Reviewed by: Shawn Swanson

Alice Hotwire has traded the old wooden cross for a spook-evicting-gadget-thing nailed to a wooden board, and the words “The power of Christ compels you” for “Oh Crap!”. To say the least, this is not your fathers Exorcist.

Issue number 2 opens with a murdered man staggering into the police station. The ongoing riot has taken over more of the city and every cop is out in the middle of it. meanwhile, Hotwire is off gallivanting with a giant flaming skull. What happens next? You’ll have to read the issue for yourself to find out. I will tell you this: everything about the murdered guy is very cool.

Steve Pugh is a fantastic artist and his writing is quite good. My only real critique of this issue would be that there are moments where dialog is placed unnecessarily. Let me explain my meaning here; Steve’s illustrations through much of this book are so poignant, so perfectly rendered, that the words seem to detract from the moment somehow. A picture is worth a thousand words and Steve’s pictures are worth a million. He’s done a fantastic job with Hotwire. I’m not sure if Warren Ellis would have done much better.

When Steve Pugh was asked about writing a story created by Warren Ellis he had this to say:

“It’s been an enormous project, but I’ve been determined to get Alice into print for years, and I’m actually pleased it’s taken this long, because artistically, I think I’m at the top of my game,” Pugh said. “It’s only through utter arrogance and ridiculous self-belief that I could rewrite a story by one of the most famous comic writers in mainstream publication.”

Hotwire: Requiem for the Dead #2 is a fast, fun, wiz-bang of a comic, that chooses to be SiFi when it could so easily become just another silly and unbelievable horror book. I like what Steve has created. Hotwire is a gutsy effort and the fact that it’s a one man show from script to lettering is impressive.

If you looking for a good Warren Ellis style SiFi thriller than Hotwire is a must read. The comic is published by Radical Publishing and went on sale March 18th. Get down to you’re local comic shop and check it out.

HOTWIRE: REQUIEM FOR THE DEAD #2 (2 of 4)
Created by STEVE PUGH and WARREN ELLIS
Based on a story by WARREN ELLIS
Writer and Illustrator STEVE PUGH
Letterer STEVE PUGH

March 18th, 28 page, FC, $2.99

3 cover
Hotwire #2 Cover A – Steve Pugh Diamond Code: JAN094395
Hotwire #2 Cover B – Stjepan Sejic Diamond Code: JAN094396
Hotwire #2 Cover C – Alan Brooks Diamond Code: JAN094397

hotwire2_covera_pugh hotwire2_coverb_stjepan hotwire2_coverc_brooks

I think we get really lucky here at TwelveFingers sometimes. Today’s 5 questions interview with writer M. Zachary Sherman (Shrapnel, Maelstrom II) is no exception. Mr. Sherman has penned comic scripts for Marvel, Radical, Image, and Dark Horse and is currently working on America’s Army: The Comic based on the game as well as the second book in is SOCOM: SEAL Team Seven trilogy. This is one busy man. I have no idea how he found time to share his experience with us, but he did and I for one am very grateful.

1. Tell us about your comic. What’s it about? Why is it cool?

Shrapnel is essentially “Joan of Arc” in space. How much cooler can you get than that?! (Laughs)

Shrapnel focuses on a future where humanity has reached out and colonized the Solar System and a Solar Alliance governs the planets similarly to the way ancient Rome dominated over their territories. Venus, the last free colony in the system, is doing what it can to remain neutral throughout this conflict of planetary war, but finds itself in trouble when the Alliance finally comes knocking. To do what it can to battle the domineering Marine forces of the Alliance in order to remain sovereign. Unbeknownst to the Marines, or even the Colonists themselves, one of the Alliance’s greatest heroes has exiled herself on the lost planet, hoping to escape the life she once knew as a warrior. Now, pulled back into the fight, she got to teach the Colonist how to fight for their freedom and come to terms with her own past.

At the heart of the book is Samantha, the heroine of the book, who’s struggling with this and more; her guilt comes from the fact she was in command when several hundred civilians got killed on Mars. As an Alliance Marine, it was her job to protect and serve the people’s interests, but at the same time, her feelings start to get in the way of her duty. Once she understands the guilt, she’s able to overcome it and push forward, helping Venus to fight for its freedom from the Solar Alliance’s tyrannical rule.

The book is truly about the struggles we go through to forgive ourselves for the actions we’ve committed in the past. Most of us have something we regret; whether it was hurting someone emotionally, doing something dishonest, whatever it is, the only way to make amends for it is to first forgive yourself for that act and do what you can to make up for it. Shrapnel, at its core, deepest concept is about forgiving yourself and moving on with life.

Thanks, Dr. Phil… Why is this book cool again? (laughs) Okay, okay, it’s got awesome space battles, sci-fi technology, kick-ass ground wars and amazing art, too. That’s really what makes it cool. The art is amazing! I love the epic feel of the book; the Imaginary Friends artisits have done a stupendous job capturing that real “Laurence of Arabia” “Ben-Hur” epic feel to the images I had in my head when writing this type of story.

2. Who are your biggest influences?

For me, several immediate names come to mind–

For comics, it’s writers like Chuck Dixon and Mark Waid, screenplay writers Lawrence Kasdan and James Cameron are huge, novelists like Patrick O’Brian and Philip K. Dick and playwrights Robert Shaw and Neil Simon top the list. Wheh! Maybe I need to go outside more… Separately, they are all very different types of writers, but together they all have something in common I’ve been trying to capture my entire writing career: a real strong grasp on character and motivation.

Obviously, science fiction is a big part of my life, especially having worked on all three of the new Star Wars prequels at Industrial Light and Magic, but all of that really needs to take a back seat to the characters in the story. If you don’t create interesting people we want to become invested in right from the outset, then no one’s gonna care about what setting you put them in. People are the driving force behind any story and we need to care about those people from the get-go or your story is moot.

The new Battlestar Galactic was so good at capturing this and following through with it from the very beginning of the show to each week. They really created a cadre of emotions that flowed deeply from the souls of those characters that millions tune in every week just to see where their relationships will go next. Fantastic stuff…

3. On a more personal note: how did you end up where you are today? What lead you to comics?

It wasn’t a straight shot, that’s for sure… I started in film, doing everything I could to learn the business the best I could. I had some great friends that did everything from costumer, prop maker to editor that really helped me to learn as much as I could. That type of education you really can’t get n a class-room, so I started working in film as quickly as I could doing everything from Production Assistant all the way up to First Assistant Director, but all of that really took a back seat to writing for me.

On my own time, in the car, in the bathroom (sorry for the visual), I really tried to come up with interesting stories that people would like. Then the advent of computers in VFX really took off and it seemed the right place to be– for a time. You just can’t fulfill yourself creatively working on other people’s projects, and film can be limiting by budgets and time, but comics? Open slate because if the artist can draw it, there it is! No miniature fx budget blown when I destroy an entire planet with a comet! So I started trying to write my own…

Bob Shreck from DC (at the time) was a huge influence on me early on. Speaking with him at a WonderCon show, I asked him what I needed to do to write for comics. He was very helpful with advice and even kept in touch with me, offering to look over some stuff I had written. After some brutally honest critiques, I just kept refining my style.

But it was Kieron Dwyer and Larry Young who really pushed me to do my own stuff and stop playing fan-boy. I really, really want to work with the big two, trust me, but you don’t stop writing just because you haven’t gotten that job yet. They told me to write my own books, focus on creator-owned content so I could prove to a Marvel or a DC I could actually do what I wanted to do. With a project under my belt, I’d be able to approach an editor at Marvel or DC, hand them a book and say, “I’d really like to work for you, here’s something I’ve done in the past.”

4. What advice would you give to someone trying to break into comics?

As a writer, I have to say this–

“To write” is a verb. A verb is a word that describes an action or an occurrence. Get off yer duff and do it. You need to write! And please, don’t think because you can type an email to someone that automatically makes you a writer! You need to actually write. And don’t talk about what you’re going to write with your family or your buddies– No, they’re not going to rip you off, but it takes the POWER away from the idea and the more you TALK about it, the less time you’re taking DOING it!!

You just need to write! Once you have that done, you need to show it to people. Go to cons, email editors, but do it in a professional manner. Don’t bombard them, be pro about it. But you need to WRITE.

5. What’s your all-time favorite movie?

Now that’s not fair, but if I REALLY had to choose, it’d be a tie between Casablanca and Raider of the Lost Ark. Maybe I should have been born in the 20’s, who knows?

Learn more about M. Zachary Sherman at his website: www.mzacharysherman.com

City of Dust hits its climactic conclusion this month with issue number five. Is it really over? I guess only time will tell.

Steve Niles did a fantastic job. The mix of vampires, robots, crime drama and SiFi could have easily become a jumbled mess of ridiculous, but somehow it didn’t. Somehow Steve pulls all this craziness together, and bundles it into a neat little package that is surprisingly satisfying.

To be honest, this wasn’t my favorite issue in the series, but I liked the twist. You know, you never get everything in one book…well, maybe I should say that it’s rare to get everything in one book. There will always be the tales like Watchmen that perfectly nail it. I wouldn’t say City of dust reaches that level of perfection, but it does find an original voice, which is equally important in my book. There are a million comics dumping into the system from one direction or another, and to create a comic that deserves to be read is a challenge. I truly believe that Steve Niles and Radical Publishing have done a fine job producing a comic that deserves to be read. City of Dust hands down beats 90% of the uninspired mush coming from Marvel these days.

So the verdict is this: If you love SiFi and fantasy, if you’re a big fan of Blade Runner or just want to read a new book with great concepts and stellar artwork, than City of Dust will be your new favorite comic.

Just in case you have missed all my past reviews of City of Dust here’s the dust cover version of the story.

From the dark mind of legendary horror writer Steve Niles (30 Days of Night) comes a story set in the aftermath of our world’s collapse. Records show the Earth once known was consumed by religious wars, spurred by the suppression of free thought and where creative expression is now viewed as the rot and infestation of the mind. This chilling vision of the future unveils a world where the police now patrol for crimes of the imagination or Mind Crimes as their called. These beliefs, along with any tales of false heroes, idols or gods, are illegal. Special detective Philip Khrome doesn’t enforce Imagination, instead he works in homicide; that’s where the action is, and he has seen it all before. But criminals evolve and the world is forever changing. When a killing spree hits his department, Khrome finds himself face-to-face with a perpetrator who has merged reality with superstition, something is not what it seems. This enemy of folklore will require old-fashioned detective techniques to bring to justice, but the only problem is it will take one’s imagination to find the source of this new evil.

CITY OF DUST: A PHILIP KHROME STORY #5
Writer STEVE NILES
Artist ZID, GARRIE GASTONNY and BRANDON CHNG
Colorist BUDDY JIANG, LEOS NG ‘OKITA’ and SIXTH CREATION
Letterer CHRIS ELIOPOULOS
28 pages, FC, March, $2.99
3 Covers

City of Dust #5 Cover A – Michal Ivan Diamond Code: DEC084198
City of Dust #5 Cover B – Clint Langley Diamond Code: DEC084199
City of Dust #5 Cover C – Nick Percival Diamond Code: DEC084200

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