MC 23 Annual Digital Edition
MC 23 Annual Digital Edition
MC 23 Annual Digital Edition
PRESS
BIG THINGS
A-COMIN’
Welcome to the second Magnetic-Con Annual!
When we launched the first Magnetic-Con last year,
it was meant to be part celebration of the past year,
part peek at the year ahead, and all cool eye candy.
It went well, so we decided to do it again, and better
this time, with more creative original content -- actual
comics to read and games to play!
If ya ain’t heard: Magnetic Press is expanding
further into the gaming world. We dipped our toe
into tabletop RPGs with CARBON GREY and card
games with KLAW: WERE-WARS, both of which
found modest success -- CARBON GREY was even
nominated for a prestigious ENnie Award this year
(for Best Production Value)! We’ve always believed in
the power of interactive storytelling, and we’ve been
hard at work developing several new RPGs based on
some pretty recognizable properties... We hoped to
reveal one or two in this book, but timing and licensing
approvals just missed the deadline. You WILL be
hearing about those very soon, (perhaps around the
same time you receive this book).
But that’s just the tip of the iceberg. Inside this
year’s Magnetic-Con Annual, you’ll find a look at
several of our upcoming titles that should get you as
excited as we are. Some familiar names, some new
ones, but all fantastically talented.
Once again, a massive shout-out to all of you,
our amazing readers, artists, collaborators, and
supporters. You all rock! Your enthusiasm and support
have propelled us to new heights, and we couldn’t do
this without you. Seriously, you folks are the fuel that
keeps our creative fire burning!
Y O U EN G INES!
STAR T
-MIKE Mike Kennedy,
Publisher
TABLE OF CONTENTS
TEZUCOMI Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
GEORGES BESS Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
SERGIO TOPPI Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
On Tour with LILLY PRIME . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
MITCH TAGGART (A BLACK BOX Tale) by Caio Oliveira . . . . . . . . . . 22
KAT’S (old school digital) ADVENTURE . . . . . . . . . . . . . . . . . . 34
MAKIN’ MINIS AT MAGNETIC PRESS . . . . . . . . . . . . . . . . . . . . . 38
STEL-EX, a Micro-RPG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
CARBON GREY RPG: Listening Post #1 . . . . . . . . . . . . . . . . . . . 46
THE MIDNIGHT ORDER by Mathieu Bablet Preview . . . . . . . . . . . 48
FRONTIER by Guillaume Singelin Preview . . . . . . . . . . . . . . . . 52
NO FUTURE by Jef and Corbeyran Preview . . . . . . . . . . . . . . . . 56
JIM BISHOP Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
ZACH HOWARD Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
COLOR CODE:
IGH T G A L L E RIES
SPOTL
COMICS
GAMES
1
TEZUCOMI
Top comic creators from Europe celebrate the
ageless works of OSAMU TEZUKA in a two-
volume tribute anthology!
Magnetic Press was born from a mission to
introduce the world’s best comic talent to a
broader English-language audience with our
slate of celebrated creators from France, Italy,
Spain, China, and beyond. As life-long manga
and anime fans, however, it was only a matter
of time before we were able to feature some
exciting Japanese talent as well!
Last year’s 50 ANIMATED YEARS OF LUPIN
THE 3rd was just a warm up for many manga-
and anime-related projects we have in the
works. Next in the queue is an awe-inspiring
comic anthology celebrating the works of
the astounding OSAMU TEZUKA and the
many beloved characters he created in his
extraordinary career.
TEZUCOMI was created by Tezuka Productions
as a celebration of the “Godfather of Manga,”
gathering a roster of talented, award-winning
artists from around the globe to tell new tales of
Tezuka’s characters. Featuring a selection of 18
original stories by 20 European creators (many
of whom have other books already published by
Magnetic), this anthology is the perfect bridge
between manga, bande dessinée, and American
comics.
Just as Tezuka himself elevated the art
of sequential storytelling through over
150,000 pages of manga produced in
his lifetime, TEZUCOMI pushes the
boundaries of storytelling and artistic
expression further through the eyes of
today’s hottest comic authors. From
the riveting adventures of Astro Boy
to the high-wire medical exploits
of Black Jack, these stories will
thrill readers while celebrating their
historical significance.
Visit www.TEZUCOMI.com for more!
Contributing authors featured on this page:
Mathieu Bablet, Kenny Ruiz, Ken Niimura, Bertrand
Gatignol, Luis NCT, Brice Cossu, Mig, Philippe Cardona,
David Lafuente, Reno Lemaire, Victor Santos, Sourya,
and Elsa Brants
2
TEZUCOMI
ABOVE: A page from “Big X” by David Lafuente, based on Osamu Tezuka’s BIG X.
RIGHT: A page from “A Taste for Blood” by Philippe Cardona and Florence Torta,
based on Osamu Tezuka’s DORORO.
4
TEZUCOMI (PREVIEW)
5
6
TEZUCOMI (PREVIEW)
LEFT: A page from “Team Phoenix” by Kenny Ruiz, featuring a team up of various characters created by Osamu Tezuka. 7
8
TEZUCOMI (PREVIEW)
ABOVE: A page from “Parchment of the Cat” by Kenny Ruiz, based on Osamu Tezuka’s MY SONGOKU.
LEFT: A page from “The Last Recital” by Bertrand Gatignol, based on Osamu Tezuka’s BLACK JACK.
9
10
TEZUCOMI (PREVIEW)
ABOVE: A page from “Doppelganger” by Belen Ortega, based on Osamu Tezuka’s BARBARA.
LEFT: A page from “The Moon Rabbit” by Bryce Cossu and Valerie Mangin, based on Osamu Tezuka’s BUDDHA. 11
BUILDING
A BETTER
MONSTER
You may think you know Bram Stoker’s
DRACULA or Mary Shelley’s FRANKENSTEIN,
but you have not truly met them until
you have experienced GEORGES BESS’s
hauntingly beautiful interpretation.
Horror and gothic literature has captivated readers for centuries, with Bram Stoker’s
DRACULA and Mary Shelley’s FRANKENSTEIN standing as timeless classics. In
collaboration with internationally renowned artist GEORGES BESS, Magnetic Press
has brought these chilling tales to life, bridging the gap between the written word of the
original texts and the expressive power of his illustrations, giving life to the most accurate
graphic novel adaptation of these classics ever produced.
ABOVE: A page introducing the infamous Van Helsing from DRACULA by Georges Bess
13
14
GEORGES BESS
GEORGES BESS
16
SERGIO TOPPI
17
18
SERGIO TOPPI
19
LILLY
ROLLING SOL
ISSUE #93
PRIME
THE TOP
OF THE
CHARTS
TO THE
EDGE OF
THE
GALAXY
The original sensation, featured in
BLACK BOX CHRONICLES
RUNNING
FROM
! EN RT
HERSELF
DE M CE
T
FASHION
SI CE N
IN N CO
AND TIME
OU E
N SIV
-MARK SCHEY
22
MITCH TAGGART
ALWAYS DELIVERS
Ughn...
Was that
a FreakiN’
mountain?!
Damn
spaceship
windows!
JAMMED
iN REAL
GOOD! MAYBE iF
I punch it
really
hard...
23
Heh, nothing unusual.
H!
Giant robot sitting
S
SMA
in the middle of the
otherwise clear skies.
Who parked that
damn thing?
Not bad.
Both arms. Legs.
Everything my
mama gave me is
still here. BUT, Most
importantly--
--the look
is intact.
Things
could be
wors-- Hm?
24
A weird
mysterious
AGH!
BEEDY Little
noise?! eyes in the
darkness!
Who’s
there?
Take it easy,
compadres.
Don’t you
know who
I am? I’m a
big deal!
?!
Ha HA!
Oh, man.
You’re
sooooo
tiny!
25
This way!
Take him
to the
Grayfuzz
king!
*EHEM MMPH*
I don’t suppose anyone
here speaks Galactic Basic,
do they? Of course not...
buncha low-rent Ewoks.
What about Hogwontian
Blark? Or any of the
dialects of the Six
Ocean Quasars?
They
love me
there.
I learned
it in three
days.
Mitch
Taggart,
you are a...
“Space hero.”
Is this
True?
D!
THU
Well… yeah.
Of course it’s true!
And You better start You see, We
showing me some are not alone in The
respect! Giant Robot. Another
faction has claimed
Well then, The arm
territory. The right arm
Space Hero, You find has an Arm-y?
is now inhabited by
yourself trapped in this This is getting
the Right Army.
place, same as us. Our people wild.
were curious. Their curiosity
ultimately led to us, their
ancestors, to be sealed inside.
The walls are impenetrable.
The only exit too high to climb
down from safely. There is
only one way to leave The
Giant Robot. We’ve had
centuries to ponder
our fate.
*ahem*... yes.
They are also searching
for the power source
that would fully activate
this Giant Robot. We could
literally “walk it” home.
But alas, they do not
see things the way
we do.
26
Will you Why do
lead us, you need
Space Hero... my help?
Mitch
Taggart? There’s
another
problem. A
terrible, most
difficult
problem.
Space Heroes
can overcome
any problem!
You haven’t
seen the Great
Door of The A devious puzzle...
SevenS! Impossible to solve!
Our ancestors’ most brilliant
minds have been unable to
make any progress. Legend
says the door was Forged by
an ancient civilization in the
heart of a dying red dwarf
star moments before it went
supernova. That, my new friend,
is what stands between us
and the power required
for us to get
home.
27
Hmm! A combination lock?
This “Ancient giant robot”
was built by humans, not some
ancient civilization! And if the
number 7 is so important... Could
it be? Lucky number seven?
But these uncultured aliens
wouldn’t know that! Time
for me to live up to
my own “legend!”
So, this is it? heh heh heh...
This is the Door
of the Seven?
Have you
even tried
opening
it?
ok now...
7....7...7...
28
BLACKBEARD!
How did you get past
the Door of the
Seven?
We used the
combination. it
wasn’t hard to
?! figure--
Give us
the power
core!
We thought
you had the
power core!
My brothers, Just as I
it seems you have thought! The power
come to take what source is in the left
LiAR! no one has. leg, behind The Great
Triangle!
No, can’t
you see–
To the
Triangle! Quick,
before they catch
on. We’ll seal the
Door of the Seven
and they’ll never
get through!
Mitch Taggart
is a mega-loser!
Ha! Ha! Ha!
29
I must apologize for
the actions of my fuzzy
brethren. You see, the GrAyfuzz
are, quite frankly, adorable to
look at but they’re not very
intelligent and can be cruel.
They were using you--
I’m not
He’s a corporate logo
Captain Mitch Oof. for the delivery service I
Taggart.
work for. They make us all
dress like the character
when we deliver packages.
This isn’t even my real hair.
I know.
I’m a fraud.
A phony. A cog in the
machine of Taggart
Express.
I pretend to
be someone I’m
not. Professionally
and personally.
Do you feel
that, Wolinski?
That’s hope
growing inside
of you.
30
I’d like
to offer you a You still have
place here. Not just a chance to fulfill
here in our kingdom, any dreams you had as
but in this universe. a child as you looked
You’ll have control to the skies. It wasn’t
over your own fate. to deliver packages
Isn’t that what we all for a multi-galactic
want? You’ll be the corporation. This
captain of your own isn’t the life that was
ship. In charge predestined to you.
of your own You just needed a
destiny. catalyst for that
change.
Then again,
Hmmph. I’m gonna
some people
need to get my
don’t change
ship out of the
do they?
robot eye.
Fuzzies,
help him
un-jam his
ship.
31
Wolinski! Where the
hell are you? We have
a priority delivery in
Section 8.4 that’s due Repairs?! What is it with you?
in six hours! It’s an easy job, loser. You put
on the Mitch Taggart uniform.
You say the approved lines!
Sorry sir,
I got held up. Just
finished some minor/
major repairs.
Don’t worry.
sir! I’m ready
to--
32
--blast
off!
Holy hell--
is that a freakin’
mountain?!
FIN
33
RETRO
C H R ONICLES
B OX MAC,
A BLACK B L E O N WEB, PC,
AY A
GAME PL OY COLOR
B O Y, GAME B
GA M E VANCE!
N D G A M E BOY AD
A
Return to Ascender
A short, Zelda-inspired handheld retro
adventure set in the universe of BLACK
BOX CHRONICLES. Get ready for puzzles
and all the lore you can handle!
34
KAT SPRITE KAT’S ADVENTURE
SCAVENGER SPRITE
35
THE GAME
WORLD
There are three major locations in KAT’S
ADVENTURE. Each one with it’s own cast
of characters and secrets!
2 ASCENDER TOWER
3 THE CAVES
BUILDING AN OVERWORLD
Background design on Game Boy adheres to a tile-
based framework with screen dimensions reminiscent
of the Game Boy’s display, and a confined tile count
and the monochromatic 4-color palette due to classic
memory constraints.
FROM 3D CONCEPT TO A
FINAL PRINTED MODEL
WITH
MAGNETIC PRESS PLAY
38
MAKIN’ MINIS
1. Selecting a 3D Printer:
Enthusiasts can choose from a variety of 3D printers suited for their needs, ranging
from budget-friendly options to professional-grade machines. Resin printers are
favored for their ability to produce high-detail miniatures, while Fused Deposition
Modeling (FDM) printers are known for their versatility and cost-effectiveness.
2. Material Selection:
Miniatures can be printed using various materials, with resin and PLA filament being
the most popular choices. Resin offers unparalleled detail and smoothness, making it
ideal for intricate designs. PLA filament is a robust, eco-friendly option that is widely
accessible.
3. Printing Process:
With the 3D printer and material chosen, the miniature is ready to be printed. The
printer’s slicing software translates the digital model into a series of layers, each of
which is meticulously printed atop the previous layer. Supports are often added to
prevent overhangs and ensure structural integrity.
4. Post-Processing:
Once the printing is complete, the miniature emerges from the printer covered in
support structures and possibly uncured resin. Post-processing involves carefully
removing supports, cleaning off excess resin, and curing the print under UV light to
ensure its durability.
5. Detail Enhancement:
To truly make the miniature shine, hobbyists might engage in additional artistic
endeavors. This could involve hand-painting the miniature using acrylic paints, applying
washes and highlights to enhance details, and even adding texture to the base to
immerse the figure in a thematic environment.
40
MAKIN’ MINIS
larger print quantity to be affordable. tegrity of the piece once printed and
On the other hand, 3D printing is good assembled -- delicate flowing ele-
for producing one-off or low-quantities, ments without support can be prone
but can be more expensive per-piece. to breakage. Many complex and de-
tailed sculptures may need to be split
into pieces that are later assembled
A SOLID STRUCTURE with glue.
FUTURE GAMES
The key to a good mini, however, is a
good 3D model. Quality is measured
not only in artistic style, but careful CARBON GREY was Magnetic’s first
attention to the limitations of mini pro- foray into the world of plastic minia-
duction. For example, details should tures, but it is far from the last. Dis-
be relative to the eventual output size counting the 3D Printed statuettes
of the model. Having a nice wooden created for KLAW: WERE-WARS,
grain in the stock of a rifle might look there are two large-scale RPGs in
great in Z-Brush, but when scaled development that will be revealed
down to a 35mm figurine, they are at very soon! These projects will build
best a waste of time and data, and at upon the excellence that earned
worst a complication of noise that can Magnetic Press their first ENnie
affect the printing process. nomination... this is just the begin-
ning for Magnetic Press Play and the
Another factor that is important when D6MV System!
designing a mini is the structural in-
41
(A MICRO RPG)
What is a micro-RPG? It is a bite-sized ROLEPLAYING GAME -- an interactive, improvisational party
game wherein players take on different roles and act out a scenario in character while reacting to
spontaneous and random changes in the story. Pretending to be someone else can be fun for all
ages! Is there a winner and a loser? That depends entirely on whether you had fun playing!
INTRO:
You work for STELEX, the premiere Interstellar Delivery Company in colonized space. Immedi-
ately recognizable by their Red, Yellow, and Brown shuttles and their equally recognizable Brown,
Yellow, and Red uniforms, being a StelEx employee usually leads to no follow up questions. Which
suits you just fine.
Frankly, for most of your peers, it is a dead-end job with little interesting growth potential
unless your goal is to be an even bigger cog in a vast, multi-planetary machine. But hey – it pays
enough to keep you out of trouble and it’s not really all that difficult, normally.
But something happened to an important delivery, and you and several of your peers have
been called into the General Manager’s office to explain what happened. Somebody might get fired
today. Or maybe promoted if you can figure out how to make the most of this rare audience with
the Boss. Who knows? Either way, lives may change forever. So don’t get nervous, just get in there.
The Boss is waiting.
SETUP:
This game is played with a single Player designated as the GM (in this context, the “General
Manager”) who will conduct the interviews and judge the players’ testimonies. The other Players
are employees essentially defending themselves from getting the axe.
Before the interviews begin, the GM will first secretly define the misdelivered item in question.
This starts with that Player picking any object at random found nearby or secretly brought to the
game session. It can be something as mundane as a pair of scissors or as unique as a two-axis
digital inclinometer. What this item really does in the context of the game world is completely up
to the Players’ imagination. This item will be kept hidden from the other Players until the climax of
the game.
The GM will then determine the general nature of the item, who was meant to receive it, and
what happened to it that led to this little inquiry. Each of those three factors are determined at
random by rolling a single 6-sided dice from the following three charts.
ITEM NATURE ITEM RECIPIENT WHAT HAPPENED
1 Medicinal Use 1 A Popular Celebrity 1 Item lost in transit
2 Collectors Value 2 A Wealthy Elite 2 Item arrived broken
3 One of a kind Prototype 3 A Research Scientist 3 Wrong item arrived
4 Sentimental Value 4 An Average Nobody 4 Item was tampered with
5 Political Trade Secrets 5 A Government Agent 5 Item arrived late
6 An Intended Gift 6 A Relative of the Boss 6 Item stolen from door-
step
42
MICRO-RPG
For example, rolling a 4, 2, 6 respectively on the these charts would suggest that the item was “of
Personal Sentimental Value” to “A Wealthy Elite” before it was “stolen from the recipients doorstep.”
Meanwhile, the Players will each define the characters they will be playing in this scenario. There
are only four relevant stats in this game: STRENGTH, WEAKNESS, PERSONAL GOAL, and JOB DEPART-
MENT. Each one is randomly determined by rolling a single 6-sided dice from the following charts.
Players may share the same traits, and may even work in the same Department. Such similarities
can lead to bonding or bitter rivalry. It’s up to how the Players choose to play it.
STARTING THE GAME:
The game begins with the GM welcoming the players to whatever conference room feels suit-
able for the gaming environment you are all in. He or she then explains that they have been called
here to discuss a… situation. An important item failed to reach its intended recipient as expected,
and someone will need to answer for it. The GM describes the nature, recipient, and mishap as
determined by the dice roll, but does not reveal the secret physical item that is now placed cov-
ered on the table for everyone to speculate over. The GM may embellish as much or as little of the
situation as they wish, but the less info provided to the Players, the more they will have to come up
with themselves during their testimony. Frankly, the GM doesn’t particularly care who is ultimately
responsible for the failure – this exercise is about more than a single misdelivery (as important
as the item may have been); it is about streamlining the department: someone has to go, as an
example.
43
INTRODUCTIONS: THE TESTIMONIES BEGIN:
The GM picks which Player will speak first, Now that introductions have been made,
either randomly or by some other means that the testimonies begin. One at a time (prefer-
the table finds fair. (Perhaps the Player whose ably in the same Player order defined during
name falls first or last alphabetically? Doesn’t the introduction phase), each Player explains
matter, just pick someone to begin.) The first what they know about the delivery in ques-
round of questions begins with that selected tion in character, taking into account all of
Player being asked to “Introduce yourself, then the new information available about the other
introduce one of your coworkers.” Players. They have 60 seconds to state their
The selected Player then introduces them- case without interruption. There are many dif-
selves in character based on the Traits they ferent angles they may take: defending their
rolled. Their chosen personality and attitude is own innocence in the failure, blaming another
completely up to that Player to decide – surly Player, supporting another Player, speculating
and suspicious, eager and excited, blasé and a theory, asking a rhetorical question, comple-
bored… have fun with it! menting the GM, complaining about work con-
ditions, proposing solutions, gossiping about
Once the basic introduction is made, that another Player, etc. Where and to what degree
Player then picks another Player (either by the Player wants to steer the investigation is
personal choice or at random) and introduc- completely up to them… for 60 seconds.
es them based on a pre-existing relationship
connecting their two characters. The nature of TURNS:
this relationship is randomly defined by roll- Once the Player’s testimony is complete,
ing a single 6-sided dice against the following the GM thanks them and quietly evaluates
Relationship chart. them based on a 6-point Quality Evaluation
Chart:
PLAYER RELATIONSHIP
QUALITY CHART
1 Worked closely on previous project(s).
1 EFFICIENCY (Speed is a priority)
2 Friends from childhood/school growing
2 FISCAL RESPONSIBILITY (Keeping costs to
up.
a minimum is a priority)
3 Blood relative.
3 QUALITY OF SERVICE (Customer
4 Met at a company retreat once. satisfaction is a priority, regardless of
5 Dated the same person once. cost and speed)
6 Met in a rehab situation (AA, jail, etc). 4 TEAMSMANSHIP (Works well with other
employees; has a positive, supporting
Once the nature of the relationship is attitude)
defined, the first Player completes the intro- 5 CORPORATE LOYALTY (The Company Brand
duction with that in mind. That second Player comes before self)
now introduces themselves in character the
6 AWARENESS (Knows details about the job
same way the first Player did before introduc-
in question)
ing the third Player with a similar random dice
roll against the Relationship chart. This cycle For each Player, the GM will keep a
proceeds until all Players have introduced separate 6-category score card, assigning 1 or
themselves. The last Player to introduce them- 2 points (either positive or negative) in those
selves rolls a random Relationship to the first categories they feel were illustrated in the
Player, completing the network. Player’s testimony. For example, if the Player
emphasized how proud they are to wear the
44
MICRO-RPG
Brown, Yellow, and Red, they may receive a point or two in the Corporate Loyalty category. Or, if the
Player quickly passed the buck to another Player, they may loose a point or two in Teamsmanship.
These scores are not revealed to the Players until the end of the game.
The next Player then offers their own 60-second testimony in character, taking into account
or reacting to all information revealed so far. If accused by another Player, they can defend
themselves, or pass the buck further, or even accept the blame with an attempt at pleading their
case with a sob story. They are then scored by the GM before the next Player in sequence offers
their own testimony, and so on until all Players have had a chance to speak.
This round of play continues three more times, with each new testimony building on or
rebutting everything that has been said so far. During the second round, each testimony only lasts
30 seconds. During the third round, each testimony only lasts 15 seconds. The fourth round is a
final 5 second plea. After each testimony, the GM further modifies each Player’s Quality Evaluation
accordingly based on their judgment of each testimonial.
At that point, the item itself is revealed. Each Player then has one final opportunity to react
to it or try to identify it in a way that either supports or even changes their position in a way that
completes their story.
THE DECISION:
The GM then tallies each Player’s final Quality Evaluation before rolling a single 6-sided dice
to determine what Quality the company considers most important. The Player with the highest
score in that Category is promoted!
That’s right -- not even the GM knows who’s in the lead for promotion until that overruling
category is determined! (If more than one Player shares the same high score in that category, they
are each given one round to prove themselves better than the others in that identified Quality. The
GM can pick the winner based on that final testimony or simply flip a coin. That’s the manager’s
prerogative.)
A loser is also determined based on the lowest score in a separate randomly-defined Quality
category. That Player is fired. (If the Winning Quality is rolled again when picking the Losing Quality,
simply roll again. If more than one Player shares the same low score in that Quality, they each have
one round to defend themselves. In this case, the newly-identified Winner gets to decide who is
ultimately fired.)
45
NO FUTURE
Tease
46
CARBON GREY
48
MIDNIGHT ORDER
MIDNIGHT ORDER
Preview
52
FRONTIER
A NEW IDENTITY
AMONG THE STARS
As the Earth gasps for breath under the
weight of its waning resources, humanity’s
gaze shifts skyward to an uncharted realm:
the boundless expanse of space, just
beyond the confines of our solar system
- a realm known as “The Frontier.” Within
this exhilarating new wilderness, a trinity
of fates converge and diverge: Ji-soo, an
intrepid scientist driven by the allure of the
unknown; Camina, a fiery and exuberant
mercenary with a thirst for adventure;
and Alex, a miner whose feet have never
touched Earth’s soil.
54
FRONTIER
MIDNIGHT ORDER
Preview
56
NO FUTURE
A FUTURISTIC
CYBERPUNK
METROPOLIS
In the ominous expanse of a futuristic
mega-city, where the towering neon
lights and soaring traffic cast long
shadows across a congested population
below, life is a daily game of survival.
JIM BISHOP
There are few things more satisfying than coming across an artist or author you’re
unfamiliar with whose work absolutely and immediately blows you away. That discovery
becomes even more exciting is when that author comes with a list of published titles that
have somehow managed to stay under your radar despite numerous awards and praise. For
us, that list includes names like Merwan, Mathieu Bablet, Bertrand Gatignol, and so many
more that we’ve been proud to introduce to an English-speaking audience over the years.
That thrill never wanes -- it’s what makes what we do so exciting. And boy, were we excited
to come across the works of JIM BISHOP.
Born Julien Daniel Jacques Bicheux in 1985, he grew up inspired by the works of
Hayao Miyazaki and Osamu Tezuka with the dream of someday making his own comics.
The youngest of three siblings in a modest blended family, he kept and nourished that
dream privately, taking normal jobs while drawing stories for his own self-exploration.
Eventually, nearing the age of 30, he decided to pursue his dream for real, resulting in his
first book Nubo, the Cloud Guardian published in 2015 under the penname Jim Bishop.
This surreal adventure tale filled with adolescent gravitas drew the
attention of Ankama Editions for whom he next wrote Jill
and Sherlock with artist Yo One. That seemed to settle
his professional concerns enough to focus on what
would be his first widely-celebrated opus, Lost
Letters. Filled with a vibrant and engaging
cast of characters occupying a dreamlike
island community, like something out of a
Miyazaki film, Lost Letters drew readers
in with its inviting illustrations before
hitting them over the head with
some profound plot twists and a
emotional melancholic finish.
Lost Letters collected
numerous awards throughout
Europe, a celebration the author
tried his best to ignore as he
set out on his next project, My
Dear Pierrot. Equally colorful,
alluring, and dramatic as Lost
Letters, it too walks the fine
line between innocence and
haunting darkness. And, like
Lost Letters, it too drew stellar
reviews.
The reoccurring themes of
dangerous obsession and the end
of youth are ripe in both tales --
qualities every reader is familiar with,
perhaps intimately.
61
MY DEAR PIERROT
MY DEAR PIERROT
Cléa, a young noble woman, is groomed
for a promising future with Berthier,
the son of a Count. It should be a
comfortable life, but is it what she
truly wants...? Fate introduces
her to Pierrot, a charming street
magician who sweeps Cléa off her
feet and reveals what her sheltered
life lacks. Fascinated by Pierrot,
Cléa follows him to a hidden cave in
the woods, where wonders unfold.
Yet, is she really chasing freedom,
or is she trapped in Pierrot’s
spell...?
LOST LETTERS
Young Iode waits patiently for a letter to
arrive, one that seems to be perpetually
delayed. Could it have been lost? Maybe
a trip into town will help reveal where
it went... Amidst the verdant hum of
his little apple-green car, Iode crosses
paths with Siss, a spirited hitchhiker
entrusted to deliver a mysterious
package by the enigmatic underworld
syndicate, “The Octopus.”
63
ZACH HOWARD
A MEMORABLE COVER BY
ZACH HOWARD
Crafting a stunning comic book
cover is a blend of artistic skill and
narrative insight. Collaborating
with ZACH HOWARD, we developed
the concept for this annual’s
cover, distilling MAGNETIC-CON
23’s hi-octane theme into a single
compelling image. Zach’s layout set
the tone and carefully guides the
viewer’s gaze to the centerpiece: a
Magnetic Logo crashing from space.
The design is all Zach’s (including
the inclusion of the iguana)! Nelson
Daniel’s vibrant colors nailed the
scene.
64
BRACING FOR
IMPACT...
As we put the last touch on this year’s Annual, we have to restrain ourselves
from throwing in additional pages and words announcing so many other cool
things that we simply aren’t able to mention just yet. 2024 is going to be a big
year for us. Not only because of all of the exciting projects on the slate, but it
will also be Magnetic Press’s 10th Anniversary.
TEN YEARS!
So much has happened since our very first release in 2014 (Super-Ego
by Caio Oliveira, showcased in this very Annual, if anyone is curious). We’ve
weathered structural changes, pandemics, market shifts, travel bans, supply
chain challenges, and so much more... all of which have only crystallized who
we are and what we’re good at: bringing amazing books by incredible talent
to you with premium production quality. We have no intention of ever lowering
that bar. In fact, next year that bar may be raised a notch or two...!
We already have a dozen exciting graphic novels scheduled for next year,
only a few of which you’ve seen here, with several more in the works.
As mentioned earlier, we have several exciting Tabletop RPGs in the works,
the first of which will be announced imminently. Magnetic Press Play has so
much in development right now, it may rival our graphic novel slate next year!
And somewhere between the two is a brand new interactive fiction initiative
we haven’t even hinted at yet. (I guess we just did, right there...)
With all of that going on, you’d think we were a regular-sized company,
but in full transparency, we are still a small group of passionate folks who do
a decent job of looking much bigger than we actually are. Next year will be a
milestone, and with it, inevitable growth. But we can’t do it without you.
So get ready, ambassadors...! There will be fireworks!
— Mike Kennedy, Publisher
August 20th, 2023