Comic Book Review: Swamp Thing # 1
Raise Dem Bones
Frankly, I consider DC's The New 52! reboot a brilliant, but cheesy, marketing gimmick to boost sales. It will certainly do that, but I doubted much good would come out of freshening up the staple titles that make or break the House of DC every month, so I hadn't planned on picking up any of the number one issues; until I received a review copy of Scott Snyder and Yanick Paquette's Swamp Thing in the mail. Did it hit its mark? Sure did. Will I want to continue reading it? Sure will. I think you will want to, too.
Scott Snyder writes his stories by cutting between locations, situations, and people to build his plot's events. He's been damn lucky to have artists who seem to relish all that jumping around and keep up with him, but also add to his narrative in ways–framing, angles, positions of characters–he probably didn't even think of. Snyder's a very cinematically-minded writer in how he makes his stories build, and they have a completeness between issues, with clean, integral dialog, and visually important actions capping neatly at the given page length.
You get that sense of completeness reading this first Swamp Thing issue, Raise Dem Bones. We see birds dying in Metropolis, then bats dying in Gotham, then fish dying in the ocean in the space of 3 pages, switch to a disillusioned Dr. Holland doing a construction gig in Louisiana, and then visit an archeological dig in Arizona. It's the mastodon bones in the dig in Arizona that kick things into horror gear, and the 3 men who return to the dig at night get their necks all bent out of shape with what they find. Paquette doesn't really panel his art, it just wraps around and across the pages, word ballons and narrative blocks like a rich vine. Snyder's dialog exchange between Dr. Holland and Superman, and the narrative embellishment to scenes are just enough, just right, and meld with the artwork. Or does the artwork meld with it?
Either way, this series is off to a very good start.