2006/02/21

Rash #2 (8/10)

Writer: Didier Arpin
Artist: Patrick Boutin Gagne
$3.99, Narwain Publishing

Story:
The group is on the run and betrayed from within. Most of them die, Rash makes it out alive.

Evaluation:
Yeah! After last issue's slow pace I expected the group to investigate some, have a scare or two and the whole thing to last six issues. Arpin is having no such nonsense and dives right in. By page three Rash is busily dividing supays (mutant dogs) with his oversized sword and despite (or because) the silent page I can hear the ride of the valkyries playing in the background.
Throughout the issue Gagne does an excellent job. The story flows well, he gets extra good use out of almost repeating panels and most importantly, the fights are very dynamic and just the right kind of gory to convey that this is serious stuff without triggering a detailed examination no actioner could stand. Gagne also does a superb job colouring his own inks. For the night scenes, he hits just the right balance between obscuration through darkness and the details necessary for a fight.
Unfortunately, Arpin is dragging this one down a little. Despite the admirable display of stones when it comes to plotting, other stuff doesn't work so well. For instance, the reveal of the MacGuffin falls a little flat because the joke is just a little too cute and elaborate for this point of the comic. It might have worked if that reveal had been saved for the epilogue. Similarly, the betrayal doesn't make too much sense and Rash's pursuers from last issue turning up out of the blue is also a bit of a stretch. Plus, too much time was wasted last issue on what turns out to be cannon fodder (then again, without that setup this issue wouldn't have come across as ballsy as it does).
Despite these quibbles, there's still too much testosterone in this issue (and this reader) to give it anything less than 8/10.

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