New item added to your basket Not enough stock to add this item

PROJECT COMICS #006 – REVIEW “GEEK GIRL #0”

By Chris Orr (@Orr_Man)

This title introduces an exciting new heroine to a series that appears to have a lot of potential going forward.

“With Great Glasses Comes… Great Klutziness…”

Geek Girl #0 is the latest comic book from writer (and creator) Sam Johnson and artist Sally Stone-Thompson. Priced at $2.50 (about £1.50) for this 16-page introductory issue, this title introduces an exciting new heroine to a series that appears to have a lot of potential going forward.

In Geek Girl #0 we’re introduced to Ruby Kaye, a popular teenager who wins a pair of super-tech glasses in a game of strip poker. These glasses grant her several super-powers including flight and super-strength, but come at a price; super-klutziness.

In Geek Girl #0 we’re introduced to Ruby Kaye, a popular teenager who wins a pair of super-tech glasses in a game of strip poker.

Characterisation is a strong area in Geek Girl #0. Ruby is an initially unlikeable, opportunistic, and shallow girl, but her fall from grace makes for an interesting read. Throughout Geek Girl #0 Ruby quickly begins to show signs of coming down to Earth as we (the reader) join Ruby on her journey of self-discovery. Hopefully this journey will continue in-depth in future issues and it is immediately apparent that presenting our heroine this way was done by design. The supporting cast is significantly less developed in this issue with most other characters, such as the glasses inventor, only getting minor introductions. Geek Girl #0 is only a 16-page introduction though, so hopefully these characters will see a lot more development in later issues; issue #0 certainly gives the impression this will be the case. Furthermore there’s a nice introduction to a potential side-kick, or special confident, which looks promising for future issues too. There’s also a brief introduction to a key villain, whose powers and intentions remain a mystery after Geek Girl #0 reaches its conclusion.

Geek Girl #0, as already mentioned, is only 16-pages long and covers a lot of plot in that time. For a super-hero story there’s a lack of action in general (although there is some towards the end), but Geek Girl #0 actually benefits by focusing on nailing down an origin and developing Ruby’s character. There are quite a few unanswered questions in Geek Girl #0, such as why Ruby wants the glasses so bad, how she actually got them, who the mysterious baddie is at the end, and why the inventor chose to create super-powered spectacles in the first place? The aim of Geek Girl #0 is to entice you into this world, and it does this job well by posing these questions early on and suggesting that they will be answered. It’ll also be interesting to see how long it takes Ruby to work out that the glasses have a surprising side-effect, and what she’ll do then. The only criticism is that Geek Girl #0 might have benefitted more by answering just a few of these questions, or posing less of them, in this one issue. There’s just a little too much going on in such a small number of pages.

Characterisation is a strong area in Geek Girl #0. Ruby is an initially unlikeable, opportunistic, and shallow girl, but her fall from grace makes for an interesting read.

Rendered entirely in black and white, the artwork in Geek Girl #0 initially feels quite simplistic, but is actually supremely detailed where it counts; facial expressions are particularly informative. The artwork also benefits greatly from this more simplistic but stylised choice, giving Geek Girl a uniquely, slightly cartoony, appearance.

It’s clear to see that Sam Johnson is growing as a creative force in comics after reading Geek Girl #0. There’s a maturity here that was lacking in The Almighties #1; not so in regards to the humour which was intentionally immature in The Almighties, but generally in the tone and overall presentation of Geek Girl. This is an exciting comic that’s well worth a read. The use of a strong female lead is refreshing in the comic book scene (particularly for independent books), and this issue is exciting, fun, and clever in equal measure. Taking the “Clark Kent wears glasses and Superman doesn’t formula” and flipping it on its head is a very clever move. There’s clearly a lot more to come from this series, and although it poses several unanswered questions there’s no doubt that these will be addressed throughout the series. Sam Johnson says in the Geek Girl press release that the glasses Ruby gets will have a “profound effect on her – altering the very ways she thinks and acts” as she learns that “with great glasses comes great responsibility”. You can also expect plenty more as Ruby meets other super-heroes and faces of against super-villains including Mr. Mash-Up, which the press release suggests is the mysterious villain introduced at the end of issue #0.

Geek Girl #0 is a skilfully created independent comic book that retains the humour found in Sam Johnson’s other work, whilst showing a general maturity to his ventures.

Despite the slightly over-busy first issue, Geek Girl #0 is highly recommended. Geek Girl #0 shrugs off any weaknesses due to a brilliant premise, an interesting main character, and intriguing prospects for the future. The artwork is simplistic, yet hugely informative where it counts. Geek Girl #0 is a skilfully created independent comic book that retains the humour found in Sam Johnson’s other work, whilst showing a general maturity to his ventures. I can’t wait to read more Geek Girl, and to see what happens next.

Geek-Girl #0, written by Sam Johnson, illustrated by Sally Stone-Thompson and published by Actuality Press is available now, priced $2.50 at www.samjohnson-comics.blogspot.com

Written by Chris Orr, an Inter-Comics contributor writing for Project Comics, and a part-time Hulk impersonator. You can follow him on Twitter (@Orr_Man) and check out his back-catalogue of articles at www.dresslikethehulk.com

« back to the blog

Posted on November 5th, 2012
Category: PROJECT COMICS, REVIEWS
Tags: , , , , , ,