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Die Anfänge von Image Comics waren holprig. Viele für die Zeit moderne Zeichnungen, aber wenig erzählerische Tiefe. Dies galt auch für Prophet, eine Schöpfung von Rob Liefeld, meist aber gezeichnet von Stephen Platt. Nach 20 Ausgaben war Schluß, die Leser hatten genug von dem Konzept Schulterpolster und dicke Wummen. Daher war ich überrascht, das diese Serie fortgeführt werden soll, denn Image Comics hatte aus den Fehlern gelernt und jede Menge großartige Serien wie Invincible, The Walking Dead oder Morning Glories auf den Markt gebracht. Warum also eine schlechte Serie aufwärmen? Doch die Stimmen im Internet wurden nicht leiser. Prophet sei gut. Meine Neugier war geweckt, und bei einem Preis von 9.99$ für das Trade (Inhalt #21-26) riskierte ich einen Blick. Vorweg genommen: Prophet ist gut. Das liegt daran, daß ein Schnitt gemacht wurde, und man nicht auf Vorwissen aus den 20 Vorgängerbänden angewiesen ist. John Prophet erwacht in einer fernen Zukunft aus dem Kriyoschlaf. Seine Kapsel bohrt sich seinen Weg an die Erdoberfläche, doch die gute alte Erde hat sich massiv verändert. Viele verschiedene Alienrassen bevölkern die Welt, auf der keine Menschen mehr existieren. Doch John Auftrag lautet, die Türme von Thauilu Vah zu erklimmen, um das Erden Imperium wieder neu zu erschaffen. Dabei trifft er auf die skurrilsten Aliens, und nicht selten findet er sich im Kampf mit ihnen wieder. Das Techlevel ist niedrig angesetzt, so daß er seine Lieblingswaffe, ein modifiziertes Messer, reichlich einsetzen kann. Trotzdem ist Prophet kein reiner Kampfcomic.Lesen Sie weiter... ›
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Mind-blowing science fiction28. August 2012
- Veröffentlicht auf Amazon.com
Rob Liefeld has received quite a bit of flak during his career - some of it warranted, and some not. But while his characters may be ill-conceived and visually ludicrous, other creators have done some amazing things with them (as the rule goes, there are no truly "bad" comic characters, only bad writers and artists). Nowhere had this been more apparent than with Alan Moore's reworking of Supreme, but with PROPHET VOLUME 1: REMISSION, writer Brandon Graham may have outdone Moore. This trade paperback collects what is sequentially regarded as Prophet #21 - 26, but it's actually 1 - 6 of a whole new storyline, so there's no need to go hunting for back issues in order to get caught up.
Prophet was introduced in 1992's Youngblood #2 as a shaggy-maned, constipated, time-travelling warrior, outfitted with boxing headgear and a purple bodysuit, and armed with enough guns and swords to take over a small country. Throughout the remainder of the `90s, that original version of the character drifted through various forgettable series and one-shots. With this new storyline, Graham has worked around the basic concept of the character and transformed the title into something more appropriate for Metal Hurlant. John Prophet arises from cryosleep on an Earth so far in the future that it is unrecognizable, with the environment and life forms having been completely transformed, or possibly even replaced. Prophet's mission is clear - to "climb the towers of Thauilu Vah and restart the Earth Empire" - but that's only the first half of the book, and then an even bigger tale (and a bigger mystery) begins. The story is wonderful fun, but the real attraction here is the assortment of beings, settings, and situations encountered along the way: things that are truly alien, but also very matter-of-fact, such as the Jell City, the Taxa caravan, the Palatium Sleepingman, Vostok's World, and the Cyclops Rail. These ideas, and more, prevent the book from being a quick read, but the more time spent on it, the richer the experience. It's not space opera or even hard sci-fi; rather, it's a truly fantastic adventure that can't be adequately described in an Amazon review. It really should be experienced first-hand.
Art is provided by Graham, as well as Simon Roy, Farel Dalrymple, and Giannis Milonogiannis. The other artists are also credited as co-writers, indicating that everyone must have worked very closely with Graham in conceiving this story and setting, and the artists utilize a somewhat unified style. The best way to describe the look of this book is "bizarre", and that's meant in a good way. The work is both breathtaking and repellent at the same time, and some of the concepts are so wild that it took some time to wrap my head around them; however, it all looks completely natural as a whole. But the best part of this whole experience is that this 6-issue collection retails for only ten dollars. In today's comic market, that's astonishing, and I'm wondering if this is simply a teaser to attract new readers, or if this is a trend towards more affordable collections from Image. In either case, it got me to take a chance on this title, and it was much appreciated. PROPHET: REMISSION made a real impression on me, and I look forward to future volumes.
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Effortlessly inventive5. September 2012
C. J. Cleary
- Veröffentlicht auf Amazon.com
I didn't know anything about Prophet, one of the less-infamous titles of Rob Liefeld's old Extreme Studios (Youngblood, Supreme) for Image Comics. If anything, my prejudice against Liefeld actively kept me from trying any of the relaunched titles when they began earlier in the year. But two books in particular - Prophet and Glory - met with such stunning reviews and positive word-of-mouth in the comic shops that I had to try them out. Prophet: Remission collects the first six issues of Brandon Graham's relaunch, the first few chapters of what promises to be an expansive, epic science fiction story.
The book, which features art from Simon Roy (on the first three chapters), Farel Dalrymple (Chapter 4), Graham himself (Chapter 5), Giannis Milonogiannis (Chapter 6), and a back-up feature called "Coil: A Clone Story" written and drawn by Emma Rios, is gorgeous throughout. The book is well designed, with a striking cover and fantastic interior art. The rotating artists all work well together, and it helps that Graham has found a clever narrative excuse for the frequently changing art teams. The artists give the various worlds, stories, and characters distinctive looks and personalities, and the variety to the design of the alien worlds and creatures is another huge point in favor of Graham's rotating cast of artists. The trade also includes a few pages of design work from Graham and Roy, so you can see a little about how the characters and worlds evolved into what you see in the issues themselves.
Fans of Liefeld's Prophet will not find a lot they recognize here, as the series takes place thousands of years later, long after the Earth Empire has fallen, but there's still plenty to love. Longtime readers of Liefeld's old Extreme Comics label may find callbacks to old some old characters (though the most obvious callbacks thus far come in a later volume), and they'll thrill to the book's shocking final page, while new readers will find the relaunch easy to follow, as the new setting and new characters demand a new introduction - though Graham goes fairly easy on the exposition of these new worlds and alien cultures, instead positing John Prophet as the ultimate survivalist hero, a title he earns in slow, measured stories punctuated by brief moments of thrilling action and visceral violence. We don't learn about these elaborate alien worlds in page-long summaries from our cast or mission breakdowns from a superior officer; instead, Graham lets us sink into the worlds as Prophet himself does, watching him traverse the landscape, take in the sights, and mingle with the locals. The book is quiet, but it's never boring, and Graham's world-building is astonishing.
There is an important lesson to be learned from Prophet: Remission, one I sincerely hope Marvel and DC take note of: All it takes to make good comics are good creators, an interesting idea, and a little freedom. Under the direction of Brandon Graham and an impressive team of artists, Prophet has become one of this year's must-read titles. It feels like a lost 70s Conan comic with a dark sense of humor. It feels like the kind of sci-fi adventure pulp I would have fallen in love with as a high school or college student, picking apart every month with my friends at the comic shop. It feels effortlessly inventive. But what it is, in the end, is a fascinating confluence of indie talent creating a book that I'd be willing to bet is not quite like any comic you've read
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Exploring other worlds with John Prophet24. September 2012
- Veröffentlicht auf Amazon.com
I will admit at first I wasn't sure what to think about the comic that Brandon Graham, Simon Roy, Giannis Milonogiannis, Farel Dalrymple, and others had created. It was strange, but the more I read the more hooked I became. It all felt fresh and new. And it felt strange that it doesn't seem to follow a very direct story structure approach. Instead of going from point 1 to point 2 to point 3 etc, instead it has a nice sort of meandering through the world. And I think that's what really hooks people in. This great sense of discovery in Prophet where you get sit back and take in all the strange and interesting sights and cultures. It's fantastic. It was a lot of fun to read and I highly recommend you check it out.
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Too much expository writing (3.5 stars)3. Januar 2013
- Veröffentlicht auf Amazon.com
John Prophet wakes up from hibernation on an Earth that has changed (not for the better, if you happen to be human). After journeying to the place where he is to receive his assignment (warding off mayhem along the way), Prophet is told to scale a tower so he can activate a satellite that will "awaken the Earth empire." This leads to another journey, more mayhem involving strange creatures, and Prophet's eventual arrival at a satellite that is sort of a military command center that will allow Prophet to control a whole bunch more Prophets.
In issue 4 we cut to another John Prophet waking up on a ship. This Prophet follows a ghosty girl who leads him to -- yes -- more mayhem before he gains a pink starskin and travels to Vostok's World. Issue 5 (apart from ripping off Stargate for its mode of transportation) makes even less sense, while issue 6 follows a whole bunch of Prophets (among the "legions sired by the first") who engage in mayhem for reasons that are never quite clear.
Much of the writing is needlessly expository -- pictures could have carried the story better than the clunky descriptions of what Prophet is doing. The prose is too often stilted and awkward. The art is far too sketchy for my taste -- trendy, maybe, but it just doesn't appeal to me. Neither did the book as a whole. It has its moments, but not enough moments to make me a fan. I would give Prophet 3 1/2 stars if I could.
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Epic Science Fiction in the Tradition of 'The Incal'23. Juni 2014
C. K. Lidster
- Veröffentlicht auf Amazon.com
It's a bizarre irony that one of the most original and inventive mainstream comics around is a resuscitation of one of the worst comics ever made, a cynical attempt to cash in on the speculative market boom of the early 90's. Regardless of it's origins, this incarnation of 'Prophet' is an imaginative and beautifully executed tribute to Metal Hurlant (as well as it's American sibling, the Heavy Metal of the early 80's) and the modern classics of European SF comics, particularly 'Arzach' & 'The Airtight Garage' by Moebius, Enki Bilal's 'The Nikopol Trilogy', and above all, the sprawling, crazy space-operas of Alejandro Jodorowsky: 'The Incal', 'Before the Incal', 'Final Incal', 'The Metabarons', 'Weapons of the Metabarons', 'Castaka', 'The Technopriests' & 'Megalex', all of which are illustrated in mind-blowing detail by some of the best artists in Europe, and form one gigantic saga, dubbed the Jodoverse. In the same way, Brandon Graham and his collaborators have fashioned a dreamlike conceptual playground, somewhere between the silent alien vistas of 'Arzach' and the osmium-weighted exposition of 'The Metabarons', unafraid of letting the art do the explaining. The art is the real attraction of Prophet; in contrast to the background-deficient splash-pages and anatomically exaggerated, over-rendered characters of original creator Rob Liefeld, the new version features some of the best young artists working today... Farel Dalrymple, whose art on Omega the Unknown and Popgun War established him as both a fan favorite and a critical success, winning multiple awards (including a Society of Illustrators Gold Medal), is one of the few artists who possesses a completely original style... he honestly can't be compared to anyone else; primary writer Brandon Graham's manga-influenced style is more realistic on Prophet than it is in his excellent King City, but still retains it's unique east-meets-west blending reminiscent of Taiyo Matsumoto; Simon Roy is a relative newcomer (at least to me), but his 'ligne-claire' art here establishes him as one of the most remarkable artists of his generation. His style is very close to that of 'Hardboiled' and 'Shaolin Cowboy' legend Geof Darrow, capturing his brilliantly intricate linework, heavily detailed but completely free of extraneous texturing. Roy has his own definitive take, however, and is instantly recognizable when portraying human (or alien) features. Prophet is an entertaining example of a group of talented individuals working together to create something ambitious and big, and is highly recommended for fans of SF comics, bande dessinee, and comic art.