Webcomic Book Club Full Reviews
of Astounding Space Thrills by Steve Conley


On a purely conceptual level, retro-future is funny in and of itself. It's amusing to see what people from the past would think today would have been like, what with flying cars and shiny V-shaped jump suits to wear while in space. But modern-retro-future? There's a point where some things can be too ironic to be funny, or two ironies can cancel each other out.

Astounding Space Thrills is a modern comic that imitates comic book concepts and art styles of the future from the past. Or something. It's an homage of sorts to the pulp comic books of the 50's when the thought of space travel was new, weird and scary. People back then didn't know what was out there, so they made up all of these space monster stories to entertain the possibilities we thought were out there. Now that reality has shown us that space is mostly a great big nothing, it's a little harder to get excited about what may be out there. That's one of the things that AST tackles in one of the first issues: In order to suspend disbelief in the reader, all it takes is one giant leap of logic (the Shift) and then everything else makes sense. Once the rules are changed, everything is possible again, right? The method sort of works and sort of doesn't. The Shift allows us to not take the comic too seriously, so anything that doesn't make sense can be met with laughter instead of eye-rolling. At the same time, though, the sense of wonder doesn't exactly regain its former presence from fifty years ago.

This comic is science fiction, but it isn't really any more scientific than Star Wars. Any science mumbo jumbo that the comic throws at you shouldn't be taken seriously, otherwise you just won't enjoy the comic at all.

The art style is modeled after the old comics as well, using the same kind of linework, backgounds, postures and character designs. The colors are better and the whole production is more polished, though. Also, a lot of the large-scale models such as ships and planets are in 3D, as well as certain images being animated. The last two elements, however, distract from rather than enhance the artwork for me. The difference between the hand-drawn art and the 3D is jarring, and there aren't enough animated panels in order for me to get used to them rather than breaking me out of the story.

The main character is Whitebr... Argosy Smith, a man who was born at the same time as the Shift. He's your average caucasian, wisecracking, fearless square-jawed man who always keeps a straight face and has a solution for everything. How interesting. I know that this is a throwback and all, but modern times are interested in modern characters, and that means ones with flaws bigger than coming up with lame puns. I don't think it's really anyone we can relate to. Sometimes real beauty comes with flaws. Perfection is boring.

Another aspect is the stories themselves, which can be hit-or-miss. All of them are a bit removed from the norm, with snappy dialogue and unexpected surprises, but a few of them are too short to be engaging, the first one is too convoluted to take interest in, and one really just gets on my nerves, as it seems to be just tooting the horn of its own genre. Space Quakes and the Faberge Omelette were the best stories, with good twists and senses of mystery, as well as the fact that Argosy had gained some more character in those later stories. I wouldn't say that they were exactly astounding or thrilling, but they did take place in space, right?

My adjective for this comic is... okay. While some people may get nostalgic from reading these stories, someone who's more interested in modern myths will probably be alienated by something so episodic and silly. It's not laugh-out-loud, it's not really intense, and it doesn't really make you think, but it's not really bad on any counts either. Read it with the same enthusiasm as watching some high-budget budget B-movie. Not profound, but moderately enjoyable.
Review by Cobra Fri Sep 03 2004 12:42 AM

"Astounding Space Thrills" is an updated Buck Rogers-style sci fi adventure with an emphasis on humor. It stars a handsome, wisecracking genius named Argosy Smith who manages to neatly save the universe from one peril after another without ever really breaking a sweat.

Artwork
I first read "AST" several years ago in 1999 and thought it was the sharpest looking comic on the web. Reading the archives for this review, I'm still impressed by both the presentation (the archives really zip along thanks to the compact file sizes) and the rich quality of the artwork. The ships, the backgrounds, the characters--everything is very elegantly designed. I disagree that the art feels too cramped. I think it looks dazzling and just right on for each panel. I've never seen anyone make the GIF palette look so full and uncompromised.

I also thought the use of limited animation was very nice--giving things just enough of an added kick without overwhelming the material.

Writing and Characters
"AST" suffers from some of the same problems I had with "TWEEN" and "The Japanese Beetle". It has stunning art and compositions, but needs much stronger writing for it to really blast off.

The real drawback with "AST" is that despite the fast pace and sharp visuals, it's just not as involving as it should be. Argosy is essentially lacking in any sort of human flaws or unresolved issues that make reading stories about characters interesting. He zips along and uses his genius to resolve the next crisis, but none of these events have any real impact on him or anyone else.

Humor vs. Adventure
The humor was very hit and miss for me in this strip. Some of the gags and puns worked nicely (Examples: 1 | 2 | 3), but others were just lame ("Gill" Example). The strip has fun riffing on the usual array of gee-whiz science topics like quantum mechanics, string theory, consciousness and time travel. But it never explores any of them in a fascinating way like serious science fiction does (or even first rate comedic sci fi like Douglas Adams). I felt like it needed to either be more "Futurama" (lots of funny) or more old "Star Wars" (riveting adventure).

I'll give you an example: One sequence involves a gag with a marginally funny premise about the clones of William F. Buckley, Jr. and Garrison Keiller having a conversation that threatens to stop time itself! (Steve Conley apparently feels that both authors are very long-winded). Now a sci fi comedy like "Futurama" would drop the clone gag and then move on. Or if it kept going with it, there would be additional nuances tossed in to get more laughs out of it. But "AST" drops the gag and just keeps going with it as a plot premise, long after there is any comedic mileage left. But when you have a gag like that as the basis of your adventure threat, it undercuts any real sense of peril in the enterprise.

Overall
I'd recommend reading the 100-strip adventure called Space Quakes which is probably the best and most representative "AST" story, and it features most of the main characters. A reader could probably polish it off in under 30 minutes. If it makes you want to read more, explore further. There's a lot of great eye candy and some intermittent humor, but don't expect to be astounded.
Review by The Phantom Critic Wed Sep 01 2004 10:47 AM

From what I could tell, "Astounding Space Thrills" tried to recapture the fast-and-loose science and sense of adventure that appeared in Buck Rogers and Flash Gordon. However, something feels off with this comic...and unfortunately, it's captured the weaknesses of those old serials as well.

Art: The early strips don't have a significant difference in art from the latest ones, though a closer look does reveal more details-hair and facial features, for example, are given more attention now. And the backgrounds are highly detailed, which is a good thing-since we see so many outer space scenes and alien worlds, we need that variety. However, the early comics also made use of a lot of motion....which doesn't work that well. Occasionally it suggests something that a regular panel would have trouble with, but most of the time it adds a small effect at the expense of load time. The biggest problem with the art, though, was the format. This was one of the comics where using small panels was a bad idea. I understand that it might have been created for another format, but almost every panel feels crowded, and being a webcomic gives creators a chance to expand beyond the newspaper or comic book limitations. I'd really like to see "Astounding Space Thrills" take advantage of that.

Story: The stories are given to us in chunks-there's no overall archive. Even 'explanation' stories, such as 'The Shift', are given their own space. On the one hand, this lets us pick and choose the comics that sound interesting...on the other hand, some of the stories fall flat on their own-notably 'The Stonehenge Connection' and 'Argosy Smith vs. Mainstream.' As part of an overall story, these might have been enjoyable sidetrips, but they can't stand on their own. A much more serious problem with the story, though, is that the webcomic archives start in the middle. Argosy Smith makes repeated references to his past adventures-and even if these adventures haven't been told in some other format, it's frustrating to hear that he's already died as an off-hand comment.

Characters: Interesting, but they usually boil down to stereotypes. Argosy Smith is the dynamic hero, Petra Vaverchek is the unspoken love interest, Professor Vaverchek is the absent-minded but brilliant scientist. On the one hand, that fits the point of the strip-if it suddenly stopped to let a character's personality unfold, we'd lose a lot of the momentum. On the other hand, I believe that we could learn more about these characters without stopping to get right into their heads. So, I'm a little torn about this comic in regards to its characters. I am amused by the character of Theremin-he's also a stereotype (the useful sidekick), but I'm quite taken with his concept. Most sidekicks are aliens or older humans, and Theremin is both.

Writing: Breathless action! Harrowing chases! Shocking twists! In form, "Astounding Space Thrills" imitates the original space operas. But it feels...inauthentic. Everyone seems cheery, and even the villains are defanged in some way. There's no sense of urgency to it. That urgency was what kept old serials afloat-you didn't know what would happen next. Sure, the heroes might come out okay, but they always seemed to be about to die. Without it, the flaws start to open wide-rushed plotting, fights that get summarized instead of shown, and pseudo-science that can't stand up to a real physicist's analysis. On the last point, at least "Astounding Space Thrills" has an interesting explanation in 'The Shift', but that only gives us a reason for the pseudo-science...it doesn't make it entirely acceptable.

Overall: Hard to say. There's never a dull moment in "Astounding Space Thrills", but there are very few exciting ones, either. I don't want to suggest anything like killing off a character, but the comic needs a feel of...well, adventure. I understand that it's trying, but so far it's not working well enough. 6 out of 10.
Review by Benor Wed Sep 01 2004 09:00 AM

Offsite Review Summaries

"Apparently inspired by early science fiction serials, the strip follows the adventures of Argosy Smith around the year 2030. He is often accompanied on his adventures by Theremin, formerly a human antique dealer whose body is now composed of 'biolglop'." more...
Read Full Review by Wikipedia contributors at Wikipedia Fri Jun 18 2004

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