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Zubby Newsletter #22: Gen Conquest

A bunch of readers signed up for this newsletter at SDCC and Gen Con, so – welcome!

Zubstack is where I keep people up to date with my creative projects (mostly comics and games) and also dig into things on my mind, recipes I’m cooking, games I’m playing, articles I’m enjoying, and more. For my main website, go HERE and, for an archive of past newsletter installments jammed with info and links, go HERE.

Social media is more mercurial and annoying than ever, so being able to go old school internet and reach fine people like yourself directly is really nice. If you don’t want to read the whole thing, that’s fine, but at least you get to choose instead of algorithms choosing for you.

Okay, on we go~


Flights to Gen Con were annoyingly expensive for such a short hop, so Stacy and I decided to drive down to Indianapolis instead (9-ish hours on the road depending on traffic). It was a bit of a throwback to my earliest convention years racking up kilometers and crisscrossing the border at strange hours.

In my previous newsletter I talked about how much has changed for me at shows like Gen Con since I first started attending 20 years ago, but it’s even clearer when you see Darrin’s incredible booth set-up for Howard and I this time-

Conan the Barbarian comics, D&D Young Adventurer’s Guides, the D&D Ultimate Pop-Up BookD&D comic trade paperbacks, SkullkickersWayward, and so much more. There were several times when I was asked which books I worked on and just motioned to my left and said “All of those”, which felt cool but also weird. There’s no way we can stock everything, but even this cross section of my work feels like a heck of a lot.

Gen Con was sold out every day, which also meant Saturday-style crowds every day. I have never seen the exhibit hall so consistently packed, hour after hour. I stepped out for some meetings around meal times and managed to visit friends after the floor closed, but during show hours it honestly felt better to have the table between us and the torrent of people moving through the aisles.

Each morning of the four day show, here’s how it looked before the exhibit hall opened-

Gamers were back in full force, ready to play and buy. Sales soared and a lot of the other exhibitors I spoke to said it was their best year ever. Most of the new books I brought sold out by Saturday and I ran out of Rick and Morty VS D&D sketch covers long before the end of the show as well.

Like at San Diego this year, I tried to slow things down to enjoy richer conversations with old friends or deeper impressions with new people I met. Tons of nostalgia and appreciation, that’s for sure. Lots of chatter about possible future plans as well.


Cromulent Interviews

I know this will surprise you, but I’ve been talking about Conan the Barbarian. Here are a couple interviews shot during San Diego a few weeks ago:


Speaking of Conan-

The reviews for issue #1 are incredibly kind and I posted a teaser of issue #2 on social media that I’ll include below-

Issue #2 keeps the momentum of our first issue going and then some, my friends.
Line artist Rob De La Torre and colorist Dean White deliver a stunner on every page.

Given how fast issue #1 blew off store shelves, make sure you get your pre-order in for our second slashing attack.


Current + Upcoming Books


Upcoming Events


Links and Other Things

Here’s a quick list of games I picked up at Gen Con, in case you’re interested-

My schedule for the rest of the summer is intense, but I look forward to digging into these when things calm down.

That should cover it for this week.
Jim

Zubby Newsletter #16: Cutoff, Colors, and Crazy Cardstock Creations

FOC – The Barbaric Cutoff is Here – Join Us!


Final Order Cutoff is the last chance for comic retailers to adjust their order numbers on books heading to print.

So, with that in mind, please allow me to beat the drum here one last time about CONAN THE BARBARIAN #1arriving in stores on Wednesday, July 26th.

This week is your last chance to pre-order a copy from your favorite comic shop and be guaranteed a copy will be waiting for you.

Our art team (Rob De La Torre, José Villarrubia, Dean White, Richard Starkings and the many incredible artists lending their skill to variant covers) has put together the Hyborian adventure of my dreams, delivering something really special on each and every page. This is one of the highest profile launches of my writing career and it would mean a lot to me if you pre-ordered a copy of #1, added the series to your pull box subscriptions, and/or let other people know that Heroic Signatures and Titan Comics are bringing the goods.

Thank you, as always, for your support!


Dramatic VS Literal Color

Looking at some recent comics and I notice a lot of cookie cutter color palettes: blue sky, green grass, brown bark, etc. The rendering is okay, but the dramatic impact is lacking.

Even when panels all take place in the same scene under the same lighting conditions, colorists should try to vary things up and improve the storytelling by using dramatic color.

Check this old school example from Uncanny X-Men #275

Pencils by Jim Lee. Inks by Scott Williams. Colors by Glynis Oliver and Joe Rosas. Lettering by Tom Orzechowski.

Notice how the yellow and blue KRUNCH panel stands out even though the palette choice isn’t ‘real’? If that panel was colored like others on the page (with a green T-Rex) it would be way less potent.

Here’s another page from the same issue:

That top panel’s cool color palette pushes it away from us visually and makes it less important than what’s below, creating a ‘fade out’ feel between scenes and locations. If the characters and environment were all rendered using local/true colors it could end up quite busy and readers wouldn’t know where to focus.

Digital tools are convenient, but some colorists seem to think that lots of rendering and realistic lighting = higher quality and that’s not always the case when it comes to successful communication and entertainment, panel by panel and page by page.

On the other hand, here’s an impressive coloring example from All-New X-Men #3:

Pencils by Stuart Immonen. Inks by Wade Grawbadger. Colors by Marte Garcia. Letters by Cory Petit.

Marte’s rendering is more ‘modern’, but he also has an eye for dramatic color choices that effectively move the reader through big moments on the page. It’s wonderful work and I’d like to see even more of that from modern comics over bad lighting effects, repetitive palettes, and an over reliance on texture brushes or photo textures.


Murder Is More Convenient Than Ever


The collected MURDERWORLD trade paperback arrived in stores last week!

If you missed the five connected one-shot issues Ray Fawkes (Constantine, Batman: Eternal) and I put together with artists Jethro Morales, Farid Karami, Luca Pizzari, Victor Nava, and Lorenzo Tammetta, now you can snag it in one spiffy volume and read our twisted Arcade-centered story from start to finish.


“Pop-Up” Doesn’t Quite Describe It


An advance copy of the Dungeons & Dragons: Ultimate Pop-Up Book arrived at our place this week and it’s a monster in all the right ways!

Stacy and I came up with the narrative and she wrote all the text. Award-winning paper engineer Matthew Reinhart built each scene and all the moving elements and Claudio Pozas tirelessly illustrated each piece.

The name “Pop-Up” doesn’t really encompass these paper creations. The locations unfurl from the page base, rising up to form incredible buildings and features!

Even more amazing, the page spreads can be folded out beside each other so that all five D&D interactive locations can be laid out simultaneously. When Stacy and I unleashed the full behemoth it took up our entire dining room table!


Talking Conan…in Portuguese!

Marco Collares and Duda Ferreira from the Conan the Barbarian Forum, a vibrant Portuguese language Conan community, chatted with me about the upcoming CONAN comic relaunch, working with the incredible Rob De La Torre and editor Matt Murray, and much more!

There’s a lot of great information about the new series in this interview so, to make it easier for English language fans to follow along, I put together a series of time-stamped links to my answers you can check out right HERE.


Classic Character + Classic Artist


The Comics On The Green comic shop has posted an exclusive CONAN THE BARBARIAN #1 variant cover illustrated by legendary artist MARK SCHULTZ (Xenozoic Tales, Conan the Cimmerian)!

Mark’s illustrations of Conan over the years have been incredibly iconic and powerful. I’m blown away that he created a new piece for our series launch (and even included the comic shop owner’s dog in there too 😀 ).

This variant is limited to 500 copies and you can pre-order it HERE.


More Limited Edition Covers

• Forbidden Planet (in the UK) has a limited edition Conan the Barbarian #1 cover (limited to 500 copies) with Rob De La Torre’s splash art from our Free Comic Book Day issue. In the U.S. it’s being offered by Jetpack comics.

• Since Conan debuts at San Diego Comic Con this year, there’s a limited edition cover with Conan in the San Diego Gaslamp District (limited to 2000 copies) with cover art by Christopher Jones.


Links and Other Things

• The incredible background art of the classic Looney Tunes animated shorts, especially designer Maurice Noble. As some who worked in background layout for animation, it’s nice to see this part of the artform spotlighted and appreciated:

• Famous comic artists drawing iconic characters. You can learn a lot just by watching how professionals confidently lay down their lines.:

That should cover things this time.
Jim

Zubby Newsletter #8: Soul Stirring

A different format this time, as I dive into anecdotes and analysis about one of my obsessions-

What Is It About Those Souls?

Hidetaka Miyazaki, the developer of Elden Ring, is one of TIME Magazine’s Top 100 Most Influential People in 2023, only the second video game industry person to ever make it on the list (The first was Shigeru Miyamoto, the creator of Mario, Donkey Kong, and Legend of Zelda).

Even though “Soulsborne” titles have been lauded and influential in video game circles for years, Elden Ring broke through with a level of mainstream success no one could have predicted. It launched to sales numbers that eclipsed the lifetime sales of most other FromSoft titles and has fueled a surge of interest as gamers go back to rediscover the rest of the “Souls series”: Demon’s Souls (2009)Dark Souls 1-3 (2011, 2014, 2016)Bloodborne (2015), and Sekiro (2019).

These games have an infamous reputation for being difficult and obtuse, cultivating a fandom obsessed with their challenging game play, mysterious lore, and strange characters.

That rep is rightfully earned:

  • They are difficult, especially compared to most other video games on the market.
  • The game play is obtuse and in-game instruction is minimal.
  • The fandom is obsessed and many enjoy deep-diving into lore, symbolism and connectivity in the games, implicit or implied.
  • The characters and their in-game plot lines are quite strange.

And yet, Souls games are also incredibly compelling.

I didn’t try any of them until 2018 when my friend Ray Fawkes (who I’ve known since college and collaborated with on Murderworld) heaped praise on Dark Souls, telling me how fierce and fascinating the series was. With a level of glee I’d rarely seen in him before, he wove a narrative about his hapless hero stumbling through gloomy corridors, being ambushed by monsters and doing everything he could to survive in the face of near certain death. Violent sword and sorcery is certainly my jam, so I snagged Dark Souls Remastered, installed it…

…And did not see the appeal at all.

Dark Souls seemed crafted from a bygone era of video gaming, one where clear instructions and an intuitive user interface were not a priority. The cinematic opening promised epic adventure, but the starting area in-game was a cramped dank prison filled with tricks, traps, and asshole enemies ready to gank me at a moment’s notice. The action felt awkward and unresponsive, the world seemed small, and I wondered what Ray saw in this that I was somehow missing.

Eight months later, Playstation had a sale on digital games and on a whim I picked up Bloodborne, not realizing it had the same development team as Dark Souls. The twisted gothic setting grabbed my attention and I waded in, unsure if this would be a repeat of my first Souls experience.

Bloodborne is cut from the same cloth as Dark Souls and, in theory, it should have repelled me the exact same way, but it didn’t. Don’t get me wrong, the game still felt weird and kicked my ass, but the atmosphere was so rich and locations so interesting that I stuck with it, creeping forward street by street and section by section, struggling to make progress but compelled to keep trying.

I must have spent at least four hours completing the opening section of Yharnam, the sprawling Stygian labyrinth where Bloodborne begins. My character died dozens of times, but my attitude around those deaths changed. It became apparent to me that the game was consistent in its approach and I was the one making foolish mistakes each and every time.

What felt like poor design when I played Dark Souls for the first time began to slowly fall away, revealing something far more intentional. As I explored Bloodborne further, a message started to emerge through the din. It was simple, but also demanding-

“Are you paying attention?”

  • Are you paying attention to the environment around you – looking carefully at where you’ve been, where you are, and where you’re going?
  • Are you paying attention to the enemies you encounter – how they sound, how they move, and what they’re capable of?
  • Are you paying attention to your character – especially the speed and reach of your weapon as you attack?
  • Are you paying attention to your inventory – the items you pick up, their description and purpose?

Many video games want the player to feel empowered right from the start, giving them clear goals and, with a bit of effort, the abilities to achieve them. There will be a certain amount of hand-eye coordination involved, but where you have to go and what you have to do when you get there is rarely in question. These games want to please you.

In comparison, many older video games could feel opaque at times due to awkward design or limitations of fidelity, but there was also a gratifying surge that came with figuring things out on your own or having a friend pierce the veil of confusion alongside you.

Souls Games issue a distinct challenge to the player. They establish a foundation of consequence inside a harsh environment that will try to destroy you. It can be extremely frustrating at times, but the commensurate satisfaction I feel as I figure out each piece of the puzzle and overcome each challenge delivers old school gaming delight magnified many times over.

Bloodborne requires careful planning before each major encounter and then quick thinking once the action kicks in. The game constructs a deliberate atmosphere of mystery and dread before violently unleashing new tests on the player as the environments twist around and through each other.

You can stumble through the whole game and even complete it with no idea why you have to slay these creatures and escape this nightmare, or you can slow down on the journey and start to see tiny threads of motivation and emotion woven into conversations and item descriptions that hint at a larger tapestry, fascinating questions and themes lying just out of reach.

You can rail against the darkness all by yourself or summon help, either through AI-controlled NPCs who are fulfilling their own mysterious plot lines, or via online multiplayer fighting alongside fellow human hunters looking to take down their prey.

I fell in hard, conquered Bloodborne and the Old Hunters expansion, and then played through the other Souls titles (and several other games inspired by them). Once that was done, I went back and ‘platinumed’ many of the games, completing every achievement, no matter how demanding or obscure.

Demon’s Souls was the first game in the series and it shows. At times it struggles to execute on its vision for combat and exploration, but it can also be surprisingly confident in game play precepts that will be honed in future titles.

The Dark Souls trilogy iterates on that original game, expanding character possibilities and the types of encounters it throws at you while also broadening the narrative scope of its epic fantasy world. The environments have branching paths that coil around each other or ‘hub’ locations that act as waypoints so you can choose which way you want to head next. Many of the boss battles are epic and the final decision you’re given, to renew the world with fire or send it spiraling deeper into darkness, feels well earned.

Sekiro is a more focused narrative set in a mythical version of Sengoku-era Japan. It has extremely demanding combat that requires meticulous timing, but also generates an adrenaline surge like no other video game I’ve played before.

I’ve enjoyed them all. These are worlds to be explored and challenges to be relished.

Which brings things back to Elden Ring and the TIME Magazine article about its creator.

Elden Ring is a culmination of sorts. It’s an ambitious and massive open world version of Hidetaka’s previous games. While it has the most content to uncover and can be extremely challenging, it also benefits from 13+ years of design experience, balancing that feeling of uncovering a mystery with abundant character options you can use to traverse and conquer the many challenges set before you.

Souls Games are the peaty scotch of video games – a powerful flavor and acquired taste that many people are never going to enjoy no matter how it’s packaged or presented.

As much as I rave about Souls as an experience, the rawness of the design and age of the engine used to build these games can also hamper them at times – There are weird game play systems that don’t become clear unless you look up a guide online and enemy AI that can be deliberate and fiendish one second and then dumb as rocks when taken out of the combat parameters or specific environment it expects. At times Souls fans hand wave some really weird-ass aspects of these games, chalking even genuine programming and optimization errors up to intentional design to a degree that borders on the delusional. There’s a lot of duct tape holding these monstrous beauties together.

Elden Ring’s scope can also be quite overwhelming at times. The open world approach doesn’t allow for a focused path that carefully amplifies the threat, scene by scene. That means its challenge level swings wildly depending on how you build your character and which way your wanderlust takes you; One moment you’re effortlessly trouncing enemies, the next you slam into a proverbial wall and are sent sprawling to your doom.

Despite all that, you’re never trapped. There’s always another direction to go or location to unearth, giving you the chance to earn experience elsewhere and come back to claim victory down the road. The journey is vast and it can be both breathtaking and ridiculous multiple times within the span of a single play session.

Elden Ring isn’t my favorite Souls game (Bloodborne’s eldritch tendrils still have a powerful hold on me), but I’m glad it exists and has introduced millions of people to these games. I’m also glad Elden Ring has won so many awards and gained so much mainstream attention. I wouldn’t say it’s an experience everyone needs, but I do think there’s gold in them thar hills if you’re looking for a challenging and thoroughly satisfying video game rush…

…Just be prepared for a wee bit of obsession if it finds its mark, the kind that makes you pump out a 1600-word essay about it instead of promoting your own work.

Speaking Of Eldritch Horror and Promotion…

Over on my Patreon, I posted up the script for Rick and Morty VS Cthulhu #4 (of 4), the climactic conclusion to our epic nihilism VS narcissism battle as Rick Sanchez tries to stop the Cthulhu Mythos from infecting his dimension and destroying his family.

There are now almost 300 scripts on my Patreon page, a deep archive of my comic writing where, for the price of a fancy coffee, anyone can dig in and compare what I wrote to the final published version, along with pitches, frequently asked questions, interviews, and more.

My Patreon page grew out of more than 40 free writing and industry How-To articles I wrote over on my main site (check the right-hand column labelled #ComicsSchool for links to the most popular articles), covering common questions around how to break into comicshow to write a project pitchhow to find an artist to collaborate with, the economics of creator-owned comics, and much more. Even as the industry has changed and continues to change at a rapid pace, a lot of that information has remained evergreen.

Talking to a Pair of Rogues

I spoke to the gents at the Rogues in The House podcast all about sword & sorcery, Conan the Barbarian, historical fantasy, and more.

For those of you who are hardcore fans of the Hyborian Age, our Conan chatter gets underway at the 28 minute mark of the podcast. The other stuff is great too, but if you’re focused on that aspect, now you know.

Okay, that’s more than enough this time. Have a good week.

Jim

Zub at Lexington Comic & Toy Con 2023

I’m looking forward to being at the Lexington Comic & Toy Con in Lexington, Kentucky on March 23-26, 2023!

I’ll be set up with the Comic Sketch Art team at Table 218. I’m looking forward to meeting readers and seeing what the city has to offer.

Zubby Newsletter #1: Everything Old Is New Again

Before social media or personal websites were a regular thing, I had a “Zubby Newsletter” I’d send to 20-30 of my friends/colleagues (those few who actually had email addresses back then) as a way to stay in touch when I moved to Calgary. The first one I sent was on March 27, 1999.

In February 2004 I migrated that newsletter over to Livejournal.

In May 2012, I moved all the newsletter and LJ posts to my personal website at www.jimzub.com

Starting up a newsletter again 24 years later feels both familiar and strange.

Zubstack will be promotional (but not spammy, I promise) and also a spot for me to talk about process – writing and drawing – links to articles and tutorials that have grabbed my attention and games, books, or other media on my mind…

…Which, funny enough, is almost exactly what the original newsletter did 24 years ago. The only difference now is that it’s open to anyone instead of just a handful of people I knew in ’99.

It’s all cycles. Wheels within wheels. 😉

Let’s get to it-


Introduction

I assume if you’re on board this newsletter thing, you know what you’re getting into. It seems weird to do an introduction when people are actively choosing to sign up but, just to be on the safe side –

I’m Jim Zub (a pen name shortened from “Zubkavich”), a Canadian writer and artist probably best known for comics and TTRPG material I’ve been producing in various capacities since 2001.

Maybe you found my first webcomic during nascent internet days.

Maybe we met at a comic, anime, or gaming convention in the early 2000’s.

Maybe I popped up on your radar when I launched Skullkickers (2010) or Wayward (2014) during the Image Comics 2nd/3rd creator-owned wave.

Maybe you read one of my Making Comics/Economics of Comics tutorial posts around that same time.

Maybe you’ve enjoyed other comics or creative work I’ve done since then.

Whatever brought you on board, I’m thrilled you’re here.


Movie DNA

A couple weeks ago I was a guest on a podcast called Cinema Splash Page where host Michael Brodie and I went through key films from my youth that had a major influence on my storytelling sensibilities. Most of the interviews I do are about comics or RPGs, so this was a nice change of pace.

When I went back through those films, it was a bit surprising how deeply they drilled into my brain and still inform my work. If I had to summarize three key aspects-

  • Heading into the Unknown: Venturing forth to somewhere new, mysterious, and unexpected.
  • Swashbucklers, Underdogs, and Lucky Bastards: The protagonists I gravitate to tend to be caught off guard and in over their head. They’re doing the best they can, and will need to use everything in their arsenal to keep up with situations they find themselves in.
  • Adventure and Wonderment: Things move quickly and the stakes are worthy, but there’s always time for a touch of comedy or a moment of awe to break up the action.

Being able to see those broader patterns and understand my taste in fiction is valuable. It helps me make clearer creative choices that really click for me.


Murder, For Fun and Profit

Last week, Murderworld: Game Over was released at your favorite local comic shop. It was the final chapter of a 5-part story co-written by Ray Fawkes and I all about Arcade, the classic X-Men/Spider-Man villain. Since Arcade always loses to the super heroes he faces, we wanted to show how he actually keeps his whole Murderworld enterprise afloat, while making him a much more effective and sinister presence all around.

Ray and I originally pitched Murderworld to then Marvel Editor-In-Chief Joe Quesada back in 2004, so this pitch was old enough to vote by the time it finally got the green light thanks to current Editor-In-Chief C.B. CebulskiX-Men editor Jordan White, and our own amazing editor Sarah Brunstad.

It’s now my go-to example on why you shouldn’t publicly blab about old storylines or other ones that got away. You never know when you may be able to take another shot or repurpose ideas down the road. I go more in-depth on how Murderworld finally came about in this video:

At each step of development, Sarah Brunstad championed Murderworld, encouraging us to tell the darkly twisted tale in our outline and made sure we didn’t have to sand down any sharp points. Every script I thought we were going to get push back, but she saw it through.

Our art teams – line artists Jethro Morales, Farid Karami, Carlos Nieto, Luca Pizzari, Lorenzo Tammetta, colorist Matt Mila and letterer Cory Petit – delivered the goods every issue.

Ray and I have known each other since college. We’ve watched each other navigate the highs and lows of the comic business. We’ve cheerleaded and commiserated on each success or setback. Finally getting the chance to work side-by-side with him on a project has been such a blast.

At the end of our Murderworld story, we sowed the seeds for a possible sequel and obviously we’d love to see that come to fruition but, whatever happens next, just having this story finally told after all this time feels like a huge win.

The trade paperback collection arrives in June and we hope people check it out if they missed the five interconnected single issues as they were released (Murderworld: Avengers, Spider-Man, Wolverine, Moon Knight, and Game Over).


Links and Other Things

• This digital drawing tutorial about how to get clean ink lines in Photoshop posted by BaM Animation was a nice one to pass along to my students:

Questing Beast cracks the code on original Dungeons & Dragons worldbuilding and timekeeping. I grew up playing in the first edition era and yet the specifics of how it used to work in the rules as written (aka. RAW) still really surprised me here:

• Also, my buddy Karl Kerschl’s new Kickstarter campaign is looking sweeeet. Go get it: Death Transit Tanager

Okay, that’s enough for this time.
Thanks for your support and *ahem* zubscription.
Jim

Zub at Emerald City Comic Con 2023!

It’s wonderful to be back at Emerald City Comic Con in Seattle, Washington on March 2-5, 2023!
I’ll be set up with the Comic Sketch Art team at Artist Alley TABLE A-22.

In addition to signing at my table Thursday-Saturday, I’ll also be on a couple panels throughout the weekend:


FRIDAY March 3, 2023
2:15pm-3:15pm Convention Horror Stories, an ECCC Tradition – Room 342

Jim Zub (Conan the Barbarian, Rick and Morty VS Dungeons & Dragons) is back with the 11th annual fan-favorite con horror stories panel! What’s it like working as a pro in the business on the convention ‘circuit’? Ridiculous, embarrassing, and always entertaining. Some of these stories will make you laugh out loud, some will make you cringe! This panel is recommended for those 16+ due to coarse language.


SATURDAY March 4, 2023
12:45pm-1:45pm Earth’s Mightiest Heroes, from the Amazing to the Uncanny, Savage, and Strange – Room 323-325

Marvel creators return to Seattle to talk about their big projects – and the ones they made their name on. Join Zeb Wells (Amazing Spider-Man), David Pepose (Savage Avengers), and Jim Zub (Thunderbolts) as they talk about what’s to come. Moderated by Chris Arrant, Popverse Editor-In-Chief

Fandom Sessions Interview

I spoke to the crew at the Geek Network as part of their Fandom Sessions podcast interviews all about my recent projects, including Murderworld, Thunderbolts, Conan the Barbarian, and Rick and Morty VS Cthulhu. You can listen to it below, or head to their website for more podcast listening options HERE.

Zub Comics Arriving March 2023


MURDERWORLD: GAME OVER #1
Story – Jim Zub and Ray Fawkes
Art – Lorenzo Tammetta
Cover Paco Medina

The grand finale! The big prize! Bodies are piled high and only one person can win it all! Arcade’s darkest game comes to a close and anything can happen…especially if Natasha Romanoff has something to say about it.

Arcade’s circus-style contests have been a punchline in the past, but writers Ray Fawkes (One Soul, Constantine) and Jim Zub (AVENGERS, CONAN THE BARBARIAN) and artist Lorenzo Tammetta are here to put the “murder” back in “Murderworld.” Don’t miss it!
32 PGS./ONE-SHOT/Rated T+ …$3.99

RICK AND MORTY VS CTHULHU #4 (of 4)
Story – Jim Zub
Artist – Troy Little and Leonaro Ito
Cover – Troy Little

It’s R’yleh happening! In the final confrontation of the Smith-Sanchez Lovecraftian horror saga, family turns on family, and the battle for pop culture relevance is waged between Rick and Cthulhu—with devastating stakes. Morty embraces his eldritch identity and finds comfort in the supportive arms of his adoptive old-god father. Summer will mete out divine retribution in the name of Azathoth. Rick has lost ground at home against the Color Out of Space, and must abandon his daughter to fight this evil at its source: Cthulhu.

Zub Comics Arriving February 2023


MURDERWORLD: MOON KNIGHT #1
Story- Jim Zub & Ray Fawkes
Art- Luca Pizzari
Cover- Paco Medina
• Under the harsh light of the moon there is no escape, and with only a handful of contestants left, anything can happen!
• Murderworld is a life-or-death game of treachery and tragedy brought to you by Jim Zub (Conan the Barbarian, Avengers: No Surrender), Ray Fawkes (One Soul, Constantine) and, illustrated by Luca Pizzari!
• Arcade and his schemes have been a punchline in the past, but this contest is no joke. Each issue ups the ante, and this penultimate chapter has some of the biggest twists yet. Don’t miss it!
32 PGS./ONE-SHOT/Rated T+ …$3.99


RICK AND MORTY VS CTHULHU #3 (of 4)
Story- Jim Zub
Art- Troy Little, Leonardo Ito
Cover- Troy Little
Pnakotus, the glittering, triumphant city of the Yith, is populated by the greatest minds of all time, including some rude new guy who won’t get with the program. Who wouldn’t want to spend eternity in this idyllic, definitely-not-hiding-anything intellectual utopia?
In Shops: Feb 15, 2023
SRP: 3.99

THUNDERBOLTS: BACK ON TARGET – TPB
Story- Jim Zub
Art- Sean Izaakse, Netho Diaz
Cover- David Nakayama
Redeeming justice, like lightning!

Super-powered crooks take hostages in Staten Island? A dimensional rift tears open in Chinatown? Monsters running amok at the Met? Call in the Thunder! New York City’s finest are here to save the day: Hawkeye, Spectrum, America Chavez, Power Man, Persuasion and the all-new cyber-soldier called Gutsen Glory! You know ’em, you love ’em: They’re the Thunderbolts!

In the aftermath of DEVIL’S REIGN, the Big Apple has big problems, and it’s up to a new group of Thunderbolts to turn things around. But when Clint Barton is tasked with heading up this squad, the first opponent he’s going to have to face…is himself.

Collecting THUNDERBOLTS (2022) #1-5.
120 PGS./Rated T+ …$17.99
ISBN: 978-1-302-94711-8
Trim size: 6-5/8 x 10-3/16


UNBREAKABLE RED SONJA #5 (of 5)
Story- Jim Zub
Art- Giovanni Valletta
Cover- Lucio Parrillo
Past, present and potent futures collide and a sacrifice will be paid in blood! Is Red Sonja truly unbreakable or is this her final stand?

As we head toward 2023, the 50th anniversary of the She-Devil With a Sword, Dynamite’s newest sweeping story of sword & sorcery high adventure comes to a climactic conclusion from writer Jim Zub (Conan the Barbarian, Dungeons & Dragons, Avengers) and artist Giovanni Valletta (John Wick, James Bond)!
In Shops: Feb 22, 2023
SRP: 3.99

Talking Comics With ComicPop

Sal at ComicPop is such a great person to chat with. We cover a bunch of different projects in this interview: Rick and Morty VS Cthulhu, Murderworld, Thunderbolts, Conan the Barbarian, Unbreakable Red Sonja, and more. Check it out!