Tag Archives: Ed Brubaker

Deadenders 7 (September 2000)

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Reading Deadenders is watching Brubaker’s development as a writer. At least one hopes he’s developing and learning from the mistakes.

For example, if you’re going to write an ongoing comic book, it’s not a good idea to imply a protagonist’s death (by flashing forward ten years into the future) because why should a reader stick with a book? To find out what happens? Who cares, given Brubaker never spends enough time establishing characters in Deadenders anyway….

And another flash forward lesson? Don’t imply one of your other protagonists, who’s been entirely sympathetic, will grow up to make someone as unhappy as the guy looks at the end of this issue.

Until the flash forward, however, it’s a great issue. Brubaker’s making a lot of daring narrative decisions and they pay off. Too bad he decided to capstone it with the lame finish.

Deadenders often should be great, but just misses.

Deadenders 6 (August 2000)

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Brubaker runs into a big problem this issue; I’m a little surprised, because it’s an obvious one.

His backup episode, about one of the characters crushing on a guy, is far more effective than his lead story. The lead story is following a plot, it’s increasing tension, it’s got a decent cliffhanger, but it feels constructed.

Meanwhile the backup moves entirely on its own momentum. Pleece and Case are a lot more creative too, because it’s in a less constrained environment. There’s no agenda.

The lead story is also problematic because it requires Beezer to be both the protagonist and the antagonist. He’ll probably turn out being right about things, if only because it’ll create narrative thrust.

But the backup doesn’t need any artificial boosters.

It’s a good and interesting issue–the lead story is strong, it’s just nowhere near as strong as the backup and compares poorly to it.

Deadenders 5 (July 2000)

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Brubaker does a nice move starting out this new arc. He sets the action ahead about a month from the last issue. The reader hears, from the characters, about the time between, but it doesn’t sound like much interesting happens.

So the inciting incident for this arc is Beezer’s pissed off dealer boss finally getting ahold of Beezer and kicking the crap out of him. Fatefully, there’s someone nearby who can help and the story kicks off. Basically, Beezer’s out of it and some older guy is starting to creep on Sophie.

It’s a nice bit of work from Brubaker, Pleece and Case. Subtle, if often violent.

Then there’s a backup with the repo kids. It provides a little Deadenders texture, but it also gives Brubaker space to experiment with narrative form. The experiment isn’t particularly exciting but it is cute and it does have a nice feel about it.

Deadenders 4 (June 2000)

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I think this issue finishes Deadenders‘s first arc. Brubaker sends it off on a high point, but only because he finishes the issue with a short Archie-style story. The rest of the issue is a mess.

He follows a government scientist who interviews Beezer. Now, nothing happens in the story–we even miss the one interesting moment with the scientist, after a lot of teasing about it–except exposition and backstory.

It’s lazy, convenient writing and it brings nothing to the series. Even Pleece and Case seem to give up. The art, from the second or third page, is boring. Maybe because Brubaker’s still keeping the calamity secret–we do get a couple hints–but more likely because there’s nothing to see here. And only a little more to read.

It’s competent, through and through, but utterly pointless.

A series shouldn’t be having pointless issues only four in.

Deadenders 3 (May 2000)

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Brubaker outdoes himself this issue. He achieves a startling moments of emotion, which isn’t easy to do in a comic book, but he does it here. Obviously, Pleece and Case have a lot to do with it… but it’s Brubaker. He brings home a great moment.

That great moment comes after a rather mediocre first two thirds. It’s a very good mediocre–Brubaker’s scenes are well-written and Pleece and Case do a fine job on the art (not great as they’re drawing the nice future city and nice future cities look the same usually)–but it’s mediocre. It’s more of the linear progression of protagonist Beezer and his interchangeable comrades engineering the eventual surprise.

Brubaker does develop subplots, though I hope at least some of them are story texture and not full subplots. Deadenders‘s world feels undercooked at times.

The cliffhanger’s predictable, but it doesn’t matter. Brubaker scores big.

Deadenders 2 (April 2000)

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Brubaker works three points of view into this issue. He opens with Beezer’s girlfriend, Sophie, who’s writing in her journal about the issue’s events so she’s supposedly the primary. But Beezer runs off and he’s the protagonist for a while. Then Beezer disappears for a bit and the story shifts to an omnipotent third person.

But Beezer’s really the protagonist, especially given all the flashbacks. Brubaker’s giving the reader information he or she needed last issue… all the fantastical stuff happening to Beezer? It turns out he already knew about it, which changes how those early scenes play.

And once it becomes clear where Brubaker’s going with the plot, the issue runs into some trouble. Sophie’s adventures trying to track down a friend’s drunkard father are a lot more interesting than Beezer’s machinations. They shouldn’t be more engaging… but they are.

Brubaker’s passive writing is better than his active plotting.

Deadenders 1 (March 2000)

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Ed Brubaker opens the first Deadenders issue rather predictably. Sure, the details about the future world are a different (a little) from other dystopian future worlds, but there’s nothing glaringly original. Two rich bad guys are talking about the fate of a teenager out in one of the rough sectors.

Then Brubaker moves to the sector and to the protagonist–Beezer–and Deadenders all of a sudden becomes special. Not because any of the details are startling (a lot of it seems heavy influenced by Love and Rockets) but because Brubaker’s writing is exceptionally strong. He gives the characters thoughtful relationships and establishes them immediately. By the end of the first issue, his characters seem fully fleshed out.

The art, from Warren Pleece and Richard Case, gives Brubaker a great setting. Their destroyed future city, sometimes empty, sometimes full, always eeriely quiet, is wonderous. Especially considering it’s the first issue.

Deadenders wows.

Incognito: Bad Influences 5 (April 2011)

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Brubaker goes with a simple conclusion—not out of Tom Strong, but keeping with his Moore fascination on this series, out of Watchmen—and it works. Maybe it doesn’t, I don’t know. He ends the series with a lovely setup for a third Incognito and that setup works and so it just makes me want another one more.

Actually, I should be upset. The entire series was just a setup to get Zack to where Brubaker ends this issue. Brubaker even reveals a certain logic to the series (it takes place over a week) and he could have used it during, having each issue take a day or whatever.

Not only didn’t he use that pacing, he didn’t even mention it being a week or having a particular timeline until the last issue.

Still, it’s hard to be upset. It’s a good trip, with Brubaker avoiding his usual Marvel missteps.

Incognito: Bad Influences 4 (March 2011)

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I just noticed, this issue, Phillips is really playing up the masks this series of Incognito. Everyone’s got a mask of some kind or another (well, all the girls have Catwoman masks out of the Adam West “Batman”) so it looks like he’s keeping busy illustrating other stuff, since Brubaker’s still not giving him particularly interesting set pieces.

It all takes place at night; maybe the non-colored work is more dynamic.

But Brubaker definitely needs more issues. He’s introducing all these new and interesting things but just showing them for a second before he has to move past. It’s like he’s expanding the Incognito universe, while still trying to stay on task. He resolves his surprise this issue (at least, starts to) and he handles it practically as an aside.

When I finished Incognito, I didn’t want a sequel. One issue left of this series and I want another.

Incognito: Bad Influences 3 (February 2011)

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Okay, so every issue of Bad Influences so far has had a different pacing structure. Here, Brubaker splits it between his three or four main characters. Except two of the main characters are antagonists and it’s unclear how much either is going to have to do with the series overall and he gives Zoe Zeppelin her own focus now too. She’s even less of an active character than the bad guys.

As for Zack Overkill, it’s hard to say where Brubaker’s taking him this series. He’s not quite treading water with the character, but he’s moving along really slow, to the point I’m wondering if issue five isn’t just going to end with a cliffhanger for the next series.

My enthusiasm for the series isn’t exactly waning (though Phillips again doesn’t have anything interesting to illustrate), but it’s getting a lot more realistic.

Incognito would work better as an ongoing.

Incognito: Bad Influences 2 (December 2010)

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Look at Brubaker surprising me… not so much with anything going on in the issue, but with the soft cliffhanger. The entire issue suggests he’s going to have problems filling out three more issues, then the cliffhanger suggests he’s not going to have enough time for all his plans.

I coasted through this issue on goodwill from the first one. It’s not a bad issue, it’s just a stretched one. Brubaker takes a lot of time to get Zack’s story to a place he could have in the first half of the issue, maybe even less. The Black Death is back this series too, which makes it feel a little like old home week, but also like Brubaker doesn’t have enough for the standalone Incognito series he implied last issue.

Still, it’s a decent comic, probably better than anything last series.

Although Brubaker doesn’t give Phillips anything interesting to draw.

Incognito: Bad Influences 1 (October 2010)

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Until the last few pages, the first issue of Bad Influences seems like a slice-of-life book. Zack Overkill is relating his new life to the reader and it’s all rather amusing. The issue opens with an event then Brubaker goes back and explains it—humorously and cinematically. Even with the ending’s change in narrative tone, this series has stronger writing than the last one. Brubaker’s allowing himself to have some fun.

That fun isn’t just in the humor of the scenes, but of the narrative in general. Incognito now feels even more like the illegitimate, albeit darker offspring of Tom Strong. Especially during the flashbacks to Zack’s conflicts since the last series. I don’t remember the last time Brubaker seemed so enthusiastic (so, of course, I’m guarded for what comes next).

Great Phillips art—it takes place in New York, which lets Phillips open up.

It’s quite strong.

Dark Horse Presents 135 (September 1998)

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Macan and Doherty finish Carson of Venus poorly. Doherty’s artwork this installment is particularly bad and, though Macan seems to be trying, the characters are all weak. Macan’s attempts at humor are a woman getting slapped around by her husband.

So it kind of goes well with Brubaker and Lutes’s finish to The Fall, all about a guy who wants to murder women. It’s a good conclusion, but it needs an epilogue. While I can understand why Brubaker finished without resolution, he still needs it. It doesn’t compare to the first few installments though.

I was excited to see early Reis on The Mark, but he’s not particularly good. He’s not bad, he’s just mundane. Barr tells the whole thing in flashback, which seems like a bad choice, especially for readers unfamiliar with the character.

Verheiden goes on, again, forever with The Ark. At least Randall has some good panels.

Dark Horse Presents 134 (July 1998)

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Warren finishes up Dirty Pair and I guess it’s good. I mean, it’s a lot of well-drawn action and the jabbering is starting to grow on me. There really isn’t a story though, just scantily clad girls in action scenes. But Warren’s art carries it.

Macan’s writing is sort of better on Carson of Venus and Doherty has a couple good panels. Still, it’s a weak series and it makes me wonder if Dark Horse was just trying every Burroughs license they could get.

The Mask returns to Presents here for the first time in a hundred issues or so. Sibin’s artwork is fantastic so it’s hard to dislike it and Fingerman concentrates on the human protagonist. It doesn’t seem dumb until the very end.

Finally, The Fall. Brubaker introduces the first fantastic element into the narrative and it’s too soon to tell if he can finish it well.