Bad Mojo does indeed make the reader uncomfortable- we kinda-sorta sympathize with the unfortunate would-be baseball player, especially since he finds himself in a no-win, Chinese-finger-puzzle-type predicament. This sort of thing always makes me squirm, anyway. I'm a little at a loss to understand why his buddies stuck with him as long as they did, given the extremity of the situation, but it's explained pretty well, I suppose. It took them a lot longer to call his agent than I would have figured, and I'm also a little surprised that they didn't call for help from anyone back home. I was most unhappy with the ending, though- it's way too open-ended, and one wishes for more of a resolution. I know, I know, life's like that sometimes- but you know how I am about ambiguous endings.
I was very impressed by Steve Morris' art- he has a nice style, realistic, but not too realistic- and by that I mean stiff and posed-looking- a bit reminsicent of Geoff Darrow, perhaps, or even someone like Steven (JSA) Sadowski or J.H. Williams. A couple of the sequences that are done in shades of grey (to depict twilight or early-morning, I suppose) were a bit hard to follow (and this is probably intentional), and that was a bit annoying, but otherwise he does an excellent job, and really enhances Harms' script- something which his Abel collaborator failed miserably to do. I hope to see more from Mr. Morris in the future.
Bad Mojo succeeds in generating some discomfort and horror, almost in spite of itself, and is worth a look if you're in the mood for something to read around Halloween. If nothing else, I'm more aware that if I'm even driving late at night and get really sleepy, I'll pull over rather than risk sideswiping a witch! B+
Update: After that sharp-eyed Bill Sherman pointed out something pretty important (but easily overlooked) that I had missed (and which help certain events make a lot more sense), I corrected a couple of things in the above review. Muchas gracias, Bill!
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