From Zombos Closet

February 27, 2014

Graphic Book Review:
Helheim Vol. 1: The Witch War

Helheim-graphicZombos Says: Fair to Good

The draugr of Norse mythology takes center stage here with a nod to the Golem's protector modus operandi and Frankenstein's Monster's patchwork quilting of stitched body parts. Only here, Cullen Bunn and Joelle Jones's draugr is a giant pawn caught between two warring witches and their demon-play to best each other.

No reason is given as to why Bera, the beautiful witch, and Groa, the ugly hag of a witch (note how ugly witches always have names that imply ugliness, too), are feuding and decimating the countryside in the process. From the level of despair and desolation shown it's been going on for a long while.

The story places us in the middle of the conflict at the start, with a hunting party being hunted as they quickly return to their village with the wildmen in pursuit. An opening salvo of bloodshed and hacked limbs within their village gates reveals the ferocity and supernatural nature of their adversaries. When the handsome, brawny, Rikard is killed, Bera reveals her true talent by bringing him back to life. Larger and smellier than before and able to swing a mean axe, Rikard is now a hulking dead creature under her control. She sends him after Groa and her demon minions.

A puzzling question arises early on: why does each witch have a village of her own to fight for her, especially after all the constant turmoil and lack of food this incessant animosity is causing? Either Bunn is riffing off the historically important village idiot role (and one still prevalent today in politics, by the way) by twisting it around to one of a village witch role (which would be closest to the village savant role I'd surmise), or perhaps he's presuming we won't notice. Or maybe he's cleverly turned this whole village idiot role into a plural endeavor, implying that each villager is stupid enough to stick around, waiting to get killed in the crossfire, rendering an idiot village in effect?

Other plot-convenient assumptions let him jump through the issues of this collected series without applying effort toward providing explanation or illustration: for instance, Rikard has amassed an army of men, a hundred or so, to fight along with him by issue four, but in issue three he's alone, needs the help of a little girl to stitch his head back into one piece, and he still smells badly. How he amasses an army of men to follow him is anyone's guess, but he instantly has one by issue four.

Helheim: The Witch War has a Van Helsing vibe to it. If you just accept it and don't ask questions, or don't bother to think too deeply as to whys and wherefores, it's an entertaining horror story that makes less sense than it ought to, but still provides some good scenes and moments. But if you're pigheaded and need more flesh to the motivation-backbone of your storytelling, just remember the good thing is this is only volume one. Assume that volume two will flesh it all out better and you'll be fine.

If you can wait for volume two, that is.

Graphic Book Review: Half Past Danger

Zombos Says: Good

Once again, the Nazis are up to no good in Half Past Danger. This time around they’ve got dinosaurs and a deadly secret, with Stephen Mooney and a very good period-toned coloration from Jordie Bellair tying it all together into a neat package wrapped around with colorful main players.

There’s a Samurai-wielding Japanese Naval Landing Forces ex-soldier; a super GI soldier–but he doesn’t carry around a shield; an Irish soldier who carries around a bottle or two that’s either half-empty or half-full at any given moment; a femme fatale with long black hair and a fetish for long black jumpsuits who carries the mission’s intrigue; and the German Officer they’re up against, who carries the usual supercilious attitude and Aryan-inspired confidence of cool determination we’ve come to expect from our movie and comic book German Officer nemeses.

Much grease gun and fiery mayhem explodes across this collected six issues’ worth of vibrant, retro-storied pages, which hints a little The Lost World: Jurassic Park, a little multi-chaptered Republic Serial, and with Bellair’s appropriate earth tones, military tones, Nazi tones, submarine interior tones, and jungle campfire at night tones, smoothing Mooney’s heavy lines (that are too heavy at times, obliterating facial nuances), it all moves breezily and 1943’s-ish through hold-on-to-your-ass military exploits, haul-your-ass dinosaur-stomped jungles, torpedo shooting submarines, dastardly deeds, and well-timed revelations. Mooney draws and quarters his story evenly across six issues with minimal loss of melodramatic pacing while maintaining his characters’ dynamics (sure, they may all be stereotypes, but they’re still well-executed stereotypes), making his story an entertaining read from start to finish within each issue.

And watching people get eaten by dinosaurs, especially nasty Nazi people, is always a pleasure for horror fans to see, of course. And watching samurai swords slice through impossible things, with maybe a neck or two in the way, is fun to see, too.