Showing posts with label DeadWorld. Show all posts
Showing posts with label DeadWorld. Show all posts

Tuesday, February 25, 2014

Gary Reed Talks About The Return of Caliber Comics

Since I've been talking about DeadWorld (and I have a feeling that I am going to eventually be moving into talking about other Caliber books as I go through my comic long boxes), I should include a link to Gary Reed's blog talking about their "return." It is an interesting article and I think it really gets to the core of what Caliber Comics was as a company that published creator owned comics, and what that means in a contemporary comic market where comic publishers have been relegated to the role of creating and maintaining IP for the purposes of making movies and TV shows.

Go over, read Gary's blog and see what you think. Hopefully you'll want to support the company, too.
Gary Reed: The Return of Caliber: "Last week, I announced that Caliber Comics was returning.  The idea of the announcement wasn't to issue some proclamation of big..."

DeadWorld Monday: Mississipi Queen

The third issue of DeadWorld is called Mississippi Queen, after the song from Mountain. I'm going to assume that you haven't haven't heard it before.


In the beginning of the issue the characters are listening to the song on the bus (I'm assuming on a tape player, since there aren't radio stations anymore and now CDs will never be invented).

This issue picks up almost immediately after the last, with the characters on the run after getting out of Slaughter, and filling up the bus with gas again.

I think that we get more hints that there is more to what is going on in DeadWorld than just zombies. Like the scene from last issue (with the character who I said would be important), the cover hints at magical creatures who aren't zombies. These impish creatures are definitely something weird and different.

The reason that this issue is entitled Mississippi Queen has to do with the characters finding a riverboat. It makes sense to hide out on a boat, right? Zombies can't swim after all. Right? Obviously nothing will go wrong with this plan.

One of the things that happens, once the characters get onto the boat, is that we get reminded that despite everything that is happening, these are just kids. We get one of the rare glimpses into seeing them be kids, rather than zombie killers.


The respite is a short one because King Zombie has found them again. I need to look a bit more closely at the first two issue now, because I'm not sure if he has been called anything other than "the motorcycle riding geek" by the characters. We know his name, as readers, but that might have just been because he was answering the letter column. Silly, I know, but still fun.

Zombies don't have to be able to swim.


When Dan encounters King Zombie, this might be where the characters first discover that he can talk, as well. These talking zombies are also able to exert control over the less intelligent zombies as well, calling the zombies to them and forcing them to act. The shore is swarming with zombies as King Zombie forces the boat back to the shore, surprising the characters with an attack of zombies that they have to fight off.

We get another interlude in this issue as well, and this time the "crazy" character who might have been hallucinating those fantastic creatures is given a name. We're still not sure if what he sees are hallucinations or reality, but the continuation of the combined with this issues cover hints that these may not be hallucinations.


Once again I am amazed at what Vince Locke is able to convey with his art. Yes, it is very cartoony in places (particularly this part where he is trying to cast doubt on the reality of the scene), but his art is just as instrumental in creating the new reality of the DeadWorld as is the writing.

Something is growing with these interludes. Were the zombies somehow intentional? It appears that this Deake (and people he knew) is somehow behind the zombie influx...but this seems to be saying that he might have been manipulated by outside forces into doing whatever happened that brought the dead back.

We still have a lot to find out.

The issue ends with zombies swarming onto the riverboat, the characters trapped. Dan is unconscious, perhaps incapacitated, and the characters face overwhelming odds while down their best fighter. What is going to happen next?
Let's see what happens next Monday.

Monday, February 17, 2014

Deadworld Monday: It's A Slaughter


In issue two of DeadWorld we get a lot of violence and combat. It really isn't that much different from the violence and combat in the first issue, but much of this issue hits us with the fact that this is a story about survival. Not just this issue, but the DeadWorld comic in general.

The schoolbus runs out of gas after the "gang" flees the onslaught of zombies from the last issue. They have a plan, sort of, to get somewhere out West where there are fewer people and hopefully fewer zombies. Mike, the erstwhile leader of the group, goes into the closest town for gasoline and maybe a spare vehicle.

The characters not only need a plan, they need to be able to get along better with each other. This isn't because of worry over someone's feelings...this is a matter of survival. Keep in mind that, as far as the characters know, the group of them are the only survivors of this zombie invasion. They haven't seen any other living people yet. This is why Mike takes Dan with him into town. He knows that, as the leader, he has to find a way to get everyone cooperating and working together. If they can't trust each other, they are not going to survive.


The closest town? Slaughter, Louisiana, and (of course there are zombies).

There is also an interlude, a very psychedelic interlude where we are introduced to a character who is running through the woods and seeing things that may (or may not) be there. This is going to be an important character to the story, but I'm not going to give that away here. Not just yet. There is also a page that shows why Vince Locke is a great artist, even at this early stage in his career. If you really need a reason to pick up this issue of DeadWorld, this page will probably be that reason. This page also hints that there is something more to all of this than zombies. We will get to that as well.

The man from the interlude may (or may not) be being chased by these creatures. You aren't going to find monsters this weird in even the weirdest of the weird fantasy RPGs. This page is a bestiary all on its own.

However, this interlude is going to be very important to the overall story of DeadWorld. Just not yet.

After the interlude we go back to Mike and Dan in the town. Like any plan, theirs starts off working well...and then zombies. There are a lot of zombies in this town, more probably than could be accounted for by the dead rising. It is almost starting to look as if a lot of people have been transformed into zombies as well. Is this a plague of some sort?


The violence is cartoony at times in these early issues, but that's intentional. It seems to me that it is trying to make the situation of zombies being all over more "real" by notching up the violence to suit the surreality of the situation. I could also be talking out of my ass.

The boys make it out, and head back to the bus with a new truck and a bunch of gasoline. That mission is accomplished without any harm to Mike and Dan. Back at the bus we have the relationships developing more as the kid tells Chris that John (who has been unconscious since the last zombie attack) loves her.

Once again we get the blend of zombies, violence and relationships that will be a hallmark of the DeadWorld comics. There is going to be interesting development to our characters as they explore their new world and the people (living and non-living in it. Honestly, I think that is one of my favorite things about this comic, is that there is a story that is unfolding. It isn't an accidental either, as we'll see in these posts there is a plan to this book. We also haven't seen the last of the intelligent zombies either. They are very important to this story.


Next week we will see what happens next, in issue three.

If you like this post, click on the link at the beginning of it and buy the issue in electronic form from from DriveThruComics. It is an affiliate link, so it will help out the blog and you're making a purchase from the creators...so that helps them out as well. It's only .99 cents, and for that you get the incredible Vince Locke page earlier in this post. That alone is worth almost a dollar.

Monday, February 10, 2014

Deadworld Monday: The Original Walking Dead Comic


Today I start my series of commentary and criticism on the DeadWorld comic. I am going to be focusing mostly on the original run of the series, published originally through Arrow Comics and eventually finding its home with Caliber Comics. If you want to read along, you can pick up this issue of DeadWorld through DriveThruComics for only 99 cents in electronic form. Yes, that is an affiliate link, I hope that you will support both the original creators and the blog.

Warning, there are spoilers.

As a disclosure, I really wasn't a fan of DeadWorld at the time that it came out. I was a late comer to the comic. A few years ago, when I was part of another RPG publisher, I approached Caliber publisher Gary Reed about the rights to Baker Street for role-playing, unfortunately they weren't available but as we talked about his other properties we came to DeadWorld. We talked and made a deal to bring DeadWorld to role-playing, but (as with many things in this business) it did not work out. Caliber Comics published some incredibly rich world, and hopefully one day they will end up in a role-playing game from someone.

The short version of this story is that, while researching the book for the writing of the RPG, I came to be a big fan of DeadWorld. While I am going to be talking about the classic run, the book is still out today through IDW and you can probably still find the Image Comics edition trades in comic stores.

What made DeadWorld so cool, right out of the gate? Two words:Vince Locke. The cover from the first issue of the comic almost lets you know what what you are getting in for with this comic. Zombies, of course.

The story starts in Louisiana. We don't know why, and this is mostly because the main characters don't know either, but the dead have risen and the world is in chaos. Fans of the original Night of the Living Dead will recognize this set up. In fact, this first issue has George Romero's finger prints all over it. The characters are fighting for survival. The geography is very limited. Characters get hurt. However, it manages to keep above being a pastiche and rapidly becomes its own thing.

Right off the bat you start to get an idea of who the characters are, and some of their social relationships. While some of these people were friends before the zombies came, some of them were also thrown together out of a need for survival.
In this page we have the introductions of Dan, Donna, Mickey, Joey (Spud), and Dan. In just a few panels Stuart Kerr, the writer, gives each character a personality and starts to set up the interpersonal dynamics of their relationships. We know that the dead rising didn't just happen, but it is still recent enough that no one really knows yet what to do about things.

One of the things that fascinated me about this, coming to DeadWorld after the fact, was the fact that this is a world where the internet did not yet exist and where the media was not as ubiquitous as it is nowadays. This actually adds a layer of authenticity to the comic for me, and helps support why people don't really know what happened. There were no embedded reporters going down to the zombie onslaught on live television, or streaming internet video. This makes DeadWorld almost an alternate past of what the world could have turned into, if zombies had destroyed civilization 30-some years ago.

And then, of course, zombies attack:

For many, this is going to be the meat of the comic. The thing is that it isn't. To be honest, particularly in hindsight, a horde of attacking zombies isn't any big deal. The really important part of the story, the thing that was scary and intriguing for me, came a few pages before the zombie attack.


That's right. These zombies are organized, and their leaders cannot only talk...but they cane think as well. These panels gives us our first look at King Zombie, an important character who will come up in future issues (and posts). And not only can they talk and think...they can ride motorcycles.

How metal is that?

Of course, the motorcycle-riding zombies scare the hell out of the characters, who have never seen or heard of such things. This is also, for me, what sets DeadWorld apart from other zombie comics out there. They weren't afraid to do things that you wouldn't expect. Over the course of these posts we will see more of these intelligent zombies, their plans and their actions.

Kerr and Locke hit the ground running with this first issue of DeadWorld. We already have an idea of what the world is like (the characters are forced to scavenge and forage for food and materials, zombies are pretty prevalent in the world, society's infrastructure has collapsed) and then they pull the rug out from under the readers and the characters by showing that there might be an intelligent force behind all of this, guiding things.

So, this is our first DeadWorld Monday post. I may periodically supplement these with gaming related posts as well, but mostly I am going to talk about the comic, what makes it cool and why I think you should find it for yourself. Go back up to the top of the post and click on the link and buy your own copy of the comic.