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It's no great leap of logic to go from superpowers to genetic engineering -- if such science were given free reign, who's to say we wouldn't all eventually be supermen? Not necessarily a good thought, I agree, but a fascinating one. These titles are right up there with Ender's Game
Jump to a title:
Chobits
Clover
Cowboy Bebop
Decoy
A Distant Soil
Fray
From Far Away
Geisha
Mai the Psychic Girl
Mobile Suit Gundam Wing: Endless Waltz
Nausicaa of the Valley of the Wind
Neon Genesis Evangelion
Orbiter
Please Save My Earth
Red Star
Sentinel
Shock Rockets
Sigil
Zendra
for a printer friendly version of this list, click here
| Chobits
Volume 1
ISBN: 1031514925
by CLAMP
Tokyopop 2001
"Whatever happens, you must remember this: no matter how cute she
is, no matter how human she seems, don't fall in love with her.
She'll just make you cry." When Hideki Motosuwa finds one of the
new "Perscoms" (short for "personal computers," of course) abandoned
in a back alley, he's sure his luck has changed. Whether the change
is for the better or the worse remains to be seen, but with his
hectic schedule Hideki thinks he needs all the help he can get.
Perscoms, all built to look like beautiful young women, will perform
any task from household chores to language lessons, advanced mathematics,
and accounting. Unfortunately, instead of a working Perscom Hideki
finds himself saddled with a mysterious, artificially intelligent
housemate who lacks the software needed to perform any of a normal
computer's functions. Inexplicably, she is still able to move and
to say her name: "Chi." Awakened into the world with no knowledge
or data of her own, Chi must learn everything from Hideki, whose
main concerns are still how to pass his college entrance examinations
while holding down a full-time job. A 12-year-old computer genius
adds to the mystery by suggesting that Chi may be one of the mythical
Chobits, "computers of legend" capable of rational thought and independent
reasoning. Now it's up to Hideki to teach Chi how to live and behave
like a human, though he must never forget that in the end she is
not flesh and blood but a powerful machine.
review by Alison
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| Clover
by CLAMP
Tokyopop 2001
Clover also crosses the boundaries of girls or boys comics,
the two audiences CLAMP commonly writes for, by packing a wrenching
examination of love into an action-packed drama full of genetic
experimentation and explosive battles. As is common in the best
Japanese work, Clover explores all of the usual questions
around genetic engineering people as weapons or slaves -- there's
a reason Blade Runner remains one of the most recognized Western
films in Japan. At the same time, Clover's focus on the people
involved, and not their genetic make-up, makes the story a uniquely
human story at it's core. read
more...
If you like, you can skip to individual volumes in the series:
Clover
Volume 1
Clover
Volume 2
Clover
Volume 3
Clover
Volume 4
reviews by robin
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| Cowboy
Bebop
ISBN 1931514917
By Yutaka Nanten and Hajime Yatate
Tokyopop 2000
Ba baaa ba badabap. Waa waaaaa. Ba baaaa ba badabap. (insert melodic
crooning here)
That, my friends, is the only thing I missed in this first volume
of Cowboy Bebop the groovy jazz score that enlivens the anime
show is a sad but inevitable loss. Nonetheless, my favorite interstellar
bounty hunters from Mars fills these pages with all the teasing
banter; the tireless, if often hopeless, pursuit of piles of woolongs
(i.e. cold hard cash); and the occasional shows of mercy that make
the TV show kinetic fun. There's no need to have seen the show to
appreciate the tale: on the Bebop, a junky but reliable spaceship,
three professional bounty hunters haunt the planets, living like
a dysfunctional family, and pursue any elusive prize that will allow
them to retire drowning in wealth. The spiky haired, loose-limbed
Spike charms with his low-key wit while the sexy cardshark Faye
Valentine pursues money with a single-mindedness that excludes everything
including the soft spot she may have for Spike. Jet Black, a solid
ex-cop, grounds the crew in reality. Wacky hijinks definitely ensue,
from pursuing an ex-con who turns out to favor drag over violence
to falling for a reality-TV ploy, though moments of seriousness
are well-plotted and lend weight and mystery to the characters'
backstories. So, get your hands on the Cowboy Bebop soundtrack and
read.
review by robin
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| Decoy
ISBN: 0967368324
by Eli Williams
Art by Courtney Hudleston and Bob Almond
Penny Farthing Press 2000
Little green men. It's an image we all carry around with us, like
the Coke symbol and Armstrong landing on the Moon. The inescapable
expectation that aliens will somehow appear as little green men
rather than, say, rocks of black glass, just sticks with us. Well,
in Decoy, you've got little green men, and little red men, and a
whole rainbow of little men. Aliens they are, yes, but not at all
what we, or cop Bobby Luck, ever expected. Luck, pardon the pun,
does not live up to his name. He's a sweet, but rather dim, beat
cop who's constantly behind on his job and never quite seems to
pull of the career-making derring-do that his partner, Tessa Moreno,
accomplishes with zeal. Luck decides to change everyone's falling
opinion of him by taking a tip meant for Moreno and bagging the
bad guys all by himself -- that is, until he gets gunned down by
said bad guys. Cue the little green man. Luck wakes up the next
morning to discover that though he didn't die, he is now permanently
inhabited by a shape shifting little green guy named Decoy who,
though causing all sorts of confusion, also manages to save Luck's
caboose in more than once scuffle. However, Decoy has enemies of
his own. Can these two survive the ire of Moreno, a mad scientist,
and galactic villains out to collect a renegade?
The vivid colors and fun dialog make this title perfect for anyone
who enjoys action and the occasional slapstick joke. At the same
time, I was inordinately distracted by one visual: Moreno's breasts.
Not because they are disproportionately buxom (though they almost
are) but because they just never once look naturally placed -- that's
some crazy push-up bra she's got on there. Now, I can usually get
over anatomical weirdness in comics, but the supposedly foxy Moreno
just kept ending up in positions that just made no sense in terms
of gravity or anatomy. Fair warning to those that twitch like I
do at such things. Despite the distraction, however, the comic is
a fun ride, with Luck, Moreno, and Decoy all likable, fallible heroes.
review by robin
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| A
Distant Soil
By Colleen Doran
The Gathering: ISBN: 1887279512
The Ascendant: ISBN: 1582400180
The Aria: ISBN: 1582402019
Image Comics 2001
Aliens are about to attack! The only ones who can save us are a
motley band of humans! I can hear you all saying, "Yeah, yeah, I've
heard it all before." Ha! Collen Doran's great trick is to take
a classic plot from seemingly every sci-fi novel known to man and
make it new, exciting, and not just a little bit funny! Yes, there
are the usual trappings of sci-fi -- advanced societies gone horribly
wrong, reluctant heroes, psionic powers, political intrigue, and
battles in space. Embrace the sci-fi space opera (you know you love
it) and you'll find yourself sucked in to an epic full of laugh-out-loud
humor, love, revenge, and loyalty.
review by robin
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|
Fray
ISBN: 1569717516
By Joss Whedon
Art by Karl Moline, Andy Owens, Dave Stewart, Michelle Madsen
Dark Horse Comics 2003
When Joss Whedon was younger he always wanted to read the comic
book about the strong ordinary girl as superhero. When he grew up
he wrote Buffy: The Vampire Slayer partly in response to
the horror movie trope in which the little blond girl always dies.
In his world the little blond chick kicks demon ass and saves the
world, a lot. In Fray Joss Whedon has written the comic book
that he always wanted to read the strong girl, with a regular
looking body, and sufficient amounts of clothing, who carries the
story and saves the world. I'm not sure if I'm ecstatic that he
wrote this story, or profoundly depressed that in order to read
this story he had to write it himself.
Fray is set somewhere in a post-Buffy future. Sometime in
the past the vampires were vanquished and banished from the earth.
As a consequence the line of Slayers died out and the Watchers became
a fringe group of zealous lunatics. Which, as anyone who has ever
read a book can tell you, is exactly when you should start getting
worried.
Melaka Fray is a bit of a loner. She doesn't get along with her
older sister. She gets into the occasional bar fight. And, she's
one of the city's best thieves. She is understandably confused and
irritated when a large thing with horns shows up and insists that
she's the Slayer and the last hope of the world against a bunch
of fairytale monsters used to scare children at night. But, a few
run-ins with the undead, a startling revelation from her past, and
one conspiracy later and Melaka is more than a little convinced,
even if she is in way over her head.
The dialogue is sharp, and Whedon's post-Buffy world is both alien
and familiar. He has created a new context without letting go of
the familiar mythology of our own world. Karl Moline's art brings
Whedon's vision alive on the page with rich colors. His Fray is
not a buxom bombshell, she is lean and lithe and alive. You can
see her growing up and becoming an adult over the course of the
novel. Moline has not only made Fray lifelike, he's made her real.
I can't begin to recommend this book enough. You don't have to
know anything about Buffy the show to get involved with these characters,
they stand on their own and will demand your attention and your
involvement in their story. However, if you were a Buffy fan and
wanted to know what happened later, albeit much much later, this
is satisfying on yet another level. Plus, Fray's weapon of choice
is the seriously cool ax seen in Season 7.
review by petra
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| From
Far Away
ISBN: 1-59116-599-7
by Kyoko Hikawa
Viz, 2004
Have you ever imagined what it would be like to live on an alien
world? Have you ever dreamed you were somewhere else, in a place
where all the plants, people, and animals looked different? What
if one day you found yourself trapped there? Noriko's dad is a science
fiction writer so her friends, who are all too familiar with her
overactive imagination, hardly give a second thought to the odd
dreams she keeps mentioning. Noriko herself is certainly not prepared
to wake up in an isolated wood filled with flesh-eating slugs. The
appearance of a beautiful swordsman who doesn't speak a word of
English (or Japanese for that matter) is hardly reassuring! Meanwhile,
Izark Kia Tarj is scouring the forest of his homeland to capture
the "Awakening," a being that has been foretold to unleash a terrible
evil into his world. When the Awakening turns out to be a frightened
middle-school girl from another dimension, Izark finds himself saddled
with the task of protecting Noriko from warring factions who want
to use the Awakening for political gain. As Noriko struggles to
get her bearings and learn an unfamiliar language, a chase begins
through woods and caverns that tests Izark's fighting skills to
the limit. Fans of Hayao Miyazaki's Nausicaa
cycle will find another tale of war, politics, and strange creatures
from a different universe, while those who prefer real-life drama
will enjoy watching Noriko's attempts to make sense of her new life
away from friends, family, and all that is familiar.
reviews by alison
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| Geisha
ISBN: 0966712722
by Andi Watson
Oni Press 1999
Jomi wants to be taken seriously as a painter. Her heroes are the
Flemish masters, Vermeer at the top of the list, and like those
illustrious artists, Jomi strives to show the amazing beauty in
everyday life. Jomi, however, is cursed with one problem: she's
an android raised as a human. No one is willing to believe that
she has either any talent or insight into human emotion. So, in
order to pay the bills, she enters into the family business: being
a bodyguard. Her father and three rambunctious brothers are skeptical,
to say the least, and insist on tailing her everywhere she goes.
A supposedly easy assignment watching a supermodel's back turns
into a much more complicated case, and all of a sudden, Jomi is
asked to forge one of Vermeer's lost works. Will she take that back-handed
compliment and mimic her mentor? Can she save her client from a
dangerously inept stalker? Will her father and brothers ever let
her do her job alone? Filled with excellent, light artwork and humor,
Geisha examines personal vocations and family loyalties with a true
eye and breezy humor.
review by robin
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| Mai
The Psychic Girl
Volume 1
ISBN: 156931070X
Volume 2
ISBN: 1569310661
Volume 3
ISBN: 1569310599
by Kazuya Kudo
Art by Ryoichi Ikegami
Viz Communications 1995
Like many storybook heroines, Mai Kuju is just your average happy-go-lucky
14 year old. Her wishes are simple: she'd like to grow up faster;
she'd like a boyfriend; she'd like her dad to be home more. Of course,
Mai's not exactly average. For one thing, she can move stuff with
her mind. And there are these mysterious men following her...
Mai The Psychic Girl
is a true manga classic. Ikegami's art is richer and less cartoony
than your typical manga (not that there's anything wrong with cartoony,
but Ikegami's detailed realism is pretty unique in comics), and
his visuals unfold like movie shots. It's an action-packed story,
complete with nefarious secret organizations, ancient martial arts
secrets, a hunky, wisecracking guy, and the dramatic unfolding of
Mai's psychic powers. After watching her father perish (or so she
thinks!) saving her from the clutches of the Wisdom Alliance, Mai
is alone and on the run. She finds an unlikely ally in Intetsu,
a daredevil college student on a motorcycle, and his motley crew
of dorm buddies. They too will risk their lives to protect this
unusual girl from those who would control her powers. Not all the
danger comes from outside, however; Mai soon discovers that her
powers can kill and destroy as well as heal. Will she be able to
control her emotions and protect her friends? What will happen when
Mai meets her deadliest enemy yet, a young girl with powers just
like hers?
Mai the Psychic Girl should grab the imagination of teen
readers (despite the hilarious seventies hair some of the characters
are sporting...). Volumes 1 and 2 contain brief nudity; in a wonderfully
believable (and not at all prurient) scene, we see Mai in the tub
wishing her breasts would grow faster. At one point, Intetsu's girlfriend
answers the door in a see-through robe. Librarians shouldn't let
these few panels stop them from adding Mai to young adult collections,
though. This series deserves a place among the best graphic novels
for teens. The fact that it's complete in three volumes is just
icing on the cake for cash-strapped buyers!
review by Jen
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| Mobile
Suit Gundam Wing: Endless Waltz
ISBN: 1931514720
Art by Koichi Tokita
Created by Hajime Yadate and Yoshiyuki Tomino
Tokyopop 2002
OK, let me see if I've got this straight. Gundam Wing: Endless
Waltz is the manga version of a movie based on a show. Taking place
after the show's timeline (and after other Gundam Wing manga titles),
Endless Waltz reunites characters from the show for a final battle.
And there are characters aplenty; besides the five warriors who
make up the Gundam Wing, a team of manned battle machines, there
are politicians and soldiers from various sides of the conflict
to keep straight. Readers who aren't familiar with the show (and
that includes me) may have a hard time.
Despite all this, Endless Waltz presents some pretty complex ideas
about war, peace, and government. Ever since humans formed colonies
in space, there's been conflict between these new societies and
the Earth government from which they fled. The UESA-- United Earth
Sphere Alliance-- is formed to govern both Earth and its colonies,
but the colonies' needs are neglected by the Earth-based government.
War seems an ever-present threat, until a faction on Earth establishs
order in the colonies by force. In retaliaton, militant colonists
develop a terrorist plot to win their freedom by dropping an entire
colony on the Earth Sphere. Before Endless Waltz opens, the Gundam
fighters have prevented this tradgedy and brought an uneasy peace
to the UESA. Now, that peace will be tested again. Relena, a trusted
foreign minister, is kidnapped by an unknown power on Colony X-18999.
This new regime plans to seize control of Earth. Their leader? A
little girl who may be the daughter of a famous Earth general. Will
the Gundams be forced to come out of retirement to stop her? And
who will fight on which side? The tale that follows has some interesting
twists and turns. Endless Waltz is probably of most interest to
those who are already Gundam fans, but it does raise some intriguing
questions about waging war to achieve peace.
review by Jen
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| Nausicaä
of the Valley of the Wind
box set, 4 volumes: ISBN: 1569313482
by Hayao Miyazaki
Viz Communications 1995
Often mentioned in favorable comparison to the anime film Princess
Mononoke and authored by one of the most loved manga authors
in Japan, Nausicaä of the Valley of the Wind combines
heart-thumping battle action with struggling for honor and a strong
ecological message. Nausicaä is a passionate defender of the
natural world on a ravaged Earth where plant spores and massive
insects roam wild and few humans survive in pockets of safety. Intrigue
between the ruling family's brother and sister drag Nausicaä
into the politics which may mean the end of humanity unless she
can find a way to take control. read more...
If you like, you can skip to individual volumes in the series:
Nausicaä of the Valley of
the Wind Volume 1
Nausicaä of the Valley of
the Wind Volume 2
Nausicaä of the Valley of
the Wind Volume 3
Nausicaä of the Valley of
the Wind Volume 4
reviews by alison
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| Neon
Genesis Evangelion 
1: ISBN: 1569313253
by Yoshiyuki Sadamoto
Viz Communications 2002
Shinji has always wished to know his long absent father, and when
he's suddenley summoned to his father's side, he's both ecstatic
and nervous -- what will his father want? The world is under attack
by massive alien machines, nicknames angels. Shinji's father is
responsible for creating humanity's defense. Little does Shinji
know, but his father has far more in mind than a family reunion.
review by robin
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| Orbiter
ISBN: 1401200567
by Warren Ellis
Art by Colleen Doran, Dave Stewart and Clem Robbins
Vertigo/DC Comics 2003
I grew up with two physicists for parents. We often had great dinner
conversations about subatomic particles and cosmology. When I was
ten, I was allowed to stay up late to watch the first episode of
Star Trek: The Next Generation. My friends and family can
tell you that started a loyalty right then to space exploration
and the Trek universe. As I grew up, I was allowed to raid my father's
expansive collection of classic science fiction, from 50s era onward.
I've always loved the wonder and yearning for exploration that space
still holds, and it dismays me to see the lack of wonder many of
my fellows feel for the possibilities space holds.
Seeing my history, you can probably guess why Orbiter is
definitely the book for me. The basic story is classic sci-fi through
and through: after a space shuttle, the Orbiter, mysteriously disappears
without a whisper of warning, the U.S. manned exploration of space
is completely suspended. Ten years later, that missing shuttle returns
to an abandoned Kennedy Space Center full of mysteries and carrying
an apparently insane captain, the only surviving member of the mission.
Old experts, from ex-astronauts, physicists, and a psychiatrist,
are brought in to discover Orbiter's secrets. They, of course, discover
much more than they can comprehend. Thus follows a tale of broken
dreams and rerouted destinies suddenly put back on course, whether
the human race is ready or not.
Warren Ellis always writes passionate, critical dynamite, and Colleen
Doran, ever since I devoured A
Distant Soil, is an intriguing and appropriate choice for
a creative collaborator. As it turns out, they're also great friends
and space enthusiasts. In the end, Orbiter is a story about not
giving up the dream of space. With email, voice recognition, cell
phones, and the Internet, we're already living in the science fiction
I grew up with. But where's the shuttle to Mars? Where are the cities
on the moon? Ellis acknowledges in his introduction (which I admit
made me get teary), this title had a frightening prescience within
its echo of the recent loss of the Columbia shuttle and the grounding
of the U. S. space program. The necessity of books like Orbiter,
and their ability to make us dream, can be summed up in his words,
"Human spaceflight remains experimental. It is very dangerous. It
demands great ingenuity. But we are old enough, now, to do these
things. Growing up is hard. But we cannot remain children, standing
on the shore or in front of the TV set."
review by robin
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| Please
Save My Earth
Volume 1
ISBN: 1591160596
By Saki Hiwatari
Viz Communications, 2003
Alice's family has just moved to Tokyo, taking Alice away from
the countryside she loves. It's not just that she misses the trees
and flowers; Alice has an unusual relationship with nature. Plants
respond to her, almost as if she could really talk to them. Stuck
in the big city, Alice escapes the trials of dealing with a new
school and the obnoxious little boy next door in her dreams about
the moon. Each night, she dreams about looking down on the earth
from space. Alice thinks she's the only one until the day she overhears
two boys talking behind a tree (amusingly, Alice mistakes them for
shonen-ai style lovers until they discover her and clear
up the misunderstanding). It turns out that Jinpachi and Issei have
dreams like Alice's, only in their dreams they actually become other
people: their dream selves (a man and a woman) are part of a group
of five beings who guard earth from space. Alice is fascinated by
their stories of love and intrigue among the dream characters, and
soon she begins to dream about them too. Meanwhile, Alice is forced
to babysit her bratty seven-year-old neighbor Rin. When Alice's
patience with him finally snaps, she accidentally causes Rin to
fall from a high balcony. In desperation, Alice calls on the trees
below to save him. They do, but when Rin awakes from his coma he's
mysteriously changed.
The first volume of Please Save My Earth introduces a host
of characters (from both the dream and waking worlds) and a plot
with intriguing, if mind-boggling, complications. I don't quite
know what to make of a story where the villain seems to be a seven-year-old
boy (even one with supernatural powers). Some readers may feel they
need a scorecard to keep track of all the dream characters, who
are embroiled in a tortured love triangle. That said, I look forward
to finding out where this story is going. What do the dreams mean?
Are there others who share them? And what does Rin have to do with
it all? Viz has published the first three volumes as of this review,
and if the English versions are like the original Japanese editions
the series will be twenty volumes in all. I hope this won't discourage
librarians from trying it out. Please Save My Earth should
be appropriate for any teen collection.
review by jen
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| Red
Star: The Battle of Kar Dathra's Gate
ISBN: 1582401977
by Christian Gossett, Bradley Kayl
Image Comics 2001
This is one of the few graphic novels I've come across that made
me sit back and just stare. The artwork, a combination of traditional
illustration techniques and the 3D computer imaging used in the
finest computer games, is absolutely stunning. Lucky for us, the
story is equally brilliant. A reworking of world history, The
Battle of Kar Dathra's Gate follows one Comrade Sorcerer through
her brutal memories of the title battle in a conflict which mirrors
Russia's 1979 invasion of Afghanistan. On that day, she lost both
her faith in her country and, more personally, her beloved husband.
Her story, however, is much more than it seems, and destiny has
greater plans for both her and her husband. Read
more...
The Complete Series
Red
Star: The Battle of Kar Dathra's Gate (Volume 1)
Red
Star: Nogorka (Volume 2)
review by robin
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| Sentinel:
Salvage
Sean McKeever, et al
Marvel, 2004
ISBN: 0-7851-1380-0
Nothing in life has come easy for Juston Seyfert, and in fact
if you asked him he might tell you that nothing much has ever come
his way, period. Life is hard on the world's junior-high geeks and
dorks, budding engineers and clever introverts, and for Juston the
addition of a posse of bullies with a special interest in his welfare
feels like the last straw. Just getting through the day in one piece
can be a challenge for our anti-hero, pursued by high school goons
during the day and hazarding life and limb at night on a variety
of mechanical salvage projects supplied by his dad's scrap business.
Years of obscurity and practice with discarded technology pay off
in a heartbeat the night Juston discovers a giant robot clumsily
reassembling itself in the family junkyard's empty barn. Nothing
much changes on the surface after Juston makes his most incredible
find, except that every interaction and decision is now tinged with
a starry glow of “Wow, have I found the coolest new friend
EVER.” Juston isn't as invisible as he thinks he is, however,
and after a few days his friends and family are starting to wonder
what's made him so jumpy and distracted. Struggling to hide his
discovery from over-curious friends, Juston soon finds himself up
to the neck in difficult questions: is strength the only thing that
separates a nice guy from a bully? Does great power come with great
responsibility? How does a giant robot help you get over your first
big crush? And perhaps most importantly, what the heck is a fully-loaded
battle robot doing crashing around in the rural woods of Juston's
hometown, and who is going to come looking for him? McKeever's shadowy
color palette and hip young-superhero drawing style will appeal
to fans of Sidekicks (for the hair and clothes) and Brad Bird's
The Iron Giant (for everything else) – even if you're not
a big fan of robot-fiction, Sentinel is a great read for its sweetly
accurate portrayal of the hazards of high school and mechanical
expertise.
review by alison
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| Shock
Rockets: We Have Ignition
By Kurt Busiek
Art by Stuart Immonen
ISBN: 1593071299
Dark Horse, 2003
A refreshingly classic science fiction comic, Shock Rockets fits
the bill for a plethora of requests from comics fans requesting
more diversity from U.S. comics – a multi-racial cast with
an Hispanic hero, strong female characters minus the skimpy outfits,
and not a superhero in sight. Happily, though this politically correct
set-up does feel a bit too contrived from the outside, the story
and the characters combine to make a satisfying and action-driven
sci-fi tale unburdened with a specifice “message.” It
remind readers of what great fun barrelling around the sky in a
technologically brilliant fighter could be. On Earth in 2071, after
a massive war with an alien enemy, humans are left with only one
defense, the unbeatable Shock Rockets. These agile and lethal fighters
are a combination of unknown alien technology and man's greatest
engineering and are piloted by an elite team of fighters. Alejandro
Cruz, working at a garbage plant alongside his whole family, dreams
of becoming a pilot. He tinkers with left over bits of flyers to
create a ship for himself, figuring even if there's no chance in
hell that he'll ever make it to a Shock Rocket, at least he can
create for himself a taste of the experience. Little does he know
that his first wobbly (and forbidden) flight lands him smack in
the middle of a fight between the Shock Rockets and an alien attack.
When one of the Shock Rockets crashes in front of him, the pilot
dying, he reacts on instinct and takes the helm. To everyone's surprise,
but most especially to his own astonishment, he flies expertly through
the attack and wins a spot on the team. His fellow pilots are not
exactly pleased to have him on board, especially as his arrival
meant the death of one of their best. What none of them suspect,
however, is that Cruz is the key to unleashing the Rockets as yet
untapped power. Cruz is also discovering that his allies and enemies
are not so easily identified and that the politics surrounding his
team are far more complex than he has any hope of navigating. Stuart
Immonen's cinematic art is the right combination of character focus
and the energetic action sequences showing off the design and strategy
behind the many dogfights and flights within the story. This comic
should appeal to fans of such classic sci-fi as Robert Heinlein's
adventures and Orson Scott Card's Ender's Game as well as anyone
who's ever quoted, “I feel the need…the need for speed!”
and meant it.
reviews by robin
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|
| Sigil:
Mark of Power
ISBN: 1931484015
by Barbara Kesel
Art by Scott Eaton, Andrew Hennessy, and Wil Quitana
CrossGen 2002
Samandahl Rey doesn't ask much of life. All he wants is to enjoy
a night out of gaming, the companionship of his best friend and
partner, the sassy Roiya Sintor, and the command of his own ship
in the intergalactic star field he calls home. What he gets, however,
is a strange and powerful mark, his best friend killed in an ambush,
and the power to detonate a mysterious large-scale weapon in an
outpouring of grief. Due to his hasty retreat from the scene of
the crime, strangers are forced to flee into his crew, his beloved
ship is left hanging on by a thread, and he's retreating from every
friend and foe in the galaxy, all of whom want to know what that
weapon was. Sam is an ex-military, no-nonsense sort of guy. Enemies,
comrades, battle, strategy, loyalty all these things he understands.
Magical powers, the mysterious reappearance of Roiya, and blinking
into other worlds, he's not so comfortable with. An excellent straight
sci-fi title from the consistently polished CrossGen universe, Sigil
contains all the humor and action of classics of the genre, and
the artwork lives up to CrossGen's high standards.
review by robin
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| Zendra
1.0: Collection
ISBN: 0-9673683-9-1
by Martin Montiel, Jose Carlos Buelna, Stuart moore, et al
Penny-Farthing Press, 2002
The Katellan year is 12544: the year the human race was destroyed
by an intergalactic warlord and Earth's time ceased to have any
meaning. Abathor thought he had eradicated every trace of life from
Earth, but Dr. Forcilla of the race of Makers knows differently.
The Makers, scientists and scholars from a distant planet, draw
hope from an ancient prophecy: one day humans will reappear to take
revenge on Abathor and rid the universe of his reign of terror.
Working from scraps of human genetic material rescued from Earth,
patching missing DNA with the Makers' own genes, Forcilla at last
sees his dream come true in Halle, who he hopes will be the cornerstone
of a new race of humans. 20 years later, Halle is ready to strike
out on her own. Breaking away from the Makers, she sets out in a
stolen ship (with an interesting passenger) to find the mythical
planet Zendra, rumored to be the last remaining human outpost in
the galaxy. Both more and less than human, Halle struggles to learn
the range of her powers and to understand who and what she really
is, always conscious of Abathor's growing influence, threatening
everything she has learned to hold dear. Montiel's drawings are,
in my opinion, more focused on exploding equipment and female anatomy
than is necessary for a story that is as much about identity and
growing up as it is about battles and intergalactic dominion, but
this probably won't bother most readers. The story as a whole would
benefit from less stilted dialogue and drawings with more accurate
reference to the facts of human anatomy (admittedly almost a myth
in Halle's age) but its interesting concept will keep readers engaged
until the end.
reviews by alison
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