One of the first new series of 2012 is finally collected, two weeks before the solicitation promised. Is it worth reading, or is this a series best forgotten?
Written by Joseph Mallozzi and Paul Mullie
Illustrated by Garry BrownWhen the six-person crew of the spaceship Raza wakes from stasis in the farthest reaches of space, the memory of their pasts has been wiped clean. The only clue to their identities is a cargo bay full of weaponry and a destination – a remote mining colony that is about to become a war zone! With no idea whose side they are on, can these amnesiacs leave behind thoughts of their histories and do the right thing, or will their pasts catch up to them?
104 pages, $14.99
Before I get into reviewing the trade, I’d like to send out a congratulations to Whichever Dark Horse employee wrote this solicitation. It’s infinitely more detailed than the bullet points currently used by the Big Two, and everything it says is completely correct. It’s sad how rare that is.
For a crew of six with no names or pasts, the characterization in the story is very strong. Through nuanced dialogue and a visually distinct cast, Mallozzi and Mulli introduce the crew quickly before getting to the action.
From there, the plot is easy to follow, if thin. The crew is attacked by an unknown ship, and after their quick escape, it’s never mentioned again. The villains of the story are not nearly as developed as the protagonists, opting instead to be a flimsy Imperialist analog against the Native American analog.
As a whole, the story reads smoothly. There’s some narration in the first few pages which serve little purpose, and it vanishes immediately after the title drop. Short summaries of previous events are included as dialog at the start of each new chapter, but they’re done by the same character, and it works as an aspect of his character.
The weakest part of “Dark Matter” is the art. Brown’s cover work is terrific, and he nails the tone of the story with his gritty lines. His action scenes, however, are more static than a still-life. It’s compounded by Richard Starkings’ wimpy sound effects. In the second chapter, one character appears to be casually leaning on a table. An impotent “WHAM” lets you know he’s actually pounding it in anger. In another scene, when the crew is attacked in a bar, two characters change location relative to a third, when the plot makes it clear they should still be standing in the same location.
Brown does have one point in his favor: The six crew members are easily distinguishable from one another, even when they’re wearing the same uniform. In a story where the main cast have no names, or don’t use them after they learn them, that’s a very important point.
The bonus features in the trade are limited to some of Brown’s sketches, which don’t reveal much. Considering the trade is selling for $3 more than the single issues did, two pages of pencils is a weak offering.
After reading this trade, it’s hard not to be reminded of a television pilot. That’s no surprised, since the creators have not been shy about admitting “Dark Matter” was originally designed for TV, and the comic was a back-up plan. According to Mallozzi’s blog, they’re currently working to get the television show made. ‘Rebirth’ is good enough to warrant giving the show (if it’s ever made) a shot, but it delays a second volume. Considering the cliffhanger ending, that’s a bad thing.
Final Verdict: 6 – Browse