Showing posts with label alexander washburn. Show all posts
Showing posts with label alexander washburn. Show all posts

Wednesday, December 20, 2023

45 Days of CCS, #20: Quinn Thomson and Alexander Washburn


Quinn Thomson is just a natural at slice-of-life sci-fi adventure stories. His Zero Point comics have been uniformly polished, funny, and engaging. They've actually looked better in black and white than in the color I've seen him use in some webcomics; the color on the cover, for example, is a bit on the garish side and detracts from his linework. Thomson's linework and use of grayscale shading balances naturalism and a strong line with quirky character design. Thomson also understands character-driven narrative, and Zero Point features a ship full of vivid personalities, with the new crew member of a space cargo ship being the most interesting. Shannon Kent is an anthropomorphic dog who, as it turns out, is a genetically-engineered construct: a "smart pet." This issue follows her disastrous first day on the job meeting the human and alien crew members who aren't there to make her life easy. It's a smooth, relatable story with a plot that hinges entirely on character interaction. 


Thomson's Unlikely Hero On Patrol is a short story about a young hero wannabe who inherits a suit she doesn't quite know how to operate. Her buttinsky roommate keeps telling her not to use the suit since she doesn't know what she's doing, but the hero Arlene has her head in the clouds. Predictably, things go horribly wrong in this light-hearted adventure that's an appetizer for more stories. 


Alex Washburn's two entries are a collection of his funny Clan Zargs stories originally published in the Fantology anthology and a diary comic. The diary comic (titled Almost-Daily Diary Comics For A Month) is excellent, and he uses it for its originally conceived purpose: as an exercise to work out creative issues and blockages. Some days Washburn goes for quotidian details, like the daily routine, road trips, or being reluctant to get out of a warm bed. On many of the days, he's much more reflective. thinking about his influences, his personal and cultural connections to Japan through his family, his relationship to his body and how this has moved him to draw fat characters, and in general what sort of artist he wants to be. This was so effective in giving me a sense of the artist that I'd recommend it for any cartoonist to tackle the specific questions that Washburn engages with. 


Washburn's biggest accomplishment to date has been the first three chapters of his Clan Zargs serial, originally published in the Fantology anthology, all of which I've reviewed elsewhere. He's printed each of the three chapters separately, but he collected them into a single mini titled Clan Zargs: A Fantology Story. Washburn pretty uniformly uses a thick, bold line that sometimes obscures certain facial features, but he makes up for that by giving his creations distinguishing scars and fantastical forms. The action sequences are a bit stiff and sometimes confusing, but that's much less important than the character interaction for the five principle leads. There are flashbacks, asides, and other moments that establish each of their personalities in a distinct and often tender way, which is unusual for typical fantasy characters. You can also see his progression as an artist: the third chapter is conceptually different, more ambitious in terms of backgrounds and layouts, and takes a darker tone without leaving humor out of it altogether. This series is very much Wasburn getting better in public, and I'm excited to see where the story will go next. 

Thursday, December 31, 2020

31 Days Of CCS, #33: Fantology Issue 2

The second issue of Kristen Shull and Emily Zea's Fantology arrived just under the gun for inclusion in this feature. Unsurprisingly, this issue was generally superior to the first, often in surprising ways. For editors figuring out how best to assemble an anthology, the second issue is the one where all the kinks are generally hammered out in terms of process and production. In an anthology where very little is at stake in terms of money but a lot is at stake in terms of editorial credibility, young editors have to take risks on the kind of work they accept. There were a few newcomers in this issue and the returns were fairly positive on them; indeed, some of these stories were the best in the whole volume. 



One of the more surprising and delightful aspects of this volume is that the shared-world conceit of the first volume not only carried over here, but that some artists used the creations of other artists from the first volume to strong effect. This is another similarity to the Cartozia Tales series edited by Isaac Cates, only without the OuBaPo-style rigidity with regard to rules and switching every issue. This felt like a relaxed and fun one for artists to play together in the same world. Speaking of relaxed, the issue's theme of "Flora & Fauna" struck a nice balance between having no theme and having one that produced too much of the same thing. Each artist was simply compelled to come up with a new animal or plant during the course of their story. Some of them were incidental, and some of them drove the plot. 

While fantasy stories often devolve into world-building exercises, it was clear that Fantology's artists were generally far more interested in character-building. The characters drove the plots, and in the cases where they were returning characters, the stories served to expand on their histories and personalities. All of this is also tightened up by the anthology's narrator and gimmick Bartlebee the Bard, who not only informed the readers as to the anthology's theme, but also introduced each story and served as a natural piece of interstitial material. Unfortunately, one thing that got by the editors was matching up page numbers and the table of contents, which only had a passing resemblance to each other for many entries. 



The continuing adventures of several characters were certainly highlights. Shull's own saga of Sabi and Kata (the elf and the wizard) once again had an episode that was not only entirely satisfying on its own merits but also moved along the larger plot. It even hooked in a character from a group introduced by Leise Hook in the first issue. Given that the main characteristic of the character was his lusciousness, this was right up Shull's alley. Catalina Rufin's continuing adventures of Brono and Satu, the barbarian and his child, continued to be pitch-perfect. While retaining a rough fantasy aesthetic, the gentle quality of the story belied its concept. Filipa Estrela's gentle saga of Frill and Frond, the mushroom person and goblin who became partners in the first issue, is expanded here as the parameters and boundaries of their relationship are tested. Indeed, this is less a fantasy comic than it is a comic about relationships with fantasy trappings, although Estrela made those trappings delightful. Emily Zea's "Troubled Waters" continues the adventures of Princess Trudy and pirate captain Troub. It's a funny and compelling story, as it's made clear that Troub is more closely connected to Trudy than she first let on. Zea's linework here seems considerably more rushed in this issue than the first, however. Alex Washburn's story about a group of dysfunctional explorers maintained its humor thanks to Washburn's thick line and irreverent storytelling. 



The most interesting artists that were new to me were Tao Tao Jones and Chelsi Fiore. The former wrote a compelling story about the Pea from the "Princess and the Pea" becoming a cherished heirloom to a family of servants, until one of them broke away and created her own country based around the pea's growth. Jones' line is thin and scribbly, which suits the material, although I found myself wishing her script was a bit larger. Fiore's story about a desert traveler encountering a fuzzy little potato-like animal was imaginatively drawn and worked well with its short length. It was not just a story about reuniting a child with their family but also about an explorer who respected the environment they traveled in. 

This anthology was filled with pleasant interactions in this particular world, proving that not every fantasy story has to be about conflict. Eddie O'Neill and Kay Brand told a story about a couple going hunting for eggs and herbs so they could have brunch together; the plot was thin, but it was all about fleshing out their dynamic as a couple. Emily Bradfield's story had a little more action, but it was about a witch and a new witch wishing to be her friend and work comrade and how routine can often prevent us from making connections. Rainer Kannenstine's story is a send-up of boastful fantasy tropes. Kat Ghastly offered up more of a psychedelic bit of lore than a story, but it worked as a visually impactful opener. 



There were three stories that particularly stood out. Keren Katz's detailing of how the coin-people introduced in the first issue reversed their process and undid everything that was purchased with them was both conceptually fascinating and heart-rending. In terms of style, there's no one who draws with her level of detail and conceptual power. Kevin Fitzpatrick's meaty story about a potions-master and his imprisonment was full of fascinating character details, ethically thorny dilemmas, and extensive mastery of light and dark contacts. Emil Wilson's story about hunters discovering a bear with an orange tree growing on it not only had an exciting blend of naturalism and weirdness, it also was emotionally complex and touching. 

At 252 pages, the volume felt a little bloated. There were several stories that were had to parse or process visually that could have been eliminated. While the slighter stories were enjoyable, this issue felt unbalanced in that direction. The more complex stories really stood out in this volume, but their tone was subdued by the lighter fare in some of the other stories. Creating a balance in an open-call anthology is extremely difficult, but it's a credit to Shull and Zea that they were able to sequence things in such a way that they were nearly able to pull it off. 

Saturday, December 26, 2020

31 Days Of CCS, #26: Fantology

Every year, someone from CCS always seems to step up to do the work of editing and publishing an anthology. It's a time-tradition that has produced some excellent comics, including Sundays, Irene, Maple Key Comics, and most recently Brainworm. This time around, it's Fantology Volume 1: Origins, edited by Kristen Shull and Emily Zea. It's a straight-up fantasy anthology that makes no apologies for its subject matter and celebrates it with gusto. Not everyone in the book is a CCS student or grad, so for the purposes of this review, I will mostly focus on the CCS contingent.


While there are some solid entries in this anthology, the care that editors Shull and Zea put into make it greater than the sum of its parts. From Tess Scilipoti's simple but eye-catching cover design to the interstitial rhymes of Bartlebee the Bard to the choice of paper stock, this is a cohesive-looking and attractive book. Shull and Zea also chose to put these stories in a shared world (similar to what Isaac Cates did in Cartozia Tales), with a map at the beginning giving readers a rough understanding of that world and where the stories take place. It's a clever device that helps draw together a number of disparate styles and as well as skill levels.


Catalina Rufin's "The Quest" is one of the highlights of the anthology. Rufin went all-in on a thick line weight and spotting blacks and it works well with her relatively simple but expressive character design. It's an interesting contrast, because fantasy art with this kind of line usually tends to be more naturalistic and dramatic, but with the story's actual emotional narrative arc, that contrast between dramatic and pared-down made sense. The story follows a warrior and a young apprentice magician sidekick, and his supposed quest against a powerful witch. Rufin touchingly and hilariously subverts this trope in a way that still makes sense within the genre but also makes fun of warrior-types who can't express their feelings.


Filipa Estrela's "Discovery" is another delightful, warm story about a goblin who happens upon an island inhabited by mushroom people called Mycelia. Estrela cleverly sets the entire paradigm of an explorer on its ear, as Frond the Goblin realizes that she can't report her discovery of the island to anyone, lest it be despoiled by invaders. There's a delightful romance between Frond and Frill, the Mycelium who greets her on the island, and it leaves off on a note that implies that there could be future stories featuring this couple. The one problem with this story is that Estrela's line is light to the point of illegibility at times; it looks more like detailed thumbnails rather than a completed story. The story is also highly text-heavy, and there's some awkwardness with word-balloon placement. This was also a story that fairly cried out for color to add some weight to its pages, but the anthology was of course in black and white. 

I reviewed Alexander Washburn's "Clan Zargs" last year, as he submitted it as a separate feature. It's a nice fit in the anthology, as his anthropomorphic animal character design, thick line weight, and use of negative space allow the pages to breathe while he tells his silly and funny story about a newly-formed group of treasure hunters. I also reviewed Shull's "Thirsty" in her entry this year for CCS, and it perfectly encapsulated the best of fantasy fiction. It's not just telling a fantastical story, but introducing characters who are trying to tell their own story and create their own identity. 


Rainer Kannenstine's "The Apotheosis Of Jahk" is a well-realized story of a fisherman and a malevolent being named Titanis who at first offers friendship and wisdom to Jahk and those around him, but later inspires bloodlust and conquest. It's a story of a seemingly impossible moral problem and how Jahk failed it. Kannenstine's bold use of black and white contrasts matches his simple line nicely; it's a good example of creating a powerful set of images without overrendering.


Zea closed the anthology with "Seas The Day," a delightful coming-of-age fantasy story about a young princess who wants to be a warrior like her older brothers and the pirate who raids their city. Zea's sketchy pencil drawings and spare but powerful inking make each drawing pop off the page without losing any of their expressive power. 

Natalie Wardlaw and L.S. Hook both contributed short pieces. Wardlaw's was a silent story about finding a fairy with torn wings and mending them. It's simple, sweet, and drawn in Wardlaw's signature elegant line. Hook's contribution isn't so much a comic as it is a series of hunky drawings of men on an island that so enchanted the explorer that they chose to remain there. Both are the kind of short, intermediary pieces that provide flavor in anthologies like this. Amy Burns' "When The Gods Grew Bored" is a powerful creation myth for a particular group of people that's well designed and cartooned. Burns' attempt at a naturalistic approach didn't quite land because her character design was too crude; her lettering was also all over the place, which was distracting. 

Other interesting contributions included Jared Beerman's highly atmospheric fumetti photos of miniatures telling a story, Eliot Crow and Keren Katz's haunting story of a people turned into currency in the desert and what ultimately happens to them; Emily Bradfield's story of an official trying to thwart poachers and its surprising outcome; and Tay James' funny story of a young potion-maker trying to decide her future. 

Another volume of this anthology has been produced, and I'll be curious to see what kind of a jump the dedicated creators, as well as the editors, made. The second volume of an anthology tends to be the one where the editors figure out how to fix the errors they made in the first volume, so I'm eager to see what kind of leap they all make. 

Monday, December 9, 2019

31 Days Of CCS #9: Alexander Washburn

Alexander (or Alex) Washburn is a 2nd-year CCS student who mostly works in the fantasy genre. He uses a rough, chunky line and simple character design to tell stories. In The Tranquility Of Beja Guja, he tells a straightforward story of a warrior who learns how to use her "strongest inner demon" to defeat a monstrous opponent who wiped out her village. That meant using her negative emotions in order to power her magic, leading to an epic conclusion. This feels like a bit of a writing exercise, nailing a short narrative and finishing it up without being overly precious about it. The character design is a little wonky, as it's very stylized but looks like it's striving for naturalism.

Feast is an interesting bit of body horror where it looked like Washburn used magic markers for coloring. The character comes across sushi, but the more he eats, the fatter he gets and the more he's surrounded by needles (possibly for insulin?). It's a brutal, personal way of making a particular kind of struggle into a visceral experience.

Washburn's work is best suited for comedy, and Goblin Guts is a good example of why. It's about a thief named Guts and a goblin named Rainer, who become friends as she goes on a quest for a magic video game controller. Using a basic grid, Washburn works big, which makes sense considering that thick line weight. That line gives his characters an extra-cartoony quality without sacrificing any clarity. Guts' quest turns out to be a selfish one, as she is trying to get ultimate power over reality, but Rainer brings her back by reminding her how much she had helped him. Washburn's comics are all very light-hearted, until he suddenly introduces a story element like depression into it.

Clan Zargs is the first in a continuing series, and he uses a furry/anthropomorphic character design approach here. It's a ridiculous quest story that's really about the relationships between the five characters in the clan. There are two dumb but tough brick-type characters, a couple of navigators, and a scholar. One of the navigators is a creature who doesn't quite know how to interact with others. Washburn makes it funny, but also makes it about each character's feelings and the ways in which they navigate them. That adds a level of warmth that's unusual for a fantasy comic, be it funny or straightforward. He once again works big in this comic, and that chunky line is far better suited for this kind of style than for more naturalistic art.

Monday, December 10, 2018

Thirty One Days Of CCS #10: Natalie Wardlaw, Emily Zea and Alexander Washburn



Full Bore, by Emily Zea. This comic is only four pages line, but Zea offers up a lot of clues as to what kind of cartoonist she is. This brief story is the first part of a longer saga about an outlaw family in the old west. There's a nice swerve in this story, as what seems to be an innocent victim is actually the newest member of the family, helping her father rob a train. Zea has a loose, expressive line and a strong command of page composition. Her varied line weights add an emphasis to her characters in motion and her mix of difference perspectives makes this a visually interesting comic. For something so short, Zea packs a lot of information into this comic and makes it a single, satisfying unit. 


The Tortoise and the Hare, by Alexander Washburn. I believe a story involving the tortoise and the hare is a regular early assignment at CCS. This one involves martial arts (a ninja tortoise?) in addition to the classic race. Washburn goes all-in on using a thick line and over-the-top expressiveness in telling this story. It's all about flop-sweat, arched eyebrows, clenched teeth and emotions yelled out loud. It reminded me of something like Naruto as much as anything, only on a much smaller scale. I have no idea what Washburn's interests as a cartoonist will be, but he definitely has the fundamentals to do an action strip in the vein of a Stan Sakai. 

Rehabgiving, Chronic, The Princess In A Suit Of Leather, Run, Trigger Warning, and Just One Branch, by Natalie Wardlaw. This is an astounding suite of comics by an excellent young talent. The order in which I read them worked out well, as more and more of Wardlaw's frequently traumatic life was revealed in each subsequent zine, as well as her process of healing. Just One Branch is her version of the Aesop fable "The Man and the Wood", and like Issy Manley, she provided a feminist take on it. However, the take was a bit different; in her version, the lumberjack is a seductive man slowly but surely insinuating his way into the life of the tree (who is feminized with a human face) until he cuts her down and rapes her. The reaction of the nearby tree: "Well, she did let him have her branches". It's a brutal story that illustrates how consent can be given but then brutally overstepped, leading to a reaction of "she was asking for it."

Similarly, her take on the story The Princess In A Suit Of Leather finds her own attitudes toward the ending shifting as she aged and understood that men and relationships were not going to save her. In the story, a girl who was raped by her father runs off to the woods and manages to put herself in the skin of a fierce animal. She winds up with a prince who cuts away her skin. When she was younger, she thought the prince freed her, but now she looks at the story as a man cutting away a woman's defenses before she was ready to give them up. It's a cogent critique, and one that makes sense in terms of the tone of the story.

Chronic has a medical intake form as its cover, which is filled out on the third page. It's a story about Wardlaw's chronic pelvic pain suffered from age 15 to age 21. It's especially brutal and poignant because it's not only true that modern medicine has a horribly limited understanding of women's health issues, it actively ignores symptoms and information in favor of throwing ibuprofen at it. Wardlaw had to suffer through three operations before they got it right and she was freed from a life of pain, though she notes that the reminders of pain are something she holds on to, because in a time when she had no voice of her own, the pain was all she had. Her naturalistic art is simple, effective and powerful.

Run was inspired by the simple Ed Emberley technique of drawing with basic geometric figures and building on them. This is done as a fairy tale where Natalie goes out to the desert and things seem to be going well, but a guy moves into her house who is violent and abusive. Of course, everyone makes excuses for him, and he keeps threatening to get her. The metaphor of fear as a little animal in her head telling her to run is a powerful one, especially at the end where she kills it. There's a common thread in these comics of numbing and detaching herself as a way of coping with extreme trauma, and that carries over into the next comic, Trigger Warning. 

This is a brilliant, harrowing piece of art told in six separate anecdotes. One shows images of trying to pretend fear wasn't there by pretending she didn't feel it, until she was proven horribly wrong. Another is the swing between feeling suicidal and homicidal as she goes through emotional swings, as well as the cycle of whether or not autobio comics about trauma are helpful or harmful. There are strips about feeling like she had "asked for" sexual assault and/or manipulation because of substance abuse, strips about her shifting body image, and a funny and awful strip called "The most truthful thing I ever said after sex". In that one, a guy asks her if she wants to be his girlfriend (in so many words) after sex and she replies, "I'm sorry, I can't...I have problems". This is an emotionally raw comic with delicate, assured drawings and a powerful emotional narrative, one that doesn't have an easy or pat conclusion. Indeed, being in a place where trauma was no longer actively happening had its own set of difficulties, making her wish for that time when all she had to concentrate on was trying to survive in the moment.

Finally, Rehabgiving is about checking herself into a clinic where she was treated for addiction, among other things. The interesting thing about this comic is her focus on other people's issues in terms of narrative. It makes sense, so most addiction recovery groups focus on group work and being there for others, caring enough to hear their stories in a non-judgmental way. The beginning of the comic is a tarot reading that outlines a road to recovery and strength, while the end notes that the clinic did not "cure" her, but started the process of recovery in a powerful way. It's a strong statement of its own in a remarkably coherent way. Wardlaw has a powerful narrative voice, and as she refines her already-strong storytelling skills, she has the potential to turn her life into an unforgettable comics narrative, if that's the path she chooses.