Loo breaks protocols during her probation at the Gardens as many of the residents begin to fall ill including the building itself. While her healing powers seem to help patch up things for now it may not be enough to stop the forces outside the Gardens looking to destroy.
Paranoid Gardens is really making it a point to explore the subconscious as it works to process some sort of trauma. The madness that can come with that is the battle at the forefront of this story. This issue ramps up the paranoia and fear as Dr. Zerc seems to be done playing games and gets straight to the point. It seems like each character is fighting for emotional survival in this world and the uneasiness of that is ramped up by the artwork. This is a journey that may seem kooky on the surface, but deep below many wheels are turning with precision. Read Full Review
Weston delivers some beautifully detailed art throughout the issue. I love the visual style and how the characters and situations are so visually unique. Read Full Review
After issue #4, the story Way and Simon administer inside Paranoid Garden feels like American McGhee's Alice video game. A tale of a young woman whose mind is warped due to a tragedy. This allows people in power to spin the narrative, using it for their own political or financial benefit. Like bitter roots strangling the seeds the farmer sowed along the path. Read Full Review
Paranoid Gardens is 2/3 finished, but really shows some narrative momentum in issue four although the book continues to be scatter-brained for better or worse. Read Full Review
Still don't really understand everything, but it's starting to come around with each issue. It's great to look at and I'm intrigued, just hope we get more explanation.