Showing posts with label Jordie Bellaire. Show all posts
Showing posts with label Jordie Bellaire. Show all posts

Wednesday, 13 July 2016

Deep Sequencing: Nick Falling

Or a look at action construction in Civil War II: Choosing Sides: Nick Fury pt. 1
by Declan Shavley, Jordie Bellaire, and Clayton Cowles; Marvel Comics





A thing I am always curious about is how much of a particular comics storytelling approach is driven by the writer in their script and how much are choices made by the illustrator. It clearly differs from creator to creator and from project to project, but it's always fun to see artists I admire write and draw comics. So when I heard Declan Shavley was writing and illustrating a comic in the Civil War II: Choosing Sides anthology I picked the comic up despite not caring at all about Civil War II, being generally opposed to tie-ins on principle, and having very little interest in the other stories (although the one with demon excavator was pleasant enough if very, very silly.) And it's a pretty well executed comic with some flashy storytelling that I'd like to pick apart.

There will be *SPOILERS* below.







I really like how this fall sequence is constructed. The story of the scene is quite straightforward: Agent Fury jumps out of a flying transport taking an adversary with him, falls and lands on top of the adversary thus dispatching them. That said, the execution here, despite it's apparent simplicity involves many smart underlying choices. The first panel has the falling action start right from the top-left corner of the page, bringing the reader right into the fall. This maximizes the distance the fall can travel through the page and also gets the readers attention immediately. The action plays out along a very clear reading path that guides the readers eye cleanly down the fall, through the impact and into the dead adversary before following the motion of Fury crawling for his gun. This eye tracking is key to making the fall read and feel quick and kinetic. Another important aspect of the fall is how space is allotted. The distance between the first two images, the start of the fall and the first impact, is substantially larger than the distance between the second and final images. Since the reader is tracking through this sequence with a clean, quick pace this means that the final two images create the feeling of an abrupt stop. Put all together this creates a kinetic fall ending in a jarring, impactful stop. 





Another important aspect of this fall is a sense of height and the use of the blank background. I would argue that the first panel here has two key pieces of information to convey: that a fall is occurring and that it is from a significant height. The image of the fall satisfies this first storytelling requirement, and the huge white space satisfies the second. A large white space on the page feels very large, and having a large white space under the falling figures tells the reader the fall is happening from a great height. Including a background adds visual information that distracts from just conveying the idea of height. It's unnecessary visual noise that doesn't scream "there is a large space here" as clearly or dramatically as white space. So omitting the background, then, increases the efficiency and effectiveness of the storytelling in this panel. 





I also quite like this sequence here and how it uses horizontal space to create a visually interesting gun battle. Again the secret to making this page work is providing cues to push and pull the reader through the storyspace in the best possible way. The reader enters the page somewhere in the top-left and is drawn to the first speech bubble right at the top of the page. This sets the first panel up as a vertical storyspace where the reader has to look down, in the motion of the repellers, to take in Fury and the lower speech caption. This sells the feeling of the adversaries dropping into the panel and also conveys that the vertical direction is important for the following sequence. This is enhanced by the way the platform in the first panel hangs over the following panels, which really cements that this conflict is happening suspended on the side of a cliff. The reader then moves into the next panel in a right-to-left carriage return where they encounter Fury, highlighted by the colour and his active pose, and then follow the direction of his kick across the panel to the guy knocked off the platform.  This lends the kick a visceral sense of motion. The reader naturally wants to follow the arc of the kicked guy down, so they move into the third panel on the right side and immediately see a new adversary getting his head shot off. They move back to the left, see Fury whose arms create a guide line to steer the reader to the text box where they will notice the goons on the left. The reader moves down into the next panel, and if they are like me, they are immediately attracted to the speech balloon and the big black shape of Fury. The reader then moves left along the blast of the sonic-gun-thing and sees the two adversaries get blasted. The final panel is a simple left-to-right, but one where the colouring of Fury makes him the central, primary figure as he shoots the adversaries. It's a great, easy reading sequence that really constructs evocative, kinetic action.




While we are talking about great gun battle sequences that utilize horizontal story space well, this sequence from Scarlet Witch #7 by James Robinson, Annie Wu, Muntsa Vicente, and Cory Petit, is also pretty great. This sequence does take advantage of eye guiding, in part by using shapes and actions like the above sequence, but it also relies heavily on sound effects to manage where readers look. The reader enters the page in the usual place where they immediately have the character, the Wu, positioned such that their arms pull the reader across the page towards the shot up goons. The yellow KRAK sound effects help pull the reader this way, and critically to this sequence, they work to keep the reader focused on the right side of the page as they move into the second panel. This is important because it deemphasizes the goon sneaking around the dumpster in the second panel so that the reader notices them peripherally. This makes the final panel where, with a THUNK to draw attention, the Wu belts the goon in the face surprising and impactful. (It's also great how this breaks the border of the panel for extra pain points.) The reader then moves along the outstretched arms of the Wu to the next KRAK and into the next page. It's another great gun battle that feels dynamic because of how it manages the readers focus.

Previously:

Injection Volume 1
Moon Knight #5
Moon Knight #2

Hawkeye #16
Scarlet Witch #2

Wednesday, 6 July 2016

Pondering About Pretty Deadly #10

Or a look at contrast and story fulcrums
by Kelly Sue DeConnick, Emma Rios, Jordie Bellaire, and Clayton Cowles; Image Comics



Pretty Deadly continues to be one of my very favourite comics both as a reader and a comics wonk. It is perplexing, challenging, and virtuosic. With the issue #10 the second chapter closes on an appropriately spectacular note. The fulcrum of the issue in particular I think is a really amazing feat of comics, and I really want to take a closer look at it. It's inherently spoilery though. 

This post will contain *SPOILERS* for Pretty Deadly #10





To me this is the fulcrum of the comic, the turning point between an unwinnable conflict and the epic conclusion of the comic. It is also a wonderfully constructed moment that brings nearly every component of the comic together to create a tipping point, a honed moment of contrast that the story teeters on before crashing into resolution. And I think the way the contrast here is constructed and used is really interesting. 






The first page of the spread is a sequence of action and fire and blood. The page shows the armed combat between War and Ginny in a swirling open storyspace. The page flows along sweeping slashes of red capes and carnage and blood that trail across the page and drag the readers eyes through the violence quickly and precisely. It is idealized motion and a very quick page to experience. It is also a page of reds and hot smouldering greys, a page of fiery, passionate colours. It is a fantastic page that encapsulates everything I love about the portrayal of action in Pretty Deadly.




The next page is almost the perfect opposite: it is still, and structured, and cool. The page shows Cyrus, the would be Reaper of Courage, taming the Reaper of Fear. The page is broken up into eight discrete panel-areas, including inset panels which provide structure to the page and slow the progression of the reader and expand the sense of time. It creates stillness. The way the clouds and mist hang in the air, enhances that sense of stillness, since they could only linger like this in the absence of motion. And the colour palette is calming too, blue-grey and icy. It is artful, and beautiful and haunting. 





The way these two pages come together and interact though, is what is truly special. The fiery motion of the left page stands in distinct contrast to the cool, still page on the right. This puts both pages into sharp relief: the violence is brighter and the peace calmer for having the two moments in juxtaposition. It sets both pages as distinct and powerful, especially the right page since it is such a complete visual and structural departure from what's preceded it in the issue. It feels like a turning point built of opposites. At the same time, the pages feel balanced to me, as though even if they are opposite, they are somehow equal. That the combat and motion on the left are as important, as valid as the calm, and stillness of the right page. Which for me, signifies that an act of bravery, that calmly facing ones fear is just as strong, as powerful as actively fighting. To me, it's as if the two pages are balanced on a kind of narrative scale, and it's tipping this scale that is the climax of the comic. Which, to balance a story on such a keen edge, narratively and artistically, is a tremendous feat of story construction. 

Pretty Deadly continues to be remarkable comics. 

Previously:



Wednesday, 29 June 2016

Waxing Philosophical: On Colourists

Or an economic argument for giving credit to colourists (circa 2014)
Colourists are an integral part of comics. When colouring is done well, colouring works with the pencils and inks to enhance the artwork and contribute to the final look of a comic. When done exceptionally well colouring can add a sense of style or mood or atmosphere that can be a major storytelling component of the comic. Colouring can do things, add effects, that other components of comics can't. Colouring matters.

As such Colourists should absolutely be credited creators on every title. Their contribution to the final product is just to obvious and important to not give them the credit they deserve. It is absolutely the right thing to do.

Sadly, we live in a world where morals often take a back seat to money and where many of the comics being published are made by corporations. Corporations, being economic group-entities that exist solely to create profit, are amoral sociopaths that, regardless of the good intentions of the people who work for them, only really care about what will make them money. But the thing is, I've done some maths, and I think there is economic value in crediting Colourists even for the largest most profit-focused publishing companies.

Now, some readers are going to read Batman regardless of which creators get assigned to the title. But another group of readers care about the creators working on titles. Like, I know that a book written by Matt Fraction or Kelly Sue DeConnick are probably going to be books I enjoy or that a book drawn by David Aja or Jamie McKelvie is going to look amazing regardless of who is writing the scripts. Having these creators on titles, on the cover of titles, and advertised in press releases makes me more likely to pick up a title. From a corporate perspective, involving and advertising these creators is money well spent. 

Even for less well known creators, the way writers and artists are advertised pays dividends. I learned that Ales Kot is a hell of a writer or that David Lopez is fantastic at making his characters just burst with life. I am now more likely to try comics by either of these creators after learning how talented they are. It is, essentially, an investment in the future.

So I thought to myself it would be interesting to actually do the maths on who colours my comics. To that end I went through all of the comics I've talked about so far in 2014 and plotted the colourists for my mainstream and creator-ownederish comics of the year. For the sake of focus, I just left out any black and white comics I read this year.




When I do this I get the above graphs for Mainstream comics (Left) and Creator-ownederish comics (Right). The black regions are comics that are coloured by the same artist doing the pencils. They are already credited and also usually work on one (or maybe a couple) comics at a time. The grey region are colourists who work on only a single title I am reading right now and whose names were largely unfamiliar to me when I started this process; they do not yet have a track record with me that I would actively read a comic because of their participation. The green region represents creators who I'm only reading one book by presently, but who have a track record with me personally such that their participation on a comic would make me more likely to try it. The other coloured regions are colourists who colour multiple books I am currently reading: Matt Wilson (Blue), Jordie Bellaire (Orange), Lee Loughridge (Red), Betty Breitwieser (Purple), Chris Chuckry (Dark Blue), and Dave Stewart (Dark Blue). To kind of put things in perspective the graph on the left has a total of 18 titles and the graph on the right has a total of 37 titles. 



If I stick everything together on a single graph you get this. Aren't graphs fun! But for reals, look at how unevenly distributed the Colourists I read are. 6 Colourists work on about 1/3 of the comics I read this year and 2 of them account for more than 20% of them. Add in the colourists who are also creators I actively seek out and nearly half the comics I read are by Colourists who I actively seek out. And these numbers are even higher if you don't count comics coloured by pencilling artists. 

At this point, and the maths back this up, I am actively seeking out series by my favourite colourists.  For me, certain Colourists have such a track record for doing great work and for working on quality, exciting projects that they are serious draws for me as a reader. When I first tried that fantastic comic Zero, written by Ales Kot and drawn by a series of talented artists, it was the presence of Jordie Bellaire as series colourist that put it over the edge for me and convinced me to actually try the comic. I tried Nu52 Wonder Woman largely because the addition of Matt Wilson meant it was worth a longer look. (Modern edit: I literally tried Vision only because Bellaire was the colourist, and was delighted to find one of my favourite new comics.)  Having a high profile colourists attached to a project is a great way to get me interested in it.

And here is another reality: Colourists can work on more titles than other creators. Generally speaking, a penciller will work on one comic title at a time, while a writer might work on something like four titles at a time. Which means that if I am following these types of creators, that's what, at most four titles per creator. Colourists, by the nature of their work, tend to work on more comics at once, which means that if I am following a colourist, that is maybe up to 6 to 10 titles I'd be interested in trying at a time. This number is even larger when you factor in their past body of work. By raising the profile of Colourists and actively advertising their presence on books, there is a whole other angle to try and attract creator centric readers. 

And really, advertising and obviously crediting and advertising Colourists doesn't substantially change the cost of a comic. Colourists have already been paid, whether by a page rate or by a share of ownership in the project. They are a very real draw for some readers, and like writers and pencillers are value invested in the price of a comic. To not leverage this value by crediting and advertising the presence of a top talent colourist is not capitalizing on money spent making a comic. To not advertise and help build the profile of lesser known Colourists is to not invest in the future value of the Colourist. There is money to be made here!

And you know, it's also totally the right thing to do.

Wednesday, 22 June 2016

Deep Sequencing: Nameless and Speachless

Or a look at deliberate pause panels in The Nameless City
by Faith Erin Hicks and Jordie Bellaire; First Second Publishing



I recently listened to an interview podcast featuring Faith Erin Hicks talking about The Nameless City. (The Podcast was "Off Panel" and it's my favourite comics interview podcast right now.) While on this podcast Hicks remarked that she has "pages and pages of characters staring at each other", and that with her comics "you get about 50 pages of plot and 150 pages of people staring at each other." This is clearly an exaggeration, but I thought this was an interesting statement worth taking a look at. 

Upon an exhaustive review of The Nameless City the comic contains 1146 story panels and about 156 are what I would call "stare" panels (give or take a few). Which means that about 13% of comic panels in The Nameless City is devoted to "staring". Which isn't an insignificant amount of storytelling space, which makes me think this is a deliberate and important choice. And taking a look at it, it's pretty clear that Hicks is using these panels to shape storytelling and I think, to provide key characterization information to the reader. 

There may be *SPOILERS* for The Nameless City below.




The first, and I think most obvious role of the "stare" panels in The Nameless City is that it stretches moments. In comics panels are, among other things, units of time: each sequential panel marks a potential storytelling moment. The more panels a given action or situation is allotted, the longer that moment takes to read and the longer the moment feels to the reader. Straight forward, right? The inclusion of the "stare" panels can, and often does, function to add an extra moment to a given situation which can increase the perceived significance of the moment. Because in a comic, space is time is money and effort. It can also alter the flow of the story in significant ways. Like in the top situation the inclusion of the middle "stare" panel provides that awkward, queasy moment of silence and inaction that lends the declaration of cowardice some actual weight. Or, in the second selection, the inclusion of the middle "stare" panel creates an awkward pause that stretches the moment providing character information (the father and son don't really know each other) but also creates this great, awkward comedic beat. In both these cases removing the "stare" panel changes the pacing in a way that hurts the storytelling of the story.





Another important role of the "stare" panels is to inject emotion directly into the comic. The term "stare" panel is something of a misnomer, since the majority of them involve some pretty delightfully extreme emoting. Characters frown, or smirk, grimace, smile, horror, and make very nuanced, very particular expressions in these panels. These panels serve to blare emotions at the reader like in the above selection where Kai, the guy, is sending us WORRY/HORROR!. This gives us his emotional state of mind and sets the reader with the expectation that what Rat, the young woman, is doing is bad and a big deal. Other story media have the tenor of the actors voice or sound/music design to drive emotional context, and I think these emotive "stare" panels serve that same purpose in The Nameless City.





Beyond just being good storytelling, I think these "stare" panels do a lot to inform the reader about the characters of Kai and Rat. Specifically, I think the way these panels function as a pacing tool is important for Kai. Kai is a newcomer in a strange city who is inexperienced and a bit trepidatious about his new surroundings. He is also a thoughtful guy who seems to care about the consequences of his actions. What "stare" panels of him do is create these story pauses where we get to see Kai think. This means that when he is confronted with something new, rather than instinctually reacting to it, he stops and "stares" while he deliberates what to do next. Therefore the reader gets to experience the process of being Kai as he navigates his new home. This is the comic using a pacing tool to constantly demonstrate a fundamental aspect of one of the characters. Which is pretty cool.

(It's also maybe significant that the number of "stare"panels decreases sharply when Kai "does the thing" near the climax of the story. Resolution through layout.)



 

The "stare" panels are also really important for the character of Rat. In this case, I think the emoting aspect of these panels is super important for my conception of the character. Rat comports herself as a tough, streetwise person who is somewhat blasé about the feelings of others. But I get the sense that a lot of this is an act, a persona she puts on, and I get this sense largely from the emoting "stare" panels. These panels give this unguarded look at Rat as she reacts to hurting Kai's feelings, or having her prejudices confronted, or spotting a friend. It shows readers that despite the Rats tough persona, she does in fact care about those around her. Which means that my conception of Rat as a character is born out of the tension between what the character says about herself and how she emotes when no one but the reader is looking. Which is an extremely nuanced piece of storytelling that is achieved by "stare" panels.

Which is all, I think, a case for why "stare" panels comprise 13% of the comic panels.

Wednesday, 27 April 2016

Monitoring Moon Knight #1

Or a look at the use of style to convey narrative in Moon Knight #1 
by Jeff Lemire, Greg Smallwood, Jordie Bellaire, and Cory Petit; Marvel Comics


Moon Knight #1 is the kind of comic I usually steer clear of. It's a relaunch of a series that has just been relaunched several times. I fairly recently read an iteration of the series that I *really* enjoyed as a cohesive, complete experience. I don't really have strong feelings about Moon Knight as a character, and since reading a little Cerebus I'm having some trouble taking him seriously ("Unorthodox Economic Vengeance!"). And yet... Jordie Bellaire only seems to work on good comics, Jeff Lemire has created several comics I enjoy, and Greg Smallwood's artwork is immediately, obvious good. So it's really on the strength of the creative team that I even tried this comic. And I am pretty glad that I did.

Moon Knight #1 is also the kind of comic I love to write about: it is a very accomplished comic that uses a number of stylistic elements to convey narrative information and create an immersive reading experience. Which I'll try and unpack below.

There will of course be *SPOILERS*.



One of the choices I really like about Moon Knight #1 is the use of very wide white gutter spaces. This choice gives the entire comic a soft, almost hazy feeling. This effect is apparent throughout the issue, but is particularly obvious in certain pages which actively use the white space to show Spectre slipping in and out of consciousness, whiting out in what feels like a slow and muzzy way. Overall, I suggest the passive and active use of white margins works to create a sense of floating, semi-conciousness that really adds to the ambiguity of the comic and sense that the narratoring perspective may be unreliable. It's great stuff.





Another of the stylistic choices in Moon Knight #1 that I find so effective is the dual colouring styles used in the issue. The comic opens on a pair of pages of Marc Spectre exploring an Ancient Egyptian temple as part of a hallucination/vision. This sequence features a grainy, sketchy colour palette that uses 'painted' highlights and specks of pigment to create a decidedly artificed world.  By which I mean, the stylistic choices of this opening sequence manages to look like something created by an artist (a fictional environment) but also extremely granular and high resolution (a hyper-realistic environment). The more mundane elements of the comic which tell the story of Marc Spectre committed to some sort of mental hospital feature flat colours and a much more conventional comics look. This creates an immediate codified demarcation between the fantastical world of the comic and the mundane world.




Part of what makes this colouring choice so powerful in the comic is how it works to collide the supernatural/insane elements of the comic with the mundane. When Spectre becomes Moon Knight or hears the voice of his god Kohnshu elements of the scratchy, granular colouring creep into the comic, creating an emotional contrast between these elements. This also creates a palpable sense of dread/power in the supernatural elements: they feature distinct colouring so *something* must be happening, maybe Spectre isn't insane...




And then there are the pages where the divisions break down and the flat colouring of the mundane world and the gritty, sketchy aesthetic of the supernatural collide. Where Moon Knight is free to attack the nurse/jackals that have been imprisoning and seemingly abusing him throughout the comic. This is depicted wonderfully in a flurry of small, circular panels that chaotically capture individual moments of violence. It's a page out-of-control and unhinged, and manages to capture a maniac fury in a clear and visually interesting way. Collectively, it's a great choice that I think manages to establish this incarnation of Moon Knight as dangerous and which implies that there is potentially an element of supernatural power about the possibly insane man.




I think this double-page spread is my favourite use of the supernatural/mundane colouring. The page depicts New York apparently mixed up with some sort of Ancient Egyptian-inspired hellscape. While I can spot elements of paint splatter and sketchy colours, these elements are subdued compared to panels and sequences that are more clearly entrenched in either Spectre's mind or the possibly hallucinated. Instead this page features mostly the more flat colouring of the mundane elements of the comic, despite the impossible thing being depicted. The white margins also fall away for the first time in the comic, making the page feel bigger, sharper, and more real. This creates this wonderful moment of ambiguity: is this all a hallucination of Spetre's? Could this really be happening? The colouring, which has been used to codify this, is unclear. And so by establishing, utilizing, and then subverting the colour conventions of the comic, Moon Knight #1 manages to call into question what in the comic is even really happening. Which is great.

I read Moon Knight #1 because of the creative team, but will read #2 on the strength of the execution of the first issue.

Previously:

Wednesday, 16 March 2016

Viewing Vision #5

Or an attempt to articulate what it is exactly I find so engaging about Vision #5
by Tom King, Gabriel Walta, Jordie Bellaire, and Clayton Cowles; Marvel Comics


The Vision is the most pleasant surprise in my current comic rotation. When I first tried the comic, King and Walta were largely unknown creators for me and the Vision is a character that I had zero real interest or affinity for. Honestly, the only reason I even picked up Vision #1 was that Jordie Bellaire was the colourist: she has such a track record of excellence and for participating in great comics that her name on a comic warrants a look. And once again, the Bellaire-gambit was worth it: Vision is a really, really engrossing comic.

But with Vision #6, I think I might be able to explain why.

There will be *SPOILERS* for Vision #6 below.


The Vision is also a comic that I have been having trouble articulating just what it is that makes it so compelling. At the end of the day, I think the Vision is a comic hat benefits from a lot of subtle aspects working together to create a remarkable reading experience. The story that places a family of androids in suburban America and contends with prejudice manages to be timeless and somehow extremely pertinent. Structured scripts set up a point, (like the Merchants of Venice narration in Vision #6) and gradually unfold and payoff a lesson creating a series of quasi-parables. The grinding, deliberate pace of the story and the use of an omniscient narrator grants the comic an overall relentless, ominous feeling. Fleeting moments of happiness burst in to provide key moments of contrast. The not-quite-human designed Vision family, with their uncanny value pink skin and green hair, manage to look sympathetic and alien at once. Their slightly stilted speech and their slightly stiff body language and acting makes them seem even more robotic and inhuman. Combined it's a disquieting read that is absolutely engrossing.



Vision #6 also provides a really great example of what I think is my favourite aspect of the comic There is a wonderfully written sequence in Vision #6 that systematically builds up his exploits as a hero, noting every time he personally saved the Earth, so that when he tells a very human, very understandable lie, the comic can deploy a wonderfully dramatic and visceral bit of judgement and foreshadowing. Throughout this sequence are references to Vision saving the Earth from robotic menaces: the sentinels, Jocasta, and Ultron over and over again. Of the 37 times Vision claims to have saved the world, 9 of those times were related to thinking machines and 7 of them were Ultron. This choice reminds us just how dangerous AI's are in the Marvel Universe. What's more, Vision himself was created by Ultron and is closely related to Jocasta (another Ultron creation), which highlights that Vision's very own nature is dangerous, that the Vision family is dangerous. And this is, I think, the awful engine of Vision: that as sympathetic as the Vision family is they are fundamentally inhuman and legitimately dangerous. They are not a misunderstood minority, they are superpowered androids that can do tremendous damage and exist outside the rules of human behaviour. Which creates this exquisite story tension: Vision is caught between a parable about coexistence and a horror story about the dangers of AI, it's a story about empathy where the bigots are not entirely wrong to be afraid. And it's this uncomfortable fact that I find so ghastly and compelling. 

Vision is really a fantastic comic book.

Wednesday, 24 February 2016

Deep Sequencing: Injection Volume 1

Or a look at my favourite storytelling in Injection Volume 1
by Warren Ellis, Declan Shavley, Jordie Bellaire, and Fonograficks; Image Comics



I really like Injection. Unfortunately, I read the first trade for the series shortly before my life became the most busy and the update schedule of Atoll Comics was greatly reduced. Which means I've never sat down and written about some of the really cool comics going on here. Well today this changes! Today I write about some of what I like about Injection!

There will be *SPOILERS* below.


 

 





 

I love the storytelling in Injection. I picked this action sequence because I think it's a good example of the masterful compositions of the comic and because it's rad as hell. The engine of this composition is how it interacts with the reader eye to provide an impactful and seamless reading experience. 

Page 1: The sequence opens dramatically, with very little context, and a character flying against the natural reading direction. This disorients the reader, creates a dramatic moment, and sets the tone for a totally rad fight scene. This is followed by three panels that essentially carry through a single motion of the Big Thug smashing Simeon, the agent-type-guy, into the ceiling. The long clear motion arc imparts speed and, by crossing panel boundaries, creates a sense of momentum that increases the perceived force of the motion. To continue the sense of disorientation, the panels depicting the ceiling-slam also have an unfixed frame of reference that result in unorthodox perspectives that build up the chaotic sense of the fight. It's dramatic and wild and yet still clear and eminently readable.

Page 2: The next page takes smooth, guided tangents that impart a breathless speed and sets the stage for the kitchen brawl. It provides context for the scene change, reads quickly, and provides a quiet moment of contrast for the more violent moments in the sequence. 

Page 3: The magic of this page is the skillet swing perpetrated by the Big Thug. The motion of the swing begins in the top right corner of the page and carries through the entire page, in a single clear arc. This provides the swing with a tremendous amount of speed, momentum, and force. It's simple, but the effect is absolutely perfect: the impact of the pan striking Simeon feels significant and painful. If I were going to compile a collection of example pages everyone should look at, this would certainly make the cut. 

Page 4: The next page combines the same elements again to make for another dramatic page. The top panel has two opposing motions that meet in the other: a vector along the arm of Big Thug along the reading direction which slams into the arc of the knife. It's impactful and gets the reader set to swoop through the multiple panel stab, which transitions smoothly along a tangent to Simeon's cocked-back arm, which then slams down along the reading path into the bottom panel and the page turn...

Page 5: ... which after the turn transitions right into Big Thug's face exploding as Simeon fires his weapon. An event that again acts against the predominant reading direction to enhance surprise, impact, and the visceral horror of the moment. It's great evocative comics.

Which, when taken together is one of the most compelling action sequences I've read in a comic lately.


 



Another thing that I really liked about Injection was how colouring and shading were used to distinguish between contemporary story sections and flashbacks. Flashbacks in the comic have a soft, bright look that creates sunny, optimistic world. This aesthetic is achieved in part through the use of slightly desaturated harmonious colours, adjacent colours on a colour wheel which blend together to create a mellow unified vision. The modern, post-Injection world of the comic has a much grittier, more granular palette. Colours are bolder and more varied on the page, particularly heavy, sketchy shadows are deployed, and everything is generally darker. It's an aesthetic that feels heavier and somehow more real. When contrasted, these two approaches quietly establish a clear demarcation between the past and present in the comic and build a distinct emotional contrast between the naive and optimistic characters planning to change the future and the haunted and more complex reality of the post-injection world. Great stuff.