Showing posts with label ryan cecil smith. Show all posts
Showing posts with label ryan cecil smith. Show all posts

Tuesday, March 19, 2019

Minis: Ryan Cecil Smith's Songs Of The Field

It's always a genuine pleasure to get a new S.F. comic from Ryan Cecil Smith, as it may be my favorite genre comic. There's a pleasurable clarity in storytelling that comes straight from certain kinds of sci-fi manga traditions, but Smith is a restless formal innovator who tinkers with visual and verbal structures in fun ways. For example, he loves playing on the "S.F." initials in various ways; this is the continuing story of the Science Fleet, but this particular comic is a Supplementary File titled Songs of the Field. Endlessly reiterating that structure, often in terms of dialogue or narrative, is all part of the fun. Of late, Smith has taken to doing endless Supplementary Files following one of the main characters or a side character on their own long adventure.

This one follows Alward the Lizard, a solo adventurer who has no love for the "lawful" Science Fleet nor for the "chaotic" pirates at war with them. Here, in this meaty 74-page mini, Smith uses the letters L.K. to describe things related to Alward: he flies his low-fuel kruiser into a zone and uses a latch klaw to get fuel. He turns out to be the son of the Lizard King and an invincible outlaw who skirmishes with a bunch of redneck types in a small mining operation. It's fast-paced, funny and vaguely philosophical in a sort of Stan Lee/Silver Surfer kind of way. Alward bemoans his lonely fate and is puzzled at the relentlessly hostile nature of humans while exploring space. The real treat here is Smith's candy-like use of color in this risograph-printed zine; indeed, the production values on a typical Smith comic are well above that of the average minicomic.

What's remarkable is the way Smith saturates each page with color but never loses the integrity of his line nor the clarity of his storytelling. The use of zip-a-tone effects has something to do with that in terms of maintaining structure, but the bigger key is Smith's ability to balance one or two complicated elements with several simpler ones. His line is simple and cartoony, giving it the flexibility to work in a number of different formal contexts. While there are a lot of colors, there are all carefully balanced on a panel-to-panel basis. He's careful to balance no more than three colors against each other in a given panel, but then he might use three completely different colors in the next pattern. The overall effect is kaleidoscopic, but broken down it looks quite intuitive. That cartoony and colorful nature of his work allows him to go big in terms of exaggerations and expressiveness without ever losing control over the page. The overall effect of the S.F. series is that of an extended lark in frothy genre fiction, but Smith's relentless attention to detail is what sets it apart from other such series. He's less concerned about the overall goal than he is in the flavor of the details that support the overarching plot. 

Monday, April 21, 2014

Catching Up With Ryan Cecil Smith

Ryan Cecil Smith is one of my favorite young artists to make extensive use of genre tropes in such a way that is true to the concept while subverting it for humorous results. There's also a certain restlessness about his work, as he's exploring different narrative and visual styles. He also clearly thinks long and hard about the worlds that he creates, using world-building as a way to explore different visual and linguistic tricks and tangents. Smith also has tried his hand at other types of comics, like sketchbook diaries, collaborations, and humor. Let's take a quick look at some of those other types of minis over the year before examining the jumbo third issue of his ambitious S.F. series, which was published by Koyama Press.

Howard or "Howie" is a funny little fourth wall experiment, as an increasingly belligerent, musclebound meathead. The narrator cautions the reader that even though Howie is just a creation of pen and ink, he's still trouble. That leads to the hilarious punchline of the book, one that takes advantage of it being on actual paper. It's a good gag, and Smith takes full advantage of the physical space on the page and the grotesque qualities of his steroidal subject. Weird Schmeird #1 is a flip-book he did with fellow Closed Caption Comics member Lane Milburn, using that particular phrase as the central meeting place for their flip book. Smith's portion is about a fantasy adventurer looking around his environment for glory, and he spends much of his time incredibly bored. Suddenly, he's pushed into absurd combat sequences that feel every bit as artificial as the other sequences in the story, finishing up various "levels". It's a silly story that finds Smith subverting the fundamentals of video game adventure tropes, just as Milburn subverts horror tropes in his side of the book.

Cold Heat Special #5 was done in collaboration with Frank Santoro (who did the layouts), as a supplement to Santoro's series with Ben Jones. While I've never been sure of exactly what's going on in the overall series, this mini is simple. A frail man and his daughter are living out in the woods in a society where food is scarce and there's danger around. She goes out in an effort to get food. She encounters a man who kills a dog to get food, and when she tries to do the same, she finds it doesn't work. There are a series of heartbreaking scenes when she gains genuine comfort from hugging a dog before she unsuccessfully tries to kill it. The minicomic is done in a 2 x 3 panel grid; what's clever about it is the way that Smith occasionally has the action from one panel bleed into the next, like one two-panel sequence where she's hugging the dog, or another two panel sequence where they man is using his knife to slash a dog's throat. It's a clever strategy, having action so powerful that it busts through the sequencing strength of a panel border.

Mostly Girls and Cafes is one of Smith's earlier comics, and it's exactly what it sounds like. On a trip to France in 2007, he kept a sketch diary of the places he saw, the people he met and the things he ate. The best pages are those where he gets to draw women who pose for him, like Courtney towards the end of his trip. You can see Smith's style begin to coalesce in this mini, with lots of big, chunky lines for some of his figures, alternating between realistic and cartoony drawing styles, varying line weights to create different effects, lots of hatching and use of blacks to create mood. It's also a nice snapshot of a young man who's on a European adventure and looking to meet interesting people and create connections, though there's a sense of caution running throughout the book as Smith is careful not to waste too much money. Mostly, one gets the sense of a young artist trying to experience and record as much as possible, and finding that balance difficult at times.

This brings us to Smith's most current work, the epic sci-fi homage/parody S.F. Modeled after the feel (rather than plot) of manga and anime tropes, this third issue of S.F. continues to follow the adventures of S.F. mascot Hupa, a young boy whose parents were randomly killed by the Seductress, leader of the Pirate Nation. S.F. is Smith's all-encompassing and telescoping series of abbreviations. At its root, it's unstated that it simply stands for "science fiction". In the story, it stands for Space Fleet Scientific Foundation Special Forces (or S.F.S.F.S.F.). There's a large and colorful cast of characters that include talking cats, intelligent birds and duck-billed men as well as more traditional "scientist-fighters". Getting to work big here suited the scope of Smith's ambitions, as the first part of the story is a giant space battle and cat-and-mouse game in an asteroid field. The second involves suspicion on the part of S.F. member Russell (the cat) regarding Hupa--is he a robot spy? They investigate the site of Hupa's parents death, as Hupa recovers some stationery and some mysterious gems wind up in the hands of the disguised Seductress. The third part of the book details the bumbling yet successful adventures of Agent Man, the lazy S.F. member who somehow lucks into defeating his enemies on a mission. As always, Smith leaves the issue on a cliffhanger, once again highlighting the secret importance of Hupa. The comic is a success in part because of Smith's kitchen-sink approach, which is part parody of wacky adventure manga but also an understanding that having no limits to the kind of cartooning he can bring to bear on his series only makes it more appealing. Smith alternates between highly detailed and clever space battles to using rubbery figures, absurd perspectives and a use of zip-a-tone and other effects to give each page depth and texture. That mix of larger-than-life reality on the page is a perfect match for the space/soap opera nature of the characters and their struggles, as well as the silly wordplay and slapstick humor Smith throws in. Even the craziest jokes and bigfoot gags fit together with more serious drawings if the narrator keeps a straight face throughout, and that's just with Smith does here.

Smith is continuing to make "supplementary files" (yet another SF) for S.F., the most recent being S.F. v P.N. It's an adventure story wherein the fleets of S.F. and the Pirate Nation battle each other, but it's also a clever constraint comic in that all dialogue and text in general is laid out in a pattern where words beginning with "s" and "f" are then followed by "v", "p" and "n".  Not every word begins with those letters, but there is a cycle where words beginning with those letters (and in that order) are used. What's remarkable about this little comic, is that this constraint is remarkably fluid and entirely consistent with the sort of dialogue used in Smith's other comics. He's not afraid to use florid language, nor is he afraid to use slang. As always, Smith's comics look like bizarre artifacts, managing to seem both old and new. The use of spot reds add both text and clever visual effects, taking the reader slightly out of the action, as though we were watching the events on a television screen somewhere. The extensive use of zip-a-tone effects heightens that feeling of artificiality, that these are images instead of real events. In all of his comics, Smith never wants the reader to forget that they are looking at drawings and wants them to think about the sheer beauty of lines and dots on paper while getting swept along with the story. That push and pull between his vivid imagination and acceptance of the artificiality of drawings qua drawings is at the heart of Smith's work, working in parallel to his love of genre and desire to turn it inside-out and see what makes it tick.

Monday, April 16, 2012

Sci-Fi Minis: Cardini, Smith, Costain



SF Supplementary Files #2, by Ryan Cecil Smith. Printed on Risograph (a reproduction process that uses ink and allows the easy use of color), these three minicomics (each of the three issues is #2a, 2b or 2c), find Smith once again veering away from the main narrative of his over-the-top sci-fi series to explore a particular character or indulge a particular interest. In this case, he adapts Matsumoto Leiji's Queen Emeraldas, a space pirate fantasy which is adapted faithfully in a number of respects. For example, the narrative reads from right to left, from the end of the book to the beginning. The comics themselves are bizarre artifacts that feel like they were made thirty years ago, the sort of thing one might find in an obscure corner of some dusty bookstore or comic shop. The story follows a pirate dropping a boy off on a world, only to discover that the world is a fake and the boy has been captured by a fiendish mastermind. Issue C in particular is one crazy image after another on a different one-tone color sheet. The colors feel "wrong" in the best way, as they jar the reader on page after page as the action gets more and more intense. I'm guessing that Smith chose to re-do this story because it fit into his ultimate storytelling goals for SF, but also because there are so many great things to draw: the scars on Emeralda's face, the sleek design of her spacecraft, the scenes underwater, etc. While the story is ultimately fairly conventional, Smith's design continues to be the main draw, along with his impeccable sense of pacing.


Entropy #7, by Aaron Costain. Costain sent me just the seventh issue of an ongoing series, but it's an intriguing one. There are two different storylines. One involves a man's car breaking down on the side of a road in a heavily forested area. He walks with his infant son on a bridge that crosses a river until he is accosted by a dog and falls off the bridge. In the book's key sequence, we see the man tumble off the bridge in a series of five vertical, rectangular column panels, and underneath them, we see the baby tossed to and fro until he loses consciousness. On the next page, we see a humanoid figure impaled upon a huge spike for an indeterminate but obviously long period of time in a series of five vertical, rectangular columns. Beneath those columns are smaller square panels that go from all black (unconsciousness) to a close-up of the inert humanoid form being buffeted by the seasons. The creature, as we learn, is a golem, and an angel appears and gets him off the spike. He carries him much like the father carried the baby for much of the issue, cleans him up, and revives him. The golem's obvious question as the issue ends is "Papa?". I'm not sure if the connections between the two storylines were more obvious in the earlier issues of the series, but Costain cleverly uses a number of visual tricks to keep the reader interested in what is essentially a bunch of walking around. For example, the angel is first seen as a burst of energy defined by blank space in the shape of a man, and then inverts the energy to become a sort of man-shaped vibration. Simply looking at the angel performing mundane tasks is interesting because of the way it sticks out in every panel. I don't have much else to say about this comic in terms of narrative, other than that Costain likes to take his time and make the reader think about the physical reality of both mundane and highly strange activities.


Vortex #1, by William Cardini. I've enjoyed Cardini's development as an artist and the refinement of his heavily Mat Brinkman-influenced style. Cardini works big in this sci-fi/fantasy battle comic, but more interestingly, he uses a deliberately artificial-looking style of line. You can see the dots and pixels on the page, giving the whole thing a cold and digital quality that is trying to separate the reader from Brinkman's warm, organic and oozing imagery. That slight distance and primitiveness of the line quality (as opposed to the drawings themselves) adds a certain extra comical layer to a story that involves a wizard quite graphically and viscerally biting off the arm of a monster. The whole thing has a light-hearted feel, much like the rest of Cardini's work, odd as it may appear on the surface. Working bigger certainly suits him, and I enjoyed looking at the images as images.

Wednesday, June 15, 2011

Humor & Adventure: Jackson, Smith, Michel

This batch of minis is humor oriented, by way of superhero/action, horror and sci-fi tropes.


Monkey Squad One Annual #1, by Doug Michel. This comic is an odd duck. It's equal parts Marvel comics homage and kid's adventure, as though the artist was making up stories for his own children or nephews. Even the "annual" concept is straight out of superhero comics, with a number of shorter stories, behind-the-scenes reveals, schematics, Marvel Universe Handbook-style bios, etc. Michel adds weight to the silliness of a book featuring a bunch of young kids as superspy/assassins with sheer density. While he has a simple and cartoony style, he packs every panel with details, eye-pops, hatching, stippling and greys. The balance works, as every page is a breeze to read but fun to look at. There's also a good balance between the action tropes, the depiction of how kids interact and overt parody and winks at genre conventions (there's a villain named "Seven Bricks of Fury" and then a critique by some characters about that name). This is less a fusion comic than a funny superhero adventure; as such, its main appeal will be to those who grew up reading X-Men and have especially fond memories of the interstitial scenes, where the characters bickered in an affectionate, familial manner.


The Gods Must Be Bastards, by Rob Jackson. The latest bit of lunacy from the U.K.'s Jackson may well be his best comic. At 56 pages, it's one of his most sustained narrative efforts. Jackson has really found his niche working within fantasy-as-farce as his genre of choice, playing ridiculous situations completely straight (as opposed to winking to the reader when making a joke, as Michel does). This story concerns a world where a group of scientists must work in secret lest they draw the wrath of the gods and their human servants. Through a convoluted series of events, the scientists travel to what is reputed to be the gods' home, Atlantis, with a sympathetic navy captain and a group of marines. Jackson creates genuine suspense and mystery as he slowly reveals details about this world and its gods and whether or not they actually exist. When he pulls the big reveal, he pulls the rug out from under the reader several times: when the gods are revealed to be the kind of petty, vindictive yobbos that Greek myth makes us familiar with; when the captain acts in an unexpected fashion; and when the true function of the gods is revealed.


Jackson's line is still crude, but he's found ways to really make this work for him. The way he varies his page composition as well as line thickness led to some genuinely attractive art. As always, his character design is hilarious, especially the images of the gods and the bonus "character sheets" he included at the end of the story. Characters like Bolto, god of lightning, required a special kind of inspired silliness. What makes the comic work so well is the way Jackson flips between total weirdness and the driest of deadpan humor. It's a sort of low-fi fusion comic, given his modest draftsmanship skills, but fusion nonetheless. Jackson's point of view and sense of the absurd always takes center stage no matter what kind of story he writes, but he always makes it a point to stay as true to his genre of choice as possible in all other respects. I hope he continues to grow yet more ambitious in his storytelling choices.



SF #1 and SF Supplement #1 by Ryan Cecil Smith. Smith is firmly in the Fusion camp, though he comes at it from a different angle than most cartoonists. Currently living in Japan, Smith filters all of his comics through a Japanese genre lens. His previous effort, Two Eyes Of The Beautiful, was a hilarious and genuinely creepy take on Japanese horror comics. SF is a manic, sprawling and frequently ludicrous attempt at epic science fiction. Smith's character design is delightfully exaggerated, with the leader of the group SF, Ace, sporting a bouffant as tall as his entire body and assorted aliens looking like a cross between manga characters and Vaughn Bode designs. There's a perfectly modulated stilted seriousness to the dialogue that brings to mind sci-fi stories of the past as well as translated manga & anime (I got a Star Blazers/Space Cruiser Yamato vibe from the story, but I'm sure there are other influences in there as well).


The story follows a young orphan whose parents were killed by terrorists who is then adopted by Ace and the S.F.S.F.S.F.--Space Fleet Scientific Foundation Special Forces. That group features anthropomorphic ducks and cats, Aladdin, a kick-ass aerobics instructor, etc. Smith is equally at ease with small, character-based moments and big (if ridiculous) action setpieces--like a scene where Ace is disguised as an anthropomorphic rhinoceros in an effort to bypass security. This comic has a weird timelessness to it that I think is intentional; extensive use of effects like zip-a-tone give it a retro feel, as though this was some kind of lost artifact that's just surfaced. Smith doesn't make this explicit, but it's clear that he's working his way through all sorts of sci-fi adventure tropes, from the overtly intellectual adventurers of Asimov's Foundation series to bits of Total Recall along with the aforementioned manga/anime influence. There's an impressive level of detail here, as the SF Supplemental File reveals. A character who essentially had one line in the first issue of SF, Smith whipped up an extensive backstory for him and how he came to join the S.F.S.F.S.F. Smith here has whipped up a series that's a perfect match of style and content, from the "secret file" envelopes the comics come in to the gleeful silliness of the character design to the minutely planned story & character details.