| Inhumans:
Culture Shock
Marvel:
you’ve done it again. You have managed to not only find
an interesting idea using characters of either original concept
(Runaways) or B-list characters from the Marvel universe,
but you’ve also managed to cancel it just before you
put out the trade. As a company, you utterly amaze me.
The
title in this case is Inhumans, originally brought
back into the modern comic reader consciousness by Paul
Jenkins and Jae Lee under the Marvel Knights publishing
division. It seems that Marvel, in focusing on the same
teenage characters from the initial story arc (plus two),
have deemed Inhumans to be Marvel Age appropriate and have
thrown together a slim, yet still composed of six issues,
collection of the "Culture Shock" arc.
The
story initially focuses on San, an Inhuman about to go through
the Terrigenesis, wherein each Inhuman’s genetic potential
is revealed and unlocked, making each one a truly unique
individual. This individuality can manifest in splendorous
powers or horrific mutations, and the type of genetic change
one undergoes determines one’s position within the
Inhuman society.
San
believes he is destined to be a warrior and join the royal
guard; suffice it to say, San is disappointed. But San is
not alone and soon King Blackbolt calls him to a special
task: to join, along with fellow Inhumans, a diplomatic
exchange program with the United States. San and his friend
Alaris are joined by Tonaja, Nahrees, and Jolen (from the
Jenkins arc) and begin their cultural exchange with a small
college in America’s Heartland.
Writer
Sean (The Waiting Place, Mary
Jane) McKeever had some interesting shoes to fill
after Jenkins, but he brings a subdued grace to his script
that accurately reflects the lifestyle of the Inhuman society.
Inhumans are just that: inhuman, or perhaps more precisely,
more than human. Their society is one in which your entire
life is determined by your mutation; if you’ve sprouted
wings, you become part of the aerial guard and if you manifest
the ability to shape matter into glowing sculptures of light,
you are an artist.
While
the obvious downside to this is that your society is truly
one in which you are unable to choose any path in life,
the Inhumans see this as a blessing. Each genetic abnormality
is cherished for its uniqueness and each profession, whether
it be guard or groundskeeper, is valued by their society.
McKeever
truly puts these characters through a culture shock when
they encounter human society, especially that of the United
States. They are so far out of their element that they question
every aspect of the society, allowing McKeever to explore
some rather poignant questions. Should education be free
to all who want it? Does work only matter because of its
monetary gains? Just how accepting is American culture,
especially youth culture? McKeever explores these and other
questions through the Inhumans while they try to attend
college.
At the
same time, he lets a little of the funny into the story,
usually in reference to the loveable and naïve Alaris:
a short mass of muscle who frequently finds that his enthusiasm
for cultural immersion causes all manner of problems for
the group. While this “Watch the foreigner make all
kinds of cultural faux pas while trying to fit
in” story has been done to death, the fact that Alaris
is at least from the moon (not to mention a society of genetically
modified humans) makes this comedy far less tiring than
when, for instance, a bad writer will make the same jokes
with an East European, leaving no stereotype or gross overgeneralization
unused.
The
characters themselves are interesting as individuals, and
even without the background provided by Jenkins’ story
arc, the previous relationships with between the characters
are easily identifiable through McKeever’s story:
Tonaja’s fear and sense of duty, Nahrees’ near-monumental
snobbery, and Jolen’s sociopathic tendencies all come
through easily. McKeever also peppers the script with mysteries
regarding just why this exchange is even happening. Using
the characters to voice these enigma’s, rather than
giving the reader out-of-narrative clues.
The
artwork, by Matthew Clark and inker Nelson, is quite good.
Though not as gritty as Jae Lee’s early renditions,
but possessed of both clarity and texture, Clark has a style
with more attention paid to facial expressions and character
design. His character designs are excellent, though I would
have asked for a little more rendering on Alaris (he’s
just big and yellow, and a little top-heavy when it comes
to muscle). The texture Clark employs is great; Tonaja’s
skin, hair and wings look detailed enough to touch and Jolen’s
vegetative appendages could grow off the page. The coloring
is also of high quality, though the obvious computer graphic
techniques still slightly annoy me: computer coloring seems
to me a way to eliminate the colorist from the comic book
medium. Also of note are the covers that separate chapters,
done by J.H. Williams III and Jose Villarrubia, both of
Promethea fame.
All
in all, you cannot beat this six-issue collection, featuring
the original story pitch from McKeever and a small sketch
gallery from Clark, for the meager $7.99 Marvel’s
asking. Whether or not we see another collection from this
title is up to the boys that cancelled it, but I figure
if enough people buy it, we might see more volumes.
Inhumans
Vol. 1: Culture Shock
***Note:
I’d like to apologize to the readers of Fanboy Planet
for my absence as of late. I’m in the final days of
my undergraduate studies and fresh off finishing my Honors
Thesis, a seventy-page dissection of Alan Moore’s
Promethea, and I have had little to no time in which to
write a review or even read a graphic novel. I hope to be
back on schedule with this review, but I apologize anyway.
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