Showing posts with label Webcomics. Show all posts
Showing posts with label Webcomics. Show all posts

Wednesday, 20 May 2026

Beyond Canon and the Messy Legacy of Homestuck

 

"All those Day-Glo freaks who used to paint the face,

They've joined the human race,

Some things will never change,"

Kid Charlemagne - Steely Dan, 1976


Part One: Let Me Tell You About the Thing This Article Is About.



If there's one thing few people agree on when it comes to Homestuck is whether it was actually any good or not. This is because there isn't really another piece of art out there that we can compare it to. Nobody else has done a project quite like Homestuck, save the various fan projects that are derivative of it. As such, one can never definitively state that Homestuck 'succeeded' or 'failed' at what it was trying to do because we have no other examples of what success or failure would actually look like in this nascent genre.

Since you're already here, it is highly likely you have at least some familiarity with the format of Homestuck, but just in case you are a novice anyway, here is a brief description for the uninitiated. Created by writer and artist Andrew Hussie the plot concerns a group of teenage characters booting up a reality-altering video game which puts them on a quest to avert the destruction of reality. Homestuck is typically referred to as a Webcomic, but that isn't really an accurate descriptor.

(With that in mind, I will at times refer to Homestuck as a 'comic,' but let me be clear I'm just using that as a shorthand.)

Homestuck communicates its story through a combination of a single panel of art with text displayed underneath, usually in the style of an early internet chat log, and narrated in the second person, as though the reader were the player of some kind of text-based video game.

Sometimes there are several images. Sometimes the images are animated gifs. Sometimes there are full blown animations with sound and music. Sometimes the story breaks out into interactive segments in the style of point and click adventure games or JRPGs. Generally though, for the most part, there is a large image at the top of the page and text underneath.

If that sounds like a weirdly cumbersome way to tell a story to you then you'd probably be right, and you'd probably follow that by wondering how such an offbeat and experimental format managed to propel Homestuck to the heights of its popularity. The truth is that, as with a lot of internet phenomena, Homestuck started small and managed to worm its way, virus like, into every corner of internet culture.

I was vaguely aware of Homestuck around the early 2010s, but paid little attention to it, frequently getting it mixed up with the Webcomic Shortpacked! That was until my first visit to New York Comic Con in 2011, where, as I was leaving at the end of my second day, I found myself surrounded by hundreds of cosplayers adorned in grey body paint and wearing orange horns. Even with only vague awareness, I recognised these as Homestuck's titular Trolls.

I was astounded, that in a year of an ascendant MCU, a golden age of Doctor Who, big releases for games like Mass Effect and Assassin's Creed on the way, and with Harley Quinn at the height of her popularity, it was Homestuck fans that outnumbered them all.

I knew then that I had to check it out. I had to know what the big deal was.

That was my origin story, but for many their introduction to Homestuck was very different. Homestuck has its roots in the internet culture of the Something Awful forums. Its very foundations come from the internet attitude of 'just fucking around.' While Homestuck is the most well know of Andrew Hussie's works, they truly cut their teeth on projects like Jailbreak and Problem Sleuth, comedy stories where they would ask fellow forum users to make suggestions on where the story would go next. The fact that they crudely drew most panels in MS paint made these quick and easy to produce.

Homestuck was likewise intended to be another project for 'just fucking around.' It started with a suggestion box where users were expected to guide the actions of protagonist John Egbert through the events of the story. The suggestion box was dropped quickly, however, as Hussie soon realised it was becoming more bother than it was worth, but the 'fucking around' would persist through the early stages of the story, which is why it is considered notoriously difficult to get into. It is a long, long road of characters futzing around their households before the story gets anywhere near gray skinned aliens and time travelling robots.

For a good few years, Homestuck was mostly for the 'fucking around' audience, but eventually it would break containment, getting attention from both the shitlords of 4chan and the Social Justice Noviates of Tumblr, two audiences that would inform its direction for good or ill. Before long large amounts of fan art, fan fiction and cosplaying would start flooding the highways and byways of the internet, drawing in the curious, and eventually its own immense cult following.


Part 2: Pride Goeth Before Destruction, And a Haughty Spirit Before a Fall.



Homestuck's golden age was undeniably the years between 2010 to 2014. If I were to go into all the ways it had burst out into greater sphere of the internet we'd be here all day, but needless to say it truly made its mark as a cultural icon. Beyond convention centres being flooded with grey faced cosplayers, the internet being flooded with (frequently NSFW) shipping fanart, and the comic earning admirers in minor celebrities like Dante Blasco and Bryan Lee O'Malley, online drama was quickly becoming intertwined with the comic, and internet urban legends of fans taking things too far were a frequent topic of discussion for both fans of Homestuck and its detractors.

It is hard to pin down what, exactly, secret sauce Homestuck had, but I suspect being in the right place at the right time had a lot to do with it. Homestuck was a story that is both influenced by and a comment upon internet culture. It was one of the first large scale stories that really understood the way internet friendships, video game minutia and the prevalence of memes had changed the way we communicated.

On top of all of that, it kind of had something for everybody. Teen drama and romance for the shippers. Ironic humour and satire that fit many internet subcultures. Its visual design was easily identifiable and toyetic. Most of all it had intensely complicated and interconnected world-building that made fans of the story feel as though they were experiencing something of vast importance and to detractors it made the fandom look like a cult.

More than anything though, Homestuck just managed to fit perfectly in its place and time. Launching at the tail end of the golden age of webcomics, and concluding just as the internet was starting to consolidate into singular social media sites, it feels of a time with the popularity of works like My Little Pony: Friendship is Magic, Adventure Time and Steven Universe, which calcified into its ultimate form with Undertale (whose creator, Toby Fox, was a frequent contributor to Homestuck.)

Is it any wonder, then, that Andrew Hussie let the success go to their head? As a writer that had always kept their personal life very separate from their public persona, they no doubt avoided some of the worst types of adoration, but still, going from an internet nobody who made funny little comics to somebody whose creations were being cosplayed in some of the biggest conventions in the world would no doubt cause them to start believing their own hype.

It didn't help that Hussie wrote themself into the comic as a full blown character. I often find that writing an exaggerated persona of oneself into a story is a dangerous thing to do. It blurs the line between the real and imagined self, as well as that between the private person and the fan perception. To a lot of fans, Hussie was internet Jesus himself, an honorific they were far from ready to shoulder the burden of.


Part 3: The Only Way They Could Make Extra Money, Real Extra Money, Was to Go Out and Cut a Few Corners.


I think I can state that without a shadow of a doubt, the Homestuck Adventure Game Kickstarter was the biggest mistake Andrew Hussie ever made.

Of course, hindsight is always 20-20, and it is easy to say that now, because at the time, it probably made perfect sense to launch the project in 2012. The comic was at its absolute height of popularity. Fans were eager to spend money on anything and everything that carried its official brand. On top of that, Kickstarter had just become the hot new thing, and each successive high-profile project was was breaking higher and higher records in total funding raised.

No wonder they wanted to strike while the iron was hot. If they waited a year or two, they ran the risk of trying to raise the funds through waning interest in Homestuck. A Kickstarter project buried under a sea of completing Kickstarter projects. In that context, I understand why they chose to launch the Kickstarter when they did.

It was still, however, their biggest mistake. Despite having some working knowledge of game development, they vastly underestimated the time and resources required to manage even a small project like a point and click adventure game. They over-promised, and got the project stuck in limbo for years. At time of writing Hiveswap, the Homestuck Adventure game, is still only partially completed.

That they had now saddled themselves with this nightmare just as Homestuck was gearing up towards its spectacular conclusion ended up being a critical blow that would kill the comic's momentum and do irreparable damage to the IP.

As Hussie's video game project quickly devolved into development hell, Homestuck would see more frequent and longer lasting hiatuses as a result. The word of mouth hype that had long maintained a lasting reader-base was starting to run out of steam. As ever more convoluted plot elements were introduced, it was becoming more and more clear that Hussie wasn't going to be able to deliver a satisfactory ending.

There is a lot of gossip and hearsay of what went on behind the scenes with both the comic and the game around this time, but I'm not here to really speculate and delve into drama. I'm just here to talk about what we do know with regards to the creative decisions in public. Even so, it is clear from this time that Hussie was beginning to lose step with their audience.

By this time the edgelord readers from 4chan had mostly abandoned the comic and the fans of edgy humour from the SomethingAwful days had long since grown up. For the most part, the reader-base had solidified around socially-consonous and progressive types from Tumblr. This backfired a couple of times on Hussie when they made a few edgy jokes at the expense of this audience, such as the introduction of 'Trickster Mode' which explicitly depicted the characters as controversially Caucasian, poking fun at readers who tended to headcanon the characters as non-white ethnicities.

This moment backfired so badly that Hussie was forced to go back and change the sequence. A humbling moment for a writer who was once seen by their audience as a great 21st Century storyteller who could do no wrong.

As Homestuck stumbled on, though hiatus after hiatus, it was clear that Hussie's heart was starting to fall out of love with the comic. Despite the run up to the conclusion being well received, and a lot of fans being won over during the final few acts, there was still doubt that Hussie would actually be able to stick the landing and deliver a satisfactory conclusion.


Part Four: The Road Goes On Forever, and the Party Never Ends



I don't think it is unfair to say that Homestuck ends more with a whimper than a bang. Despite Hussie's best efforts to bring the whole thing together, the final conclusion was felt to be greatly underwhelming. Certainly that's how I came out of it. While the story is ultimately wrapped up, and a solid conclusion given to the protagonists, too many plot threads remained unaccounted for, and too many mysteries were left without satisfactory explanations.

A final, dialogue free, animated montage assuring us that the characters were all alive and happy certainly elevated some of the negativity, but all in all Hometuck left its readers feeling a little short changed. Its conclusion felt rushed for a story that spent the better half of a year messing around in its opening act. While nobody wanted a belaboured and drawn out ending, the general consensus was that this was all over too quickly for a story of such complexity.

Fans did hold out hope, however, that something was on the way. Something that would continue the plot and serve as a proper conclusion. Many expected Hiveswap would end up exploring some of the elements unaccounted for. Others kept wondering if Hussie would go back and expand the ending, Mass Effect 3 style, to fill in some of the gaps and mysteries and give the characters more definitive closure over the animated montage.

It was clear, however, that Hussie wanted to move on from the project. They still had a video game that they needed to get out, and Kickstarter backers had more legal recourse over their time than fans of a free webcomic did.

That was that. It was assumed that Homestuck was conclusively over. Hiveswap Act 1 launched in 2017, clearly cementing itself as its own thing, and after that there was more silence for the next couple of years.

Then, out of the blue, in 2019, Hussie announced a new entry to the Homestuck canon. Titled The Homestuck Epilogues, this novel sized, prose-only story was to be the final conclusion to the epic saga that the fans had been waiting for. A definitive explanation as to what happened to John Egbert and his friends, and the world of Homestuck as a whole.

Except, that wasn't what it turned out to be. Instead, what Hussie put out ended up becoming quite different.

This is where the shit truly hit the fan.

Despite being called The Homestuck Epilogues, this story served more as a prologue to Homestuck 2, but, we're getting ahead of ourselves. The Homestuck Epilogues pick up some years after the events of the main story. John Egbert and his friends are older, if maybe not wiser, yet all of them can't shake the feeling that something wasn't quite right about where they ended up. John is then offered a choice, he can either face and finally kill Lord English, the series main villain, once and for all, or leave their doomsday monster trapped outside of time, harmless, but unaccounted for.

From here on the story branches into two timelines, which can be read in either order. In the timeline where John faces English, Meat, he is mortally wounded in the final battle and ultimately dies. Meanwhile Dirk Strider, who has always been a character of questionable morals, concludes that people like him, with now god-like superpowers, have no place living a mundane life. He chooses to become the villainous heir apparent to English, and manipulates Rose Lalonde into leaving her wife, Kanaya Maryam, and joining him for parts unknown in search of new adventures to come.

In the timeline where John refuses to face English, Candy, the story jumps forwards to many years later. The characters have all grown up, got married, had kids, some have gotten divorced, and lived a relativity normal, millennial life. That is until tensions rise due to increasing xenophobia towards the alien Trolls, and a fascist state rises around them. Our cast of characters are forced to put together a resistance to battle the rising threat, only for the story to end with Dirk from the Meat timeline arriving with intentions unknown.

What stands out to me about The Homestuck Epilogues is that they take on the now-familiar story beats of what has come to be known as the 'legacy sequel.' A story where the protagonists, now older and changed by experience, are drawn back into adventure along with a cast of new characters from the younger generation. There are references to past events and iconography, revivals of fan favourite characters, and a passing of the torch to a fresh new cast.

So, why did a large chunk of the fanbase have a problem with all of this? Well, for starters The Homestuck Epilogues are much more serious and have a far bleaker tone than that of the main comic. The violence is much more graphic and the sexual content much more adult. While the familiar ironic levity is there for those who look for it, this is a story much more about growing older and the world passing you by. It is very different than what came before.

Additionally, the Epilogues took some of its characters in very controversial directions. For starters in the Meat timeline, fan-favourite couple Rose and Kanaya end up separated, leaving a bad taste in the mouth for readers who held a torch for them and were glad to see the couple alive, well and married by the end of the main plot. This was alleviated somewhat by them staying together in the Candy timeline, though later developments in Homestuck 2 would exacerbate that.

Another point of contention was the confirmation of a rather notorious fan theory that had originally developed in the NSFW corners of the 4chan fanbase. During the events of Homestuck, Jade Harley merges her physical form with her cosmic space dog, Beq. While in the main comic very little is made of this beyond granting her space powers and cute dog ears, the Epilogues make it fundamentally clear that this merger, without beating around the bush, gave her male reproductive organs. While certainly this development was left open to be explored in a more sensitive, mature manner (and there is no doubt people out there who are more qualified to talk on the subject than I am,) the rather rancid and fetishistic origins of that particular fan theory are hard to ignore.

Without a doubt the most controversial element, however, was the treatment of Jane Crocker. A character in the original comic who was, for the most part, an optimistic and wide eyed idealist. In both timelines of the Epilogues Jane becomes the figurehead for a xenophobic movement against Trolls, and an abusive spouse to beloved character Jake English (no relation.) To fans of Jane, to those who spent years doing fan art and cosplays of the character, it was an unforgivable character assassination to turn her into what amounted to a secondary villain and indefensible abuser.

While opinion varied on the quality of the writing, which was itself done by a team of guest writers and not purely by Hussie, the direction the characters were taken in was a frequent sticking point for most readers. The fact that the happy and optimistic ending of Homestuck had now been overridden by this more nihilistic and depressing status quo was exactly the thing fans didn't want to see for the characters they had so fell in love with.

For my part, I actually really liked the Epilogues. I liked the fact that it explored the idea that there isn't such a thing as happy endings, and that you can't just roll the credits once your teenage years are over. I like the fact that it confronted the idea that a final conclusion sometimes involves sacrifice, and that a domestic happy ever after would ultimately become a breeding ground for melancholy and betrayal. While I understand the contention at some of the story decisions, I'd actually defend them for the most part. Sure it kind of sucks that Jane becomes an abusive racist, but sometimes even the brightest of kids grow up to be the shittiest of people.

Even so, I get why most of the fanbase didn't like it, and ultimately, I think using the Epilogues as a lead in to Homestuck's sequel was always going to leave a bad taste in people's mouths. To write for them something they really don't jive with, and then you expect them to turn up for the next big project right afterwards? It was always going to be a difficult proposition from the start.

I think ultimately some of this stems from the fact that Homestuck had attracted such a disparate audience over the years. The comic had always been somewhat of a highbrow exploration of narrative storytelling and the burden of the protagonist, and it had its fair share of bleak, violent and serious moments. Some of the audience were into this stuff, but a lot of them were mostly in it for the goofs, hijinks and shipping. It didn't help that the lion's share of Homesuck's audience would have been young teens when they were reading it, and were probably just old enough to look back on it with rose-tinted glasses by the time the Epilogues dropped.

Yet, the Epilogues were what they got, and there was no time to change course, because Homestuck 2 was officially round the corner. Hussie had hand-picked a new creative team to take the reins while they presumably continued work on Hiveswap, and this was touted as a new project for a new generation.

Strap yourself in, things are about to get bumpy.


Part Five: It Begins To Dawn On You That Everything You Just Did May Have Been a Colossal Waste Of Time.



Before we go any further I need to talk a bit about how Homestuck deals with the concept of 'canon' from the Epilogues onwards.

The Homestuck Epilogues open upon a page reminiscent of a fan fiction website. This cements the idea that the story is meant to be taken as more of a 'fanfic' than an official entry. I get a sense Hussie knew it was going to be controversial and took this approach to cover themselves. Likewise, Homestuck 2 would go on to give itself the subtitle Beyond Canon, hinting to audiences that the project itself could be seen more of a hypothetical continuation than a 'canon' one.

Now Homestuck has always played with the idea of meta elements, where 'the forth wall' is something that actually exits in-story. Characters can disrupt and usurp power from one another by acting with self-importance and presenting themselves as a 'protagonist.' The story frequently depicts reality as something that can be altered by acting upon pre-existing tropes. It also comments on the fact that these powers can render something 'non-canon.'

All this is to say that there was an attempt by Hussie and the new team of writers to inoculate the Epilogues and Homestuck 2 from some of the worst of the criticism on the grounds that readers are free to ignore these entries. If you don't like where the story goes then that's okay, it isn't really canon anyway.

Of course, this was well intentioned but misguided. It is true that we as audiences are free to pick and choose what we want to 'count' in our fictions. All of it is equally fictional. Just because Disney said that the Sequel Trilogy would contradict and overwrite the pre-existing Star Wars EU doesn't mean those stories went away. You can still enjoy Dark Forces all these years later.

That doesn't mean there isn't still a hierarchy to these things, however. While we are free to pick and choose what we want in our own personal Star Wars Canon, it doesn't change the fact that the Sequel Trilogy is the more legitimate entry. Most general audiences will see the Sequels as the 'legitimate' continuation of Luke and co's story over the Dark Horse comics or the Del Ray books.

Likewise, it doesn't matter how much hand-waving the writers do around Homestuck 2 to say that readers are free to disregard it if they want to. Readers know that. It doesn't change the fact that for all intents and purposes it exists as a sequel to Homestuck, and as the project given Hussie's blessing, there are no greater claimants to that title.

All this effort achieved is starting Homestuck 2 off with a lack of confidence in its own existence.

Coming off the back of the Epilogues, and indeed starting as a direct continuation, many fans were primed to hate it off the bat. Indeed, Homestuck 2 makes no effort to be accessible as a fresh start. Those hoping that they could move beyond the plot developments in the Epilogues and enjoy the sequel as a stand-alone adventure were quickly disappointed.

Even putting aside the baggage the comic already had, Homestuck 2 undoubtedly has a wonky and stilted start. Where Homestuck began with an immediate introduction to its protagonist, with a straightforward and understandable motivation, its sequel instead opens with a lengthy monologue by Dirk, waxing lyrical on the nature of storytelling and narrative, his role as either a hero or a villain, and your complicity as a passive audience. It's heavy stuff, and at times quite enthralling, but it is a bafflingly cerebral way to open this new adventure raising more questions than it has time to answer, and dumping us in the middle of a story involving branching timelines and alternate universes.

I honestly reckon the story should have started with an homage to the original Homestuck, with one of the younger generation protagonists as the point of view character, working towards a seemingly simple goal and introducing us to the status quo from there. We could then fill in the gaps via period flashbacks to bring us up to speed on what has happened in the meantime.

Instead Homestuck 2 essentially jumps back in to where we were left off in the Epilogues, with characters caught mid drama and pontificating on where they feel things all went wrong. It isn't bad storytelling. I actually found a lot of the drama and character conflict quite well executed, but, again, none of this was ever going to win over the doubters, of which there were many, and Homestuck 2 would quickly gain a reputation as a train wreck long before it left the station.

As I said earlier, I'm not here to chat about drama, but I will say that during Homestuck 2's first year there was a lot of back and forth between fans and the writers that got heated. Some of the writers took it upon themselves to push back against the criticism, and this in and of itself generated even more controversy. This obviously took a toll on the writers, and the project was paused in 2020.

For many, this was assumed to be the death of Homestuck 2. Even putting aside the behind the scenes drama, the comic continued to make creative decisions that divided the fanbase. Rose and Kanaya's relationship was further fractured with the reveal that Rose and Jade had had an affair and a baby together, who was christened the rather groan-worthy name of Yiffany. Jane would continue down the path of straightforward villainy, while the comic would heap attention on the revived Vriska Serket, a morally dubious character who was divisive even in the original Homestuck.

Homestuck 2 went on hiatus mid-story in December 2020, with no real jumping off point. If it had have died there, that would have been understandable. The comic had a thankless task of trying to win over an already sceptical audience, or survive as best it could from the small cult following of defenders it had managed to retain. The negative feedback was clearly more than what a lot of the writing team could weather.

But to the god of death, they said, not yet.


Part Six: You Have A Feeling It's Going to Be a Long Day



"Can't repeat the past?" he cried incredulously. "Why of course you can!"

The Great Gatsby - F. Scott Fitzgerald 1925

Homestuck 2's hiatus ended in August 2023 with a team of new writers, though beyond it dropping the 2 and officially being retitled 'Beyond Canon' you probably wouldn't notice. Reading the story continuously, the 2023 update basically picks up right where it left off in 2020. While the temptation must have been there for the new creative team, this was no soft-reboot or reintroduction. No changes were made to the ongoing plot, nor controversial elements retconned.

This, ultimately, was probably the best thing for the comic. Had the new creative team decided to throw out some of the previous writing team's work it would have been seen as an admission of failure. Instead, the new team remained stalwart and committed to Beyond Canon's original intent, whether fans of the original Homestuck liked that or not.

To be honest, in 2026, it is actually refreshing to see a creative team of a controversial work mount a spirted defence. When compared to Lucasfilm and the BBC throwing The Last Jedi and The Timeless Child under the bus, it feels almost a rare thing for an IP to stand by the work instead of desperately trying to kowtow to its most objectionable fans.

All this being said, there is a palpable improvement to Beyond Canon from 2023 onwards. The pacing is much more balanced and the direction made much more clear. Plot points begin to converge, and the overall conflict is finally set up and introduced. Controversial elements like Rose and Jade's affair are confronted with more detail and nuance, though I suspect that this was always the plan had the 2020 team been allowed more time to get there.

Still, with a new creative team and a more professional attitude towards the parasocial relationships, we're off to the races. For those Homestuck fans who stuck with Beyond Canon, this is the point at which they cite the comic 'finally getting good,' though I think that is a little unfair, as there is a lot to love about the 2020 era, but there's no denying that a lot of Beyond Canon's strongest elements start to come to the forefront, and the role each divergent timeline plays becomes clearer.

Not only that, but the greater focus on animation, music and interactive sequences gives the comic that more classic Homestuck feeling that the earlier era was sorely lacking. A long animated stretch that finally explores what it takes for Vriska to truly be redeemed, for me at least, to be one of the best moments in the Homestuck canon, paying off a decade's worth of setup and character development.

For the next few years the comic would bound forward with confidence, focussing on frequent updates and avoiding lengthy gaps where possible. By 2025 the comic would have finally got round to introducing the Nymphs and the Satyrs, two new alien species set to play the cosmic game just as Humans and Trolls had in the original Homestuck, and opening a window to more weird societies that serve as a subtle and not-so subtle commentary on contemporary online friendships just as Homestuck had originally.

In spite of all of this, Beyond Canon still hasn't won over many of its detractors. This is probably due to a multitude of factors. First and foremost is the first impression that it gave back in 2019. Already controversial on the back of the Epilogues, Beyond Canon was written off by many as a failure from the get go, and that is a hard reputation to shake.

Second is the fact that Homestuck in general is already a huge body of work to embark upon. While a new generation of readers are experiencing the comic for the very first time, in no small part because of the animated pilot produced by SpindleHorse (It is too early to speculate on what impact that will have on the future of Homestuck,) even just getting through the original Homestuck on its own is a massive undertaking that a lot of people back out from. After finishing Homestuck for the first time, I'm imagining there are many who probably want to have a break before delving into anything similar.

Thirdly, and most crucially, is the fact that Beyond Canon is being produced in a different online age and ecosystem than Homestuck was. The online communities that existed under SomethingAwful and 4chan have long receded, and even Tumblr is a shadow of its former self. The fandom of Beyond Canon is fractured and split across multiple platforms. The unification to spread word of mouth just isn't there. It probably says something that on the official Beyond Canon news post concerning fan convention NYCStuck, the creative team expressed genuine surprise to see fans cosplaying as Beyond Canon Characters.


Part Seven: THE END IS NEVER THE END IS NEVER THE END IS NEVER



So, where does Homestuck, and more pertinently, Beyond Canon go from here?

I don't know. Like I said at the start, It is almost impossible to judge if Homestuck is good or not, therefore it is almost impossible to judge if Beyond Canon is good or not.

Personally? I like it. Some of the more controversial elements do make me wince a little, but ultimately I'm game to see where the story goes and where it takes things. I'm happy to see that it is willing to take risks rather than do things for blatant nostalgia. It is possible that there are better Homestuck successors out there, I know that Vast Error has been very well regarded, but ultimately I can't fault Beyond Canon for being anything other than more Homestuck.

Ultimately that is the one thing it can't not be. The characters are there, the format is there, the sardonic humour is there, the overly complex cosmology is there. If you've been hankering for an experience like Homestuck since it finished in 2016 then I've got to be honest, you'd be hard pressed to find a more appropriate replacement than Beyond Canon.

There's a saying that has been picked up online recently that goes, "(Insert unpopular thing here,) tastes so good when you don't have a bitch in your ear telling you it's nasty," and I think that's how I feel about Beyond Canon. If you go in having heard about all the complaints beforehand then you're going to force yourself to hate it, but if you enter with an open mind, put on your good time hat, and roll with the punches, I think you'd be pleasantly surprised.

Does it have its problems? Sure, but so did Homestuck. Homestuck also had many, many problems, controversies and setbacks. In that regard Beyond Canon is in good company, and probably deserves more of a chance than it has gotten, especially considering that with Hiveswap still stuck in development hell, and the fate of the animated pilot up in the air, Beyond Canon is currently the most consistently available ongoing source of new Homestuck material out there.

Homestuck is always going to inhabit this weird point in history for internet culture. There are still people doing cosplays all these years later (shout out to the Karkat I saw at Thought Bubble 2024.) There are still people creating Fantrolls. There are people who were deep into it who now feel really embarrassed about the zodiac tattoos they got. There are people out there who are still convinced that the whole thing is a cult.

Maybe Beyond Canon was a bridge too far into an online era that doesn't really GET IT, trying to cater for a fanbase that has long since outgrown it, but it exists, it is there. It's still updating. It's still evolving. It's still Homestuck. That is fascinating to me. I can't help but find something enthralling about a project trying to keep the lights on long into an era that it doesn't belong.

Who knows what is next for the comic? If it manages to soldier on long enough to execute its big mid-story crisis event, or if it flames out into irrelevancy for the second time, but as the Byzantine Empire was to Rome, just because it is a shadow of its former glory doesn't mean it can't make its own mark on history.

And if not in this timeline, then maybe in the next.

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Jack Harvey 2026. Images used under Fair Use.

Tuesday, 26 November 2024

In Praise of the Grobusverse - The Cure for the Common Lore-brain.

 


Contains minor spoilers

If there's one thing that the internet has cursed us with it's what I like to refer to as 'Wiki-brain,' though to be more accurate 'Lore-brain,' is probably the more descriptive term. It's the tendency for fan communities to reduce the fictional stories they love down to statistics and backstory. The desire to quantity and record for posterity every piece of information a text provides, no matter how trivial it is.

I think it was Hbomberguy who said something along the lines of "Wookiepedia can tell you Chewbacca's exact height and weight but it can't tell you a thing about the themes of the story he comes from." As such I kind of feel there's been a bit of a backlash of late against excessive world-building and creators constantly trying to over-explain every minor aspect of their fictional universes.

There's probably a whole other essay I could write about how thematic constancy is more important than narrative consistency, but I don't think we need to throw the baby out with the bathwater. There's room enough for stories that play fast and loose with their own continuity in order for the story to come first, but I think that there's just a compelling argument to make that the cure for 'Lore-brain," can also be in telling stories where a drip feed of backstory can be so much more compelling than world guides and appendices, or, god forbid, fan wikis and TV Tropes.

This long winded into bring me to Simon Roy's Grobusverse, for want of a better name. A collection of comics set in a fictional, fractured future. I've discussed entries within this universe before, but this essay is going to be less a review of the stories specifically and more about how Roy chooses to communicate this universe to his audience.

Starting with Habitat in 2017, I was immediately drawn towards the visual aesthetic that Roy conjured to depict this techno-barbaric future. Set on board a space habitat in the style of Arthur C Clarke's Rama, the comic tells the story of warring tribes battling for supremacy using mostly long forgotten technology after having been left behind by whatever galactic community exists beyond the habitat's sealed airlocks. The technology itself looks crunchy and believable. The olive green and industrial orange of it's mech-suits, cargo walkers and harpoon guns all look like they have come from some alternate cold-war Europe, bastard children of Aliens' power loader and Red Alert 2's Soviet Super tech, rather than some far future space utopia.


It's all the more surprising then to find that the habitat also once played host to some kind of dormant god-like creature who seems biological in nature but is otherwise intricately connected to the populace's lost technology.

Habitat is for the most part a completely self contained story. By the end characters have completed both their narrative arcs and completed their stated objectives to bring new life to the habitat's savage world. Yet as a reader so many breadcrumbs are left hanging in the air. Just what is the state of the galaxy beyond the habitat? What cataclysm led to their abandonment? What is the true nature of the colossal creature dormant within the superstructure's depths? Why exactly are the combat robots also representatives of the Catholic church?

Habitat is filled with so many tantalising backstory details that go unexplained, but get into the reader's head in such a way that they can't help but speculate. Had the series have seen a continuation these backstory elements may well have been filled out in a understandable, orderly fashion, but Simon Roy's retro-techno-future world would sit dormant for a few years before seeing it's revival in webcomic form. Though the direction it decided to go in was to zig almost certainly where one would expect it to zag.

Griz Grobus, far from taking place on a high-tech space habitat, would instead pull us down to Altamera, a colony world that appears to be just as cut off from the greater universe as their space dwelling cousins were. Instead of a jungle climate filled with warring tribes, we find snowy mountaintops and forest glades, and a frontier-like community of loggers, miners and trappers. The technology is still present, but like in Habitat, poorly understood, with archaeologists and academics doing their best to try and piece together what little even operates.

Griz Grobus delves more into the mysterious robotic priesthood, who still seem to keep the faith with Lord Jesus Christ despite having little concern for their religion's near extinction amongst the populace. Fittingly, this story is told side by side with a folkloric fable of rampaging warlords and magical geese. A reminder that even on the other side of the galaxy strong stories can hold great power.


Like Habitat, Griz Grobus only drip-feeds it's backstory, hinting at possible explanations for the state of the universe here and there. Interestingly, the Kickstarter edition came with a small guidebook to the "Thinking Machines of the Apostolic Congress." Presented as an in-universe artefact, this guide book details the different forms of robo-priest and their intended purposes, but notably gives NO information as to why these machines appear to be specifically Christian in origin.

I hope it's clear by now what it is in Roy's approach I find so appealing here. No doubt he could easily fill the book's back matter with timelines and backstory and faction guides and whatnot, but a huge part of the enjoyment comes from the journey, not the destination. Like the characters within the stories themselves, we often lack context surrounding their discoveries, and like the archaeologists and artefact hunters, we have to analyse and interpret from incomplete data.

As the Grobusverse would continue, so too would we continue to interpret. A short comic, The Envoy and the Warrior, sheds more light on the colossal superbeings we witnessed at the end of Habitat, and only hints at what great cataclysm may have brought down humanity's spacefaring civilisation. Miramar would take us to yet another isolated planet, this time an ocean world to show how the human remnants would adapt differently with their limited technological knowledge when subjected to new environments.

Refugium would return us to Alamira, but this time looking at ecology rather than technology. Refugium would, ironically, contain probably the most significant amount of lore so far but it would be almost entirely be regarding the original flora and fauna of the planet long before it was overwritten by human terraforming. Once again, we are left to infer backstory from information that is most relevant to the characters within the moment.


Critically, this attitude constantly reminds the readers that the people of these worlds come first, not the setting they inhabit. Their human experiences, hopes, fears, losses and gains, are what have and will drive the arc of history we only at times get small glimpses of. I have no doubt Roy could probably explain in fine details the mechanics of how the mech-suits work, but it's just so much more compelling to discover that from a struggling mechanic desperately trying to keep the thing working.

More than anything I think Roy's world reminds us that despite periods that we refer to as "dark ages" human beings are not inherently stupid. People didn't magically forget how everything worked after the Roman Empire fell. Instead language and literature was stratified. Knowledge could not easily be replicated and passed along. Some sciences were maintained unchanged, while others passed into folklore and superstition, while others still were lost.

That so much of what is going on in the Grobusverse is obscured, hinted at, there to be scrutinised by inquisitive readers, is a great example of how we can address that pesky 'lore-brain' without reducing world-building to a big list of stuff that happened. It's a very specific way of trusting the audience and respecting the integrity of the work. It creates not just a fun story but a mystery to be solved with you as the investigator.

Roy has been very clear that there is much more to come, with a guide to "Man-Amplifiers of the Euhumanist League," no doubt giving us only just enough information to lead to more speculation. It's been a wild ride so far, and I'm hoping it's just getting started. I have no idea what little titbit will trickle out of the plot next, but I can't wait to dust the edges and study it's form in the hopes I can glean it's context.

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Jack Harvey (2024)

Sunday, 19 December 2021

Obscure Comic of the Month - O Sarilho Books 1 and 2

 Obscure Comic of the Month was a column I wrote from 2015 to 2017, where I would take a look at a comic or series that wasn't really talked about. This covered independent comics, zines, weird spins-offs, webcomics and more. It's been away, but now it's back.

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O Sarilho by Martin Shizasese - 2016 - Present



Contains Spoilers


When you're attending a convention, particularly one dedicated to creators, writers and artists, it often becomes difficult to decide on what to give your attention to. I often joke that I wish I was a millionaire purely so I could go to comic book conventions and just buy everybody's comics. However, as I am not made of money, I have to be discerning.

Shilling your own comics at conventions is difficult. I know, I do it all the time. On the one hand you kind of want to sit there quietly and let the work speak for itself, on the other you want to shout and scream and vie for people's attention.

This is how I ended up with both books of O Sarilho. It's creator leaning forward from their table to entice me with tales of future Romans and alien space gods. I've been in situations before where a creator has given me the big sell, and ultimately the comic they produce turns out to be measures less interesting than the pitch they frantically sold it on.



I'm happy to say, however, that O Sarilho was not one of those situations.

I want to begin by talking about how this comic deals with it's depiction of future Romans. The concept of saying 'what if the Roman empire never fell and they were around in the modern day and/or future' is not an uncommon one, and has been rendered many times in the world of comics over the years. One commonality amongst these stories, however, is the tendency to merely transplant the Roman empire wholesale into the world of the future. Same attitudes, same fashions, same language, same gods.

Anthropologically speaking, this of course makes no sense. If the Romans were still around after 2000 years they almost certainly would have gone through massive social and cultural change, but O Sarilho is probably the first time I've seen this acknowledged in a story of this type. The future Romans of this tale are far different from the ancient empire that was. Time has seen a shift in attitudes, religion has now evolved around emergent technology. The military has changed, as has it's political systems. The state language of Rome? Italian of course, Latin died long ago.

Of course, the comic itself plays coy around it's alt-history. It's open to interpretation as to whether the Mediterranean empire of the story even originates from Ancient Rome, or if it began as a later resurgence. Ultimately, it's origins don't matter, the world being elaborated upon slowly as we begin to see this world though it's character's eyes.



But what of the story itself? Well, the plot begins with a group of fresh faced recruits of various different backgrounds, eager but nervous about their final days of academia leading up to the careers of their adulthood. From the loose and somewhat exaggerated art style to the subject matter of secret crushes and youthful anxiety, this leads the reader to presume the story will be a light-hearted 'young people at fantasy academy' type story full of interpersonal conflict and low stakes drama.

Then the characters begin dying in droves, limbs are amputated, minds possessed by unknowable alien intelligences and those who walk out alive suffer from heaping piles of trauma.

If you want to get me on board with a story then I'll be honest, I'm a sucker for a bait and switch like this. Lull the reader into thinking this is going to be a relatively light hearted tale and then go right for the brutal violence, and O Sarilho executes this with aplomb. It also keeps the readers on their toes. You think you know which way this story is going, until you don't.



Once we are over the threshold, the plot unfolds into a network of much bigger ideas. For the surviving characters, a new and difficult network within the halls of power must be navigated, an uprising on the fringes of the empire begins to gain momentum and the mystery behind the corpse of what seems to be an alien space god has yet to be unravelled. The story can go anywhere at this point, and its an exiting feeling to know that anything could happen. It's unpredictability is it's greatest strength.

O Sarilho is ongoing and updated regularly at it's main site, though if you know me I like to read my comics in big chunks in print form. So I'll certainly be picking up further volumes as they become available. Either way, whatever means you prefer to consume your comics, I highly recommend you check it out. Everything you need to know you can find out here.

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Jack Harvey 2021. O Sarilho (c) Shizamura. Images used under Fair Use.

Friday, 18 March 2016

Sea of Spheres FAQ




So some of you may have noticed that I've been talking about starting a webcomic for a while. Well gears are finally turning in the right direction for that (Though the whole idea of running a site is still a little daunting, so if anyone has any advice on that side of things feel free to PM me.)

A couple weeks ago I wrote about some of the characters, but now is the time to give you a better idea of what the comic will be like. Here's an FAQ.

So what is Sea of Spheres?

It's a fantasy story with elements of science fiction and steampunk in there. The first story arc is primarily a murder mystery.

Okay, what's the comic about more specifically?

The setting of Sea of Spheres is a cluster of small planetoids in a crack between dimensions. A breathable atmosphere connects these small worlds and people travel between them in air balloons and sky ships.

Occasionally travellers from other realities will pass through this crack, leaving behind magic and technology that the inhabitants adopt.

Most of the Spheres are ruled over by a large city called Icon (pronounced Eye-son) that hangs above them. Their biggest rivals are the largest Sphere, called Arcadia, and a tecnologically advanced Sphere called Gemini. Beneath the Spheres is a large concave desert called the basin.

Sea of Spheres is the story of these inhabitants, and the societies they form on the spheres themselves. To begin with though, we'll be following a couple of detectives call 'Justices' investigating a murder on one of these worlds.



 So what format is is going to take?

Each page will be about three to four panels. The artwork will be black and white, but I'll try and fit some colour in now and again. I'm trying to stick to the feel of old 'newspaper' style serials.

What's the planned update schedule?

One strip per week is what I'm aiming at. I hope to upload the prologue in full (about five pages) to start with.

I'm planning the main arc to last about three acts, at about fifty two pages each, not counting interludes. I'm writing it to be self contained so that it's concluded after about three years, and if it's picked up enough interest I have a larger story to tell after that.

How soon can we expect it to start?

I'm hoping some time during March, but more realistically it'll probably be April/May time.

Is this based on any of your other works?

It's not connected to the Modern Realms stories, and it's not connected to Cummings either.

It shares the same fictional universe as a bunch of Carnack short stories I'm writing, though they do not themselves take place in the spheres. Some of the characters might cross paths though.



What are your major influences for the comic?

Sea of Spheres actually started as an idea for a Planescape comic, so you'll see a lot of similarities both in the setting and the visuals. However, my original plot was playing fast and loose with the Planescape setting anyway, and became much more interesting once I changed it to an original universe.

Other than that you'll also see elements from things like The Wire, Judge Dredd, Doctor Who and the works of David Lynch and Terry Gilliam.

Hang on a moment, haven't I seen some of those characters from your old Dungeons and Dragons campaigns?

Yes! A few characters are re-worked from ideas that came about during a couple of our Dnd campaigns a few years back.

However, even though you might see some of those characters and events mentioned, you can consider any of the old Dnd stuff non-canon. The comic has no connection to Dungeons and Dragons or any of it's fictional settings.

Any other questions, feel free to get in touch.

Tuesday, 23 February 2016

So Hey, About that Webcomic Finally

As I mentioned a couple of times previously, I'm starting work on a webcomic. It's called Sea of Spheres, and it's a bit of a swashbuckling mystery story.

For now I'll be keeping things simple, with a short, relatively self contained, black and white story that might expand out into colour depending how successful it is and how it impacts my other projects.

I'll be discussing the setting in a later update, but right now I just thought I'd introduce the main characters of the first arc. It getting me into the swing of things and hopefully I'll only improve as time goes on. 







I've been sitting on ideas for a comic for years and in the grand scheme of things see no downside in doing it so... here we go I guess.

You'll know here first what the plan is when it starts. I'm hoping to get a dedicated site for it an all that kind of pro looking stuff.

In the mean time thoughts, questions and feedback are greatly appreciated.

Wednesday, 17 February 2016

Obscure Comic of the Month - Dragondove: Young Liars

Obscure Comic of the Month takes a detailed look at a little known entry from my personal comic book collection. Some will be from major publishers, others self published projects, Original Graphic Novels, issues and Manga. What they'll all have in common though, is that I've rarely, if ever, seen anybody talk about them.

                                                   

Dragondove Volume 1: Young Liars by Les Valiant


Dragons wander the wasteland, seeking the souls of sinners, or so they say. A girl called Lucky doesn't believe that's the whole story, so she skips town, looking to wrangle herself some adventure, mystery, and a dragon of her own. What she finds is a world far richer than most could fathom, and romance she never knew her young heart needed.

Contains mild spoilers
 

Should you read the webcomic Dragondove? Yes. Its a fun little fantasy western with colourful art that you could read through in a couple of sittings, and it won't cost you a penny.

However, we're not here to talk about Dragondove as a free webcomic. We're here to look at it's merits as a body of work, specifically regarding it's first printed collection. Dragondove is worth your time, sure, but is it worth your money?

The story follow a talented, if naïve, young woman called Lucky, who gets pulled into a cross country quest with an unwilling tag along, the courier Primrose. Lucky originally has the simple task of returning an ancient relic, but her and Primrose both are quickly drawn into the conspiracies and schemes of competing forces, culminating in Lucky finally taming a dragon of her own.

As I mentioned, the story is a fantasy western, which is a setting that still feels genuinely untapped but is often tainted by being far too closely tied to the steampunk genre. I love Westerns, but the lone, outlaw life gets somewhat diminished the moment you start introducing airships and clockwork robots.

Fortunately Dragondove mostly eschews the trappings of steampunk. There are steam trains and the like, but the world's technology is pretty much grounded, instead it draws its fantastical elements from the dragons themselves, giving more depth than most fantasy stories that feature the scaled creatures normally do. Here Valiant draws inspiration from beasts of the old frontier, such as bison, stallions and grizzly bears, breathing new life into an otherwise overplayed mythological beast.



So anyway, the world building works exceedingly well, and the use of Western tropes lets the reader fill in the blanks themselves rather than being subjected to info-dumps, and the drip feed of information about the wider world helps fuel that lonesome feeling that's critical to an old west setting.

But a great setting is only as good as the characters you populate it with, and it's here where Dragondove really shines. It would have been easy to populate the story with stock characters, but Valiant decides to have a bit of fun with them instead. Lucky herself is a great lead, eager and enthusiastic in the face of a dangerous world, in that she's far too curious for her own good. She's more Herge's Tintin than Annie Oakley.



Primrose is a perfect foil for Lucky. She's a mysterious, charismatic courier with a past that hinted at being more important than it originally seems. It's Lucky's curiosity that keeps breaking past Primrose's aloof demeanour and shows her to be more human than she'd care to admit. The chemistry between the two of them is perfect, and it's genuinely distressing when it looks as though the two may part ways.

Likewise, the plot's focus on LGBTQ characters is presented with a supreme confidence.

If there's criticisms to be levelled at Dragondove then they are fairly minor. The art in some of the early sections is a little scrappy and it's more obvious on the printed page than it is on screen. Likewise, the first volume wraps itself up a little too quickly, making it feel less of a coherent whole.

But the art has a charm all of it's own, and Valiant's style itself truly feels one of a kind. The visual design of the costumes and the landscapes can only be described as sumptuous, and the action flows from page to page so easily that you'll be surprised you got through the book so quickly.



If all this sounds as though I'm going easy on Dragondove, you can trust me, I'm not. Most webcomics can take a while to get going. Many start with incomplete characters, or unsure of their own world. Les Valiant has built the foundations for the world that she's writing. Primrose and Lucky are complete characters from the get go. It's certainly one of the strongest openings I've seen from a first time strip.

So Dragondove is worth reading online, sure, but it's also damn well worth reading in print. Myself, I can't wait to re-read the next act in book form. It's a comic that puts a new spin on combining old genres, in both it's setting and it's characters, and Valiant's art is perfectly suited to the dusty plains populated with an oasis of colour.

Read it for free, pay for the print version, but either way I think you should give it a go.

                                                       

Jack Harvey 2016. Dragondove (c) 2015 Les Valiant. Images used under Fair Use.

Tuesday, 16 February 2016

Just Another Quick Update

Gears are turning this February on a few projects so I just thought I'd put you in the picture, as it were.

  • Obscure Comic of the Month is returning. You should see the column in the next couple of days. Maybe even today!
  • The short story is still coming, haven't had an update on the commercial side of things yet, but you'll know the detail as soon as I do.
  • I'm hoping to get the ebook/print version of my remastered Tales of the Modern Realms out some time over the next couple of months. All the formatting is pretty much done, so It's just a matter of getting it submitted for retail.
  • Plans are moving ahead on that webcomic idea, hoping to have something up by late Feb to mid March. I want to have a full prologue ready to go before weekly updates. In the meantime, here's some WIPs on the characters.




And that's all for now, have a good February. Toodle bye!