An Ode to Mike Allred’s Madman




On the surface, Allred’s Madman is a remix of Mary Shelley’s Frankenstein. Frank Einstein (formerly Zane Townsend) aka Madman has more in common with the mythic heroes of legend and inhabits a world equally fantastic. The audience can see that Allred poured his heart into this series. The cast is eclectic and unique (ranging from a scientist with detachable heads, invisible assistants, villainous beatniks turned heroic mutate band, infernal g-men, a beatnik-alien hybrid, jungle themed heroes, an alien inventor, an adult Astroboy pastiche, unlikely celebrity cameos, and comic book guest stars). Allred took great steps to flesh out each character and grant a unique voice.

The thing that stood out most about Frank Einstein is his purity tempered humanity. He’s not an aloof alien judging us & looking down on us like Kal-El or a pinnacle of piety or perfection. He made mistakes, worked to fix them, and helped those in need around him. Madman didn’t perform heroics for attention, adoration, or reward; he just did what was right. His relationship with Josephine Lombard is so organic and beautiful free of the “will they won’t they” that plagued other iconic couples like Pete & MJ/Lois & Clark.

Madman embodies everything that made the 50′s and 60′s era of comic and science fiction great (down to its stylized artwork). If you are comic fan who misses the Golden Age where the focus was on telling an epic and captivating story (minus graphic violence and sadistic acts that emerged during the gritty 90’s) then this is the series for you!

Celebrity Guests:
Conan O’Brien & Andy Richter

Robert Rodriguez





Images courtesy of Warren Peace’s blog, Mike Allred’s official Site, Mike Allred’s Art Blog, and Comic Art Community

Review: Marvel Zombies (by Robert Kirkman and Sean Phillips)


When Marvel Zombies was first announced I had been away from reading the superhero titles from DC and Marvel. I’d gone fully into non-superhero titles. One such title is Robert Kirkman’s The Walking Dead. Kirkman finally created a story which really tapped into what Romero was talking about in his Living Dead films. Kirkman’s zombie series continued where the film end credits began. To suddenly find out that Kirkman was to pen a “What If…?” style miniseries for Marvel telling the tale of what would happen if the Marvel Universe (well on of its alternates at least) and all its heroes and supervillains had suddenly all turned into flesh-eating zombies was great news indeed.

Marvel Zombies continues where the Ultimates Fantastic Four “Crossover” story-arc left off (story-arc where we’re introduced to the Marvel Zombies alternate universe). The Ultimates Fantastic Four has made it back safely to their Ultimates reality through the assistance of an unzombified Magneto. In the very first pages of Marvel Zombies we find Magneto on the run from those superheroes and villains turned zombies gunning for him. With these super-powered zombies having devoured the planet’s population within days they’re now set to hunting down, and at times, fighting with each other for the last few remaining people left on Earth for them to feed their hunger.

This being titled Marvel Zombies and not Magneto should give a hint as to the fate of the Master of Magnetism. No, this book deals with how the Marvel Zombies solve through their problem of not having anymore people to eat. It’s a good thing that in this reality Galactus and his herald, the Silver Surfer, have decided it was time to add Earth to the Devourer of Worlds’ menu. Unbeknownst to the Silver Surfer and Galactus, a planet they once thought to be teeming with life and energy to be consumned has become a death world where only the zombified Marvel heroes and villains remain.

The scenes once the Surfer and Galactus arrive were both action-packed and also full of some very dark humor. It was very difficult trying to root for anyone since in the end everyone left in the story were the “bad guys” but where the Surfer and Galactus were the serious villains in the story the Marvel Zombies themselves were funny enough in their need to take down Galactus and his Herald to feast on. The aftermath of the battle between the remaining Marvel zombies and Galactus makes for a great twist and also makes sense in a darkly humorous and wicked way.

Kirkman doesn’t dwell too much on the nature of the zombie plague’s effect on people’s humanity and feelings. He goes all-out to tell a fun, rip-roaring story. It shows in that there’s a little less depth in the book’s story than in Kirkman’s Walking Dead series, but what the story lacks in dramatic depth was made up for in some very funny and witty dialogue between the zombies themselves. The artwork by Sean Phillips (been a fan of his style since his work on Ed Brubaker’s Sleeper) complimented well with Kirkman’s zombie writing. I also like the fact that this graphic novel collected all the Marvel Zombies issue covers (both first and later reprintings) by renowned artist Arthur Suydam. His zombified alternate covers of classic Marvel issue covers was something of a great treat for comic book fans everywhere.

So, while Marvel Zombies doesn’t rise to the dramatic depths of The Walking Dead what it does do is tell a fun story of zombies versus Cosmic beings with plenty of flesheating and bloody good action. I’m glad that as great as Marvel Zombies was I’m even gladder that Marvel decided to re-visit this oft-kilter universe with some follow-up miniseries like Marvel Zombies vs The Army of Darkness and Marvel Zombies Volumes 2 thru 5.

Farewell, Good Sir




My first real exposure to Dwayne McDuffie was the Static Shock cartoon. I was aware of Static before the cartoon (due to the 90’s Milestone Comics, but I didn’t read a Milestone book until recently). Mr. McDuffie gave the audience an engaging narrative in addition to a different type of African American lead, a positive one. Virgil Hawkins was an honor roll student from a good family and not a gang banger, drug dealer, champion athlete, aspiring rapper (otherwise stereotypical black roles).

With the Justice League and Justice League Unlimited cartoons, Mr. McDuffie provided complex and rich stories that made the audience yearn for a world where Wally West, Bruce Wayne, and Clark Kent existed. His iteration of Clark Kent stands out in my mind because his Clark was damaged, burdened with such hurt and pain, yet soldiers on doing what he feels is right.
Later Man Of Action would put their Ben 10 series in his skillfully hands and he took that lump of clay and molded into a magnificent structure. He added so much depth and layers to the characters, put the characters through crucibles which caused to grow, and he also played with the concept of redemption along with good and evil. Now that he’s no longer here, the future of this fictional universe and its cherished characters are uncertain. Hopefully the staff will soldier on and make Dwayne McDuffie proud.

His films, Justice League: Crisis On Two Earths and All Star Superman, were treats for fans of excellent animation, DC fanboys, and lovers of an enthralling stories. I loved how he portrayed the Crime Syndicate as posthuman mafia with Ultraman ruling like some untouchable don as well as his nihilistic iteration of Owlman. He wowed with the way he was able to capture everything that made Kal El fantastic in Grant Morrison’s original story.


A few months ago, a friend of mine gave me the Icon trade (Icon was one of the flagship titles of Milestone comics). This book stood out because it dealt with issues that the Big Two (Marvel and DC) backed away from, such as teen pregnancy, inner city poverty and racism.

Dwayne McDuffie’s passing has impacted his fans and colleagues alike:

“I can’t wrap my mind around the notion that he’s not here anymore, to be honest.”
Warren Ellis

“To work with Dwayne McDuffie was to be instantly at home with a kindred soul. You spoke the same language, you read the same comics, you tossed around ridiculous characters like B’wana Beast and the Ultra-Humanite with the same ease as two musicians riffing on a beloved childhood song. And like a musician, Dwayne fine tuned his stories until they sang. Dwayne made it easy because he was so good.”
Paul Dini

Images courtesy of Denys Cowan, Comic Book Resources, Phil Bourassa, and Comic Art Community

Quotes courtesy of Warren Ellis Dot Com and Comic Book Resources

R.I.P. Dwayne McDuffie


February 22, 2011 marks a sad date for the comic book and animation world. One of it’s brightest and most forward thinking talents has passed away.

Dwayne McDuffie has become one of the giants in the comic book world. He began his career in comics in the late 80’s and early 90’s with Marvel Comics where he wrote for the titles, Damage Control and Deathlok. He would also do freelance work for DC up until 1993 when he finally decided to create his own comic book studio, Milestone Media, as his way to respond to how minority characters were being handled in the two main comic book houses.

With Milestone Media he was able to create a studio which  had multi-diversity character that had been lacking within the more traditional Marvel and DC Comics. Titles such as Icon and Static became fan favorites. Even though the studio he created finally shutdown in 1997 he was still able to parlay one of his Milestone titles into a WB cartoon series, Static Shock. He would find his true calling as writer and soon story editor in some of DC Animations best work. A majority of the stories for the animated series Justice League and Justice League Unlimited were either written or supervised by him. He would also be on hand to revamp Cartoon Network’s Ben 10 into Ben 10: Alien Force.

His return to comics in 20o6 would include stints as writer for Fantastic Four and Justice League of America. But his best work continued to be in the animation side as he writes two of the best received animation films from DC Animation with Justice League: Crisis on Two-Earths and, the recently released, All-Star Superman. The latter has already gained such a positive response from critics and fans alike that they’ve called it the best thing to be released by DC Animation.

So, it is with a sad heart that on the release date of his greatest work one Dwayne McDuffie passed away leaving behind legions of fans and contemporaries. There is no better tribute for this giant of the comic book world than one of the greatest episodes of Justice League.

When Robot met Zombie… I meant Deathlok…


Most of you know that I am a huge necrophobe but I dig this idea.  The Deathlok character may be a reanimated corpse, he lacks the mindless cannibal angle and is outfitted with state of the art cybernetics. In the 90’s, I discovered Deathlok in his Professor Michael Collins iteration, a pacifist whose brain was transferred into a cyborg killing machine and frequently interacted with A List heroes like Spider-Man, the Fantastic Four and the X-Men.

In recent years, robotic zombies returned as prototype troopers of Norman Osborn’s HAMMER organization (while they were more shambling zombies than cyborg killers they did plant the seed for a more fleshed-out reintroduction). The idea made a more faithful return in Jason Aaron’s Wolverine run as anonymous Deathlok soldiers outfitted with web shooters, rapid self-repair function, repulsor ray technology, and laser version of Wolverine’s claws.   This February, Rick Remender transformed the concept into a pan-temporal virus that has infected Marvel’s posthuman populace and utilizes them as a military force. I appreciate what these writers have added to the tapestry but I yearn for the days of a solo Deathlok soldier. Below are my ideas about how to accomplish it.

My primary Deathlok idea involves a dystopian future 616 where most of the posthumans have been eliminated and humanity is oppressed by the industrial military complex.  The resistance group would recover Steve Roger’s preserved corpse, revive it and outfit it with the technology of fallen heroes (Cap’s body is preserved so that the Super Soldier serum could be reverse-engineered).  The Deathlok would possess Captain America’s Ubermensch brain and most of his body, Wolerine’s Adamantium claws, Tony Stark’s repulsor ray and Uni-Beam, the Iron Spider’s camouflage technology, Henry Pym’s size change technology, the energy version of Captain America’s shield and the Thor Clone’s hammer.

My other idea merges Remender’s viral version with the Techno-Organic Virus (Marvel’s version of the Borg). AIM or Hydra creates a variant of the Techno-Organic virus that grants the host posthuman abilities in addition to integrated weaponry. In true comic fashion, the vial containing the modified virus ends up in the possession of SHIELD operative who eventually uses it to become a super hero.

Images courtesy of Comic Book Resources

Review: The Walking Dead Volume 13 (by Robert Kirkman)


It’s been almost a month since the final episode of the first season for the tv series adaptation of this comic book aired on AMC. The Frank Darabont and Gale Anne Hurd produced series became a major hit not just for the channel but also for everyone involved. While the adaptation deviated from the comic’s path at times in the end it helped established the post-apocalyptic world creator Robert Kirkman had been working five years to create. This is a world that is still on-going and, just weeks earlier, released the thirteenth volume of collected issues 73 thru to 78.

The 13th volume is aptly titled, Too Far Gone, as it continues where the previous trade paperback left off and that’s Rick and his group of survivors trying to settle in the safe, walled community in Alexandria, VA. This wasn’t the respite Rick and his group were hoping for, but it is as close to one as they’ll get as their original destination of Washington, DC resembles much of everything else they’ve seen and that’s unsafe devastation.

As Rick gradually gets used to going back as a lawman for the community everyone else do their part in doing the new jobs handpicked for them by the community’s leader Douglas. Through the first half of the volume we see through the point of view of certain character that this safe haven they’ve joined has it’s fair share of secrets and that not everything was as stable as they’ve been led to believe. While some of the revelations the reader will read as the volume unfolds doesn’t bring back images of Woodbury and The Governor, they do show that the underbelly of the Alexandria community is just as rotten but in other ways.

The title of the volume is in regards to Rick as a character and to a small degree the rest of his group. Here they are in a safe place with other survivors who just want to try and get back to living life the way it used to be. The paranoia and mistrust Rick has built within himself after the long journey from his hospital bed to this place has begun to chip away at not just his sanity but his humanity as well. He hasn’t turned the corner to become another Governor, but his actions in regards to trying to safeguard their new found safety does show that Rick and some in his group do not trust all the smiles and well-wishes thrown their way.

Rick knows that as safe as they all might seem now it doesn’t take much for all of it to come crashing down. It’s this looming threat that forces Rick to behave in ways which does have people question if he’s lost it and has he become a danger not just to their new benefactors but to his own people as well. The answer to this question wasn’t clear and remains, like all of Kirkman’s answer to certain moral question throughout the series, ambiguous and left up to the reader to decide if what Rick has done for the safety of his son and the others keep him in the role of hero or villain.

The volume ends in relatively safe conditions, but clues of an ominous consequence at the solution to some of the community’s outside problems may just bring a much bigger one in the next volume.

For those who are fans of the comic book the last two volumes has been slower affairs with quick bursts of action and horror. Like volume 6 and 7 previously, this relative calm before the storm may just bring about another major change to the roster of characters we’ve been following since the battle at the prison. Will we see another major kill-off of characters? Only Kirkman can answer that and it will be another 4-5 months before the next volume hits the streets. It will be a long wait indeed.

 

No Name Anthologies: Script #2


No Name Anthologies: Issue #2

“Fight Night”

1st draft 11/20/06

By “Senor Geekus”

REFERENCE

VILLAINS

The Children of Ares: An assassin cult whose members are adept in Chanpurū, a hybrid fighting style that incorporates close quarters combat, Ki manipulation, Spetsnaz Sambo, and taijutsu.  They have the lean and athletic martial artist body. They are dressed in a jet black Kāṣāya.

Mordred: The leader of the Children. He is a mature man in his 60’s. His body is lean and in shape. Visually he resembles Patrick Stewart with a devilish goatee.  He wears a white Kāṣāya with long paper beads wrapped around his arms which he uses as weapons

ADDITIONAL CHARACTER

Agent Doe: The typical man in black. Visually he resembles Agent Smith. He has a mustache and his hair is blond.

 

PAGE 1:

PANEL ONE: Zero is walking down Central Park with his hands in his pocket. There is an evening sky in the horizon.

PANEL TWO: A Child emerges from a puff of smoke (similar to how a ninja appears and disappears using smoke) in front of Zero.

PANEL THREE: Zero and the Child are facing each other.

Child: Moniker, I have been sent to end your life.

Zero Moniker: I am already asleep. I desire to be awakened!

PANEL FOUR: The Child assumes a fighting stance and there is a look of anger in his face. Child: Then you will be awakened with pain!

PANEL FIVE: Zero shrugs. There is an apathetic look in his eyes.

Zero Moniker: You are welcome to try, but Morpheus’ hold is strong.

PAGE 2:

PANEL ONE: The Child leaps towards Zero.

PANEL TWO: He performs a drop kick.

PANEL THREE: Zero evades the kick, leaving speed lines similar to the Flash as he moves. Phantom is radiating a white glow.

PANEL FOUR: Zero unleashes an electrical bolt. The bolt hits the Child’s midsection. Zero is facing the child and the Child’s back is in view.

PANEL FIVE: The Child crashes through several trees.

PAGE 3:

PANEL ONE: The Child is getting up. His white uniform is bloody. There is a look of sheer rage in his face.

PANEL TWO: The Child is resumes the stance.

PANEL THREE: A close-up Zero’s mask. It glowing more radiant.

PANEL FOUR: A larger electrical bolt hitting the Child.

PANEL FIVE: The Child’s uniform is charred and his skin is blistered.

The Child: The Children of Ares do not fight alone. I will not be the last.

PAGE 4:

PANEL ONE: Six Children of Ares materialize before Zero.

PANEL TWO: Close-up of the Eldest Child. His eyes emit a murderous glare.

Eldest Child: You dare injure our brother! You will pay most dearly!

PANEL THREE: Their eyes flash crimson with murderous intent as they assume the stance.

PANEL FOUR: Fiery aura emanate from their bodies.

PAGE 5:

PANEL ONE: The Children begin their attack by pouncing on him

PANEL TWO: Zero leaps away in an attempt to avoid them. The same speed lines are seen.

PANEL THREE: A Child grabs Zero’s foot

PANEL FOUR: Close-up of Zero’s face. There is a look of shock in Zero’s eyes.

Zero Moniker: H… How is this possible??

PANEL FIVE: Zero is thrown violently to the ground.

PANEL SIX: Zero gets up and straightens his wrinkled suit.

PAGE 6:

PANEL ONE: The Children have him surrounded.

PANEL TWO: White Space because Zero unleashed a blinding flash of light

PANEL THREE: The Children are grabbing their eyes in pain.  Zero is standing in their midst, calm.

The Children: Arrghh!! Brother we are blind!

Eldest Child: That coward uses tricks!

PANEL FOUR: Zero knocks them with a kinetic shockwave. The shockwave should resemble a circular ripple effect.

PANEL FIVE: Three of the Children flying to the right.

PANEL SIX: The remaining children flying to the left.

PAGE 7:

PANEL ONE (ONE-PAGE SPREAD): Zero is standing calmly with his hands in his pocket. His surrounding resembles a war zone. Trees are broken. The Children are lying unconscious and broken. The ground around Zero is scorched.

PAGE 8:

PANEL ONE: Zero is surveying the damage. Speed lines are moving towards him.

PANEL TWO: Mordred appears behind Zero.

Mordred: So my Children could not awaken the dreamer. You will not fare so well against me!

PANEL THREE: A close-up of Zero’s eyes. His pupil shrinks from disbelief and complete shock.

PANEL FOUR: Mordred assumes the stance.

PANEL FIVE: Mordred kicks him in his back. There is a fiery aura around his leg.

PANEL SIX: The move launches Zero into the air.

PAGE 9:

PANEL ONE: Zero soars at an accelerated rate. He is unable to move because of the force of the kick.

PANEL TWO: Mordred appears in the air.

PANEL THREE: Mordred strikes him in his chest. The same fiery aura is around his fist.

PANEL FOUR: Zero plummeting to the ground below.

PAGE 10:

PANEL ONE: Close-up of Zero falling. His eyes flash.

PANEL: TWO: Zero spins himself.

PANEL THREE: Zero lands on his feet.

PANEL FOUR: Mordred appears before him.

PANEL FIVE: Zero fires a photonic blast. The blast resembles a crescent moon.

PANEL SIX: Mordred evades the attack.

PAGE 11:

PANEL ONE: Zero leaps into the air. His body is radiating.

PANEL TWO: Zero has become the Zero Star.

PANEL THREE: The sky is electrified with the Zero Star’s power.

PANEL FOUR: Five electrical bolts descend towards Mordred.

PANEL FIVE: He evades them with flips.

PAGE 12:

PANEL ONE: Mordred assumes the stance.

PANEL TWO: The Zero Star appears in front of him.

PANEL THREE: Mordred is covered with an electrical glow.

PANEL FOUR: A close-up of Mordred’s eye. They burn red with murderous intent.

Mordred: Do you really think that this will defeat me boy?

PANEL FIVE: A fiery aura flows from his body and dispels the electrical glow.

PANEL SIX: Mordred resumes the stance.

PAGE 13:

PANEL ONE (ONE-PAGE SPREAD): Mordred is surrounded by a more powerful aura.  The ground around him is being destroyed and there is a ripple effect. The Zero Star is distorted by the ripples.

PAGE 14:

PANEL ONE: Zero is on his knees clutching his head. His eyes convey his shock and pain.

Zero Moniker: This is not possible! No one can undo my enlightenment!

PANEL TWO: Mordred appears behind him. His hand is raised to deliver a deathblow.

PANEL THREE: A close-up of his face. He is still in shock and pain.

Phantom: Compose yourself or you will be awakened!

PANEL FOUR: There are speed lines. Mordred hits the vacant spot; leaving a small crater in the ground.

PANEL FIVE: Zero is back to his default apathetic stance with his hands in his pocket.

PAGE 15:

PANEL ONE: Zero fires three more photonic blasts.

PANEL TWO: Mordred leaps to evade them.

PANEL THREE: Zero fires an electrical bolt.

PANEL FOUR: Mordred performs a corkscrew spin to avoid it.

PANEL FIVE: A close-up of Mordred loosening the prayer beads on his arms.

PAGE 16:

PANEL ONE: He ensnares Zero with the beads.

Mordred: This is your wake up call, dreamer!

PANEL TWO: He swings Zero into a nearby tree.

Zero Moniker: Arrgghhh

PANEL THREE: He slams Zero into the ground.

PANEL FOUR: He whips Zero up into the air.

PANEL FIVE: A close-up of Zero’s face. His right eye is closed and bruised. His left eye burns with determination.

PANEL SIX: A close-up of Zero’s hands clutching the beads. His hands are glowing.

PAGE 17:

PANEL ONE: A view of Zero still in midair and Mordred on the ground holding the beads.

PANEL TWO: A close-up of the bead. The glow travels down the beads.

PANEL THREE: The energy encircles Mordred.

PANEL FOUR: The energy engulfs him and he appears to be electrocuted as the power surges through him.

PANEL FIVE: Zero is removing the beads. His eyes convey his tiredness. His suit is torn and bloodied.

Zero Moniker: The dream came close to ending.

PANEL SIX: Mordred is on ground unconscious. His clothes are charred and there is smoke rising from his burnt flesh.

PAGE 18:

PANEL ONE: The battle scene is flooded with FBI agents.

PANEL TWO: The Children are on stretchers and being loaded in ambulances.

PANEL THREE: Zero Moniker is on park bench exhausted.

PANEL FOUR: Agent Doe is approaching Moniker.

Agent Doe: Mr. Moniker, the FBI would like to thank you for apprehending these extremists.

PANEL FIVE: Zero Moniker gives him a “thumbs up”.

Zero Moniker: Uncle Sam knows how to thank me.

PANEL SIX: Zero is sprawled over on the same bench.

Zero Moniker: Phantom, have you devised a method to deal with fighter types?

Phantom: Yes, another incident like this will not occur!

Zero Moniker: Thank Logic. I don’t think that I could take another beating like that.

 

FIN

My abandoned comic book idea: 1st script


I used professional scripts posted by writers like Warren Ellis, Brian K. Vaughan, and Christos Gage (mainly his format) as guides when I first attempted to put my ideas on paper.  Unfortunately, my muse never returned after I wrote the first 4 scripts. I know the ideas of derivative (in the Quentin Tarantino vein of mashing every loved source idea into a blend), I thought Zero Moniker had potential. Enough of my rambling, here is the script.

 

No Name Anthologies: Issue #1

“Man versus Machine 2.0”

1st draft 11/16/06

By “Senor Geekus)

REFERENCE

MAIN CHARACTER

Zero Moniker: African American, mid 20’s. He’s average height around 5’8. His eyes are golden and have glint of nobility. He is the technological analogue to a medieval magician/alchemist/shaman. He is slim and lanky similar to the thin magicians that populate RPG’s and D&D. He lacks the build of a fighter/ athlete. He is “cursed” with Phantom, scientifically advanced helmet (along the lines of Fourth World/new gods technology). Phantom resembles a cross between Dr. Fate’s Helm and a Vizard-style Hollow Mask. It has a pair of golden eyes similar to the Guyver’s secondary eyes.  It generates perpetual energy that he manipulates offensively and defensively.  He wears a suit in a disheveled manner similar to Spike Spiegel but suit is white, the tie is black and the shirt is red.  He wears black stylized Getas instead of shoes.

VILLAIN

The Misanthrope: A brilliant yet eccentric engineer/inventor/zealot; he favors machines over humanity. His mind is a viral consciousness; he can inhabit any electronic device. He possesses the XS Reaper, an experimental Unmanned Combat Air Vehicle.  He is armed with Joint Direct Attack Munitions.  It has an ethereal appearance; its body is jet black and sleek like the classical Grim Reaper’s robe.  A fleet of six MH-53 Pave Lows are also under his control.

ADDITIONAL CHARACTER

United States Special Operations Command Representative: She is dressed like Catherine Bell’s character in Jag. Facially, she resembles Rachel Bilson.

PAGE 1:

PANEL ONE: The XS Reaper soaring through a clear sky.

PANEL TWO: There are six MH-53 Pave Lows in front of the Reaper in a V formation.

PANEL THREE: A close-up view of their armaments. 2 .50 caliber (12.7 mm) machine guns mounted on left and right sides and one on the nose.

PAGE 2:

PANEL ONE: A coastline view of an iconic metropolitan city.

PANEL TWO: A scanning view of the city with technological analysis similar to the T-800/T-850 analyzing its target. The city is essential devoid of life, except a solitary life signal on a nearby roof

PANEL THREE: An aerial view of the target building. It is a modern skyscraper with a dash of gothic style with gargoyles adorning it

PANEL FOUR: Zooms in on a human figure standing on a building’s roof.

PAGE 3:

PANEL ONE (ONE-PAGE SPREAD): Zero Moniker is standing on a gargoyle with his arms crossed. There is a displeased/irritated look in his eyes. His suit jacket is flapping in the wind.

Zero Moniker: Things like this always happens on a Monday.

PAGE 4:

PANEL ONE: The two Lows at the edge of the formation leave to confront Moniker.

PANEL TWO: A cockpit view of Moniker. The Low’s target screen is also seen

PANEL THREE: The Lows unleash a barrage of bullets. Moniker’s stance has no changed.

PANEL FOUR: A third person view of Zero. The bullets are held in place a few feet in front of him. The bullets give off an electrical glow.

PAGE 5:

PANEL ONE: A close-up of Zero’s eyes. They convey a mixture of indifference and annoyance.

Zero Moniker: This bores me…

PANEL TWO: The bullets change direction. They give off a stronger glow.

PANEL THREE: The bullets are fired back at the Lows.

PANEL FOUR: The Lows explode as the barrage penetrates their fuel tanks.

PAGE 6:

PANEL ONE: The remaining Lows assume an attack formation.

PANEL TWO: The smoking wreckage of the Lows is held in place by the same electrical glow.

PANEL THREE: The wreckage is sent crashing in the two leading Lows.

PANEL FOUR: There is an enormous fireball. The flying debris damages the remaining copters.

PANEL ONE: A close-up of Zero, there is a hint of amusement in his eyes. A bright celestial aura is emitted from him.

Zero Moniker: These toys are not challenge.

PAGE 7:

PANEL ONE (ONE-PAGE SPREAD): Zero Moniker is almost in pseudo meditation stance. The aura around him is more intense and two tendrils of light are forming from it. The tendrils are jagged

Zero Moniker: And then there was one…

PAGE 8:

PANEL ONE: The tendrils impale the remaining Lows.

PANEL TWO: They explode and debris comes towards Reaper.

PANEL THREE: The Reaper is glowing white hot.

PANEL FOUR: The debris bounces harmlessly off the field

PANEL FIVE: A close-up of Zero’s eye. There is a look of disappointment in his eyes.

PAGE 9:

PANEL ONE: The XS and Zero are face-to-“face”. The Reaper’s face in view and Zero’s back is in view.

PANEL TWO: A close up of the Reaper’s launchers.

PANEL THREE: Nova missiles being launched.

PANEL FOUR: A bird’s eye view of 8 missiles heading towards Moniker. Moniker is looking up at the missiles.

Zero Moniker: The things that I do for a couple of million dollars.

PAGE 10:

PANEL ONE: A third person view of Moniker, mainly his shoulder and everything above it. A fiery aura is emanating from him.

PANEL TWO: Eight fiery pillars emerge from his head and destroy the Nova Missiles.

PANEL THREE: 2 of the pillars destroy the Reaper’s launchers.

The Misanthrope: You wretched hairless ape! You destroyed my vassals! Now you dare attack me!

PANEL FOUR: A close-up of Zero’s face: his eyes convey his curiosity.

Zero Moniker: This day just gets stranger and stranger….

PANEL FIVE: The XS begins to glow blue. Smoke is being emitting from its damaged underside.

The Misanthrope: Flesh Bag, you attempt to mock me as well?!

PAGE 11:

PANEL ONE: It vanishes from sight. Zero’s body conveys his shock. His arms are no longer crossed. His secondary eyes are moving independently searching. His stance is looser.

Zero: There is no salvaging this day…

PANEL TWO: An aerial view of the XS about 100 feet above Moniker.

The Misanthrope: I will make an example of you, meat thing.

PANEL THREE: A third person view of the XS. Its “head” is glowing white hot and electrical energy is surging through it.

PANEL FOUR: Zero is looking up at the Misanthrope. His arms are once again crossed. A white aura is coming off his head. There is a look of disdain in his eyes.

Zero Moniker: Time to end this now.

PANEL FIVE: A massive energy beam is coming towards Zero.

PANEL SIX: An aerial view of the roof exploding. It should resemble a smaller version of the Hiroshima explosion.

The Misanthrope: Fool, this will be the fate of mankind!

PAGE 12:

PANEL ONE: A billow of smoke and ember are rising from the charred roof.

PANEL TWO: The smoke is clearing up and there are glimpses of a blue translucent dome within.

PANEL THREE: Full view of Zero behind his protective field. His stance has not changed. The area around the field is gone.

Zero Moniker: You shouldn’t judge others by your preconceptions.

PANEL FOUR: Zero’s entire body emits a bright almost blinding light.

PANEL FIVE: His body is radiant and showing hints of size condensing.

PANEL SIX: His body is taking on a more spherical shape.

PAGE 13:

PANEL ONE (ONE-PAGE SPREAD): Moniker is now a miniature blue star hovering above the ruins of the roof. It is approximately the size of a basket ball.

Zero Moniker: Now you will suffer for your mistake.

PAGE 14:

PANEL ONE: The Zero Star is now above the Reaper. The Reaper is exuding the same aura.

PANEL TWO: An intense electrical glow encases the Reaper.

Misanthrope: Filthy fleshy being, what are you doing to me?!

PANEL THREE: A close-up of the Zero Star.

Zero Moniker: I am awakening you to enlightenment.

PANEL FOUR: A massive surge of electricity flows through the Reaper.

PANEL FIVE: The Zero Star descends to the street with the Reaper in tow. The Reaper is encased in the electrical glow.

PAGE 15:

PANEL ONE: Zero Moniker is in human form again and the radiance is fading. He is sitting on the Reaper’s roof.

PANEL TWO: A clean-up team arrives. They clad in the suits that are a cross between HAZMAT suits and Solid Snake’s sneaking suit.  There are 2 cranes and a heavy transport truck.

PANEL THREE: The cranes load the Raptor into the truck.

PANEL FOUR: The clean-up team leaves.

PAGE 16:

PANEL ONE: A UH-60 Black Hawk descends from the sky.

PANEL TWO: It lands in front of Zero.

PANEL THREE: An attractive young woman in a military uniform exits and approaches Zero.

The Representative: Mr. Moniker, SOCOM would like to thank you for a job well done.

PANEL FOUR: They are within arm’s length and they shake hands.

Zero Moniker: It was a pleasure to doing business with Uncle Sam again.

PAGE 17:

PANEL ONE: Zero is walking back to the Black Hawk with the rep.

PANEL TWO: The rep boards the Black Hawk.

PANEL THREE: The Black Hawk takes off. The sky has more clouds and the sun is setting.

PANEL FOUR: A close-up of the rep’s face. She is gazing deeply at Zero. Her eyes convey admiration.

PAGE 18:

PANEL ONE: A close-up of Zero’s head.

Zero Moniker: Phantom, what is the status?

Phantom: The Misanthrope’s essence has been assimilated.

Zero Moniker: The mission is indeed a success.

Phantom: Yes, I have learned that misguided fool’s techniques

PANEL TWO: Full body view of Zero. His body is radiating again,

PANEL THREE: The Zero Star is flies off.

 

FIN

Review: The Walking Dead Volume 12 (by Robert Kirkman)


[Some Spoilers Within]

Tonight marks the premiere of Robert Kirkman’s widely-acclaimed and fan favorite zombie comic book series aptly titled The Walking Dead. The series has preeminent filmmaker Frank Darabont (Shawshank Redemption, The Mist) and genre-veteran producer Gale Anne Hurd producing the adaptation for AMC. So, it’s with the 12th volume in the collected series that I welcome the tv series.

“Life Among Them” sees Rick and his group of survivors (now less three of its original members and picking up a new one along the way in the previous volume) finally finding a semblance of a safe haven after the travails they endured at the hands of “The Hunters”. It has been a long and deadly journey for Rick and his people. The fact that the promise of a working government they had been moving towards was actually a lie from one of the new members wasn’t too much of a surprise to loyal readers of the comic. This is a group which has had its hopes dashed bloodily over and over that any good news they see as too good to be true.

This goes for the sudden arrival of a scout party from a walled-off community which promises the group safe haven with no questions asked. Rick, who has gone through such promises from a previous safe community, sees this offer with some suspicion and this brings forth another aspect of Rick’s personality which has changed from issue 1 to this volume. He has become paranoid and mistrustful of those not in his group and offers of safety and a respite from the grueling travels of the road he sees with suspicions eyes. But they accept this invitation and find out that this safe haven couldn’t be any different from Woodbury.

What they see inside the fortified walls could pass off as a slice of their former lives. A suburban-like community where people safely walk the streets at night and their kids play ball in the yards and streets without hints of danger. Leading this community is a former Congressman who had taken the stole of leadership and keep the haven running smoothly. All he asks of Rick and his people is that they contribute in some way to help continue the community’s expansion in some way. Rick returns to what he did before the fall of civilization and patrols the streets as the town’s constable. Michonne thinks it is now safe for her to put away her sword. Even Andrea has caught the eyes of more than one of the town’s many single men. Even Abraham has pitched in to become part of the work detail whose job is to go out and find building supplies to help strengthen and expand the walls.

All seems to be working as it should with everyone safe. The first sign that not all is what it seems is the mention of a name. A person who helped organized the building of the walls, but who seems to have become “HE WHO MUST NOT BE NAMED” to everyone Rick and his group meets inside the haven. The town’s leader also seems to hold secrets of his own. Rick senses the dark undercurrents permeating the town’s vibe and in a sequence right at the end of the volume we see just how damaged Rick has become since we first meet him in issue 1.

While the volume doesn’t go heavy on the zombie action it does a great job in setting up what could be another major story-arc coming in the subsequent volumes. Will Rick and his people learn the secrets the town has been keeping from them? Will Rick become what he despises the most in trying to keep his son and his group safe from the dangers of the outside and what he perceives as dangers inside as well? This volume is almost the calm before another shitstorm about to hit the group and this time will the butcher’s bill be as large as the one which was tallied in the end of the 8th volume.

Review: The Walking Dead Volume 11 (by Robert Kirkman)


[Some Spoilers Within]

There’s always been one constant in Robert Kirkman’s award-winning and fan favorite comic book series for Image Comics. The Walking Dead is not all about the zombies which dominate the background and always present an ever-looming danger to the survivors. No, the series has always been about the characters of the survivors and how they’ve had to cope with the apocalyptic setting that’s turned their world upside down. While the ever-present danger of the zombies have inflicted on Rick Grimes and his band of survivors their fair share of casualties it always falls to other human survivors to take the greatest toll on everyone.

Volume 11 of The Walking Dead has been titled “Fear the Hunters” and that is quite an apt title to the story-arc which dominates this volume. Collecting issues 61 thru 66, this volume brings the danger of other humans to the forefront. We’ve spent the last two volumes dealing with the ramifications and after-effects of the Governor’s attack on the prison and the subsequent fleeing of Rick and those who remain in his group. We’ve seen how the loss in life has finally taken enough of a toll on Rick that it’s started to manifest itself and he’s not sure how to deal with it. His son Carl has also shown that he’s had to grow up fast in this new world. While it’s definitely shown him to be a hardened survivor it has also shown how humanity and innocence has  no place in this new world. Either one grew up fast to deal with the problem or become victim to it. Carl has chosen to be the former even if it means he’s trodding down a dark path his own father has tried to shield him from.

“Fear the Hunters” will end up taking several more original members from Rick’s group. All three deaths had a sense of inevitability to them but now they died still doesn’t diminish the shock of Kirkman once again proving that no one’s truly safe. The fact that Carl becoming used to all the violence around him was directly responsible for one of the deaths remains one of the most shocking sequences in a series full of them. It definitely brings up a possibility that father and son may one day come at crossroads when something will put them at odds with each other.

The one other thing about this volume which brings the darker side of humanity to the forefront is the aforementioned “Hunters” themselves. A band of human survivors whose will to survive has taken them past the precipice of whatever human decency they had left and brought them to a place which has made them worse than the zombies around them. They harass, terrorize and inflict damage on Rick and his people to the point that Rick’s own retribution once the two groups have finally come face-to-face for the final time will probably shock some readers. Readers who may still believe that decency and humanity still has a place in a world which has none.

As I read this story-arc I came to the conclusion that if I was in Rick’s shoes I don’t know if I would’ve done what he did. To say that his actions (though only hinted at in the illustrations) went beyond the pale would be an understatement. But I did understand why he did what he did and also why those who went with him either assisted or didn’t stop it. I feel like this story-arc has finally shown how those who have disapproved of Rick’s methods to keep the group alive have finally come to their very own conclusion that he has taken it upon himself to do some evil to protect the group and that it has taken a toll on him. The rest are now willing to take their share of this if just to help relieve Rick of some of the guilt he carries with him for his past actions.

This volume has been one of the strongest one in the series and shows why Frank Darabont and Gale Anne Hurd fell in love with the series to adapt it for tv. The Walking Dead is all about the characters and has tapped into a rich source of material about how people in general deal with adversity and how some rise above it while most fail in their attempts to remain human. Rick and those with him remain on the precipice but so far has kept enough of their decency not to go over it the way the “Hunters” obviously had done so. But they remain balanced on a razor’s edge and sooner or later Rick or someone he’s close to will go over and that would make a tragic situation that readers will have to deal with whether they want it to happen or not.