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  • Avengers676-PacingNotes.pdf
  • Avengers676-FULL(v2.3).pdf

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Content

Avengers: No Surrender clips along at a weekly pace and I'm thrilled to report that both readers and retailers seem excited about where we're taking the story. Obviously it's still way too early to say whether we'll stick the landing, but at least the opening chapters have people intrigued.

Attached here are the original pacing notes I put together for the issue and the last full script before we went to lettering. There are some lettering changes from the script version to the final published one, especially on a series as complex and character-packed as this one. Sometimes those lettering changes are to match the art better, sometimes to clarify who is communicating, and other times just small additions to add more personality.

The first printing is sold out at distribution, so if you want to get a physical copy you'll want to double check at your local shop. Otherwise, here it is on comiXology:

https://www.comixology.com/Avengers-2016-676/digital-comic/597905 

I hope you're reading along and enjoying!

Files

Previews only

Comments

Luke Martinez

Jim - sorry if these questions seem tedious or overly specific, but I was curious if you could answer a few: 1. Some of the tailless chatter on page 1 was lost. I can see there wasn't much room on the panels for it - was that an editorial or letterer change? Or was it a situation where the artist was doing enough that they were decided to be unnecessary? 2. For several pages where there is a lot of conversation, how do you figure out to splice in enough action? The Voyager flashbacks are good because they keep the exposition going but add action, but how deliberate are you in trying to break it up visually? 3. I read someone once, Brubaker I think, talk about the limits of words and bubbles per page. Do you have any hard and fast rule? I see where there is more, and it never feels cluttered, but when writing myself I worry about going too far. Thanks for any insight!

Luke Martinez

PS I am all in on the Voyager mystery, and excited to learn more.

Jim Zub

1) The art did all the heavy lifting and we decided it was unnecessary. 2) It's always a challenge trying to deliver information without letting scenes get too talky, especially juggling three writers on all of it. This issue sets a bunch of things up so that further chapters could be action-centric. 3) I don't have any absolute rules. it depends on how many, how dense they are, how much space is being left by the art team, and what the overall effect of that dialogue is on the story. Sometimes a dense chatty sequence can bring a lot of personality and heart to a scene. Other times it can come across as just filler. You have to judge each one on its own merits.