Writing - 8/10
Art - 8/10
Overall - 8/10
User Review( vote)
Twin Worlds #1
Writers: Rami Al-Ashqar and Mohammad Al-Ashqar
Art: Jethro Morales
Colors: Bryan Magnaye
Letters: Lucas Gattoni
Publisher: Action Lab
Maturity Rating: Mature
Release Date: March 4th, 2020
Twin Worlds #1 pits the forces of the high-tech human Extraterrestrial Exploration Alliance against the more primitive, native population of Tassaroth. The conflict here is similar to other sci-fi invasion stories, including but not limited to James Cameron’s Avatar.
Twin Worlds #1: What It’s Like When Worlds Collide
A guest review by Tim Gulics
Twin Worlds #1 is quite faithful to its title. It pits the forces of the high-tech human Extraterrestrial Exploration Alliance against the more primitive, native population of Tassaroth. The conflict here is similar to other sci-fi invasion stories, including but not limited to James Cameron’s Avatar and, admittedly, fiction I, myself, have created in the past. It’s a kind of story that’s quite near and dear to my heart. And I’m happy to say Action Lab has sufficiently enticed me to read on in this new series.
Twin Worlds #1 wastes no time in presenting the juxtaposition between the human EEA and their native enemies, where a routine patrol is ambushed and few prisoners are taken. Writer Rami Al-Ashqar briefly explores the political climate on the planet Tassaroth—a turncoat is introduced; there’s mixing of the native and invading populations. The prize at stake, a valuable source of fuel named Govizide, becomes our “unobtanium” for the setting here.
There is no foreword to introduce us to the ideas here. Instead, we are treated to a series of personal “log entries” at the issue’s conclusion that help explain how Earth and Tassaroth were initially connected. This is a nice touch and provides a creative way of giving backstory. Before page one, we get a quick “language guide” for color-coded lettering, to show when our characters are speaking their respective languages. A glossary of key terms is also here, in case you feel lost amidst such terms as the Zila or the Portal-men. For me, this glossary of terms wasn’t completely necessary, as the writing conveys the meanings of these terms relatively easily and early. But it’s certainly convenient for other readers to refer to as needed.
Jethro Morales’ art here goes heavy on shading and contrast, but is nonetheless enjoyable. Characters are distinguishable; armor and technology designs are easy to pick out; panels have a high visual variety to keep your eyes entertained. Large expanses of environment are few and far between, but Morales illustrates each “space” well enough, if simply at times.
Coloring by Bryan Magnaye is wonderful. The glow of the EEA’s monitors illuminating characters’ faces, the pop of muzzle flash, the glint of light reflecting off armor or a blade—all contrast nicely against the heavy blacks employed for shadows. Highly competent lettering by Lucas Gattoni establishes our locations and gets our dialogue on the page.
Finally, an unexpected and pleasing extra consists of two page layouts: we see progression from sketch to pencils to ink and finally colors for both a used and an unused page.
This comic so far has delivered on the story and artwork. There is a larger occupation effort at work, and hints of smaller, personal conflicts, as well. If swords and sorcery versus high technology revs your engine, you should enjoy Twin Worlds #1 as I have. For me, there’s little doubt the story will remain engaging in future installments.
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