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Hugh Likes Comics-“Down, Set, Fight!”

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Written by Chad Bowers and Chris Sims

Drawn by Scott Kowalchuk

Published by Oni Press

One punch can change your life forever. Chuck “Fearless” Fairlane was a rising football star, set on his life path by his inveterate gambler father from an early age. That is, until he punched out an opposing team’s mascot, then the opposing team. Then HIS OWN Team. Then the coaches. His brawl went in League history, but he retired rather than blame the mascot for his outburst.

Ten years after leaving pro football, Chuck is working as a football coach for Darius Rucker High School (Home of the FIghting Blowfish.) One day, a man in an elephant costume appears and picks a fight with him . Soon he finds himself in search of his father, pursued by a bear, and a shark, and a tiger, and just about every other mascot in the U.S. Plus, one determined FBI agent.

While this comic is on the surface a story about a dude beating up hordes of mascots, there was surprising depth in the relationships Chuck has with his father, as well as agent Harrison. Ostensibly a fight comic with a good dose of humor, “Down, Set, Fight!” turns out to be an unexpectedly effective character study.

The art has quite a 70’s grind house feel to it, and is very detailed. Kowalchuk brings the steadily escalating fight scenes, which ramp up exponentially as the series progresses, to the page with economy and skill. The colors have a muted, washed out feel as well. This reinforces the exploitation style, but it doesn’t show off the colorful mascot costumes as well as it could have.

“Down, Set, Fight!” was not my usual sort of comic, but I enjoy the creators’ other works and was glad that I took a shot on it. Much like Oni’s smash-hit “Scott Pilgrim,” this is a fight comic with hidden depths. For full disclosure, I recently interviewed all three of them on the Way of the Buffalo, so I might be a bit biased on this one, but I’m giving it a recommendation.

“Down, Set, Fight!” is available in print as a Graphic Novel, or as digital issues from Comixology.

The results of Operation: DBtBFS!

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Thanks to JRD, Rosemary, Janelle, Tibbi, Nuchtchas, and Line Noise for your reviews! Also, thanks to everybody who spread the word about the operation. We didn’t reach the goal of nine reviews, but I’ll be posting a new short story, “The Gold Equations,” to this space soon!
Congratulations to our prize drawing winner, TIbbi!

Bang! Biff! Pow! Justice League: War isn’t just for um, well, actually, who is this movie for? (Review)

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Let me begin by confessing that I have not read a single page of Justice League comics in the DC New 52. So I have no idea how accurate or off base “Justice League: War,” the new animated adaptation of the first arc is. Initial previews and reviews led me to believe that DC’s new direction just wasn’t my thing, and this movie did nothing to convince me to give them a second look.

The plot is rather thin and familiar. A group of well-known superheroes who don’t know each other discover something bad is about to happen. They slowly begin to gather to address the threat and do so just in time for an unstoppable alien army to jump through some portals in an American city. Towards the end of the film, their big bad leader shows up and they gang up on him. They find a way to close the portals and then the threat is suddenly over. The end.

It may not be fair to compare the film to the blockbuster live-action “Avengers,” since the comic “War” is based on appeared close to a year before that film was released, but the similarities are unavoidable. I just wish that “War” had borrowed a little bit of “Avengers” wit and charm.

The movie’s not all bad. The action is well animated, and although it can’t fully carry the ball, there are plenty of neat super-powered displays. I was actually shocked by the level of violence and profanity in this cartoon. The Justice League prevents Darkseid from using his Omega Beams by literally stabbing out his eyes. ‘Just like Oedipus!’ Wonder Woman exclaims when they hatch the plan. It’s the one smart bit of dialogue in a film that portrays these iconic characters as vulgar, petty jerks.

The depiction of characters is where this movie really falls flat. This movie has a cynical edge that it perhaps shares with ‘Man of Steel,’ portraying the public as distrustful ingrates and the heroes as the worst versions of themselves. The writers were going for more extreme, gritty versions, but unheroic, downright stupid, superheroes just leave a bad taste in my mouth. The dialog eschews cleverness for playground vulgarity, but if you really wanted to hear Green Lantern call Batman a douche bag, this is the animated film for you.

The film ends with the characters not having really learned anything, just left a pile of destruction in their wake. It left me with the question of who this adaptation was for? Fans of the New 52, presumably, but with such a high level of violence and vulgarity, it seems inappropriate for younger fans. Older fans like myself will find the thin story and unpleasant characterizations a pale shadow of the Bruce Timm and Dwayne McDuffie eras of DC Animation. I can’t recommend this movie.

The Plan for 2014: The Page of Awesome

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My goal for 2014 is to act more professionally as a writer, and to keep myself motivated. In order to complete this task, I have to keep myself working. When I began submitting short fiction in 2009, I created a spreadsheet to keep track of what I’ve sent where. It has been very helpful, and when I reviewed it late last year, I discovered that I have a tenancy to let a story sit after it gets rejected. This doesn’t do me any good.

I also noticed that I let my blog go fallow, writing in fits and spurts rather than consistently. I want to have a steady output of work in 2014. This means not just showing up at the page, but being visible to editors, and my audience. So I devised the Page of Awesome.

The Page of Awesome is the front page of a very handsome writing notebook I received from my In-laws this Christmas. It works much like my submission-tracking spreadsheet. Each time I make progress in one of my goals for the year, I make a tally mark, and I’ll be posting my goals throughout the year. But unlike systems like the Magic Spreadsheet, which track showing up at the page, I’m keeping track of work that I send out into the world. My goal is to have three-hundred tallies on the page by the end of 2014. Here is how the page breaks down:

Short Story Submissions:

This is probably the most important box for me personally. The most important skill for a writer, even more than craft, is overcoming the sense of rejection inherent in submitting fiction. A rejection, particularly a form rejection, feels like a punch in the gut. And you’re going to get rejections FAR more often than you will acceptances. Sharing your work is the real wall a writer needs to climb over. Having a slush pile myself for The Way of the Buffalo helped. It became much easier to empathize with the mysterious editors behind the rejection emails when I was writing them myself, looking for the right words to say that the story was good, but not what I wanted. It was also good to get a sense of what kind of stories go into a slush pile, just how towering they can get, and what are good stories, and what are bad ones. But I was still letting stories go idle after they were rejected. So the first part is dedicated to short story submissions to magazines, and I’m hoping to send out at least 100 in 2014. I have five active stories in rotation right now, and I’ve got maybe three or four short stories that need just a little more editing before I send them out. So far I’ve been able to add one new story a month. I’m averaging one to two months per rejection, so I should make this goal fairly easily, I hope.

Podcast Releases:

This will almost certainly be the shortest of the three columns, because I release about two episodes a month, and I’m not great about keeping to a set release schedule. I’m hoping that I can use this motivation to keep me going regularly, and I still have The Dark Wife to finish, so this might be a solid 50 by the end of the year. I’m also hoping to take part in this year’s “31 Days of Podcasting,” so that will add to my numbers as well.

Blog Posts

Finally, there is this humble blog, which you may have noticed I’ve been a bit more active with this year. I’m still not the kind of blogger who posts every day, but I’ve been trying to implement more regular, recurring features, and increasing my output. I’m trying to get at least two posts out a week, and ramping up from there. I’d like to post 100 articles this year.

So how am I doing so far? Not including this post, my stats are:

Short Story Submissions: 9

Podcast Episodes: 3

Blog Posts: 13

I’ll certainly update this figure on the blog as the year rolls on, to let you know how this current motivation experiment plays out.

Nice Kicks! February-March 2014

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I’m a big fan of crowd-funding, particularly Kickstarter. Here are some of the projects I’m backing right now that I want to recommend to you:

Make Your Thing

Launched by Maximum Fun Network proprietor Jesse Thorn, “Make Your Thing” is going to be a conference for independent creators in October. Make Your Thing is a trade conference dedicated to independent creators. Speakers will include cartoonist Kate Beaton, musician John Vanderslice, and radio producer Jay Allison. Tickets themselves are expensive, and time is short, but this would be an amazing event.

The Curse of Dillinger’s Diamond

Author and podcaster Tee Morris’s Billibub Baddings mysteries are excellent post-modern novels. Imagine The Maltese Falcon meets The Lord of the Rings. Billi was a Dwarf in a classical fantasy land until a portal dropped him, and a nice collection of very dangerous magical artifacts, in the heart of Prohibition-era Chicago. After two successful novels and a podcast, Tee put Billi on the shelf to work on other projects, but fans, myself included, have been clamoring for more. Tee’s looking for $15,000 to cover a print run and other indie publishing costs.

Gaymer X2

Another conference-based Kickstarter project, last year’s first-ever Gaymer X focused on LGBTQ issues in gaming culture. It provided a safe space for LGBTQ nerds to both express their sexuality and their geekiness. Although successful, Gaymer X needs additional funds to expand and continue for a second year. X2 is shaping up to be another fabulous convention, both for the LGBTQ community, and allies alike, because everyone games.

I Just want to do better than “Baboon Fart Story.”

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Ladies and Gentleman, Meet Baboon Fart Story.

Baboon Fart Story came from this excellent blog post from Mr. Chuck Wendig.  Go read it, it’s very smart.

Seriously, Go read it.

I’ll wait.

OK, We’re back?  Good.

The post is a good piece of criticism, and getting the ebook up is a nice bit of cheeky humor, but here’s the rub:

As of writing 10:30 PM EST, February 17, 2014, “Baboon Fart Story” has eight five-star reviews on Amazon.com.  EIGHT.

Glory’s Guantlet, my new collection of short fiction has zero.  I’m losing eight to nothing to BABOON FART STORY.  This cannot stand.

So I am officially announcing Operation do better than Baboon Fart Story, soon to be followed by operation come up with better operation names.  But I need your help.

Go and review Glory’s Gauntlet on Amazon.com between now and February 28th.  It doesn’t have to be a 5-star review.  Be honest.  If I have nine or more reviews on March 1st, I’ll post a brand-new Freelance Hunters story here, and I’ll pick one of the reviewers and send them a special prize which I haven’t decided yet.

So go!  Review!  Spread the word.  We can’t let the baboons win.

Elanterra Journal: 004-Dwarves

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Elanterra Journal

004-The Dwarves

 

Although it is not possible to get a full census of their numbers, it is believed that the Mountain Folk, more commonly called “Dwarves,” represent the third-most populous of the Five Peoples in Elanterra, behind the Humans and Hillfolk. Dwarves are thick-set, hairy humanoids standing roughly four to five feet tall. Underneath their extremely thick hair and beards, which can be just about any color, they are extremely pale, with large eyes and ears, and surprisingly dextrous hands and feet. These features are found on both males and females and it is considered impossible (and also, rude) for outsiders to determine a Dwarf’s gender by sight.

The two main Dwarven settlements are in the Ferros in the North East, and Paladine in the South. Dwarven sub-communities are also common in most surface communities. In Human kingdoms in particular, they are welcomed as merchants, craftsmen, and bankers. Outsiders have difficulty living in Dwarven holds because of the extremes of the environment. While some settlement areas are quite comfortable, and cater to outsiders, the true dimensions of Dwarven holdings cannot be explored by outsiders, and the subject is for some reason taboo.

Dwarves are well suited for their environments, which include the surfaces and interiors of most of the mountains in Elanterra. They are capable of surviving extreme cold and heat, and their senses are extremely sharp.

Dwarves are extremely community minded, often forming large stable households of adults when living on the surface. Dwarven children are not reared in foreign lands, and any pregnant Dwarves are sent with great speed to the nearest homeland. At the same time, they are surprisingly private creatures. They have a strict religious culture which is politely but firmly closed to outsiders. Their patron deity is known by many titles, including “Earth Father,” “Divine Craftsman,” and “Protector.” Some speculate that these are separate gods rather than aspects of the same divine being.

Ferros is the center of Dwarven industry, and the seat of The Mountain King, the terrestrial ruler of all Dwarves. Although Dwarves living on the surface are bound to the laws of whatever settlement they dwell in, they remain subjects of the Mountain King, and are bound by his laws. A strong sense of honor and fair play ensures that both masters are satisfied.

Paladine, a much more temperate settlement built into a volcanic island and stretching an unknown depth underneath the Bay of Storms, is a smaller, settlement, and the center of Dwarven religion. Dwarves will make pilgrimages to Paladine as often as they are able, to give offerings, get advice, or make penances. Paladine is overseen by the Papal seat.

Up until very recently, Dwarves also maintained a stronghold in the Icy Mountains. It is now abandoned, and the reasons for this migration are unknown. Legends of gold-filled ruins draw treasure hunters, and rumors of monsters pouring from the earth draw monster hunters.

In truth, Dwarves live remarkably austere and simple lives. Their value of the community above all makes them dedicated tradesmen, soldiers and laborers. While slander often paints them as usurious, and great lovers of gold and gems, the truth is usually opposite. Dwarves value practical items, particularly wooden objects and fruits and vegetables, which are difficult to obtain in their native lands. Inexperienced Dwarven traders will often pay in pure gold at incredible sums, which may be the source of these legends.

Compiler’s Note: Much is still not fully understood about Dwarven culture. In modern history, Ferros has often come into conflict with neighboring kingdoms over resources, and the result has been a general migration of Dwarves back to the two main Holds. Dwarves are frighteningly efficient militarists, and even claim that they have waged secret wars below the surface for generations. When pressed, they become evasive on the subject, however. Dwarves are honorable but fierce in combat, and their military seems to be exclusively male, although how this can be managed without any visible difference between the sexes is unknown. Due to their extreme modesty, the actual form of a female Dwarf is unknown. Some experts theorize that Dwarves are in fact hermaphroditic. Other experts (and their heirs) have learned that Dwarves respond with extreme violence when this theory is suggested to them. As to the truth of Dwarven anatomy, the outside world may never know.–G.B.

“Elanterra Journal” is a look into the People, Places, and history of the Island of Elanterra, the setting of the Freelance Hunters stories.   “Glory’s Gauntlet,” an ebook collection of four Freelance Hunters stories is available from Amazon and Smashwords.

The Legend of Zelda: A Link Between Worlds

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The Legend of Zelda: A Link Between Worlds

 

It has been said that Nintendo is a company stuck in the past. That they retread old ideas and characters, plying on nostalgia rather than innovation. And while there’s truth there, when they get it right, OH MAN do they get it right.

“The Legend of Zelda: A Link Between Worlds” is a 3DS sequel to the Super Nintendo’s “A Link to the Past.” Old School fans of the series will find the maps, designs and plot familiar. Mysterious figure arrives in Hyrule, is immediately revealed to be a bad guy, Link has to collect three pendants and the Master Sword to follow him to the other half of the game.

While it looks like “A Link to the Past’s” Dark World, the other section of the game takes place in Lorule, a more developed mirror kingdom complete with its own Princess and villagers. And Lorule is, for reasons that remain unclear until the end of the game, being torn apart.

Link can travel between the two dimensions using the game’s key new ability. Thanks to a magical bracelet he acquires early in the adventure, Link can change himself into a painting, and walk along walls. It’s a strange ability, and not particularly intuitive at first, but it is masterfully executed in the game, and provides a whole new set of puzzles to solve.

The other major change is that Link’s tools lack ammunition. Instead, Link has a stamina bar that slowly refills, and is shared by all of his rods, bombs, and ranged weapons. Link has access to most of his standard equipment very early in the game as well. This makes “A Link Between Worlds” a much less linear affair than previous games. Link has the ability to tackle dungeons in any order he likes.

The design of the dungeons is quite good, although some of the puzzle solutions felt a bit easy. Since the player has to do a lot less hunting for rupees and equipment, the game seems a bit short.

The artistic elements are reminiscent of the super nintendo, but trades sprites for nicely rendered 3d models. Although most of the game is seen from the top down, a few cut scenes switch to a perspective closer to the ground, and show off the 3DS’s horsepower. The actual 3d is possibly the best I’ve seen on the system. The terrain of Hyrule sinks into the screen, and enemies leap out. This is the first game where I honestly preferred to keep the 3d turned up the whole time.

“A Link Between Worlds” is a great game for players who are new to Zelda, and it rewards fans of the series with plenty of easter eggs, like Majora’s Mask, which can be found on the wall of Link’s House, but unfortunately, can’t be worn.

The game is a wonderful update on a classic, with an amazing twist ending. I highly recommend it.

Elanterra Journal: 003- The Riverfolk

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Riverfolk are an amphibious people who mostly live along the banks of the mighty Cobaltine river in central Elanterra. Riverfolk have an extremely adaptable physiology, which allows them to survive both above and below the surface for long periods of time, but they cannot flourish very far from either environment. Their skin is extremely elastic, and a series of complex muscles allow them to alter their bodies’ shape. On dry land, they are short and squat. Their limbs actually fold in on each other to provide stability. In the water, they can stretch out to move more smoothly through the water. These unique physical properties provide several distinct advantages for the Riverfolk. Other peoples often mistake their reach and strength, which is exceptional.

Riverfolk have adapted their society to life along the river. Settlements typically extend along the banks, right down to and often under the water. In their capital city of Carabos, buildings often have foundations built under the water, and rise from the surface like icebergs. This construction is possible because the Riverfolk have access to a unique building material called ‘concrete’ which allows them to build under the water and construct some of their impressive architectural feats.

Riverfolk society is considered quite incomprehensible to outsiders. Unlike most of the other settlements of the Five Peoples, the Riverfolk organize their society along something they call “The Game.” Attempts to translate this concept to other members of the ancient compact have resulted in failure. The game is not limited to the power struggles and politics that Human nobility and the burgeoning merchant and artisan classes engage in, nor is it strongly linked to organized crime or tribal relationships, as with the Hillfolk and Half-Elves. The Game seems to involve every aspect and facet of daily life. It is a team sport, but exactly how these groups are determined is a mystery to outsiders. Some teams, or Houses, as the term is more often translated, are based on home region, or family, but some families support half a dozen different Houses. While there does seem to be rivalry, at the same time, Houses, or rather members of houses cooperate with one another to accomplish their goals. What these goals are and what they hope to achieve is another situation shrouded in mystery. To casual observation, nothing is out of the ordinary, and the Riverfolk consider prying into the House of someone who is not displaying their affiliation quite rude. A few outsiders have been known to join Houses, but if they have any greater understanding of the game, they are not at liberty to say. As masters of the Great River, as well as Engineers and Magicians, Riverfolk often come into contact with other Peoples. They are fond of saying that all People play the game, but only the Riverfolk know what side they are on. This sentiment, along with their bizarre physical appearance and habits, do not inspire trust in their fellows.

Riverfolk are also notable for spending their winters in hibernation. Towards the end of the year, Riverfolk gather in Carabos for a great festival. Due to unknown, most likely magical means, the lake remains above freezing until the final day, in which every Riverfolk citizen in good standing parades into the waters, which freeze over behind them. It is speculated that they gather in some hidden grotto in Spire Rock, the formation at the center of the lake, but others suggest they simply sleep through the winter. A Riverfolk who misses the gathering is shunned by his people, should he manage to survive the winter.

Compiler’s Note: Riverfolk remain the greatest Engineers and Magicians in all of Elanterra. Their expertise is highly sought, and the Magical Academy of Carabos, which is now open to other peoples, such as myself, is the most respected center of learning on the Island. The Game goes on, as ever.

“Elanterra Journal” is a look into the People, Places, and history of the Island of Elanterra, the setting of the Freelance Hunters stories.   “Glory’s Gauntlet,” an ebook collection of four Freelance Hunters stories is available from Amazon and Smashwords.

Hugh Likes Comics: Amelia Cole and the Unknown World

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Image

Amelia Cole & the Unknown World

Written by D. J. Kirkbride and Adam P. Knave

Drawn by Nick Brokenshire.

Published by Monkeybrain (digital issues) and IDW (tpb collections)

Amelia is a magician with an unusual talent: Thanks to her Aunt and Mentor Dani, she can travel between the ‘magical’ and ‘non-magical’ world, and she has a habit of using her powers to stick her nose into matter that the police would rather she didn’t.

When the two start to merge, Dani sacrifices herself to seal them off again, and Amelia finds herself alone in a THIRD place she knew nothing about: A world where magic and technology exist side-by-side.

After she manages to settle in, however, Amelia finds out that the two aren’t exactly equal. Magicians have special status in addition to powers, and Amelia attracts the unwanted attention of “the Protector” after she uses magic to save ‘mundanes.’

“Amelia Cole” is a story about finding your place in the world, and doing the right thing. The story is fairly nuanced. Amelia’s vigilantism causes as much trouble as it solves, but she still doesn’t hesitate to do what she can. She’s a heroine that works by guts and instinct rather than a damsel in distress. Even The Protector isn’t all-bad, even if the system he works within wears him down to a core of anger and frustration.

Brokenshire’s art is a real winner. His crowds and cityscapes breath with life, and more than a few hidden easter-eggs that reward careful reading.  The designs for Amelia are great as well.  It’s sad how rarely we see a comic book heroine wearing actual clothes.

Amelia Cole and the Unknown world marks the first part of what will hopefully be a long series of adventures. Volume Two, Amelia Cole and the Hidden War, continues her adventures in the strange world she finds herself in, and I can’t wait.

Amelia Cole and the Unknown World is available digitally through Comixology, and in print from IDW.

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