Garan Madeiros [Are you Garan Madeiros?]
Blurbs
Garan Madeiros talked to HeavyInk on May 28, 2008
First Salvo's new miniseries Contract takes place in a world built on commerce, where every service you can imagine is provided by the lowest bidder. Actually, it sounds a lot like our own modern world, except for the flying cars. Writer Garan Madeiros took a few minutes to tell us more about his upcoming title, which launches in June with a 25-cent zero issue.--Matt Springer
HeavyInk: First Salvo's initial release was Danger's Dozen, a mystical superhero story, and Contract seems more influenced by sci-fi and more gritty storytelling. Why Contract as the follow-up to Danger's Dozen? What does that say about you as a publisher?
Garan Madeiros: CONTRACT is the baby of a different creative team at A First Salvo. It is certainly different from Danger's Dozen but that was also the point. We want to give the reader a variety of storylines. Some readers prefer, as you said, a more gritty approach and in this way we can appeal to a broader audience.
HI: There's a lot of detail to the world you're building in Contract. Give me a quick birds-eye view of the society and universe you've created. How will we see aspects of it play out in this debut story?
GM: I wanted the CONTRACT world to be futuristic but still resonate with the present so that readers would understand certain cultures at a glance. Many of the settings are simply far future versions of our culture today. It is broad enough to encompass almost any idea we can think of.
We have taken capitalism to the extreme. In the world of CONTRACT, almost every service you can think of has been farmed out to the lowest bidder. They still have governments and structured society, but as an example, a police force is now a hired mercenary company. In this way we have an unlimited supply if stories to draw on. Body guarding, kidnapping, deep space rescues, cyber criminals and gangs -- all fall under mercenary contracts.
HI: I enjoyed the humor you used throughout the preview--what role do the one-liners and snappy dialogue play in creating the tone you're aiming for?
GM: Something that is very much a priority to me, in any story, is character. I want people to "hear" these characters and relate to them. Much too often in comics recently one character talks and acts just like another; there is a lack of individuality.
As for the one-liners, I was a child of the '80 and early '90s, so I grew up watching movies like Predator, Aliens, Conan, Rambo and so forth. I wanted to bring some of that into my storytelling. It's that bit of humor that helps soften some story elements yet give an edge to others.
HI: You're structuring the story around a series of miniseries. What's the strategy as a publisher behind that decision?
GM: I wanted the retailer and consumer to be comfortable in buying the book. This way there is virtually no risk to both parties. As a retailer myself, sometimes if I see a new series or longer intro mini (more than 6 issues) I am not as willing to invest as I'm uncertain if my customers will be willing to purchase the books as well. So with that in mind, I decided on an inexpensive introduction issue #0 and then continuing as a series of minis. Also the idea of CONTRACT works so well with Minis and one-shots. Each story is a CONTRACT that the Rangers have been hired to fulfill.
HI: There's an easy interplay between the three lead characters who form the central mercenary team in Contract. Tell us a bit about them, and who's your favorite of the three?
GM: Jessie is everything most Mercs are not. I wanted a character that people could identify with, someone that they could see themselves wanting to have as a friend. She is the tom-boy who blossomed. The child of a single parent home, she worked hard to get where she is without becoming jaded.
I find there is a trend with heroines nowadays. It seems that they all have a chip on their shoulder and severe attitude problems. I'm tired of seeing that. Just because a woman is capable and can handle herself doesn't mean she has to be some cold ice queen.
Panzer is the Mechanic and Tactical Weapons specialist of the Rangers. The "strong-man" and the most Merc-minded of the group, he is the most likely to point out the more lucrative course of action, not the morally correct one. Panzer has undergone extensive genetic and cybernetic augmentation with an oversized cybernetic arm as his most obvious enhancement. His bones and musculature have been reinforced to allow him to make maximum use of the limb. A bit of a goofball, he loves watching "old 2D vids" and is constantly quoting from them.
Tsumi is a self-admitted underachiever. A lazy slacker with a genius level intellect, he acts as computer specialist and hand-to-hand combat expert. He is the voice of reason and logic for the Stellar Rangers, when his apathy doesn't get in the way. Tsumi tends to avoid situations where he might have to lead, take responsibility or even just be accepted. In addition, Tsumi is a master "Teralite Channeller."
Teralite is a naturally occurring crystal that can be used to store energy. It is used in a wide variety of applications, from Nano-technology to Starship propulsion. There are some people who can draw out and shape the energy from raw Teralite, enabling them to perform miraculous feats.
As far as a favorite, I can't really choose. Jessie of course as the leader takes point for many of the stories and ideas but dialogue for Panzer, especially the relationship between him and the dry witted Tsumi, is just so much fun to write.
HI: Tell me about the creative team you've assembled for Contract.
GM: Our guest artist for CONTRACT's first issue is Dave Ross. Initially issue #1 was planned as our issue #0. A short lead in to the main story. But Dave had such a great time with it we expanded his work into a full first issue. Dave has worked as an illustrator for Marvel, DC and Dark Horse on titles like Spiderman, Daredevil, Batgirl, Catwoman, Punisher, Captain America, Aliens, Star Wars and more.
Sal Vellutto, who you probably remember for his run on Marvel's Black Panther, has contributed a back-up as has Kevin Sharpe, whose pervious works include Marvel's X-Treme X-men, DC's Superman and Batman and Crossgen's Mystic and Sigil. Kevin is also working on a Jessie Garrett one-shot which is looking fantastic. Mark McKenna, a veteran inker for over 20 years, will be contributing some of his impressive talent over Kevin's pencils.
Yvel Guichet, better known for work on Dark Horse's ArchEnemies, Aquaman, JLA, Man of Steel, Relative Heroes, Legion Worlds, the Batman: Harley Quinn Oneshot for DC comics and various Valiant issues, is penciling a Tsumi one-shot with inks by the legendary Joe Rubenstein.
And last, but hardly least, Ariel Padilla (artist on Tomo) is taking the reins as CONTRACT's series artist. He has really stepped up to the plate and every time I look at a new page of his I get chills. He has a very dynamic style that captures some of the Manga and Anime-like qualities that lend themselves so well to CONTRACT.
HI: Okay, last question--pitch time. Why should comics fans try out Contract?
GM: Here is an opportunity for readers to grow and learn with a new group of characters. What you see now in the more mainstream titles are storylines where established characters are doing things that are contrary to their nature and their history. What not try something different -- you may find that you like it, and if you do, write and let us know. It's the smaller publishers who really listen to what the fans have to say. And of course, if you like kung fu style action, soldier types strapped with big guns, and ladies in tight leather and cowboy hats, this is the book for you! *laugh*



