6/14/2010

The Guild #2-3

The Guild by Felicia Day, Jim Rugg, Dan Jackson, Nate Piekos, Matthew Stawicki, Kristian Donaldson, Juan Ferreyra.The Guild by Felicia Day, Jim Rugg, Dan Jackson, Nate Piekos, Matthew Stawicki, Kristian Donaldson, Juan Ferreyra.

By Felicia Day, Jim Rugg, Dan Jackson, Nate Piekos, Matthew Stawicki, Kristian Donaldson, Juan Ferreyra.

Issues 2 and 3 of The Guild complete the prequel to the successful cult web series. Main protagonist Cyd Sherman's involvement with the online game deepens; she becomes emotionally isolated from the real world; the rest of the cast is assembled; and the story leaves off where the series begins. As I said in my review of the first issue, the comic is best appreciated by pre-existing fans. The deterioration of Cyd's relationship with her boyfriend is alluded to in the first few episodes of the series. And the comic contains in-jokes and references that will go over the heads of non-fans. The supporting characters that comprise her online friends aren't fleshed out enough within the pages of the comic, as they're written as a collection of quirks that fans will easily recognize and proceed to fill in the blanks.* But I'm not sure if most first time readers will understand why Cyd would actually enjoy hanging out with them.

The Guild by Felicia Day, Jim Rugg, Dan Jackson, Nate Piekos, Matthew Stawicki, Kristian Donaldson, Juan Ferreyra.

It is through Cyd that Felicia Day most effectively demonstrates the charm and wit of her writing. Cyd is largely portrayed as a sympathetic, if hapless, individual unable or unwilling to confront her manipulative boyfriend. Every real world disappointment prompts her to dive deeper into the fantasy world. Unlike the series, the comic illustrates more of the game's environment. This allows the visuals of the story to break up the monotony of looking at a series of talking heads staring into computer monitors. But even with this device, Day still prefers to largely tell the story through words. The combat sequences are minimally and perfunctorily staged, and tend to rehash Cyd's voice-over narrative. Day's panels are usually filled with dialogue, which isn't necessarily a problem in itself. But the virtual setting feels comparatively cramped and generic. While every character has an easily identifiable in-game avatar, it's really the verbal back and forth that animates them, and helps distinguish them from each other.

Of course, in the web series, the characters are brought to life by actors who have the advantage of being able to deliver their lines. Within the pages of a comic book though, Day's writing falls a bit flat. I don't get the impression that artist Jim Rugg possesses the necessary chops to pace her dialogue in a way that approaches the timing of the live casts' performance, especially Day's. But the page limitations presented by a three issue story doesn't exactly give either him of Day sufficient space to juggle half a dozen eccentric personalities. So while the fans are going to get the story's in-jokes, they're also likely to come away feeling disappointed with it for not being as funny as the web series.

The Guild by Felicia Day, Jim Rugg, Dan Jackson, Nate Piekos, Matthew Stawicki, Kristian Donaldson, Juan Ferreyra.

At the end of the day, The Guild comic doesn't function as a stand-alone story. Whatever the weaknesses of the art, or faults found within the writing due to Day's own inexperience with the comics medium, they aren't glaring enough to damage the popularity of the series. If the comic points people towards the main body of work, it's arguably done it's job.
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* Admitedly, that's how they started out within the series.