I have always thought it was sort of a necessary but unfair task (though I'm always happy to do it) to review the first issue of a comic. I mean, think about it. Depending on the sort of series you're reading, you're not necessarily getting a fully fleshed out story because you're not necessarily supposed to. That makes it sort of hard at times to give readers a good idea of whether or not it's worth them checking it out. And let's face it...comics aren't getting any cheaper, so if I can save some poor soul three bucks, then goddamnit, that's what I'm going to do. I said all that to say that the following title made my job pretty easy this week.
I've often lamented over the fact that we're not far away (if we're not there already) from a generation that will never know the adventurous camp of such fun action romps as Indiana Jones and The Phantom. Fortunately, Kel Symons and Mathew Reynolds are at bat, taking a swing at carrying the torch with their Image Comics release, The Mercenary Sea. The story follows the semi-seedy exploits of smuggler/bootlegger Jack Harper who, thus far, comes across as a hero who could give such notorious rogues as Malcolm Reynolds and Han Solo a run for their money. Harper and his crew, all of which are outlaws in their own respective fields of expertise, manage to make a living aboard the Venture while in search of a fabled island, Koji Ra.
Kel Symons hits the ground running, not wasting too much time introducing readers to our heroes in intimate moments of exposition. We see early on that Captain Harper has his work cut out for him with the Chinese military, human traffickers and mysterious benefactors all breathing down his neck. However, even without in-depth descriptions, Symons does a wonderful job of conveying the type of crew we'll be following: somewhat decent people who, through varying circumstances, find themselves waist deep in indecent waters. His main focus, though, seems to be establishing the swashbuckler, grand adventure tone that is severely lacking in modern day storytelling. This story comes across as the screenplay to a movie out of a long forgotten era when special effects additions to good films without being the stars of the show.
The MVP award for this book, however, goes to Mathew Reynolds. His dynamic artwork is definitely the fuel that puts this book over the hump as a hit. His stylized figures, reminiscent of Archer, make this a visually arresting experience for long time comic readers and first timers (which, let's face it, is where the market in general is focused lately) alike. Action beats come across clear and crisp, never losing the reader which is always a possibility with the color palette Reynolds works with in this issue. It doesn't take a palm reader to see a couple of award nominations in his future.
Bottom Line: This book certainly makes a great non-superhero case for why comics are as relevant and engaging as ever. If you hold this book to your ear, you can pretty much hear the Johnny Quest theme song playing. 8.5 out of 10.
I've often lamented over the fact that we're not far away (if we're not there already) from a generation that will never know the adventurous camp of such fun action romps as Indiana Jones and The Phantom. Fortunately, Kel Symons and Mathew Reynolds are at bat, taking a swing at carrying the torch with their Image Comics release, The Mercenary Sea. The story follows the semi-seedy exploits of smuggler/bootlegger Jack Harper who, thus far, comes across as a hero who could give such notorious rogues as Malcolm Reynolds and Han Solo a run for their money. Harper and his crew, all of which are outlaws in their own respective fields of expertise, manage to make a living aboard the Venture while in search of a fabled island, Koji Ra.
Kel Symons hits the ground running, not wasting too much time introducing readers to our heroes in intimate moments of exposition. We see early on that Captain Harper has his work cut out for him with the Chinese military, human traffickers and mysterious benefactors all breathing down his neck. However, even without in-depth descriptions, Symons does a wonderful job of conveying the type of crew we'll be following: somewhat decent people who, through varying circumstances, find themselves waist deep in indecent waters. His main focus, though, seems to be establishing the swashbuckler, grand adventure tone that is severely lacking in modern day storytelling. This story comes across as the screenplay to a movie out of a long forgotten era when special effects additions to good films without being the stars of the show.
The MVP award for this book, however, goes to Mathew Reynolds. His dynamic artwork is definitely the fuel that puts this book over the hump as a hit. His stylized figures, reminiscent of Archer, make this a visually arresting experience for long time comic readers and first timers (which, let's face it, is where the market in general is focused lately) alike. Action beats come across clear and crisp, never losing the reader which is always a possibility with the color palette Reynolds works with in this issue. It doesn't take a palm reader to see a couple of award nominations in his future.
Bottom Line: This book certainly makes a great non-superhero case for why comics are as relevant and engaging as ever. If you hold this book to your ear, you can pretty much hear the Johnny Quest theme song playing. 8.5 out of 10.
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