Review: Geek-Girl #0

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When ‘Little Miss Popular’ Ruby Kaye lands a pair of super-tech glasses (invented by brainiac college geek Trevor Goldstein) in a game of Strip Poker, she’s granted flight, super-strength, and – due to a flaw in the glasses’ programming – super-klutziness! And this is just the beginning of the changes the glasses will wreak on Ruby…

Geek-Girl takes the popular geek trope of a super-hero and turns it on it’s head in a good way. This issue #0 works well as a set up, origin and teaser for this character.
The pacing works well enough here and lets us know the key people on the side of good in this story and we get a bit of action.

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It’s a pretty fast paced issue, with a lot to take in – people, technology and powers, but it all seems to work in a packed issue. The art is pretty good, and seems to be finding it’s feet, but all of the characters are identifiable and there is no confusion.
As an #0 is pretty modest, but the final page gives us a look in, in the tightest of squeezes, of things to come!
In fact, it’s quite a dark final panel, but it works well.

Geek-Girl #0, written by Sam Johnson, illustrated by Sally Stone-Thompson and published by Actuality Press is available now in $1.00 Digital Edition and $2.50 Regular and Variant Editions, and at www.geekgirlcomics.com

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