Showing posts with label Top-Ten. Show all posts
Showing posts with label Top-Ten. Show all posts

Wednesday, 3 August 2016

Deep Sequencing: Spider Bastards

Or a look at the use of girds in Spider-Woman #9 and Southern Bastards Vol. 3
by Dennis Hopeless, Javier Rodriguez, Alvaro Lopez, and Travis Lanham; as well as Jason Aaron, Jason Latour, Chris Brunner, and Jared K Fletcher, respectively.



One of the most basic units in comics storytelling is a grid: a regular collection of panels put into rows. It is sequential art distilled down to its essence, a series of sequential pictures that depict a story through time. Regular girds can be pretty interesting because of how they create a rigid, confining story space. But these comics, Spider-Woman and Southern Bastards both use artwork that use and subvert panel grids to create interesting and innovative comics. And I'd like to explore some cool examples.

There will be *SPOILERS* below for Spider-Woman #9 and Southern Bastards Vol. 3





This page incorporates a grid and uses it in some very interesting ways. The foundation of this page is a six panel grid depicting a single image of a man on his knees being menaced. Because the six panel grid is here, the comic can violate the grid to generate extra emphasis. The first panel of the page, where the man is struck in the face with a gun butt, takes advantage of this and usurps the first panel in the gird, is RED!, and is enlarged so it overlaps the gutters. This makes the panel explode off the page in a burst of violence. Then the reader moves into the six panel grid with its single large image. This is important because it stretches the moment, making the main image feel like it takes six-comic-time units instead of one. The gridification of this image is also important because it splits the central of the page into a top and lower half. This means that when the reader encounters the text and character in the heart of the page, the kneeling man is constrained in the bottom middle panel below the horizontal divide. This makes him feel trapped, powerless, and cowed. It's a really smart use of the constricting aspects of a grid. Finally the final read panel, the red panel in the centre right, is jammed over the gird in a way that breaks the pattern. This makes this panel feel unexpected, impactful, and cruel as the depicted gut shot. This is a fantastic page. 




I'm also pretty impressed how this page uses its grid elements. While this page is not as strictly a regular panel grid, it does have four grid like panels in the bottom left corner. Here a henchman, partially responsible for beating the kid in the bed into a comma is trying to talk out his guilt. What I love here is how as the guy talks and talks and talks and trails off into inanity the lowest panels of the grid get cut off by the bottom of the page. It's the panels trailing off visually as the character trails off in the story. Which is great stuff.






 



This page here also uses a grid in a spectacularly complicated way. Superficially this page is a regular twenty panel grid, where the story is played out in a linear, simple way. But this page is anything but simple or linear! Instead this page is more like a series of interlocking linear comic strips that are layered onto a grid to weave together three interlocking narratives. The top row of panels show Spider-Woman kicking a Wendigo out of a window. This top row carries around the corner and down the page showing a comic strip of the Wendigo falling, startling a Mountie, and fleeing into the beautiful Canadian wilderness. Meanwhile the first panel in the top row also leads smoothly into the second row of panels which present a slightly out of kilter replay of the top row of panels with a narrative focus on Spider-Woman. This creates a sense of chaos and flurry of activity over these first few moments, but also helps split the Wendigo and Spider-Woman narratives. Much of the third row of panels focuses on Spider-Woman seeing the Wendigo escape. The left corner of the page subverts the grid, and has two overlaid panels that show the startled Mountie and skier as Spider-Woman appears and steels their weapon and skis. Put all together the page shows a chaotic fight, the Wendigo escape, Spider-Woman pursue, and bystanders react in a way that shows simultaneous action in an easy reading way. This is a pretty incredible page. 

Previously:


Wednesday, 29 June 2016

Interrogating Black Widow #4

Or a look at some of my favourite storytelling in Black Widow #4
by Chris Samnee, Mark Waid, Matt Wilson, and Joe Caramagna; Marvel Comics





Black Widow remains a very exciting comic to analyze from a comics wonk perspective. With issue #4 the creative team delivers another instalment filled with skillful and interesting storytelling. Unlike previous issues where I could find a worthwhile throughline to frame an analysis, Black Widow #4 showcases a pretty varied mix of techniques. So, I guess in honour of this being issue #4, I'm going to discuss four sequences that I find fascinating. 

There will be *SPOILERS* beyond this point.




1. I've talked about this before  but Team Widow is really, really good at creating dynamic sequences that use eye tracking to focus the reader and create a sense of motion. This sequence is another great example to this approach. The page opens with a panel that has the black silhouetted Widow in the bottom left corner, then uses the tank-things to create a guide to Widow in the top right panel. This gets the reader efficiently across the page and sets the stakes of the sequence: one covert agent against a place with sci-fi tanks. From the top right panel, the reader drops to the next panel where Black Widow tosses a stone, which guides the reader back to the left, across the page in a carriage-return, and into the next panel where the stone hits the guard. Action, movement, consequence. The reader then moves onto the following panel where distracted-guard is hauled bodily out of frame in a way that synchs the readers eye path to the motion. The following panel, with the guard running, uses the angle of the guards body (and implied motion) to create an arc to the alarm box and inset circular panel. We see the SHNK effect in the round panel, and then carry across the page, creating the down-and-to-the-left motion of the guard yanking the alarm lever. This brings the reader to the bottom left panel where the heavy black of Widow creates an initial focus point. The reader then moves down and through the knife thrust, using eyes and the blade as a guide, and smoothly into the final panel where the long blood smear takes the reader to the end of the page where Widow is dragging the corpses. It is also significant that this final panel's motion seems to carry right out of the panel and into the next page which helps keep the motion going (something that was pointed out in this great video breakdown). It's a great, efficient, and exciting page constructed out very fluid eye tracking. 




2. Another aspect of Black Widow I've talked about previously was the use of misdirection in panels to hide story elements in the periphery of panels. This page here has another pretty remarkable example of this. In this case the page opens with Black Widow and two corpses she dragged out of the previous page. Widow is looking up toward the next panel which gives a great guide to focus the reader on where to go next. The reader enters the next page and sees that the guard in the middle of the panel has a brighter colouring and is the most visually emphasized part of the panel. If you are a reader like me, you then move onto the next panel and see Widow breaking into a room and go, wait, what? And then you maybe loop back to the previous panel and find Widow hidden in the top right corner of the panel. She is drawn as a black silhouette blended into the shadow of the wall/turret. This makes widow another black area in a part of the page rich with identical heavy blacks and very easy, I think, to miss. Especially since the one guard is emphasized so prominently by the colours. This is a fantastic choice since it has Black Widow literally sneaking through the panel! Which is awesome!




3. Black Widow #4 also has a tremendous quiet section where a wounded Natasha speaks with Iosef, apparently a former teacher who rescued her. The entire sequence is a feat of acting and atmosphere and how to make exposition interesting, but this sequence here I think is superbly executed.

One of the key aspects of Black Widow for me, is that we do not get direct thought narration from Widow. Black Widow for me is defined as being supremely competent and vaguely mysterious. Making this work in a comic where she is the central character requires a certain degree of inaccessibility to the protagonist: we can't see her literal thoughts without losing that critical ambiguity. At the same time, for the story to be compelling the reader needs to have some glimpse of the protagonists inner life. Which puts a huge burden on character acting and colouring to provide enough emotional queues that the reader can engage with the protagonist. Black Widow absolutely nails this.

The other challenge of this kind of storytelling is conveying critical story information in visual, organic ways. This above sequence functions to show that Iosef and Widow know each other from the past. In a thought narration comic this would be accomplished, probably, by a caption like: "Ah, Iosef, my old teacher. I haven't seen him in years..." In Black Widow it is all about visual information. We see a flashback, made obvious by the sepia colouring of a faded photograph. In this flashback we see a recognizable Widow, although a younger version of her, with an unknown man. We then see an older man, haggard but still recognizably the same man probably. Which, is actually a pretty remarkable feat of figure drawing. The thing that removes any ambiguity, though, is how the two characters relate to each other.  Iosef and Widow have the same spatial relationship throughout the page with Widow prone and to the left of Iosef throughout the page. This is especially true of the top right and bottom right panels where the poses are nearly identical and create an obvious parallel. By the time we leave the page we understand the relationship between Iosef and Widow without it ever being explicitly stated and that is really, really smart storytelling.








4. From a purely comics wonk perspective I think this page, though, is my favourite in the issue. 

The top half of the page provides a sequence of Black Widow sneaking into a secure facility in a series of inset panels on a maze-motif background. This is a great choice because it uses the symbology of a maze to convey to the reader that Widow is forced to navigate a convoluted route to reach her objectives. This allows the reader to appreciate the time and complexity of Widow's implied movement without having to depict every step, which reduces the space needed for this chunk of story. The use of the maze motif is also pretty interesting because, for me at least, it calls to mind the wire lines of circuitry. This along with the perspective, I think, makes the round panel in the top left feel like a shot taken by a nearby security camera. Which implies, along with the earlier pulled alarm lever, that Black Widow has been observed by the masters of the base she is infiltrating. To me this is part of the comic telling the reader, without making it explicit, that Widow is sneaking into a trap of sorts. It's pretty cool stuff.

The bottom half of the page is where I think some really nifty, if easily overlooked choices are being made. The sequence here is pretty straightforward: Black Widow, having snuck her way to her goal stands behind a dramatically opening door. The execution here, the way the story is constructed, is perfect. The most obvious aspect of this is that as the door opens, the amount of open space in the panel increases. This is enhanced by the shape of the panels which are not square, but fall into a shape with a angled top. This means that as the doorway opens, the panels themselves become taller and more "open" to the reader. In addition the angled top line helps sell a sense of upward motion to pull the readers attention from bottom left to top right. (To get a sense of why this is effective, compare it to the diagram that does the same shot using static square panels.) This sequence uses yet another trick as well: the perspective of the panels ascends with the door. By this I mean each subsequent image is aimed a little higher along Widow's body (which I breakdown in the bottom diagram). What this does is create a sense of upward momentum to the sequence since the door and the perspective are both ascending at the same time to create the feeling of motion. (Again, comparison to the static square diagram will show just how much more dynamic the ascending perspective is.) This choice also has the additional advantage of letting the final panel focus on Widows determined/angry eyes. Which all combined makes this three panel sequence have a tremendous amount of momentum that all focuses on the Widow in an important, solid emotional beat before the next part of the story is unveiled. It's a fairly effortless reading chunk of story constructed out of some very smart, complicated storytelling and why I think Black Widow is such an exciting comic to read and analyze. 





As an aside, the maze motif also recently popped up in Bitch Planet #8 by Kelly Sue DeConnick, Valentine De Landro, Cris Peter, and Clayton Cowles. In this sequence the characters are sneaking through a prison during a blackout to find a secret, isolated prison cell. Again the use of the maze motif is used to efficiently sell the idea of movement through a convoluted story space without investing a large amount of space to it. In this case, the maze motif is particularly apt because the characters are navigating in the dark from a hastily memorized map. It's a great choice that shows how convergent solutions to similar story challenges can exist.


Previously:
Black Widow #1

Black Widow #2
Black Widow #3

Wednesday, 15 June 2016

Sussing Spider-Woman #8

Or a look at some of the great storytelling moments in Spider-Woman #8 
by Dennis Hopeless, Javier Rodriguez, Alvaro Lopez, Travis Lanham; Marvel Comics



I write about Spider-Woman and the role of eye-guiding in composition more than I probably should. I fear it's starting to get boring and repetitive! But the thing is, Spider-Woman continues to showcase some really innovative compositions that use eye-guiding and colours to generate really clever storytelling. And I think some of it is worth talking about. So hopefully you can bear with me and we can unpack what's cool about Spider-Woman #8.

There will, as always, be *SPOILERS*.


 


What I like about this sequence is what a nice, clear example of eye guiding composition it is. In the final three panels of the page the reader is drawn down, quickly up, and pulled back down again along the vectors of the motion. This sells the depicted action and creates a sense of drama to the moment. It's effective and works because of some really smart underlying storytelling.

This sequence is also nice in that it showcases a lot of basic elements that create the effect. The composition has narrow, tall panels that pull the storytelling into the vertical. The red, and particularly the black of Tiger Shark's gloves and Spider-Woman's pants and sleeves create tangent lines that steer the eye through the light/blue panels. Lettering is placed before and after motions so that you read narration, have the sudden appearance of Tiger Shark's arm, encounter more text, and then nothing until the cleverly oriented "SPLASH" onomatopoeia. This gives the panels a slow-fast-slow-fast rhythm which captures the arm-thrust, snag, capsize actions being depicted. Despite its apparent simplicity, this sequence is constructed of many storytelling elements working in concert.




These pages are worth looking at for a couple separate reasons.

The first is that it has a very complex fight scene that reads very well and also takes advantage of black costume elements as eye-guides. I've previously discussed what a smart, smart character design Spider-Woman's costume is from a storytelling perspective. The crux of my argument is that the black limbs naturally stand out on a coloured page and can be used to steer readers and frame action. In the fight scene on the left page the first panel uses the central body stripe of Tiger Shark's costume to pull you into the large, central panel. This panel depicts a snarling, chaotic dogfight between characters that uses a combination of the combatants costumes to lead the reader through the visual noise. In particular Spider-Woman's black legs and arms play a key role in providing visual cues on where the reader is supposed to turn their eyes to navigate the page. It's worth noting that the colouring here plays a huge role in this effect since Spider-Woman's limbs are the only true, 100% black elements in the panel. The black elements in Tiger Shark's costume have received a treatment of highlights that make them blue/grey which lessons their visual weight and allows Spider-Woman's limbs to stand out more. It's a really adept intersection of composition and colour.

(I can't help but wonder how much this of this power move results from having a penciller/colourist working on Spider-Woman.)

This composition is also pretty interesting in how it uses the left-to-right page transition. The action being depicted here is Tiger Shark snagging Spider-Woman's ankle and swinging her bodily into what looks like a trophy rack. What is cool is this action starts on the bottom panel of the left page and finishes in the top panel of the right page. What this does is take advantage of the very long carriage return when switching pages to create the sensation of Spider-Woman being swung. This is a super clever choice because the reader's eyes swing along the longest axis of the page and get drawn into the final drawing of the motion. This creates a huge amount of momentum both from utilizing reading motion and for how the motion carries through multiple panels to create weight. It is great stuff.






Another sequence that I think is worth taking a longer look at is the one where Spider-Woman has a conversation with her babysitter Roger. The concept of this sequence is that Roger calls Spider-Woman who is fighting Tiger Shark and giant squid monsters asking about random baby things. It's a fun section of the comic that uses the juxtaposition of trivial parental crap and titanic superheroics for yuks (and maybe to make a point about how parenting takes over your life). To make this juxtaposition work better Roger and baby are drawn over the superheroics in the same grand panel despite calling from another location. The aspect of this sequence that I think is worth paying attention to is how the colouring is used to distinguish that Roger-and-baby and Spider-Woman are in distinct from one another. This is accomplished by giving Roger-and-baby their own colouring: a flat, orange-tinged colouring with even lighting. This stands in contrast to the rest of the panel which is dark and shiny with rain, and is filled with highlights and shadows cast from a variety of light sources. The two colour palettes are so incompatible that it is immediately obvious that they are belong in different settings. Which is means that a colouring choice here is responsible for ket narrative information. 



Previously:
Spider-Woman #8: turning down the background
Spider-Woman #7: the brilliance of the inset panel
Spider-Woman #6: Guided chaos and multiple reading paths
Spider-Woman #5: Character Design and composition

Wednesday, 18 May 2016

Interrogating Black Widow #3

Or a look at out of focus storytelling in Black Widow #3
by Chris Samnee, Mark Waid, Matthew Wilson, and Joe Caramagna; Marvel Comics



Something that I've really enjoyed about the current iteration of Black Widow is how the creative team uses eye guiding to enhance storytelling. You might be tired of hearing me bang on about this, but I think it's really cool how eye guiding can be used to highlight key features of a page, pace the story, and to create a tangible sense of motion to make action feel more kinetic. When done well, like it so often is in Black Widow, it's amazing. Black Widow #3 puts an interesting twist on this kind of storytelling by not only calling the reader's attention to key elements of the composition, but by also bypassing other important moments in the page to create earned surprises. It is a really cool twist on eye guiding and I want to unpack a couple examples from the issue here.

There will be *SPOILERS* below. 






The first use of subterfuge-guiding in Black Widow #3 is this sequence of Black Widow being pursued through a crowd by a SHIELD agent. First of all it's a great example of eye guiding in comics. The page uses sight lines and speech bubbles to bring the reader across the top row, and uses the held wire in the top-right panel to orient the carriage return. The reader then encounters Black widow observing her tail which transitions into a crowd scene that uses colour and inset panels to show the agent, Black Widow, and her actions. This row is particularly interesting because it uses the tangents of the wire to nudge the reader to Black Widow and to swing the reader into the next panel where the character is tripped! The final panel uses the crowd to push the reader to the agent and his dialogue before the reader leaves the page. It's a pretty great composition.

On the next page Black Widow is wearing a disguise that she got from somewhere... Or maybe you noticed the one-armed naked mannikin at the very end of the page. Regardless, the key story snippet, the disguise itself, is buried in the composition in plain sight. The reader can see it, but because it isn't emphasized by the eye guiding, perhaps even hidden behind the emphasized Black Widow, it initially appears like background set dressing. It isn't until the nude mannikin or the disguise at the airport that the outfit in the window becomes important. Which is a neat trick because it allows the comic to deploy a little surprise that is constructed out of information available to the reader. 




 

A simpler, and maybe more directly relevant of subterfuge-guiding is this sequence. On this page, Black Widow garrotes a guard, sees a child or maybe memory of her childhood through a window, and then is surprisingly struck by the guard she was in the process of subduing. The eye guiding on this page is relatively straight forward, with clear east-to-west moves before a carriage return that heavily emphasizes the bright window with the girl in it. The page then takes a clear turn into the motion of the guard striking black widow using the shape of their arms and the onomatopoeia to pull the reader through the motion. What's cool about this sequence is that the girl-in-the-window panel is highlighted so much that it distracted me from the more peripheral elements of that panel. This meant that I didn't notice that the guard is depicted getting his hand under the garrotte wire and is escaping from the distracted Widow. As a result, when the guard strikes Black Widow in the final panel it was surprising and, because I could double back to the preceding panel, it felt earned and satisfying. Which is really fantastic storytelling: in the same way Widow is distracted from noticing the guard escape because of what she is seeing, the reader is also distracted from seeing the guard escape. It's using emphasis and slight-of-hand to generate the experience of the protagonist in the reader. 



Previously:
Black Widow #1

Black Widow #2

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, 13 April 2016

Interrogating Black Widow #2

Or a breakdown of a really great page in Black Widow #2
by Chris Samnee, Mark Waid, Matt Wilson, and Joe Caramagna; Marvel Comics



Black Widow #1 was one of the most satisfying single issues of comics I've ever read. It made tremendous use of mystery and silent-running comics to drive an engrossing, amazing action sequence that perfectly establishes the stakes and tone of the series. Black Widow #2 has the unenviable job of providing the context and underlying details to make the series work. Fortunately, Team Widow is up to the task and created a compelling comic filled with atmosphere, style, and fantastic storytelling. One page of which I want to take a closer look at, because it pulls off a really cool trick.

There will be *SPOILERS* for Black Widow #2




One of the aspects of comics storytelling that I find really interesting is the interplay between artwork and the readers path through a page. And this page is a fantastic example of why I find this stuff so compelling. The story here is that Black Widow is quietly dispatching a group of soldier/assassins set to attack a secret SHIELD funeral. The reader enters the page in the top panel, reads some dialogue, and then carriage returns across the page to meet the silhouette of a running Black Widow in the second panel. This primes an action where Widow tackles the goon in the foreground of the second panel, through the third panel, and leaving him sprawled in the fourth. This action feels heavy and significant as it carries through multiple panels. It also feels quick and fluid since the motion carries along a tangent line created by an underlying triangle formed by the standing-goon, motion blur, and sprawled goon. This provides a clear reading path for the reader and increases the speed of the reader. This triangle/reading path also deposits the reader in the bottom right corner of the fourth panel, which means the reader looks back at the next-goon and sees Black Widow swinging around his neck. This means the reader moves along the path of Widow jumping onto next-goon in a quick, kinetic way. The position of Widow on next-goon also provides a shape that pulls the reader up and around the pair and then down along the cross page carriage return to the final panel where Widow has broken next-goons neck. When you put this entire sequence together the reader follows Widow's motion as she carries out the entire takedown: jumping onto the goon, swinging around him, and then throwing him down to a violent neck-snapping crash. This is the reading path that is established and provides the reader with an evocative sequence that animates the static artwork into a kinetic experience. And given the sheer complexity of the motion this effortless seeming reading path is a remarkable and bonkers bit of comics magic.

Black Widow continues to be a really, really great comic.

Previously:
Black Widow #1