ISSUES 1-3 IN ALL-NEW COLLECTED EDITION HARDCOVER TRADEOriginally published as a groundbreaking three-part Vertigo miniseries, User explores sexual identity and online role-playing in the text-based MUDs of the nineties. Featuring breath-taking art by Sean Phillips and John Bolton, User--which was nominated for a GLAAD Media Award for its authentic portrayal of genderfluidity--is as relevant and powerful today as it was when first created.
Devin Grayson is an avid gamer, former acting student, and enthusiastic reader fortunate enough to have turned a lifelong obsession with fictional characters into a dynamic writing career. She has a B.A. from Bard College, where she studied creative writing with novelist Mona Simpson. Best known for her work on the Batman titles for DC Comics, Devin has been a regular writer on Catwoman, Nightwing, and The Titans, and contributed to the award-winning No Man’s Land story arc. With the publication of Batman: Gotham Knights in March of 2000, she became the first (and, sadly, only as of 2020) female to create, launch and write an ongoing Batman title.
Additional career highlights include the launch of the critically acclaimed series Omni for Humanoids, Doctor Strange: The Fate of Dreams, an original novel featuring Marvel’s Sorcerer Supreme, and USER—a highly personal three-part, creator-owned miniseries about gender identity and online role-playing, originally published by Vertigo and newly available as a collected edition hardcover through Image. Devin is also the creator of Yelena Belova, a Marvel character staring in the upcoming MCU Black Widow movie (played by Florence Pugh), Damien Darhk, a DC character now appearing regularly in CW’s Arrow and Legends of Tomorrow (played by Neal McDonough), and Catalina Flores, a DC character recently featured as the super-villain Tarantula in The Lego Batman Movie.
Frequently cited for compelling character development and nuanced exploration of complex themes, Devin’s work has been showcased in mainstream media such as USA Today and Working Woman as well as in alternative press such as The Village Voice, The Advocate, and Curve magazine. Over the years, she has written in several different media and genres, from comic books and novels to video game scripts and short essays. She is currently working on an original graphic novel for Berger Books.
Devin lives in Northern California with her husband, step-son, devoted Early Alert Canines Diabetic Alert Dog, and somewhat less devoted cat. Openly bisexual, she is a passionate advocate for the GLBTQ community, as well as being a committed environmentalist, and a public speaker for T1 Diabetes awareness and Diabetic Alert Dogs. She is always happy to take on a new challenge, especially if it involves making some new fictional friends.
Published in 2017, this graphic novel may bring some nostalgia into the awkward beginnings of virtual communities and gaming to the gamers heart. Remember those days of Doom or Diablo around the change of the millennium? Well, this novel is filled to its brink with old gamer lingo, interfaces, chatrooms and graphics.
In two story line format the reader of this novel experiences the main character’s life situation, as she is introduced to the newest role-playing chatrooms and online gaming community. Seemingly uninterested at first but unable to cope with her mundane situation, this seems to be a great way to chill and loose her every day troubles.
Setting up a completely fake profile and being someone, she is not, is one of the themes in this book. It also addresses issues of violence, escapism, addiction, sex and abuse. As gaming becomes more and more important and overtrumps daily responsibilities, the situation is bound to derail big time. But as the seemingly amazing gaming world seems to fall apart as well, it is destined for the players to uncover other players' secret identities and Muns “mundanes”. Perhaps there is a saving grace in all this?
***
I remember those days, although I never was a gamer….only the person to look over the shoulders of those gamers. So, this was somewhat interesting as it made the point both for and against gaming. Decked out with graphics in color and black/white, they definitely lend ambiance to the era of the millennium. The storyline was at times heavy due to the issues mentioned above, which made this graphic novel pretty solid rather than a shallow portrait of early gaming. Therefore, I thought it to be a well done piece of nostalgia with depth. Worth a try 😊.
The story here is clumsy at best. The reason to pick this up would be for John Bolton and Sean Phillip's painted art. It's beautiful.
The basic plot is: Set in the 90's, Mel discovers online gaming and lets it control her life. Her real life falls apart as she tries to escape more and more into the game. The book mostly takes place online and this part of the book is SO boring and cheesy. It's like going to an online renaissance fair. I found myself more interested in the real life portion, but the story there was limited and over the top as well. This is one story that was probably better off left out of print.
Received an advance copy from Image and Edelweiss in exchange for an honest review.
User is an interesting little relic from the earliest of the 00's. Photorealism dances alongside ribaldry murky watercolors that characterize a more orthodox cartoonism befitting of a comic. This juxtaposition of styles is used to great effect to delineate as much as enhance both narratives in this classically inspired frame story.
What begins as a simple story of teenage angst and rebellion spews forth with an unfettered intensity as the comic grows. It grows not only in emotional resonance but dips deeply into the shared subconscious torrent of fervous desires. Unfulfilled yearnings for genuine contact and escapism take the front stage here.
Other users on this page have remarked on its poor aging. I would have to disagree. The themes are more relevant than ever before. A cursory search on Google can reveal innumerable human delinquencies in regards to just one game, the ever notorious - World of Warcraft.
Yes, people have become so sucked into the blackholes of MMOs that they have literally gamed to death. These real world examples are a far cry from the "Internet Addiction" as depicted in User.
In either case, stellar art and a surprisingly relevant story still hold up nearly two decades later.
The title "User" makes such sense for a story about an online roleplayer who finds a whole new gateway to identity. But that title is also a nightmare to search for. When I first read this, over a decade ago, I loved it, but could never find it again.
Thankfully, it's been reissued. The pained art remains gorgeous and striking. It feels novel even in today's landscape. But the story and characters are what hold up the best. It's deeply rooted in that dial-up AOL era of being stuck with no other outlet than playing make-believe on some weird server. It's got tons of heart. It brings me back decades.
Whether or not you are a gaming fan (I am not), this book is an experience to read through. Set in the 90s, this story about a young woman named Mel who discovers the whole world of MUDs (think MMORPG in text form) and initially drowns in the delight of that experience. In real life, she is the elder daughter, who is helpless to save her younger sister, but in that virtual world, she is a bisexual French knight in a medieval fantasy. It makes her feel more alive than her life, that she has a purpose over there, a cause to fight for and gets to be the knight in shining armor. It also speaks to her gender fluidity in a way.
At first, I had thought that the book would be a cautionary tale about losing yourself in your online persona. It happens to most of us - we prefer the virtual or online world than our reality, because there we can be something we are not. We can hide behind a strong personality, but this book takes a step further and shows that you can learn from what you built up as a persona. Mel eventually learns to emulate her character and be as valiant in real life as she is in the game, to take risks and be actionable than just living through life passively. She saves her sister from her abuser, and for herself, she finds a new relationship with someone who is as passionate as she about the game. (Side note: It does not, however, linger on the consequences of her getting lost in the virtual world, like her losing her job and her leaving her sister behind initially. Which, yeah, she is a flawed character and has to grow, but I felt wrong that she did not apologize for it)
As for the artwork, it is amazing. There are two styles - the real and the virtual. The real is done in exquisite detail, and you can see some amazing artwork in the lineart - expressions, body language, setting, as well as some beautiful shading even in the greyscale-ish rendering of her life. As for the virtual, it seems more rudimentary in lineart (to emulate the gaming atmosphere) but is vibrant in coloring. Both, however, have markedly impressive amounts of work and detail put into them - the best one I've seen since Monstress #1.
Overall, a feast for the eyes and an interesting story as well.
Received an advance reader copy in exchange for a fair review from Image Comics, via Edelweiss.
Loved it, so immersive I forgot I was reading a book at times. A perfect book for those interested in early online gaming and exploring the idea who you are or could be.
UPDATE: I read the other reviews and HOW is no one mentioning the repeated on-page rape? What the hell? Is it just that it's so normal and accepted that a father would let his best friend rape his teenage daughter while he was in the house? And yes, the teen says at one point "at least he pays attention to me!" But she's also lying about where the bruises on her wrists came from and we see him holding her down... I cannot. This should come with a major content warning and no one else is even mentioning it.
*** User is part love-letter to 90's text-based roleplaying and part messed-up domestic and sexual abuse story. I picked it up for the LGBTQ rep, but it was really unclear if the main character was learning to embrace her inner masculine or if she was just becoming a misogynist. Or both! Add in a father who is allowing his best friend to repeatedly rape her younger sister... And no resolution to that unnecessary side plot? It's not a fun book to read. I'm glad this book was good rep back when it came out, but I think we've moved beyond it now.
The art is interesting, with a marked contrast in style between IRL and in-game time.
This was an interesting read. From the early days of online gaming (text-based RPG-ing), and had the whole push-everything-aside-to-keep-gaming vibe as well as the you never know who you are gaming with as well.
I enjoyed following the story of the world in the game, and the idea of how who we play can help us figure out who we are, or who we want to become. That was very powerful. I also enjoyed the interaction the protagonist had with the other games, totally got me nostalgic for how gaming used to be.
I did find one of the subplots really challenging though, and I couldn't ever get past one point. There is a scene where . I found that really hard and kept getting stuck there regardless of where the story went.
Overall it was a bit of a tougher read than I expected, it's pretty high stakes and realistic which isn't always what I expect on things centred on gaming. There was also some interesting stuff about gender and sexuality, but I feel like I didn't always feel like I agreed with what it was saying. That's okay though, because it made me think a lot and that is always a good thing.
NOTE: I shelved as LGBTQIA2S, and I came to this being of it being described as having gender fluidity and a GLAAD nomination. I think it's good to keep in perspective that it was from 2002, and that what we see now in 2021 in terms of rep is a lot different.
(Zero spoiler review) 1.5/5 Purchased during a big graphic novel spree with a heavy discount. Suckered in by Sean Philips' name on the front cover and the fact that I had never seen this hardcover before, so mistakenly took this as being rare and worthy of a purchase. It had been tucked away in the top left hand corner of my collection, just waiting for me to pick it up and crack it open. Well, I did so about half an hour ago, and not only did I waste my money, but I just wasted the last half an hour or so (plus whatever time it takes me to get out this review, and whatever time it will take to try and flog this thing off cheap. Then, and only then, will this be gone from my life, and I'll be able to move on. To say this wasn't for me would be an understatement, but I really don't know who this would be for? People who tolerate clumsy writing? Blind people? The art whilst the main character was in the real world was nice, and was about the only thing that kept me going (I stopped dreading halfway through and started flicking), but the art whilst in the virtual world was unimpressive and unappealing. Nothing about this appealed to me at all. I'm done. Good riddance. 1.5/5
Suffice it to say, User has not aged well. Very, very hard to believe nowadays that a person could become so involved in a fantasy world online chatroom that they completely lose track of the real world. Especially when you're reading a graphic novel about a girl who becomes desperately enamored with an entirely text/imagination-based format. Real hard to imagine that she wouldn't need some images to hold her attention.
Worst of all, absolutely no lessons are learned here. The girl loses her job and mostly loses her family, but she never leaves the game/chatroom. And the whole thing is definitely portrayed as a terrible, life-altering addiction! But instead of "learning a lesson", she meets up with another player in the end and they appear to ride off into the sunset, happily embarking on a life of gaming in a dark room all day and night. Great! So that's a totally acceptable thing then. I guess I'll see if any IRC channels are still running so I can get started with my new life.
I missed this the first time around, and I'm seriously glad this has been given a chance to shine again, especially in our social-media obsessed times. Telling a simpler tale of dial-up and chat rooms, User depicts the harsh differences between reality and fantasy, and the danger of letting the latter take control. Contrasting art work really supports the incredibly harsh at times (should come with a trigger warning for scenes of sexual abuse and rape) narrative, with bright hues playing against dull greys. My only issue with User is that I personally found the lead character of Meg incredibly tedious and repetitive. I found the other characters had a far more 'natural' voice and rhythm to their speech, and never seemed to resort to Meg's clichéd phrases.
This really feels like a story of a particular time. A time where the Internet wasn't as well known, where online roleplaying games meant typing in exactly what your character was doing and saying.
The art really helps with this, the sections set in the real world drawn by Sean Phillips look like they're from the 50's, and the parts within the computer by John Bolton have an exaggerated, fantastic lilt.
The story also feels ahead of its time in terms of gender identity and subverting those norms.
So, while it's a story of its time, it hasn't aged badly. If anything with how quickly the Internet and online gaming have evolved it's more relevant than ever.
This is a fascinating book. It doesn't always work for me, as the main character's obsession seems to appear with no prior evidence of it and some of the characters are rather thinly drawn (I suspect a little more space would have allowed Devin Grayson to flesh out everything a little more), but when this series does work, it sings. There's a lot of great stuff in here, much of it relating to sexuality and gender identity (although some also dealing with obsession and responsibility) and it is shocking to realize that this was written 20 years ago, and much of it still feels incredibly relevant.
Computer gamer gets a bit too involved in her game
The main character here is a computer gamer who joins a live role-playing game based in a fantasy sword-and-sorcery world. This slowly takes over her life as her real-life family and work situation deteriorate.
With some well-executed illustrations by John Bolton (as one might expect), this comic collection is reasonably interesting but, not being particularly interested in gaming, it didn't do a lot for me. The real life situations were the best part for me. A matter of personal taste, this might suit many, especially gamers.
Super interesting concept- escaping reality and hiding from significant problems in an online RPG. Hits closer to home when you apply the message to 2018 and how people use media platforms for escapism.
Where this will lose someone is if you’re unfamiliar with RPGs as much of the story is told in that character and the connections to reality could be lost.
I thought this was a fairly interesting story. Themes include internet addiction, gender identity, and sexual orientation. I don't think Devin Grayson is one of my favorite writers but she does a decent job here.
The art is good too, but the scenes that involve online role play do look quite dated from today's lens. That didn't interfere with my enjoyment of the story but some readers may have a hard time with it.
A great story for any age, but given that it is centered in an online, medieval fantasy world like World of Warcraft and was written in the 1990s, this counts as a piece of prophetic fiction. Visionary. If you have an interest in game worlds, how game worlds create engagement and why they matter to people who play inside them, read this.
The story(telling) feels dated and heavyhanded, but I think the book still has something to say about how we relate to the online world.
And I love the artwork! Especially the interplay between Sean Phillips and John Bolton depicting (respectively) the real and virtual worlds. The collection includes sketches and layouts that clearly underscore both artists’ skills.
An interesting little graphic novel that harkens back to the origins of online profiles and avatars. It's a little dark (with the real-world stuff), perhaps a little too dark. But it manages to take the silly chivalrous world of Dungeons-and-Dragons-esqe knights and courtly intrigue and meld it into a nostalgic digital fantasy.
I enjoyed this story, although newcomers to this comic will need to keep in mind the history and context under which the narrative was originally created. And while the book was compelling, there are a couple of issues I had with coherency and character motivation.
Stunning book! The art was really unique to me and at first I didn't like but quickly became immersed in the etherealness of it. The story was also really engaging. Personally really nostalgic for me remembering times I was part of similar community chat rooms online.
This was... okay. The role play video game part took up too much of the story and then the real life parts did not go into detail enough where I wondered if I missed pivotal moments but no, I did not.
Megan’s introspective side notes are this comics only saving grace. The role playing game does nothing for me - I skimmed through most of that. But the side notes, those alone kept me flipping pages.