[Editor's Note: This is the first in a new feature series on Vicious Print: The Achiever's Index. In it, I will be identifying and analyzing the comics I follow. Comic art, like any other art form, is extremely dear to its creators, as I well know, and it is a tough thing to take criticism. Please know that I do not offer it in anything but the best spirit of comraderie from a fellow comics creator, and is more for my own desire to understand my tastes than to find fault or weakness in others.]
A friend of mine in our fine nation’s Capital turned me on to this comic about a year ago, and I was immediately taken with its lovely, steampunkish retro-future style. Aerial ironclads, a Great War-style conflict, all the trappings of trench warfare in their gritty, sweaty intensity – it spoke to me. It seemed to me the kind of comic I had always wanted to draw, and I was totally impressed.
Alpha Shade begins in medias res, on the front lines of a trench war between a Northern and a Southern superpower (both are called “Empires,” and I’ll touch on that later). As the story opens, the youthful soldiers of Gearia, a vassal state caught in the midst of the conflict, are laying siege to a key desert city on the frontier between the two Empires. With barely more than late Steam Age weapons (biplanes, field guns, and long rifles), they make their advance across the denuded wasteland, and the battle is met, and you’re basically certain, right from the getgo, that the authors are not at all afraid to deal violently with sympathtic characters. After all, this is war.
This is a truly gutsy move on the part of the two creators, and signalled a story that would require a lot of attention to follow. The plight of youth confronting mortality is a theme as timeless as literature itself, and makes for a consistently interpretable and relatable story. As I sat down to read and really started to get into the first chapter, the story drew me in.
For anyone as obsessed as I am with the Great War and its impact on humanity, the first chapter of Alpha Shade does not disappoint. In this world, though flying ironclads are apparrently commonplaces of “modern” warfare, airplanes and tanks have only just been invented, and most combat is with snipers, infantry charges and artillery duels. And you don’t have to know a whole lot about history to know how that worked out in the real world, at places like Verdun and Argonne Forest. Even though this particular front in the conflict seems very small (very small, like several hundred yards small) the fullness of primitive infantry combat plays out in gritty realism, assisted by steampunk technology here and there. Alpha Shade has the makings of a really intense war story, and I was just getting to love the intense feeling of entrapment a trench soldier would feel, fighting for a dusty patch of worthless ground – a Gallipoli or a Tel-El-Khebir. But then something happened.
The psychic cats arrived.
Now, granted, this is Amerimanga we’re talking about, here. And as a well-defined subculture, Japanese-style comics drawn by Americans use a number of stock plot elements that are identified with the high end of Japanese pulp comic book stories. Often, it’s done as a wink or homage to the Manga community. But in Alpha Shade, the tropes run so thick, and are permitted to drive the plot so centrally, that they are impossible to ignore. There are intelligent, quasi-magical cats, dragons, feudal and hierarchical/clan-based social systems, magical amulets, bullet-dodging swordplay, smooth-talking warrior-women, ninjalike assassins – all the amassed trappings of the genre, and all in one place, taking on a prominence that gradually threatens to make the plot devices more important than the characters themselves.
These elements are the ones that are most immediately recognizable to American readers of Manga, and so it’s a small wonder they should find their way into the American genre they inspire. Hell, even in the West, things like quasi-Feudalistic futures and Amazon warrior women with swords have been part of the science fiction groupmind for close to a century (vide: the John Carter series, Foundation, Dune, etc.). It’s a sure hallmark of a writer’s influences when he resorts to the trappings of empires, lordship and feudal hierarchies instead of trying to imagine something more unique; think of a fantasy story that doesn’t have Elves in it: it’ll take you a minute. Granted, even sci-fi demigod Gene Roddenberry couldn’t imagine that a democratic future could be for everyone – the long-suffering Federation is beset on all sides by empires and dictators. Maybe it’s because feudalism seemingly had such a clear hierarchy, and complex democracies too easily get bogged down in politics when you’d rather just be kicking ass and taking names. As the Devil Ned Flanders said, “This is always so much easier in Mexico.”
And, of course, any comic requires that you suspend disbelief. And I would willingly overlook some little things, like the very strange left turn that the plot takes in Chapter 2, or the fact that the entire Gearian officer corps is made up of pubescent teenagers (their Character Bios set their ages at twentysomething, but they all look about fourteen the way they’re drawn). But there are just so many of these small things, these little pre-formed plot elements, that the combination of all of these elements together felt, in the end, just so… not predictable, exactly. Perhaps, “not-unpredictable.” It’s not at all that they make the comic bad – it isn’t, by any stretch. It’s just that it starts off so uniquely that you come to expect that it will continue that way, and for them to fall back on the same tired Manga clichés I’d already seen so many times before was slightly disappointing. The makings of a really great war story were already there on page one – none of these other elements were needed at all! Had the logic followed out with just that simple early setup, the story would have been truly unique. But somewhere around the third quarter of Chapter 1, I had the distinct sinking feeling that the authors had somehow, perhaps subconsciously, either got caught up in their world’s “Oh, cool!” factor or simply lost confidence in the strength of their first setup’s own merits, and they began to pile on the rest of the predigested Manga devices to “fill it out.”
And in spite of the gorgeous art, the cool technology, the engaging story and the consistently strong pacing, the failing of Alpha Shade is that it fell into this trap so easily. Had the creators been just a little more disciplined with their world-building, they might have avoided this pitfall, and dared to forge ahead into uncharted territory instead of falling back on tried and tested but decidedly overused Manga devices. This is a fully understandable impulse, one I’ve probably succumbed to myself without even knowing it. However, while I can understand it, I don’t agree with it, and the authors’ decisions on these points are what is ultimately holding back this unique and intelligent comic ever so slightly from truly breaking away from the average Amerimanga.
However, for all that, the story still carries me away, and the battle and war scenes are so convincingly plotted and drawn that they overpower the clichés. For now. It is my ardent hope that the authors will get back to the basics of their story and worry less about plot twists, crossworld intrigues, psychic animals and magical amulets, and get back to the hard core of what makes their story unique: the young facing up to the inevitable. If they can do this, and let the rest of it fade away, they will drag the story back towards its exciting and truly outstanding beginning, and reassert the story as something truly unique in the comics world.
Achiever’s Assessment:
STRIKE: The art and style of the story are excellent, and the pacing is wonderful. The characters are engaging and, though the story’s emotion skews towards the maudlin at times, the total effect of the comic is of a fully-developed world that lets you forget that you are reading a comic. This, plus the unique setting and the well-developed technological background, makes the comic worthy of note, and places it far above most others of the genre. Gritty and atmospheric, the artwork calls up an odd mixture of historical fiction and personal nightmare, and does so seamlessly.
GUTTER: From time to time, the mustard-yellow transfer look of this comic can be tiring on the eyes. I know it’s meant to denote a wartime sepia photo look, but some pages are rather more washed-out than I’d prefer they be. This is only a very minor artistic problem, though (and it abates somewhat in the scenes in Chapter 2) and it’s probably mostly internal to my own head, so take it with a grain of salt. A bigger problem is that the characters, even the ones meant to be elderly, all look like they hover between the ages of thirteen and sixteen, and this can radically skew your view of the entire mise-en-scène. However, the underlying strength of the artwork as a whole unit tends to nullify any minor problems present, and the consistency of the whole is a strong binding element.
OVER THE LINE: Psychic cats, pre-teen military commanders, dragon riders, samurai swords, peerages and feudal empires. These tropes are so common to Amerimanga as to be clichés at this point, and though worked into this story pretty well, they’re too recognizeable as such for me to ignore them. In the same way as Elves and Dwarves are the unmistakeable mark of a fantasy story, the clichés in Alpha Shade feel too much like compulsory add-ons that scream “See!? It’s MANGA! GET IT?” Yes, I get it. But a more sophisticated approach to the setting would have really made the story stand up and work, and even though they don’t really damage the comic per se, they are, in my book, definite weaknesses, when held against how strong the story could have been without them.
Overall Rank: FAR OUT
In spite of my vocal disapproval of certain points, I cannot help but like it. Alpha Shade’s following in the comics community is well-deserved, and in spite of its choice of several rather weak story elements (the feudalism, the dragons, the psychic cats, etc.) it is beautifully drawn, well-realized and definitely more than worth your time to read. It is, however, the prevalence of these weaker story elements that keep it from fully achieving, and they are so entrenched in the plot at this point that they are impossible to overlook. And although, for now, Alpha Shade falls short of full status as an Achiever, I cannot overstate the visual impact of the artwork, which started strong and has gotten even more refined over 240 pages. And even though it seems to be on something of a hiatus at the moment, in spite of my nitpicky misgivings, I find myself wanting to see what will happen next; this, in the end, is the mark of an effective story.
At the time of publication, Alpha Shade is updating only irregularly. However, you can read the entire comic, and its related materials, at http://www.alpha-shade.com.
Alpha Shade is written and illustrated by Christopher and Joseph Brudlos.