Showing posts with label john jackson miller. Show all posts
Showing posts with label john jackson miller. Show all posts

12/11/2011

Star Wars: Knights Of The Old Republic Volume 2: Flashpoint (v. 2) Review

Star Wars: Knights Of The Old Republic Volume 2: Flashpoint (v. 2)
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The first story arc of many comic books tends to be rather lifeless. The authors generally write them not as self-contained stories, but as a writer's guide establishing the major characters, settings, and situations that will carry on for years, if not decades.
The first volume of Dark Horse's KOTOR was as origin stories go fairly entertaining. Despite having the aroma and flavor of Lucas left-overs (a Jedi-centric story featuring a white teenage boy set in the midst of a galaxy-wide war populated with the same old species playing the same old roles), writer John Jackson Miller spiced things up with a couple of clever plot twists and great comic timing.
In this second volume, though, he hits his stride, delivering what has to be the funniest comic book of 2007, and certainly the funniest Star Wars comic ever. Forget Tag and Bink. Check out Del and Dob, the Ithorian brothers who woke up on the wrong side of the species. Assigned to track a likely contact of padawan fugitive Zayne Carrick, the pair set in motion a 2-chapter comedy of errors when they decide to take the initiative and capture their contact instead. Besides creating characters that are sure to be fan favorites, Miller also finds at last a voice for Gryph, a character that previously played only a role (the problem-solver who knows where to go and who to ask), but who comes into his own as a key player and comic sidekick in both stories of Flashpoint.
Miller in addition introduces two Mandalorians that will likely be appearing in future stories. The evil genius Demagol is rather crudely drawn. Outfitted in Mandalorian armor, we never see his face or learn much about him except that he is investigating the source of Jedi force abilities in order to neutralize or replicate such powers. And he enjoys experimenting on live subjects. He's prepared to have his way with Jarael when Zayne and the Mandalorian deserter Rohlan show up on the penal outpost of Flashpoint to launch an expertly crafted jailbreak. Less comic in tone than the story featuring the Ithorian brothers, Miller nevertheless manages to work in some great one-liners, like the farewell between the Jedi known as Squint - "May the Force be with you." - and Zayne - "Yeah, we'll see how that goes..."
And if that weren't enough for one volume, Miller also delivers a chapter of back-story on Lucien Draay, the leader and fixer for the murderous cabal of Jedi seers, those who hired the Ithorians and who want Zayne Carrick's head.
About the only disappointment in this volume, aside from the anemic villain Demagol, is the rotating stable of artists. I have since the Clone Wars been a fan of Brian Ching and enjoyed his work on Commencement, but in Flashpoint he delivers only two chapters out of six. And compared side-by-side with Dustin Weaver and Harvey Tolibao's pencils, I find Ching's work stiffer, less life-like, less animated.
My only other concern has to do with the KOTOR universe as a whole, which is being crafted partly by Miller, but which is also in part dictated by Lucas Arts, publisher of the two popular KOTOR video games. While reading these comics, what becomes increasingly apparent - and annoying - is that time and innovation move at a glacial pace in the SW universe. For over 4000 years Mandalorians wear the same basic armor design, hyperspace travel seems not to have improved, nor has hologram technology. Humans rely on droids that mimic human form in its crudest manufacture; their design, form and function change as little as their nomenclature. The same is true of ship form and function; space battles are waged like chess matches - powerful but unwieldy capital ships supported by smaller, maneuverable craft following set rules of engagement. Perhaps some future writer will take note of these trends and craft a story explaining how the constant wrangling of Jedi and Sith retarded technological and social progress in the Galaxy Far Far Away.
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12/02/2011

Commencement (Star Wars: Knights of the Old Republic, Vol. 1) Review

Commencement (Star Wars: Knights of the Old Republic, Vol. 1)
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I just recently started playing KOTOR again, and saw this book at my local comic shop and decided to pick it up. I got home that same evening and was going to browse through it while I waited for the game to load. Instead, I ended up reading it cover to cover and forgot all about the game! It's great! I became so totally immersed in the story that the next day, I went out and picked up issues 7-12. I recommend it even if you've never played the games.

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Thousands of years before Luke Skywalker would destroy the Death Star in that fateful battle above Yavin 4, one lone Padawan would become a fugitive hunted by his own Masters, charged with murdering every one of his fellow Jedi-in-training! From criminals hiding out in the treacherous under-city of the planet Taris, to a burly, mysterious droid recovered from the desolate landscape of a cratered moon, Padawan Zayne Carrick will find unexpected allies in his desperate race to clear his name before the unmerciful authorities enact swift retribution upon him!

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11/25/2011

Star Wars: Knights of the Old Republic Volume 3: Days of Fear, Nights of Anger Review

Star Wars: Knights of the Old Republic Volume 3: Days of Fear, Nights of Anger
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This third volume of John Jackson Miller's KOTOR is not quite as satisfying as the first two. The humor's still there, as is a bit of well-scripted pathos, but the second half of the book becomes wordy, the conceptual work is a bit campy, and the story remains incomplete. If you're buying this volume as a stand alone, be aware the conclusion is in Volume 4.
Miller opens with a farewell, the Arkanian drifters Jarael and Camper saying fare-thee-well to the fugitives, padawan Zayne Carrick and Snivvian hustler Gryph. With no plan and no place to go - and no interest in paying full retail - Gryph hires a dim-witted Trandoshan to liberate private transport. Making orbit just as the authorities arrive, the trio don't realize they're piloting a provisioning ship (a mobile restaurant) until they fly right into the middle of a military convoy headed for the front. Unable to escape the armada, they follow to the planet Serroco, where Gryph sets up business and finds to everyone's surprise that while the Trandoshan may not be such a great criminal, he knows his way around the kitchen. But just as soon as things start looking up, the Mandalorians arrive and with them a Force vision of the future, a planetary inferno for the population of Serroco. To save them, Carrick has to convince the Republic forces to move off. And to do that, he has to turn himself in.
"Days of Fear" has all the elements that have made KOTOR such a remarkable series: humor, an emphasis on character over plot, cinematic storytelling, and beautiful art. It also offers one of those rare moments in comics, a scene that honestly evokes a warm feeling of sympathy and compassion. By "honest" I mean that the scene plays naturally. There is no special lighting, no large panels or exaggerated composition, no long-winded exposition - nothing to set the reader up, to say "Hey, here comes the emotional bit!" The scene is played low-key and for that it has all the more impact. Truly one of the best moments in comic books in recent memory. There is perhaps only one thing missing from this story and that is some background on the galactic political landscape. There's a war going on but we don't yet know why.
The second story here, "Nights of Anger," pales in comparison, though certainly not from lack of ambition. It finds Jarael sneaking back to her home world of Arkania in search of medical treatment for her mentor and traveling companion, Camper. Along for the ride is stowaway Mandalorian deserter Rohlan, who may yet turn out to be their savor after Arkoh Adasca, president of Arkania's planetary consortium, Adascorp, holds all three hostage. While they wait for Camper to be treated, Miller fleshes-out the history of his Arkanian drifters, genetic outcasts from a society valuing knowledge - and its application - above individual lives. Camper was himself a leading member of this society, a brilliant scientist conducting ethically suspect research for Adascorp. He has all these years been sought by the same to finish work on a project that will allow Arkania's rulers to intimidate the Republic into submission. To coerce Camper, Adasca needs Jarael. What he doesn't need is a troublesome Mandalorian, one who appears to be every bit as clever with a microscope as he is skilled with a blaster.
The plot is rather simple in summation, but what makes it work is the detail - and plenty of it, which comes to us courtesy of a panoply of talking heads. Presumably readers can look forward to a little more action in the concluding chapters, but to get there we have to put up with the set up, which includes some flinch-inducing camp. Arkania's two genetic groups are known as the Purebloods and the Offshoots, names that could have come straight from a 1970's Jack Kirby comic, as could the universe's new super-weapon, mammoth space-faring worms that eat everything in their paths.
The art in this volume is anything but Kirby-like, even Kirby-esque, though the work in the final two chapters may remind anyone familiar with 70's-era comics of Neal Adams. Harvey Tolibao is an incredible talent and I hope to see him doing more Star Wars in the future. The same is true of Dustin Weaver, who brings a clean Japanese anime influenced style and a great talent for depicting facial expression. Weaver covers two chapters in this volume, and the other third is provided by Brian Ching, a fellow who started out as the regular penciler for this book but whose work is looking more irrelevant with each passing volume. Not that Brian's work is bad, just that it suffers by comparison. At least to these eyes.
This volume not the best place to start reading this series. But with only two previous volumes, and both of them far better efforts than this third, you really should start at the beginning. You'll have fun reading your way here.
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Nearly 4,000 years before the Death Star, fugitive Padawan Zayne Carrick's quest to clear his name runs afoul of forces beyond his control-forces he and his friends have helped to unleash!Con-artist Gryph sees the Mandalorian Wars as a chance to make a quick credit, but Zayne sees a terrible tragedy on the horizon-one where only an act of self-sacrifice can save the ungrateful Republic! But the real key to the future of the galaxy may lie with none other than Zayne's fellow fugitives, the genius Camper and the beautiful Jarael, who have just fallen prey to the forces they've spent a lifetime running from! Collecting issues #13-18 of the ongoing comic book series

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