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posts: 1,374
joined: 9-27-2006
It's tough to critique a comic thats only 20-something pages old. I genuinely feel that people don't really figure out how to do comics till around their 50th page, and even then they don't get into the swing of things till the 100th. What exaserbates this issue is the fact that your comic is rife with fillers, "hey we're back" strips, or "hey we're going away" strips, or one panel crossovers with other comics I don't read. Take all this junk out of your archive and drop it into an "Extras" page. I don't mind the occasional peice of filler here and there, in fact, being to lazy to make an extras page for my DD mirror, I haven't bothered taking that stuff out of my archives myself. However I have one peice of filler for every 10 or so actual comics, the ratio may actually be larger. Your ratio is like 1:2, I can't get into the comic if youre constantly ripping me out of it by breaking the fourth wall to deliver a message from the author that could easily be done in a newspost while you update an actual comic.
Ok, the lack of actual comics to critique aside, lets get started.
The art:
It's not fair to talk about the early art, because that's clearly changed alot, so I'll talk about the art from the most recent strip. Your backgrounds are photo's with a photoshop filter on them, it's fine they fill the space. But ever since Machall they've been a staple of the lazy comic creator, and frankly I find them tacky. I thought it was an interesting dichotomy the first time I saw a comic creator use them, but once so many people jumped on board the approach to the problem of backgrounds, I quickly grew to find them amateurish. Plus, they hurt your progression as an artist in the long run. You'd have a much better grasp of perspective if you had more practice drawing backgrounds. Next, your character models now are better than your character models were, you know, back when they were blurry, heavy inked chibis. However you still have big issues with anatomy (a problem you handle by drawing your characters from the shoulder up 90% of the time) and where you grew as an artist out of the anime style, you also lost a level of cartoonishness. You try to connect realism to cartoonish expressions, and it doesn't work, it just looks awkward. You need to get a better feel for when your expressions need to go straight to cartoon, and lose those lip lines when you don't need them. Your wrinkle lines suffer too, it's like you know there should be a wrinkle there, but sometimes its concave when it should be convex, or a little lower than it should be, or a little further away from the mouth or nose than it should be or visa versa, and really you don't need those lines go get across your expression in the first place, so rather than aiding you, it's just distracting.
The Presentation:
Firstly, let me get this out of the way. Your characters are always looking at me. Why are they doing that? I'm not there. They should be looking at each other. They're talking to each other. This affects the writing, which I'll get to later. The title sequence has got to go, it just looks like crap. You're using the same logo for your comic from when your art was much worse, so the resolution is lower than the rest of the comic, plus it's big, it's distracting from the comic. I don't need this information to read the comic, you can put it there for the tag, but don't make it so big that I can't overlook it. The most noticable thing about your presentation is that it's constantly changing. Page size, panel distribution, comic length, font, everything changes from one page to the next. It makes the comic seem less cohesive as a whole. Changing to a cah-razy font when someone gets kicked in the junk has less impact when you're changing the font up all the time anyway.
The Writing:
Remember when I said I'd get back to the whole "characters are looking at me" dealie, well here's where I do it. There isn't any interaction between the characters, that is, they don't have individual personalities, instead they're simply a medium through which a joke is delivered. Once the joke is delivered they look at the reader to indicate that the comic is over and someone cues the rimshot. None of the characters speak in a different voice, they all have the same inflection, speak the same way. You could switch the text bubbles around in any given comic and it wouldn't SOUND wierd, because, again, they all talk the same. This comic is arife with fourthwall breaching to set up jokes (which doesn't make sense, the reader doesn't wonder how glasses stay on a character's face, because he's a cartoon. You might has well have one of the characters ask why another's mouth goes off the side of his face when he's angry. These aren't realistic characters, how are we, the audience, supposed to distinguish between what cartoony elements are part of the style, and what cartoony elements are out of the ordinary to the characters in the comic, it just doesn't make sense.) It's also full of in-jokes that a regular person, who is unfamiliar with the ins-outs and goings on of your life would possibly understand, until we read your newspost and go, "oh, it's an 'in' joke, I'm not supposed to understand this." The jokes that are broad enough that an average joe could get them are often very poorly telegraphed. For example, the joke with the fact that everyone agent 47 switches clothes with is the same size as him. You shouldn't end the comic with the funny thing you observered, you begin the comic with that and use it to build the joke. For example, on the sopranos dvd's I noticed that in the early seasons on the episode summary they gave you a whole paragraph so you could identify what the episode was about, but on the dvds near the end of the season the summarys were so short and vague that theres no way you could determine which episode you were watching. They were like "Tony has financial trouble and Bobby eats a delicious sandwich." But I wouldn't make that my punchline, I'd start with that and build a joke out of it. Secondly, the agent 47 observance isn't unique to hitman, rather it spans pretty much that entire genre of entertainment, which is why it's broad enough for the average reader to understand (while alot of your other "gamer" jokes arent) however because of this, you're competing with other people who've made similar jokes in the past, for example family guy switching clothes with a much smaller bellboy and then switching them back from someone who dresses exactly the same as he normally does. When you have other people building jokes off of something, you can't just point out that you made that same observance yourself, but not make a joke.
A few other things:
Not having a joke is not a joke.
If your characters are bored so are your readers.
You say your familiar with webcomics like pvp, vgcats and penny arcade, and yet you can't recognize when a joke has been so overused by webomics that they're no longer funny? Catgirls? Leet speak?
One character doesn't like catgirls (speaks for reader) one character does (speaks for author?) Keep 'em in your sketchbook.
Offscreen violence isn't funny.
Violence without consequence isn't funny. Reacting to an everyday situation in an excessive way by escalating to violence without consequence isn't funny.
Overall:
Theres not enough comic here to critique, what little there is demonstrates the constant evolution that occurs in almost every comic in that first 50 pages. When the jokes are broad enough that someone who isn't in your circle of reallife/online friends could possibly understand them, they are generally uninspired, cliche, or just a flat out miss. My recommendation? Go back to formula. Scrap this comic, take the lessons you've learned thus far and create a new comic with a larger plan in mind, not nessecarily a storyline or anything just have a better idea of how you want your characters to come across, what kind of mood/tone you want to convey, and where you can best place jokes without telegraphing them.