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INTERVIEW: Costume Designer Nina Ayres And The Steampunk Fantasy Of Amazon’s Carnival Row

carnival row-interview-amazon

Mythical creatures such as fairies have fled their war-torn homeland in the Amazon series Carnival Row starring Orlando Bloom and Cara Delevingne. Nina Ayres dressed the neo-noir fantasy for its final season.

Carnival Row exists in a gritty, Victorian-era world where reality and fantasy clash. Creatures from another world are trying to find a home in our world, leading to tension and new, dangerous alliances. Philo (Bloom) navigates it all as a detective. Vignette (Delevingne) is a faerie, and former lover of Philo caught in the fight to help her people find a place to exist. Through two seasons and 16 episodes, the pair face their feelings for each other while becoming lynchpins in a growing struggle between powerful factions.

PopAxiom spoke with Nina about her career and creating the unique look for the gritty fantasy series Carnival Row.

Transitioned

Nina’s interest in costumes began early in life. “I needed to learn every art or craft technique from a very young age, and as soon as my Nan taught me how to use her old, hand-operated Singer sewing machine, I was off.”

“From the age of seven or eight, I was making clothes for my dolls and stuffed toys, and even for myself,” she says, adding, “I can only imagine how disastrous they looked. Luckily my parents didn’t seem to care what I was wearing.”

Nana studied in the UK, where she had to choose two “non-academic” subjects. “I had to convince the school that I could not give up art, drama, or textiles, and somehow they agreed.”

“A teacher almost laughingly said I could be a costume designer,” she laughs, adding that it was a career “I had never heard of, and immediately I knew that was what I wanted to be.”

During her education, Nina put on some rather bizarre fashion shows. “I used our family oven to melt old records and crisp packets and inner tubes and old net curtains to make the garments.” But, Nina admits, “It was obvious that I was never going to become a fashion designer because my love of drama and characters was too immense.”

“I traveled for a while, as I felt I needed to gain some experience of the world,” she says of her time before attending London’s Central School of Speech and Drama, where she studied theatre design.” Nina loves “the process of learning.” She included set design, costume props, and puppetry in her studies there. “When I left, I worked for a costume prop company in between designing theatre shows.”

After about ten years and having published a book ‘Creating Outdoor Theatre’ via publisher Crowood Press, Nina transitioned to TV and film via the costume breakdown department. “Heading the breakdown department on Game of Thrones, I was asked to become assistant designer, which I did for around four years while assisting on other films and tv shows before working as a head designer on various shows.”

interview-carnival row-amazon

About Carnival Row

When a call came in, Nina was in Los Angeles for the Costume Designer Guild Awards and her nomination for Outlander. “My agent asked me to go for an interview with Legendary Productions while I was there as they needed a designer for Carnival Row.” Nina met with series writer Travis Beecham and showrunner Marc Guggenheim. “We got along rather well, so off I went to Prague.”

“It was centered around how long it had been since the final events of season 1,” she says about her first discussion with the creative team about the show. “What had been happening to the characters and their world in general.”

The creative team wanted “continuity for certain characters,” she explains, “especially those whose situation hadn’t changed much since season 1, and where the characters that were in different situations were headed.”

“Juri Matura, the production designer, and I worked hard on creating a new aesthetic for the Row which would show imprisonment as well as a sense of dignity, a level of wear and tear but with a solidarity and desire to not live in squalor.” In fact, season two ups the detail in every shot, making an already visually appealing show even more interesting to watch. “We discussed the new creatures to be introduced, such as the Kallos and the Elfin Mauro, and delved into their personalities and strengths, and I began designing them along with Nick Dudman, the MUFX designer.”

After becoming part of a project, Nina immerses herself “in the script and find out as much as I can about each character and the paths on which they are headed. In this case, that involved also writing to all the actors which were returning to find out about any particular wants or needs or previous issues they might have had I should be aware of.”

“I then begin fabric sampling and researching the era,” she explains step two, “or further afield, to begin the designs. Typically, I begin with mood boards for each group of characters. Before beginning specific costume designs, this includes silhouettes, color, texture, jewelry, etc..”

VFX and Costumes 

What’s the interplay between VFX and costumes? “The majority of cases, it affects the practical side of a costume more than the visual side. Each time one reads of a wound or blood splattering in a script, the first question is, ‘practical blood or VFX blood’? Many factors play into the decision, but generally, in costume, we love it when, on rare occasions, the answer is VFX. This implies we don’t need to make at least 4 or 5 repeats of the same costume to allow for shooting the scene.

“Todd Shifflett, the VFX supervisor, and I had many discussions early on about his requirements for the faerie’s wings,” she adds. “These were sometimes practical and at times needed to move, so therefore VFX. We had to be careful not to have any costume covering the part where the wings attach to the body.”

Carnival Row is full of fantastical characters. “The centaurs or the kobolds, which involve VFX, still required the costumes to be made and fitted so that they are body scanned and a proper representation of the chosen fabrics, colors, and fit is achieved.” Other characters that were largely VFX “still required two or three versions of their costumes and a thorough knowledge of how and where the action occurs on the body to be able to shoot a ‘before,’ ‘after’ and ‘mid occurrence’ that Todd’s team could work from.”

Unique Challenges

“One of the unique challenges with Carnival Row was the many shifts in the direction it took,” she says after working on other costume-heavy shows like Outlander and The Last Kingdom. “Due to COVID and other factors, we encountered halts in filming, which resulted in changes that affected the character’s storylines. As a result, we had to be ultra vigilant about continuity in the costume department, with a ‘through’ line for the costume journeys.

Because of these stops and starts in filming, seasons changed. “We spent a lot of time trying to keep actors warm in ‘summer clothing’ while the actual temperature dropped, and cooler in their winter clothing as we were suddenly picking up scenes during an August heatwave.”

“The most fun and challenging part about Carnival Row is all the creatures,” she declares. “The inability to hire any of these costumes from hire houses meant the pressure on our workroom and resources was immense. After the quantities of the various creatures had been designed, made, and fitted to the individual cast or crowd, the same had to be done to each species in the warmer climate of Ragusa’s free New Dawn population. Then, each species dressed as a New Dawn soldier, then on the Row but in happier times. It all amounted to huge amounts of new designs and makes.”

The shows Nina works on tend to require a lot of breakdowns and repeats for stunt action. “ But this season of Carnival Row’s scale of destruction was very challenging. Certain outfits required up to 8 repeats in various stages of breakdown as events left their mark on them, and others needed repeats to reshoot a scene a number of times with practical damage occurring. There seemed to be an unusually high number of these situations, which at the time was demanding, but was imperative to creating the beautifully gritty world the show inhabits.”

Wrapping Up

“A big one is directors wanting period costumes to ‘fall off’ in a nanosecond, or a character
getting dressed without assistance in period costume just as quickly,” she says about her least favorite request. “I dislike clothes being ripped off characters, as this is unrealistic, and it’s tough to pull on an invariably well-made period garment, then make it tear away.

Nina’s also not a fan of new clothes appearing out of nowhere. “I’m always so fully involved with each character’s narrative and the world around them that I like some logic to a change of clothes. I’m always asking myself, ‘where did they find them?.’” She fully understands the need for dramatic action, “and I am desperate for the ability to have an actor wear the fabulous new outfit I have designed, but I’m so immersed in the characters and story that I either have to wait or suggest a way of making it happen.”

“My favorite things are just good design,” she states. “I love it when a design tells a story and has a history and subtle, nuanced imagery or suggestion. I love it when I notice some motif or flash of color which reveals an emerging allegiance. It’s storytelling through design decisions that absolutely enthralls me.” She’s also a fan of something readers might not expect. “I also love it when a costume is destroyed, and the designer takes that outfit on a journey. The interest in how one garment can evolve and breakdown fascinates me, and I love to see that played out.”

How does Nina recharge her creative batteries? “While in Prague working on Carnival Row, I rescued a beautiful little dog, so I go for many fabulous walks and runs in the countryside or on the beach with her.”

“There are so many things,” she answers when asked about projects she has yet to do. “I’d love to design something set in the future or, indeed, the recent past so that I get to play with ideas of modern dress and explore the way people wear garments now. I’m fascinated by modern tech but rarely use it in my current designs.”

What’s coming next that Nina can talk about? “There’s a couple of projects in the mix but nothing I can speak of just yet.”

Is Carnival Row on your watch list?

Thanks to Nina Ayres and Impact24 PR
for making this interview possible.

Find more interviews from Ruben R. Diaz!

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Marvel Comics Exclusive Preview: DEADPOOL #5 — Carnage Breaks Loose!

marvel comics exclusive preview deadpool carnage

DEADPOOL #5 hits your local comic book store on March 29th, but thanks to Marvel Comics, Monkeys Fighting Robots has an exclusive four-page preview for you!

About the issue:
CARNAGE BREAKS LOOSE! Oh – did we not mention that the thing growing inside of Wade was Carnage? Because it is. And he’s extremely done with hitching a ride with Wade and WANTS OUT NOW. Brace yourself, Wade – you’re about to get ripped a new one!

The issue is by writer Alyssa Wong and artist Martin Coccolo, with colors by Neeraj Menon, and letters by Joe Sabino. The cover art is by Coccolo and Menon, and Tom Muller is the book’s designer.

Check out the DEADPOOL #5 preview below:

marvel comics exclusive preview deadpool carnage

marvel comics exclusive preview deadpool carnage

marvel comics exclusive preview deadpool carnage

marvel comics exclusive preview deadpool carnage

marvel comics exclusive preview deadpool carnage


Are you reading DEADPOOL? Sound off in the comments!

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Review: W0RLDTR33 #1 – A Viral Spread

From acclaimed horror specialist James Tynion IV (Something Is Killing the Children, Blue Book) and artist Fernando Blanco (Detective Comics) comes an unsettling new series spawned from the dark underbelly of the internet with W0rldtr33 #1. Featuring colors by Jordie Bellaire and lettering from Aditya Bidikar, this opening chapter presents readers with a disturbing sci-fi premise very much based in our own reality – with end results that may hit a little close to home for some. With a sharp, intelligent script and brilliantly atmospheric visual work, W0lrdtr33 is off to a phenomenal and intense start.

“In 1999, Gabriel and his friends discovered the Undernet, a secret architecture to the Internet. They charted their exploration on a message board called W0RLDTR33. Then they lost control. Someone broke into W0RLDTR33—someone who welcomed the violent hold the Undernet had on them. At great personal cost, Gabriel and the others thought they sealed the Undernet away for good. They were wrong. And now they will know the meaning of PH34R.”

Writing & Plot

James Tynion IV once again channels fears both unique and familiar with his script for W0rldtr33 #1. Combining the factors leading to real life tragedies with a fictionalized idea of the internet, this first chapter is a contemporary marvel of sci-fi horror. At the core of Tynion’s issue is a view of the internet similar to what Ellison created in I Have No Mouth and I Must Scream (which Tynion references multiple times). There’s this idea that the web harbors some kind of malicious, sentient program created by all of the vitriol humanity displays in its dark corners that finally comes out to play (see also the “Roko’s Basilisk” thought experiment). The other aspect of this horror story is the unflinchingly real part of watching a teenager worked into a murderous frenzy by something he sees in a forum. Seeing as how this is a very real phenomenon, this part of the comic is easily its most chilling – to the point I could see some putting it down for hitting a little too close to reality. Fortunately, Tynion is as subtle as he is incisive, making for a reading experience that guides us from the bitingly real to the more genre-focused elements of Woldtr33 with ease. Tynion shows off a little bit of Warren Ellis influence with not just the plot, but the characterization of some of his cast as well. The notion that there is a crew of reluctant techno-wizards led by a wealthy, pale-haired entrepreneur is about as WildStorm as it gets. This opening issue truly feels like something out of Global Frequency or Injection, but still completely original and written with Tynion’s specific voice. Disturbing, emotionally upsetting, and wildly intriguing, Tynion does it again with a phenomenal script for an original thriller and one of the best debut comics of the year so far.

Art Direction

Tynion always ends up working with astonishingly gifted visual talents, and the same goes for W0ldtr33 #1 thanks to Ferando Blanco’s pencils and Jordie Bellaire’s color art. Blanco uses stellar character animation, heavy shading, and some neat visual trickery to craft this techno-thriller’s intense atmosphere. A highlight of his work here is this sort of digital effect he uses in the murder sequences, where reality “digitizes” for a moment mid-panel just before a bloody death. It’s a neat effect that I’d love to see how he brought to life. His character designs are all distinct, especially that of the pale-haired Gabriel and the mysterious tattoo-covered woman known as PH34R (Tynion sure loves his dangerous blondes). Fernando nails the comic’s intensity with his sequential direction as well. He carefully chooses what details to focus on during conversations among characters, and his chaotic moments are loaded with suspense. Horror is most often about what the audience *can’t* see coming, and Fernando keeps that in mind with his POV sequences and moments of sheer chaos. Jordie Bellaire’s color art is the perfect atmospheric touch to bring the visuals to life. She utilizes what looks like a super-dense watercolor style, but without the blotchiness that typically comes with that approach. The color palette itself leans on the murky side of each shade, nailing the comic’s tense, foreboding aesthetic. The lettering from modern powerhouse Aditya Bidikar is some of my favorite work I’ve seen from him. His dialogue balloons all have a hand-drawn feel to the fonts. His best work here though is the SFX. Bidikar’s work there subtly works among the characters and pieces of the background in each panel, being noticeable while never overtaking the rest of the art. Overall, W0rldtr33 is a stunning looking thriller, and one of the best-looking comics of 2023.

Verdict

W0rldtr33 #1 is a brilliant and unsettling comic from some of the best talents in the industry. James Tynion IV does it again, this time with a painfully relevant script that mixes techno-thriller genre moments with genuine horror pulled from our own reality. The visual work from Fernando Blanco and Jordie Bellaire is atmospheric and well-sequenced, with some smart artistic choices that help make this comic one of the best debut issues of 2023 thus far. Be sure to grab this opening chapter when it hits shelves on April 12th!

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Project 365: One Comic Every Day Week 11: More Than Meets The Eye

comic box
Project 365 image

The premise is simple: read one comic every day for the entire year. It seems like a simple task but there is no way that I read 365 comics last year, even if you count the individual issues in collections. So, this year, I am committing myself to this reading challenge, in the hope that I can broaden my reading habits and fully engage with my favorite hobby again.

While I gather the comics for the continuation of my exploration of adaptation and comics, I’m having an easy read week. Luckily, I’ve just sorted out my British Weeklies from the 1980’s and early 1990’s, so I can spend all week reading The Transformers. (If you’re not a fan, I suggest skipping this week, because I really am going to be reading The Transformers all week, I have over 300 of the original Marvel UK weekly/fortnightly comics to get through)

Firstly, a bit of history. When The Transformers comic first came out in 1985, my friend was collecting it while I used my pocket money for other titles such as Spider-Man. All of the comics we bought were published through Marvel’s semi-independent British offices and therefore packaged differently to the American originals. Most titles had a main feature story with a back-up strip from one of Marvel’s lesser known titles. So it was through The Transformers that I was introduced to Rocket Raccoon, Hercules, and Machine Man.

Back then, we used to buy several comics in a week, take them to school and lend them to friends. When my friend switched from reading The Transformers to Action Force (the British title for GI Joe) we swapped our collections. A few years later, I got Action Force back but I can’t remember what I swapped in return. The Transformers was an instrumental title in introducing me to the world of comics and what they could do. The mix of American reprint stories and the new British “fillers” (required because the UK title would constantly get ahead of its American counterpart) gave me an insight into two very different worlds of storytelling. Writer Bob Budiansky’s initial output, designed to advertise Hasbro’s range of new toys, were adventurous war stories that often had a human character central in the narrative. Simon Furman’s, on the other hand, were science fiction heavy, and the messages were more complex and ambiguous. It was like reading 2000AD and the 1970s Avenger comics mixed together in an uncomfortable cooking pot.

The Enemy Within
The Transformers Collected Comics 4 Credit: Marvel UK

Comic Number 71: The Enemy Within

Simon Furman weaves a tale of treachery and physiological imbalance in a story that ends with a pitched battle between the overworked Autobot named Brawn and the backstabbing Decepticon, Starscream.

The story first appeared as a black and white strip in issues 13 to 17 of the fortnightly comic and was later reprinted in full color. Gina Hart provided the colors and her bright, painterly style is fixed in my memory of early Transformers comics. John Ridgeway’s dynamic artwork is brought to life by Hart’s work and I favor the collected edition more than the original.

The story appears very simple: two outcasts, one from each side of the war, battle each other to prove themselves to their respective leaders. But underneath, Furman packs the narrative with moral quandaries and a surprising amount of violence.

Transformers comic
The Transformers #51/52 Credit: Marvel UK

Comic Number 72: Shooting Star

My second pick from the stack of reads is a reprint of an American story and first published in the UK in issues 51 and 52 (issue 13 of the American title). The story is actually Transformer lite featuring Megatron in his gun mode for the majority of it and few appearances of other giant robots. Written by Bob Budiansky, the narrative follows Joey Slick and his rise from cheap hood to a kingpin of crime, thanks to the off world power of Megatron.

The small amount of Transformer action allows Budiansky to indulge in a crime comic clearly inspired by the early 1950’s titles. It has the low life beginnings for Joey, that just aren’t quite enough to justify the violence that follows. This is followed by pages of violence, cruelty, excess, and the disregard for people that made crime comics a target for outraged organizations in the 1950’s. And in the end, a few panels to show that Joey is punished for his life of crime. A small redemption is thrown in to make Joey appear heroic but ultimately Shooting Star is about a mobster using one of the most evil leaders in the universe to rob banks. What’s not to like?

UK Transformers comic
The Transformers #63/64 Credit: Marvel UK

Comic Number 73: Second Generations

First published in issues 63 and 64, these were the first two Transformers comics I bought with my own money. Issue 63 has one of the funniest Robo-Capers strips (in my opinion) by the British humorist Lew Stringer and a text piece summing up the story so far. If you hadn’t read any of the previous 62 issues then this would be the perfect jumping on point.

However, comics were a bit different back then and it wasn’t that difficult to get into any of the issues. The stories were a lot more episodic and when they were split across multiple issues there was always a recap. More often than not, any important backstory information was written directly into the comics themselves so any new reader wouldn’t be left in the dark. This is an art form that I think is lacking from many new comics, especially those put out by the Big 2 publishers.

Anyway, Second Generations was written by Simon Furman (who wrote most of the UK stuff and eventually jumped the pond to write for the American title as well), illustrated by John Stokes with Mike Scott and J Firmin. The most notable aspect of this story is that it clearly a marketing ploy for the new range of toys being released at the time. The Transformers was originally a four issue mini-series devised between Hasbro and Marvel to advertise a toy range. As the series developed, that initial raison d’etre was still present within the pages for years to come. However, it never seemed to diminish the storytelling. In fact, I would argue it made the writers and artists more creative as they had to find ways to introduce characters whose designs were dictated by a toy company based on molds bought from another country. In some respects, it’s surprising the stories are as good as they are.

Transformers
The Transformers #67/68 Credit: Marvel UK

Comic Number 74: The Smelting Pool and The Bridge to Nowhere

This two-parter is just pure science-fiction fun. The story returns to Cybertron and introduces a host of new characters. Some don’t last too long, such as the Autobot spy Scrounge, while others become mainstays in the series. Introduced among the ranks are one of my favorite Autobots, Blaster (the good guy version of Soundwave) and one of the strangest Decepticon leaders, Straxus. Straxus was nasty. Evil in robot form. And his story-line appears to end in this two part story but that’s not the case. In fact he becomes instrumental in future story-lines, in the weirdest ways.

Again, these American reprint issues are written by Bob Budiansky, this time with Don Perlin, William Colletta, Janice Chiang, and Nel Yomtov providing the art work. Apart from the pure enjoyment factor, these two issues also open up the narrative, creating a link between two worlds and an infinite host of new characters.

Transformers
The Transformers #73 Credit: Marvel UK

Comic Number 75: Showdown

As if wanting to prove that any genre could be covered by giant robots at war, Showdown in issues 72 and 73 (reprinted from issue 20 of the American comic) is stuffed with western tropes.

Skids runs away from the Autobots, sick of the violence, and takes up residence with Charlene, a human who becomes infatuated with him. Unfortunately, their peaceful co-existence doesn’t last long when Ravage turns up and attacks Skids. There is also an added element of danger; a road rage human who wants to trash Skids because of a small altercation between them in an earlier issue.

This is another fun, at times daft, story that can’t help to entertain. There are some undercurrents of greater meaning and moral discussion but the heavy handed coating buries the messages deep. There’s nothing groundbreaking here but what do you want from a comic created to sell toys of giant robots?

Transformers
Target: 2006 issues from Marvel UK

Comic Number 76: Target: 2006

This is where it changes. This is the story that trapped me in The Transformers world and cemented my love of comics. I have read and re-read this story so many times, I’ve lost count but will always read it again.

In issue 78, on 13 September 1986, Simon Furman and Jeff Anderson introduced the British comics reading public to Galvertron, over two months before Transformers: The Movie would officially introduce the character into continuity. At the time the American writers had decided that they weren’t going to use any of the new characters from the movie so Furman was given free reign and the story he produced, Target: 2006, is an absolute blinder.

In the Prologue, three Autobots — Ratchet, Prowl, and Optimus Prime — disappear in an almighty flash, leaving nothing but black scorch marks. Elsewhere three brand new Decepticons appear on the scene, proclaiming to have traveled back 20 years in time. Imagine being 10 years old and reading this introduction to a story. The seeming death of three major characters. The introduction of three new characters. Time travel! And the story just gets better over the next 10 issues. Furman introduces time paradoxes, leadership struggles, the destruction of hope, allegiances with evil, and zombie Jazz! (that’s a possessed Transformer, not a type of music). It really does have it all.

It’s also interesting to see that when the prologue was written and drawn, the creators had not seen the designs for the characters from the movie. Therefore, at the end, when Galvatron and his lieutenants make an appearance, they are based on the toy designs, not the cartoon designs. This is then changed for Part 1 of Target: 2006 in issue 79.

Target: 2006 is an epic narrative superbly written and has a long lasting influence on the ongoing saga. As is noted in Volume 6 of the Complete G1 Collection, the movie “ticked all the right boxes, and its darker tone [..] was a perfect fit for the Marvel UK Transformers comic.” Simon Furman took the characters and premise of the movie and produced one of my all time favorite comic stories. I still blame Target: 2006 for my ever growing obsession with this medium.

Transformers comic
The Transformers #100 Credit: Marvel UK

Comic Number 77: Distant Thunder (Issue 100)

What happened to Optimus Prime when he was ripped out of time at the start of the Target: 2006 story-line? Where did he, and the other displaced characters, end up? Well, in the 14 February 1987 issue, Simon Furman lets the readers into the secret.

Distant Thunder is a morality tale told by Optimus Prime to his dying comrade, Outback. In the previous issue Outback is fatally wounded and Prime is forced to sit with him while he dies. The tale within a tale is a dissection of the nature of violence, while the book-ending narrative is touching and even heartbreaking. No mean feat for a comic about giant shape changing robots on an impossible planet. And we’re only a third of the way through Marvel UK’s ongoing series.


Apparently I didn’t get through as many of these comics as I thought I would this week. To be honest, I thought I would skip over many of them and just pick out some of my favorite story-lines but it seems I like more of them than I remember.

I am continuing to read my box of Marvel UK Transformers comics (which dropped its “The” from the title with issue 200) and will no doubt drop a few of the stories into future articles. Because, I know what’s coming, and there are some outstanding comics in there.

Do you have any childhood favorites that you still continue to re-read today? If so, let me know in the comments below, maybe we can share some memories.

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Marvel Comics Exclusive Preview: SHE-HULK #11

marvel comics exclusive preview she hulk

SHE-HULK #11 hits your local comic book store on March 22nd, but thanks to Marvel Comics, Monkeys Fighting Robots has an exclusive three-page preview for you!

About the issue:
New arc! Great jumping on point! A new villain starts a thieving spree through New York City and ends up face-to-green-face with Jennifer Walters, the Sensational She-Hulk! Also, have you noticed that this is LGY #174? You’d almost think something very special is coming!

The issue is by writer Rainbow Rowell and artist Andrés Genolet, with colors by Dee Cunniffe, and letters by Joe Caramagna. The main cover is by Jen Bartel.

Check out the SHE-HULK #11 preview below:

marvel comics exclusive preview she hulk

marvel comics exclusive preview she hulk

marvel comics exclusive preview she hulk

marvel comics exclusive preview she hulk

marvel comics exclusive preview she hulk


Are you reading SHE-HULK? Sound off in the comments!

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AfterShock Comics Exclusive Preview: BULLS OF BEACON HILL #3

bulls of beacon hill aftershock comics exclusive preview

BULLS OF BEACON HILL #3 hits your local comic book store March 29th, but thanks to AfterShock Comics, Monkeys Fighting Robots has an exclusive five-page preview for you.

About the issue:
Boston Surgeon Christopher Boldt has spent his whole life ashamed of his father’s gangster background – so, when Chris decides to run for public office, it’s in the name of building his own legacy. Unfortunately, his father can’t tolerate that, and puts a hit out on his own son. But no matter how far it tried to fall, the apple landed close to the tree. Chris’s family tradition of violence explodes, he survives the hit, and now he’s out for revenge on his own father, someone his mother hates as well, but never divorced…so just where do her loyalties stand?

The series is by writer Steve Orlando and artist Andy MacDonald, with colors by Lorenzo Scaramella, and letters by Carlos M. Mangual. The main cover is by MacDonald.

Check out our BULLS OF BEACON HILL #3 preview below:

bulls of beacon hill aftershock comics exclusive preview

bulls of beacon hill aftershock comics exclusive preview

bulls of beacon hill aftershock comics exclusive preview

bulls of beacon hill aftershock comics exclusive preview

bulls of beacon hill aftershock comics exclusive preview

bulls of beacon hill aftershock comics exclusive preview

bulls of beacon hill aftershock comics exclusive preview


Are you reading BULLS OF BEACON HILL? Sound off in the comments!

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Review: SUPERMAN: LOST #1 – Into the Singularity

From acclaimed veteran writer Christopher Priest (Black Panther, Deathstroke) and artist Carlo Pagulayan (Planet Hulk, Wonder Woman) comes a story of the Man of Steel adrift in space and time in Superman: Lost #1. Featuring inks from Jason Paz, colors by Jeremy Cox, and lettering by Willie Schubert, this opening issue features Priest’s signature intelligent scripting and some incredible visual work to create a comic that is wholly engrossing – and sets up potentially one of the most personally challenging Superman stories in recent memory.

“SUPERMAN’S ODYSSEY OF SOLITUDE! After Superman is called away on a routine Justice League mission, Lois Lane awakens to find a complete stranger standing in her living room. The Man of Steel, home much sooner than expected, reveals he has, in fact, been lost in space for 20 years. Nothing and no one seem familiar to him anymore, and the timeless bond between them has been severed…or has it? Can love conquer all?”

Writing & Plot

Christopher Priest brings a softer yet still wholly compelling version of his brand of intelligent writing with his script for Superman: Lost #1. The Black Panther writer is famously known for his sardonic sense of humor, biting satire, and tendency to make many of his arcs centered around some sort of geo-political conflict. Those first two habits are entirely missing from this first issue – but this isn’t a bad thing. Priest does hit readers with some political drama early on, but it’s used as fodder for a playful conversation between Lois and Clark. Priest flexes his character writing abilities in this comic in a way that often gets overlooked in his other books. He’s always been a solid character writer – his Deathstroke run and his handling of that series’ cast is ample proof of this. However, even for a veteran mainstream comics writer, writing an entertaining and emotionally fulfilling Superman comic can be a serious challenge. Just from this first issue though, Priest seems to already have it nailed. While much of the script is broiled in action and political jargon, there’s a sense of personal weight and character understanding on every page. Priest’s script may be wordy, but the dialogue flows remarkably well and is constantly fascinating. This book serves as a reminder that superheroes are typically supposed to be super-smart, and watching the Justice League rattle off info about an otherworldly mystery they uncover is truly awesome. Every character’s voice sounds distinct and true to themselves, all while still making the book feel like a Priest comic. Lost itself is home to a familiar premise, but it’s written so well that the wait for the next issue is going to be a difficult one.

Art Direction

The whole Deathstoke team made their way over for this series, with Carlo Pagulayan and Jason Paz providing an incredible visual experience for Superman: Lost #1. Pagulayan’s pencils are full of detail for both characters and setting, making for a high-fidelity mainstream comic experience that holds a distinct artistic feel. His defined linework is unique among other “Big 2” comic artists, with a slightly edgier aesthetic that still feels perfectly suited for action scenes and quieter moments. His facial expressions bring an intensity and intimacy to both the big JL action sequence, and the conversations in Lois and Clark’s apartment. Lost is given a lot of dimension and atmosphere by Paz’s inks. The dynamic between his work and Pagulayan’s pencils makes for a stunning visual experience that pulls the reader into the room with Supes, Lois, and any other guests they may have. There’s a sullen sadness at a certain point in the book that I could scarcely imagine being better crafted by another creative team. The color art from Jeremy Cox finishes the visual experience with vivid yet subtle tones. Every part of his work here is impressive, but an absolute highlight has to be the cityscape shots from Lois and Clark’s apartment in Metropolis. The way the distant city lights mimic stars – and how that parallels with this story’s subject – is truly stunning. Finally, Willie Schubert’s lettering makes for a stellar reading experience with reflexive fonts that reflect character tone in each exchange.  Overall, this opening chapter is a phenomenal visual read, fitting this sci-fi driven and emotionally tense Superman story.

Verdict

Superman: Lost #1 is a fantastic opening chapter to this new limited series from the acclaimed former Deathstroke creative team. Christopher Priest takes a familiar science fiction premise and wonderfully applies it to a Superman story, all while offering emotional intensity and his signature brand of geo-political bantering. The visuals from Carlo Pagulayan, Jason Paz, and Jeremy Cox are absolutely stunning and expertly sequenced, making for one of the best-looking DC comics to come out this year so far. Be sure to grab this debut chapter today!

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Ken Landgraf’s Favorite Comic Book Writers and Inkers

Cover to Ink Zeitgeist by Ken Landgraf

Ken Landgraf is a true cult icon in the world of comics. He studied with legends like Will Eisner and Harvey Kurtzman and worked as an assistant to Gil Kane and Rick Buckler. In the ’70s and ’80s, he went on to work on some of DC Comics, from titles like Weird War Tales to Superman Family and World’s Finest. His most infamous work might just be New York City Outlaws with Bob Huszar, perhaps the first true ‘outlaw’ comic. Huzar and Lamdgraf most recently collaborated on Apocalypse 5000, from Floating World Comics. Currently, Landgraf is at the tail end of an already funded Kickstarter campaign for a new project, Ink Zeitgeist, described as “a black and white outlaw genre pastiche comic (bikers, horror, cult cinema, superhero, punk, sci-fi, rockabilly, etc.) that takes place in Ink Town, a low-class but captivating destination of flea markets, arcades, trailer camps, diners and sideshow carnivals.” Mr. Landgraf took some time to rattle out his top five writers and inkers in the world of comics, along with some cool details. Check it out below, in his own words, along with some preview images from Ink Zeitgeist.  Then make sure you head over to the Kickstarter page and push Ink Zeitgeist to the extreme!

Special thanks to Kirk Oldford (author and campaign manager for Ink Zeitgeist) for making this article happen. Could not have been possible without him! 

Art for Ink Zeitgeist by Ken Landgraf.

Ken Landgraf’s Top Comic Book Writers

Stan Lee: The ultimate creator of major Marvel superheroes. His word balloons were funny and unique to read. A major influence on future Marvel and DC writers. 

Roy Thomas:  A master writer trained by Stan lee, he was the best Conan writer. Even worked on the screenplay for the first Conan movie!

Doug Moench: A great prolific writer of Batman and Master of Kung Fu.

Gardner Fox: An important early DC writer, worked on The Atom and many of the DC classic comic book stories. He also wrote for the paperback books. 

Paul S Newman: The writer of Turok Son of Stone and a major writer for Dell Comics. I even got to draw a sci-fi story that he wrote at DC comics 

Ken Landgraf’s Top Comic Book Inkers

Wally wood  –   A master of light and shadow, face lighting effects, master of the female figure; master of the brush  I never became a Wood assistant. When I did get the chance I was already starting to get work at DC Comics. I met Wood 3 times as I would hang out with Jack Able watching him ink Iron Man. Wally who was friends with Jack would sit on the floor and talk. He told me to never ink a figure more than 50 percent black. He would ask me to go down to the Deli and get him a sandwich and said “get a soda for yourself. Mostly I got him a plain ham sandwich. 

 Dick Giordano:  A pen master of dynamic ink line. Whoever he inked, he improved. Giordano was responsible along with Joe Orlando, on letting me draw Hawkman.

 Russ Heath:  He had a perfectly controlled ink line. Another master of light and shadow.  I would often watch Heath ink up at Continuity Studios. I gave him blotting paper and purchased original art from him. 

 Dan Adkins: trained by Wally Wood, he kept the pencil style of each artist he inked. He would put his ink into a heated pot on the stove to take out water so the ink would be super dense. Dan invited me to dinner a few times and I got to watch him ink a John Byrne Iron Fist story. 

Art from Ink Zeitgeist by Ken Landgraf.
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Kickstarter Spotlight: FRACTURED REALMS — A Norse Horror Anthology

fractured realms norse horror anthology kickstarter spotlight limit break comics

Dublin-based comic collective Limit Break Comics recently launched a Kickstarter campaign for its new Norse horror anthology FRACTURED REALMS.

About the book:
The darkest nights of Fimbulwinter are upon us, Ragnarök isn’t far behind, and the Nine Realms are falling… welcome to
Fractured Realms, the new anthology from Limit Break Comics. Norse mythology meets contemporary horror in this 24-story collection from Irish and international creators, totalling 96 pages.

Limit Break has previously successfully crowdfunded two other myth-inspired anthology books: TURNING ROADS in 2021, and DOWN BELOW in 2022. FRACTURED REALMS will feature stories by over 50 comic creators and is due for publication in the winter of 2023. The book is edited by Limit Break’s own Paul Carroll and Gary Moloney, and is supported by the Arts Council of Ireland.

You can check out the Kickstarter campaign right here.

fractured realms norse horror anthology kickstarter spotlight limit break comics
The cover to FRACTURED REALMS, by Nick Roche (inks) and JP Jordan (colors).

FRACTURED REALMS will put a unique horror spin on stories from Norse mythology and folklore, including the Mead of Poetry, Thor’s Fishing Trip, the talking head of Mimir, and — of course — Ragnarök.

Creators involved:
Brendan Albetski, Sarah Amundson, Kaydee Artistry, Daniel Beals, Nick Bryan, Patrick Buermeyer, Nick Caponi, Paul Carroll, Colin Craker, Aaron Cruz, Robert Cullen, Ryan Estrada, Anna Everts, Tríona Farrell, Aaron Fever, Ben Filby, Alex Garrick-Wright, Kyle Gaynier, Oliver Gerlach, Adam Gilbert, Travis B. Hill, Seán Hogan, DC Hopkins, Ben Humeniuk, Liam Johnson, JP Jordan, Seamus Kavanagh, James Killian, Rapha Lobosco, J.J. Lopez, Andriy Lukin, Marin, Aline Martins, Adlai McCook, John McGuinness, Alyssa Meier, Mariana Meira, Michiums , Chris Mole, Gary Moloney, Alex Moore, Oscar Osorio, Chris Panda, Benjamin Paulus, Christian Abel Peña, Lan Pitts, Nikki Powers, Toben Racicot, Jack Reickel, Rae RS, Andrea Schiavone, Gustaffo Vargas

In addition to the new book itself, Limit Break is offering up all kinds of rewards for backers, including titles from their back catalogue, stickers, pins, zines, and more. Aspiring creators even have the chance to have their own script reviewed by Paul and Gary.

The collective is seeking to raise awareness of Irish small press comics talent, so be sure to check out the FRACTURED REALMS campaign and follow Limit Break Comics on social media.


Limit Break Comics is a Dublin-based comic collective, founded in 2018 on the back of a shared desire to see small press comics grow in Ireland. It is made up of Paul Carroll, Gareth Luby, Gary Moloney and Seamus Kavanagh.

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Project 365: One Comic Every Day Week 10 — Literary Adaptation

comic box
Project 365 image

The premise is simple: read one comic every day for the entire year. It seems like a simple task but there is no way that I read 365 comics last year, even if you count the individual issues in collections. So, this year, I am committing myself to this reading challenge, in the hope that I can broaden my reading habits and fully engage with my favorite hobby again.

When someone mentions comic book adaptations to you, what do you think of first? Is it one of the movies from the MCU? Or possibly Christopher Nolan’s Batman trilogy? Maybe it’s a television series such as CW’s Arrow or Supergirl. For me, it’s the magnificent world of Classics Illustrated, or the various comic versions of Frankenstein based on the original novel and the numerous film adaptations. You see, I find adaptation infinitely fascinating, and the different translations from one medium to another has so much to say about the process of creating comics, film, and novels. Adaptation is an art form unto itself.

This week I’m going to be working through (or at least start on) a collection of comics based on novels.

One of several Dune comic books

Comic Number 64: Dune (2021)

Frank Herbert’s Dune has a long history with adaptation. First there was the David Lynch movie, which was adapted into a three-part limited series by Marvel Comics and later collected in Marvel Super Special #36. The novel was then given the TV treatment, an ambitious project, but surprisingly bland. More recently, the novel hit the big screen again, and this time BOOM! Studios began releasing prequel comics based on the expanded universe novels — those not directly linked to the movie. Also, Abrams ComicArts started a three book adaptation of the novel, again not directly linked to the 2021 movie.

It is the first of these books that I am currently reading. The cover is by Bill Sienkiewicz, and he perfectly captures the raw power of the atmospheric novel, just as he did with the Marvel version in the 1980’s. It’s a shame, then, that the artwork by Raul Allen and Patricia Martin does not have the same effect. The work is good and has some dramatic flair but it does not own the narrative in the same way Sienkiewicz did. This book is an interesting study for adaptation purposes because it is a very faithful re-imaging of the original text, with much of the script lifted directly from Herbert’s novel. The question remains, how much is added to the graphic novel to distinguish itself from the original book? Is it merely a recreation with illustrations replacing descriptive text?

I am enjoying the book, but I am reading it much more like a novel than I am a comic. The script — the actual text on the pages — is more important than the images. There is very little added by the artwork, with only the occasional elaborate panel or two bringing a visual dynamism. The book highlights one aspect of literary adaptation: that of constant space. In a novel the characters are well defined but their locations are fixed at specific points and then barely mentioned. As a reader, you place the character in the location outside of the actual written word. In a comic, the location is constantly visible. In this version of Dune, the artists choose to fill each panel and page with scenery and location, almost to the point of over saturation. And only rarely does it add anything to the narrative. In the 2021 movie, it could be argued that the focus is primarily on the locations, with the scenery and props telling the story, which works very well. Filmmaker Denis Villeneuve is telling his version of the Dune legacy through a visual spectacle because that is cinema’s strength. Allen and Martin occasionally accentuate an element of the novel in a visual, comics specific way, often through their use of color saturation, but this does not happen enough.

Maybe, when the story gets going, this will change.

Classics Illustrated
Frankenstein in Classics Illustrated #13

Comic Number 65: Frankenstein (Classics Illustrated)

The Classics Illustrated range of comics was devised to introduce literary texts to children and reluctant readers. The series has been described as “uneventful, one-dimensional, often blatantly silly literary adaptation” (from Literary Adaptations in Comics and Graphic Novels by Jan Baetens, 2020). However, that standpoint is counterproductive to the purpose of the comic. The Classics Illustrated range was specifically aimed at younger readers, therefore potentially falling into the realms of children’s books, and almost by default they do one thing that is uniquely comics: they embrace reduction.

Comics are all about reduction — about taking an idea or an image and reducing it to its minimal form while still being recognizable. Cartoons and comic strips use the least amount of lines to depict characters and places. This reduction, however, does not make the comics infantile or unworthy.

In Frankenstein (numbered 13 in the series I have), Ruth A. Roche cherry picks the elements of the novel that are important for representing the key themes. These are then illustrated by Robert Hayward Webb and Ann Brewster to a strict page count. It is true that some sequences of the novel have been massively condensed or removed altogether, however it is the way in which they handle what is left that is truly impressive. Webb and Brewster pack so much tension, horror, and raw emotion into each page that the essence of the novel shines through. One panel can contain enough information to warrant jettisoning whole sections of the book. And the use of the space on the page is brilliant. The sequence where the creature first awakens is composed upon the page in such a way as to visually demonstrate the hold the creature already has over Victor. The scientist is trapped within the panels and overshadowed on the page.

It is this visual image play that makes comic adaptations of novels so interesting. Seeing the way that people interpret a text and the ingenious ways in which they represent emotional and psychological themes in a purely visual way.

The Stand
The Stand published by Marvel Comics

Comic Number 66: The Stand (Marvel Comics)

Stephen King’s The Stand is arguably one of his best novels. Yes, it has some moments that flounder, and the “kill them all” shock two thirds of the way in clearly exists only to move the plot on (King has admitted as much, himself), but that doesn’t detract from the score of horrific scenes, intense characters, and compelling End of Days story that is a precursor to the modern obsession with apocalypse narratives.

And for today’s reading, I picked up issue 3 of The Stand: American Nightmares. This comic is a perfect example of how to adapt the written word. This issue is centered on Larry Underwood and his journey out of the disease ridden New York. In the grand scheme of things (by which I mean the 1002 pages of tightly printed text in my Complete and Uncut edition of the novel), this sequence is a fleeting moment. A few pages of unnerving exodus used to bring two characters closer together and highlight to the reader the move from the closed, isolated plot threads to the wider world beyond. And yet, it is possibly one of the most memorable parts of the story. It contains everything required to scare the reader and get inside their heads. In an interview with Marvel.com, series artist Mike Perkins shared his excitement for this particular part of the book, stating “This scene with Larry just oozes tension,” and was one of the reasons that, unlike most book to comic adaptations, the scene was extended to include elements that weren’t in the original. Perkins and writer Roberto Aguirre-Sacasa stretched Larry’s journey through the Lincoln Tunnel so that they could get inside the characters head and add new levels of horror that were not in King’s novel.

The way that Perkins depicts the intense claustrophobia in this comic is almost perfect. The gruesome images of murdered pedestrians and imagined zombies creates a visual horror akin to cinema’s body horror genre. However, it is the all encompassing darkness that really gives this comic its menace. On pages 13 and 14, Perkins switches the darkness from a vast space for Larry to be lost in to a closed, claustrophobic space. On page 13, the images of the stabbed man are surrounded by light and appear in the boxed panels, while the text, the third person narrative of Larry’s journey, is across the entire page. This reminds the reader that Larry is ever present, even in the black, borderless sections of the page. Then, moving across to page 14, this pattern is reversed so the actual images (thoughts inside Larry’s head) exist in the border-less part of the page while Larry becomes trapped in the panels. The darkness shuts him into a confined space.

In King’s novel, the darkness is alluded to by Larry’s obsession with his lighter and most of the journey is about the things that he imagines to be there. But in the comic, Perkins is able to create the same sense of nervous horror through the depiction of the darkness, coating the pages in pitch blackness. The result is unnerving and creepy. Exactly the right level of tension that Perkins spoke about in the interview.

It’s also worth mentioning Rus Wooton’s lettering in this comic because they do some heavy lifting. The characters’ emotions are brought out in the tone depicted by the changes in text size and emphasis. Larry’s anger, Rita’s pleading and stubbornness, and then the fear in the characters’ voices as they make the most horrific journey of their lives — Wooton’s work perfectly captures the nuances from the novel, proving that you can recreate written emotion using visual techniques.

The Hobbit
The Hobbit Graphic Novel

Comic Number 67: The Hobbit published by Grafton Books

I could not get on with the Lord of the Rings books and (confession time) never got more than 150 pages into the first book. I do remember reading The Hobbit. And, probably more so, I remember reading the comic book adaptation of The Hobbit illustrated by David Wenzel.

Wenzel’s work is whimsical and majestic. At times the artwork feels more like the illustrations in a children’s book and less like the dynamic characters in an exciting comic. However, that is how this book is meant to be read. It is a dense children’s book, though. If you pick this up thinking that it’ll be a quick way to read The Hobbit, you’ll be disappointed because “text heavy” is a fitting phrase. There are pages where the beautiful watercolor images almost disappear under crammed caption boxes and weighted down word bubbles.

Having said that, Wenzel extracts the atmosphere of the novel and splashes it across the pages. The humor of the hobbits, the stupidity of the trolls, and the creepiness of Gollum are all present in this book. It is also stylistically consistent, something which Peter Jackson’s movie version cannot be accused of.

If the purpose of literary adaptations is to introduce new readers to the originals, then I’m not sure that Charles Dixon, Sean Deming, and David Wenzel’s version of The Hobbit is a good example. Mainly because, after reading this version, I can’t think of any reason why you would be compelled to read the novel, because this book already feels like reading a novel.

City of Glass

Comic Number 68: City of Glass

There are novels that are dubbed “unfilmable” — books that for one reason or another are too immense to be given the cinema treatment. Obviously, this doesn’t stop people from trying, and the same is true for comic book adaptations. However, comics have an advantage over film in that they have less restrictions. A graphic novel project, for example, is not limited to space, allowing the creators to include more from the source material. Movies are often limited to 2 hours (up to 3, possibly, but this is still rare even in today’s movie industry) whereas a graphic novel can have as many pages as are needed to tell the story the creators want to tell.

City of Glass fits both of the points that I have made above, first being a difficult novel to adapt and secondly a fine example of what creators can do when given the freedom that graphic novels allow.

David Mazzucchelli and Paul Karasik’s adaptation of Paul Auster’s novel is an exciting and fascinating read. Auster’s novel is a complex narrative that relies on wordplay and deals with subjects of time and the nature of fiction, all of which are difficult to represent in the visual forum. However, Mazzucchelli translates the word play into image play. He takes the essence of the novel, and how it relates to that particular medium, and injects that into the comic, making it comic specific. The general narrative runs through both versions but their emphasis relates to their own media. This means that a level of abstraction is evident in the graphic novel version, with a high number of non-sequitur panel transitions. It is a visual feast and challenges the reader in the same way that Auster’s novel required the reader to engage with the fiction and solve the literary puzzles.

City of Glass
Example of page layout from City of Glass

Comic Number 69: Academic Papers

Replacing today’s comic is an article written about the application of literary adaptation to comics and graphic novels. (That’s not because I haven’t read a comic, though. I’m working through Hickman’s Fantastic Four run and today read issue number 583. It just didn’t fit this week’s topic.) Entitled Literary Adaptations in Comics and Graphic Novels by Jan Baetens, published in The Oxford Handbook of Comic Book Studies in 2020, the article investigates why literary adaptations are under-represented within the comics world. Movies and television embrace novels and there are hundreds of adaptations, which are often praised and studied. Baetens points out that in cinema it is “assumed that the best adaptations are based on the worst novels, the good ones being resistant to any kind of faithful reworking,” whereas in comics only a few classics are constantly adapted and re-adapted. I have also found this to be the case, especially this week as I have looked for adaptations to read. There are a few modern writers whose work has been faithfully re-imagined as comics — Stephen King and Anne Rice for example — but these appear to be few and far between.

The article also discusses the types of adaptation, drawing on the pros and cons, and constantly comes around to the concept of fidelity. Fidelity rules the roost on the internet with the release of every superhero movie but the actual relationship between fidelity and adaptation is complex. Baeten’s starts the discussion here but it is too large a subject for this one article.

Finally, Baetens asks the question, are literary adaptations in comics second-rate or do they offer something new from the process of translation? The answer, as you can imagine, is not straight forward. I personally believe that any form of adaptation can be worthwhile but we have to stop being fixated on the concept of fidelity. Spiritual adaptations, by that I mean adaptations that take the essence of the original text, can produce the most interesting work. You only need to look at the history of Shakespearean adaptations to see this in practice.

Frankenstein
Title page for Frankenstein from Prize Comics #7

Comic Number 70: Prize Comics #7

The idea of multiple versions of the same story is a fundamental part of Frankenstein’s history. Even before the array of adaptations appeared, the original novel was revised and re-released several times in Shelley’s lifetime, and nearly 300 editions have been released since.

In 1940, Dick Briefer brought the Frankenstein narrative to life in a successful comic strip. Briefer’s Frankenstein starts life as a horror comic strip in Prize Comics #7 where it retells a large portion of Mary Shelley’s novel before introducing a twist ending. The ending was to serve a purpose: it allowed Briefer to continue the story beyond the original narrative. It also allowed him to re-introduce a theme from the novel that was lacking for much of his interpretation. You see, in this initial version, the creature does not speak for the majority of the story. He is a “grunter,” which is a term given to a particular interpretation of the creature and made popular by the 1931 film.

Although Briefer’s monster is influenced by the look and vocabulary of the earlier adaptations, much of Shelley’s story is condensed into the few wonderful and energetic scenes. One aspect that Briefer draws on is the use of setting to reflect mood. This is an important part of the original and Briefer is able to make great use of it in this visual adaptation. The contrast between consuming darkness and oppressive light features in several juxtaposed panels, capturing the struggle within the creature as it tries to understand the life and the world it has been born into.

Despite the low page count, Briefer proves that it is possible to successfully capture the essence of a novel, re-imagine it in visual terms, and even add something to the source text to, on this occasion, give it longevity.

The Further Adventures of Frankenstein can be read in the pages of Prize Comics, available for free on the archive website Comic Book Plus. They are worth looking at, and get quite gruesome in places.


So, what is the point of comic adaptations of novels? I would argue that if your comic doesn’t add anything to the original then it has failed as an adaptation. If all your comic has done is retell the book but with pictures, the final product serves no purpose.

Adaptations have the ability to help education (Classics Illustrated), enhance magical worlds (The Hobbit), enrich or even alter the perspective of the original (The Stand), or re-imagine a concept so that it fits modern, alternative societies, using the familiarity of the source material as a grounding or point of contrast. They can even create something new and exciting while still remaining true to the original (City of Glass). Comics, as a medium, have the ability to do things that other media are not able to do, in the same way that film or photography can. So, what is wrong with allowing comics to embrace works of literature and interpret them in new and imaginative ways?

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