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Book Review: Calexit #1 by Matteo Pizzolo, art by Amancay Nahuelpan

Calexit #1 by Matteo Pizzolo, art by Amancay Nahuelpan

Black Mask Studios, 2017

ASIN: B07146NKY6

Available: Kindle ebook and comiXology

 

Calexit #1, a new comic series from indie publishing house Black Mask Studios, presents a frightening world not far off from the current political climate. A fascist, autocratic president takes control of the United States, but loses California, the sixth largest economy on Earth. The largest mass demonstration in history happens only one day after the president takes over, and not surprisingly, the state he lost has the largest turnout of protesters. The next week, LAX and SFO, two of the largest international airports, are blockaded by protesters. California becomes a political battlefield after declaring its status as a sanctuary state, and her citizens refuse to be ruled. Deportations similar to home invasions occur regularly; militiamen are hired to act as guards, and California is angry. Jamil, smuggler to some and courier to others, and Zora, a freedom fighter for the Pacific Coast Sister Cities Resistance, are at the center of this dystopian story.

There is strong political commentary in the first volume of Calexit that left me uneasy, yet hopeful. Pizzolo doesn’t pull any punches with his content, and Nahuelpan’s art adds to the gritty, imposing environment and characters. The President uses language and terminology that is uncomfortably like that of our current president, and has the same perfectly coiffed hair when he makes his fleeting appearances. The man in charge of deportation operations is the spitting image of Steve Bannon. I’m wondering what the next installment will look like in the coming months as our real world political landscape shifts.

This volume includes an editorial essay written by Pizzolo that sheds light on the world of Calexit and interviews with political activist Amanda Weaver, director Lexi Alexander, and professor emeritus and author Bill Ayers. Recommended.

Contains: blood, nudity, violence

Reviewed by Lizzy Walker

 

Book Review: Paper Girls by Brian K. Vaughn, art by Cliff Chiang

Paper Girls, Volume 1 (Issues #1-5) by Brian K. Vaughn, art by Cliff Chiang

Image Comics, 2015

ISBN: 9781632156747

Available: Library binding, paperback, Kindle edition and comiXology ebook

Paper Girls begins with a strange dream that Erin, the new papergirl, is having, just before she has to awaken for her route. We discover that that date is November 1, 1988. Halloween is almost over for some costumed teenagers when they see Erin on her own. She becomes their target, until the other papergirls (Mac, Tiffany, and KJ) show up, and take matters into their own hands. The girls partner up, two and two, in order to finish their routes in peace, each pair traveling with walkie-talkies in case the teenagers show up again. It should have been smooth sailing from there, but then the girls chase robbers into an abandoned building and find a strange piece of machinery that instantly transports them to another time. Things are very different in their neighborhood after that. Adults speaking a strange language; aggressive flying reptiles; people disappearing; humanoid teenagers who can only communicate with the papergirls through a translation stone; and meeting a very different Erin after she emerges from the time machine, are just a handful of the strange things that the papergirls encounter in the first volume.

 

I have to admit that this is my first exposure to Vaughn’s work, as I have not read Saga yet. All I have to go by is my first reading of Vaughn’s storytelling, and I enjoyed it. That said, I have consulted with a few colleagues about Paper Girls as compared to Saga, and, while they enjoyed the story, it didn’t meet up with their expectations. The biggest complaint was that the story was too disjointed and the reader doesn’t get much backstory of the papergirls. I do agree, but I still think this is a good story. One friend also indicated it was a slow burn, but pretty rewarding on the last panel of the book. The first volume ended on a great cliffhanger, too. I’m looking forward to reading Volume 2.  A note: as this is set in the 1980s, there is some offensive language specifically regarding the LGBTQ community. Recommended for ages 15 and up.

Reviewed by Lizzy Walker

Gen Con Update: Gaming in the Library

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It’s been awhile since I got to say anything new (those reviews keep coming in, and are keeping me busy) but I had the chance to attend Gen Con’s trade day events this year, and what I learned is that there are a lot of librarians and educators out there trying to figure out how to incorporate games into their libraries. While I don’t work in a public library anymore, I knew this was a trend, and one that has gained a lot of ground over the past several years. The question of should libraries have games seems to have settled down (either you think it’s part of your library’s mission to serve gamers or you don’t– at Gen Con I am sure you can guess what side of that issue the professionals are on) and now it comes down to issues of logistics, collection development, and use. While there will always be enthusiastic videogamers, and there is a committed community of roleplayers, what libraries seems to have seen a noticeable uptick in is tabletop gaming (board games and card games, specifically). While there are a lot of specialized and complicated board games and card games, there are also a lot of games with broad appeal for kids and families. Even if a library decides that a game collection should stay on site, and has to choose just a few games, it can be a good way to engage people with each other and get them to spend time at the library, making it a familiar and safe space.

One session I went to suggested pairing games with fiction and nonfiction titles. The presenter was really talking about games for small children, but I think this is a great idea. There are a lot of horror-related games out there, some with great literary connections, and while gamers aren’t necessarily readers, given the number of extremely detailed rulebooks out there, it is clear that they will read for a cause, or if they develop interest in a topic that fuels their knowledge for the game. One example of a clear connection between a and literature was a heavily publicized game from LoneShark Games called Apocrypha. This is a pre-apocalyptic game that seems to have some flexibility built in to how you play it, with a good dose of the supernatural, and cards and scenarios written by some pretty great authors, including Patrick Rothfuss. You could take this so many ways, with its gameplay, content, theme, and writers all offering some pretty interesting pathways to a variety of other authors and media (I did not get to demo or see a demo of this game, so I’m going by what I saw on outward examination). Obviously this isn’t going to be a family fun game like Operation, but there are plenty of opportunities with the variety of games out there to draw connections between games, literature, and other media, that can wake an interest in any of those things for people who might see reading (or gaming) as something “not for them”. The key is that here is a new way to make the library an engaging place for the general public, gamers, and horror lovers who might be feeling disenfranchised, and connect them with a new way to enjoy storytelling and approach literacy.

Being one of those people who falls into the “not a serious gamer” crowd, I’m mostly unfamiliar with some of the new things out now and how they match up to what already exists, what’s fun, and the connection different games might have to literature or other media. I’d love to see suggestions from those of you who are gamers and know your stuff, about games you think are cool that could tie in to books or other media.