Tale Of Sand Review

Based on a screenplay by Jim Henson and Jerry Juhl

Adaptation and Art by Ramon K. Perez

Colors by Ian Herring

Lettering by Deron Bennet

Additional Inks by Terry Pallot, Andy Belanger, Nick Kraine, Walden Wong, and Cameron Stewart

Additional colors by Jordie Bellaire and Kalman Andrasofszky

In Jim Henson’s Tale Of Sand, an unnamed man is sent across the desert. We’re not told who he is, or why he’s going where he’s going. We’re only told that he needs to get to Eagle Mountain, and that he can’t trust his map. After that, he’s off, and the mysterious dapper eye-patched man is only 10 minutes behind. The comic boils down to an extended chase scene between the unnamed hero and the dapper man in which no development is too out of left field, from a team of hulking football players who speak only in plays to a large contraption kit-bashed from a cement mixer that dispenses martinis, olive and all.

This is a beautiful comic book. From the first page, there’s a sense of manic urgency absolutely suited for a sort of fast-paced adventure like this. The comic doesn’t bother much with words, letting Perez’s incredible timing and body language get across what’s happening, however unbelievable it may be. The chase scenes eventually pile up into cacaphonic brawls depicted in tightly-packed messes of chaos. The colors take full advantage of the story’s detatchment from reality, making each page just close enough to a total visual overload that even in the relatively more somber scenes, there’s still some sort of stunning visual to hang the eyes on. The lettering as well is beautiful, every sound effect a natural part of the scene rather than a distraction, and the speech balloons expertly placed. Melrose Mernly’s in particular are amazing, getting across his long-winded nature ingeniously.

In Summary

This is a visual masterpiece in all areas, from the fast-paced story to the hyperkinetic coloring.

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