’s nothing interesting about two giant monsters fighting each other in an empty ocean, sorry–but he’s a lot better on the people.

As for the story? Well, Moench introduces tis Dr. Demonicus guy who steals oil from tankers, using his giant monsters to cause distraction. No one’s caught on to his plans yet–certainly not SHIELD, because Dum Dum runs the place and Dum Dum’s too busy bitching about blacks and social progress.

Demonicus wears a goofy costume and enslaves a bunch of Inuits. It’s kind of disturbing, really… especially since Moench doesn’t take it seriously.

CREDITS

Godzilla versus Batragon!; writer, Doug Moench; penciller, Tom Sutton; inker, Tony DeZuniga; colorist, Phil Rachelson; letterer, John Costanza; editor, Archie Goodwin; publisher, Marvel Comics.

Godzilla 3 (October 1977)

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Tony DeZuniga’s inks help a lot, but even he can’t make what should be an awesome page–Hercules toppling Godzilla–work. Not with that Trimpe perspective.

This issue, Moench and Trimpe do let Godzilla destroy an American landmark–the Golden Gate Bridge. I guess someone at Marvel decided it could go, while the Space Needle in the last issue got to stay. Hercules also knocks the SHIELD helicarrier (or one of them) out of the sky in an apparent fit of rage.

Oh, I forgot–the Champions guest-star in this issue and their presence (except Black Widow’s) breathes some life into Godzilla. Instead of just being a crappy licensed comic, it’s a goofy, crappy licensed comic. The addition of Marvel superheroes makes it a lot more entertaining.

Though Moench does have a big problem (besides Trimpe). Protagonist Dum Dum Dugan’s completely unlikable. Moench writes him as a fascist pig.

CREDITS

A Tale of Two Saviors; writer, Doug Moench; penciller, Herb Trimpe; inker, Tony DeZuniga; colorist, Don Warfield; letterers, Gaspar Saladino, Denise Wohl and Irving Watanabe; editor, Archie Goodwin; publisher, Marvel Comics.

Godzilla 2 (September 1977)

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Trimpe’s got a shot right between Godzilla’s legs (on the second or third page too!). It feels kind of dirty.

Moench goes on to expand on the Marvel 616 version of Godzilla–turns out the ocean floor held a lot of other monsters (including giant flying birds). The nuclear blast opening the crevice for Godzilla opened the crevice for them too.

Including a giant bird.

In the ocean.

Did anyone read Moench’s script before it went to Trimpe?

Or was Marvel still doing it the other way, vice versa?

Trimpe’s got some amazingly bad work in this issue, including a giant foot (not Godzilla’s) about to stomp a miniature wine glass.

Besides as an example of terrible art, there’s not much to recommend Godzilla. He goes after the Seattle Space Needle but doesn’t destroy it. The rest of Moench’s action set pieces are similarly impotent.

It’s awful; best as humor.

CREDITS

Thunder in the Darkness!; writer, Doug Moench; penciller, Herb Trimpe; inkers, Frank Giacoia and George Tuska; colorist, Janice Cohen; letterer, John Costanza; editor, Archie Goodwin; publisher, Marvel Comics.

Godzilla 1 (August 1977)

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Given the goofiness of the seventies Godzilla movies, Herb Trimpe might be the perfect choice for this comic book. I mean, his name’s almost spelled tripe, which is a good description of his artwork. While there are a handful of iconic panels (small ones), Trimpe can’t even maintain perspective on a guy putting out his hand, much less a giant monster.

And let’s not get started on Trimpe’s characterization of Japanese people. His only reference materials seem to be early forties spy thrillers. The one guy even has the coke-bottle glasses.

As for Doug Moench’s story, there isn’t much of one. He comes up with a silly new origin for Godzilla (an undersea Japanese atomic test opens a fissure, releasing a prehistoric giant monster), which goes against all the Japanese movies.

He does get in a good crack about Americans and their oil though.

It’s dreadful, but amusingly so.

CREDITS

The Coming!; writer, Doug Moench; pencillers, Herb Trimpe and Jim Mooney; inker, Mooney; colorist, Janice Cohen; letterer, Joe Rosen; editor, Archie Goodwin; publisher, Marvel Comics.

Star Wars: Crimson Empire II: Council of Blood 6 (April 1999)

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The series ends with some undeniable problems–the Romeo and Juliet aspect is idiotic–but Richardson and Stradley manage to reign in their big conspiracy storyline.

They don’t resolve some of their threads, which is both a good and bad decision. It’s good because there’s not enough room for the resolution, but bad because they sort of promised it for the first half of the series.

There’s a lot of content to this issue–it’s not just a wrap-up. The wrap-up is saved for the last three pages or so… and it isn’t enough. This issue’s problems with pacing sort of reveal the series’s problems with it in general.

Gulacy is rushed here. He can’t make it all fit. It’s the least impressive art on the entire series, though there are some good space battles at the open.

The series nearly succeeds, overcoming a few major story problems.

Star Wars: Crimson Empire II: Council of Blood 5 (March 1999)

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It’s a romance now? Seriously? Wow.

After a solid first half, Richardson and Stradley are running off the rails. They set up a convoluted set of schemes and subterfuges and are now rapidly resolving them. And what solves them all? Sworn enemies kissing.

But the issue has a bunch of great Gulacy sci-fi action so it’s impossible not to enjoy it. There’s spaceship battles, there’s blaster fights, it goes on and on. Even the talking heads stuff is great; Gulacy’s got lots of Star Wars technology around to draw.

But the writing has just gone off the deep end. The writers introduce a major new character this issue (more important than any other new character in Council of Blood actually) and reveal he’s been working behind the scenes the whole series.

It’s a complete mess. It’s like Richardson and Stradley changed their minds about the series’s plot halfway through.

Star Wars: Crimson Empire II: Council of Blood 4 (February 1999)

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I’m not sure it’s possible this issue could have a softer cliffhanger. Soft as it may be, it does signal a change in Council of Blood… it’s finally a sequel to Crimson Empire.

Until this issue, Richardson and Stradley have been avoiding what they promised at the finish of the first series. While the previous issues touched on it, they more concentrated on the overall Dark Horse Star Wars universe. This issue brings Sinn (I finally remember her dumb name) and the Imperial Guard together.

And it does so on a strange planet with stranger aliens and Gulacy has a great time with all of it. There’s a lot of action this issue; Gulacy has to condense approximately twelve action panels to one page.

It’s a packed issue.

Sadly, bringing back the first series’s character relationship, the writers start to stumble. It’s an okay comic, but the characters are nonsensical.

Star Wars: Crimson Empire II: Council of Blood 3 (January 1999)

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Interesting. The series is now half done and Richardson and Stradley haven’t shown much of their hand yet, as far as future events go. Instead, they’re still raveling the narrative. The reader gets to be a little ahead of the characters, but since there’s still no protagonist, it doesn’t hurt the comic.

This issue spends most of its time going over the business practices of the Hutt character. They’re sensational, which makes them engaging, and the writers hint just enough at how everything connects to make it intriguing.

There’s also some more business with the Imperials, with the writers identifying the villains among the villains.

It’s effective. It even makes one (stupidly) consider reading more Star Wars comics.

Nice art from Gulacy and Emberlin. Gulacy’s got some great page compositions to mix action and dramatics. He also takes the time to indulge his humorous side.

It’s a very strong issue.

Star Wars: Crimson Empire II: Council of Blood 2 (December 1998)

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Once again, there’s the item you can tell Gulacy just went gloriously overboard with. This time, it’s one of the squid faced aliens–but as a Hutt dancing girl. Emberlin inks are especially good; there are some great alien worlds panels in the first few pages.

Richardson and Stradley are slowly developing the overall story. The dialogue is good, the characters are all good. The issue passes without many hiccups, but it also passes without a real character. Crimson Empire II is apparently a licensed Star Wars comic first and a narrative second.

In fact, this issue is still setup for whatever’s going to come, big and small. The previous issue introduced two general story lines. This one expands it out to three or more. The writers are enthusiastic about whatever they have planned and it helps.

It’s still too soon to decide on the series, but the issue’s good.

Star Wars: Crimson Empire II: Council of Blood 1 (November 1998)

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Once again, Mike Richardson and Randy Stradley are deliberate in their setup. Council of Blood has some fight scenes–well, some violent acts without real bloodshed (just the threat of it)–and some space stuff, but it’s all about the politics.

Just from this issue, it’s clear the dialogue’s better than the first series, at least for the politicians. While the comic obviously owes a lot to Star Wars–specifically Jedi–it’s hard not to see some Dune comparisons too.

I’m not sure how it reads to regular Dark Horse Star Wars readers, but it’s incomprehensible without reading the first series. Sadly, the Western flavor to the story isn’t back–there’s way too much planet-trotting–but Richardson and Stradley have a good tone.

Paul Gulacy (inked by Randy Emberlin) does fairly well. Emberlin’s a little thick for Gulacy. Gulacy’s best work is in the little details.

Blood starts fine.

Star Wars: Crimson Empire 6 (May 1998)

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Why couldn’t they have just done it as a Western? It would have been perfect.

The final issue of Crimson Empire has the best and worst from the series. The woman–her name is Sinn, which is stupid so I probably forced myself to ignore it–declares to the “holy stars” she’ll hunt down the main guy because it turns out he’s kind of a bad guy. Now, “holy stars” (Star Wars was always a little areligious, wasn’t it?) aside, it’s terrible writing from Stradley and Richardson. Sad the series ends on a bad note writing-wise.

Luckily, Gulacy does fine. His art’s really complex this issue. There are these side scenes to an issue long fight scene, so Gulacy’s got to concentrate on supporting cast while fighting goes on in the background. There’s lots to track; the reader has to pay attention.

Except for bad writing, it ends well.