Showing posts with label dom reardon. Show all posts
Showing posts with label dom reardon. Show all posts

Thursday, April 25, 2013

199. The Perfect Prog

March 2010: A slight change of style here for this week's entry. I had been planning to put prog 1674 under the spotlight and talk about just The ABC Warriors - because the episode in that issue, featuring two solid pages of Ro-Jaws insulting Mek-Quake's non-existent mother and Blackblood impatiently trying to explain to the idiot that he does not actually have a mother, is just about the funniest thing ever - and the always-excellent Stickleback, but then I read a few more issues and was struck by something in prog 1677. This comic is flawless. It is completely wonderful. Don't believe me? Check out the contents:


Judge Dredd: part four of "Tour of Duty: The Talented Mayor Ambrose" by John Wagner, John Higgins, and S.J. Hurst

At this point in the story, the action has moved back to the city from the townships, and becomes a masterpiece of intrigue and political maneuvering. Deputy Chief Judge Martin Sinfield has taken control of things by persuading Francisco to step aside for the good of his health, meaning once again a villain is in charge of Mega-City One, but he's not a ranting lunatic like Cal was. He's a much more subtle kind of bad guy, and it's interesting how so much of the reader's dislike of him boils down to "Sinfield has beaten Dredd and given him an awful assignment outside the City."

In fact, for all his villainy - and he's one of the great Dredd villains, no question - Sinfield's actual list of crimes is really quite small. The major one, of course, is using drugs to manipulate Francisco. He's used SLD 88, the drug once used to good effect by the serial killer PJ Maybe, to convince Francisco to step down. The beautiful irony is that Maybe has been masquerading as the city's incredibly popular mayor Byron Ambrose for several years, and doesn't appreciate Sinfield's new planned reforms. PJ Maybe's killed a lot of people in a lot of ways, but he's never planned this level of assassination before. This sets up several episodes of germ warfare, with Sinfield stubbornly refusing to die, and then, in his paranoia, he calls in Dredd to investigate these attempts on his life - which nobody else believes are happening, since he's just coincidentally contracting hideous diseases - just before mutant terrorists make a much more overt attempt to kill him. This leads Dredd to suspect that maybe Sinfield is not so paranoid after all... ah, but more on this in two weeks.


Zombo: part three of "Zombo's 11" by Al Ewing and Henry Flint

The first Zombo story was pretty bugnuts, but it's this one where the insanity is ratched past eleven. This time out, we get an ongoing, ear-splittingly loud supporting character based on Simon Cowell, but in this universe, he doesn't see the Susan Boyle character as a way to make a lot of money, but just another headache.


The ABC Warriors: part twelve of "The Volgan War" Bk Four by Pat Mills and Clint Langley

There's nothing quite as hilarious in this concluding episode as the two solid pages of robot mother insults mentioned earlier, but it does have Mek-Quake in a tuxedo appearing on a TV talk show, and Blackblood sending out mass thought-mails to insult everybody else. Classic.


Damnation Station: part one of "To the Dark and Empty Skies" by Al Ewing and Simon Davis

Here's the weakest thing in the comic, but anywhere else, it could be the standout. This is the first episode of a new series - fifteen episodes would appear in a scattered run over five months in 2010, and a second batch of fifteen is said to be in the works for later this year or next. It's future war and political posturing with fist-to-the-chest impact, memorable human characters, very weird aliens, introduced in a really good pilot episode that gives you a fun and flawed audience identification figure, a complex situation, and great artwork by Davis, who alternates with Boo Cook.


part one of The Grievous Journey of Ichabod Azrael (and the dead left in his wake) by Rob Williams and Dom Reardon

I saved this one for last - it actually appears second in the comic - because it's just so damn jawdropping. Here's my latest wild pronouncement: No other series in the history of the comic has ever had such a perfect first episode.

Yeah, I know, me and hyperbole, but not even the first episode of Zenith, wherein Earth's only two superheroes are killed by an atom bomb dropped on Berlin in 1945, is as great as this. It is a dense and lyrical tale of a cruel killer in the Old West, beautifully written and with very detailed narrative captions, a stylistic choice that has been stupidly out of favor for far too long. These days, maybe nobody does narration in comics better than John Wagner, but darn if Williams doesn't come very close. The prose is just perfectly judged, and Reardon's minimalist artwork perfectly sparse, with a beautiful trick as the color fades away from Azrael's memory. And then the last panel twist. How in the world, I ask you, could you not demand episode two the instant you finish episode one?

Next time, Nikolai Dante says goodbye to a close friend. See you in seven!

Thursday, August 16, 2012

178. General Public!

August 2007: On the cover this month is Blackblood, the treacherous and nasty ABC Warrior programmed for backstabbing, double-crossing, and evildoing. When the character was first introduced in 1979, the shtick was that he was one of the no-good evil Volgans with whom our heroic Warriors were battling, and he was shut down, abducted, and reprogrammed to fight for the allies. So as the memoir-based epic "The Volgan Wars," written by Pat Mills and drawn by Clint Langley, returns, it's natural that when Blackblood gets a chance to share one of his old war stories, it's from the other side, and a story about sending brave young hammersteins to the smelter, where they could be turned into AK-47s to help the war effort.

Back in May, I was telling you about the first chunk of this 288-page epic, and I'll refer anybody curious about its four-chunk format there to learn more. This phase of the story sees Blackblood and Deadlock telling their tales, while, in Broadband Asylum, the Volgan warlord robot Volkhan has come back to life and convinced Mek-Quake to join his new army. The segments with Blackblood are the most entertaining, thanks to a fantastic running gag that goes on for weeks and never gets old. Not programmed to understand the idioms of decadent Western speech, Blackblood thinks that the phrase "the general public" refers to a top-secret Allied commander. Torture, murder, war crimes, they all mean nothing to Blackblood, who is bound and determined to ferret out the elusive General Public.

The lineup for this summer's run of stories is a really good one, with Judge Dredd in a number of short adventures and one-offs by a variety of creators, culminating in the sequel to "Mandroid" by John Wagner and Carl Critchlow, The ABC Warriors, Stone Island for its second and final story by Ian Edginton and Simon Davis, Button Man by John Wagner and Frazer Irving, and, in its epic conclusion, Caballistics Inc. by Gordon Rennie and Dom Reardon. Except we didn't know at the time that this was going to be its conclusion.

I do enjoy Caballistics, but in its most recent appearances, the individual adventures got lost in subplots. The previous "story" was called "Changelings" and ran from progs 1469-1474 and the actual storyline that dealt with changelings was about a quarter of the narrative. I think that Rennie recognized that he was juggling lots of characters and lots of continuing plots, and needed to resolve things before moving forward. Then he decided not to move forward any longer.

At 40 pages, "Ashes" is the longest Cabs story, and it sees the team dealing with the old threat of one-time Department Q member Mr. Magister, a sociopath with incredible psychic powers, and then using Magister as an unwitting ally against their benefactor Ethan Kostabi, who's been revealed to have a much darker agenda for the team than they realized.

The conclusion leaves any future stories in doubt. Dr. Jonathan Strange had been killed in the previous story, and Ness meets his end this time. Chapter and Verse are summarily dismissed and referred to as being very grievously wounded, but, bizarrely, not shown on-panel in the end. It's left unclear as to whether Kostabi was telling the truth about Verse's maiming, or whether Hannah Chapter would ever walk again, and for such a popular character to have her fate handwaved is really, really odd. It's an apocalyptic and wild conclusion, and huge fun, but Chapter and Verse deserved a little better than that.

About two months after this story ended in October, one final-to-date Cabs episode appeared in Prog 2008. It set up some new plot threads, looked in on a supporting player, and did not mention Chapter and Verse. This leaves the story in a very, very weird place as far as fans' ability to sit down and read the darn thing goes. Earlier in 2007, the second collected edition, entitled Creepshow, was released, reprinting about the second half of the series, through 2006's "Changelings." But then there are only two stories, just 50 pages, left, leaving this epic climax unreprinted. I imagine that Tharg and Gordon Rennie have at least talked about doing some more stories, and they know more than they're telling. If there is more Cabs in the pipeline, then they should get to work on the damn thing, and if not, then "Ashes" and "The Nativity" should be collected in one of those freebie floppy "graphic novels" bagged with the Megazine, and then the whole series should be re-collected in a single, large edition that will replace the existing two. They should get on that as soon as possible.

Meanwhile, for those of us who enjoyed Cabs for its weird, dark, occult stories, in 2011, Rennie took the supporting character of DI Harry Absolam and spun him off into a series of his own, kind of. Apparently set in an alternate reality where there might not have ever been a Cabs team, and where vowels don't appear in the same order, Absalom debuted in prog 1732 and there have been three stories so far. Drawn magnificently by Tiernen Trevallion, it features an aging, alcoholic London copper and his team of police spookbusters, and is so darn popular on its own that people might resent space being given over to more Cabs when we could have Harry double-dealing, drinking and demonizing instead.

Stories from this issue have been reprinted in the following collected editions:
The ABC Warriors: The Volgan War Vol. 2 (2000 AD's Online Shop)
Button Man: The Hitman's Daughter (Volume Four, from 2000 AD's Online Shop)
Stone Island: The Complete Stone Island (2000 AD's Online Shop)

Next time, speaking of the general public, we'll see what they have to say about nudity in comics when Stone Island finds a way to push everybody's buttons. See you in seven days!

Thursday, January 12, 2012

160. It's not dark yet, but it's getting there.

January 2006: The year begins with a pretty strong lineup of four popular returning series and one new thrill, a fairly typical breakdown of stories for a relaunch period. Judge Dredd is investigating a serial killer in a six-part story by John Wagner and Patrick Goddard, and Slaine is at work in a carnival-set storyline only notable for the appropriation of a Bob Dylan lyric as the cliffhanger to the penultimate episode. The Dredd story is reliable and engaging, but it's the other three stories that catch my eye this time out.

The Ten-Seconders is written by Rob Williams and illustrated by Mark Harrison. It's set in a grim future, where pockets of surviving humans manage a meager existence in the wake of the planet's devastation. Some years before, a "family" of powerful aliens arrived, affecting the appearance of angelic superheroes. They were hailed as saviors, but turned on the world and left it a wreck. The series, therefore, explores a possible future in the wake of the sort of carnage depicted in previous iterations of this kind of story, such as Alan Moore's Marvelman or Grant Morrison's Zenith. The color, the fighting and the mayhem is all in the past, and the gray, miserable present is all that small outposts of survivors have left to them.

The series, for one crafted to avoid the "hook" of watching the superbeings betray the planet and destroy it, is nevertheless written very effectively. It is one of the most promising series to emerge in the mid-2000s, and that's despite some surprisingly ineffective art by Mark Harrison which threatens to sink the whole thing. Normally a very reliable and engaging artist, Harrison's work here doesn't move me at all. Perhaps he's guilty of overthinking things, but while it's certain that a world this devastated would exist in a permanent state of clouds and darkness, it's no fun looking at page after page of battleship gray backgrounds. Men no longer able to reliably find disposable razors probably would have trouble shaving, but it doesn't help readers determine who is who, when, in a main cast of four, three of them are older fellows in fatigues with full facial hair. So it's the story of Beardie, Beardie, Welsh Beardie and Teenage Girl in Ball Cap.

Occasionally, we cut to see what the aliens are up to, and Harrison's panel compositions are bizarre, to say the least. Throughout the story, nobody is posed in a conventional way, and the "camera" is never at the same point that any other comic artist would consider placing it. It is a huge challenge to follow, and things will get much more difficult when the second story, in 2008, sees three separate artists assigned to it.



Still, despite all the many problems with the art, readers who persevered found something exciting and different within. Given an artist more inclined to follow expectations and play this safe, this might be better remembered, and not quite so much the near-miss that it's considered.

Running alongside it is an extremely interesting six-part Caballistics Inc. adventure. "Changelings," by the regular team of Gordon Rennie and Dom Reardon, sees the writer feeling very confident that his readers are ready to follow along without question, and he quite safely throws the expectations of narrative right out the window. For fans who have been around since the beginning, knowing the characters and the subplots, this is business as usual, if more frenetic than some earlier adventures. I accepted all the goings-on without question, and it was not until I sat down and looked at it before I realized just how weird the structure of the story is.

Take this week's episode. It moves through four separate scenes with different sets of characters with just a single caption. Not a "Meanwhile, back in London..." and not even a "Meanwhile," just abrupt transitions from one place to another, expecting the readers have read the previous episodes carefully. Anybody coming to this as their first episode of Cabs would be hopelessly lost. And that's an overused cliche, but I mean that on a slightly different level than usual. This week's episode, as it jumps from scene to scene, does not even have a single narrative clue or establishing shot to allow readers to understand that the incidents are happening in different places.

Over the course of the story's 30 pages - and I use "story" pretty darn loosely, as it's really more "a chunk of narrative time where various subplots are recounted and expanded somewhat" - we catch flashbacks to 4000 BC, 1672 and 1922, and see members of the team kill a rakshasa. Chapter and Verse meet a little girl who sends them on a quest into the underworld kingdom of fairies, Ravne shows Jenny "his etchings" and we see that he's got the supporting player, Mr. Slater, in a tank of some kind, Dr. Brand finds clues that their benefactor Ethan Kostabi is many hundreds of years old, and then, in one of the comic's all-time classic cliffhangers, he gets pushed to his death in the London Underground, brutally murdered by his teammate Ness for as-yet-undisclosed reasons. Over the last two pages, the long-imprisoned Magister, a character introduced a year and a bit previously, is seen to have escaped his island prison. Now, the first of these two pages is pretty striking and the last is absolutely glorious, but at no point does the script pause even a breath to explain who this character is. Strangely enough, this will be the last appearance of the series for more than a year, as it takes a very disagreeable hiatus until late 2007.

The Ten-Seconders, with its unconventional artwork and after-the-fall premise, is challenging to anybody who tries it. Caballistics Inc. , with its unconventional script, is challenging to anybody who comes to it fresh. From the perspective of knowing the characters, the Cabs "story," despite giving no quarter at all to its audience, is certainly terrific, and only has one flaw: the plots do not appear to proceed across the same length of time. There is, for example, a necessarily large gap in time between the death of Dr. Brand and the questioning, by Inspector Absolam, of Ravne and Jennifer about his death. This gap is not matched at all by the concurrent plotline with Chapter and Verse and the fairies, which continues as though everything else in the story was happening at the same time. This is a common danger to comics that I don't think writers ever even notice while they're constructing them. David Anthony Kraft, writing Marvel's Defenders, did this once in the 1970s, where a single fifteen minute chase-and-fight scene between Valkyrie and Lunatik in New York City was taking place just one "meanwhile" caption away from the B-plot in Russia, which stretched over the course of several days. Suffice it to say that once a reader notices this, it's not possible to ignore.



So these are two stories that I enjoy in spite of the obstacles thrown up by the creators. On the other hand, there is Strontium Dog, which is lovely, conventional and the great gag this time is that the characters don't look quite right. Working on a planet where the natives don't have hair, Johnny Alpha and Wulf have to go bald to fit in.

Their previous adventure, "Traitor to His Kind," was a mean, downbeat and serious political thriller. This, however, is one of the lighter Strontium Dog adventures. Assisted by a big fellow bounty hunter whose mutation is thick, white, Womble-like all-over body hair - he's one of the occasionally-appearing Fuzz family - they've tracked a criminal with the trademark-tweaking nickname of The Plastic Man to a planet where he's waiting out a statute of limitations, and where Fuzzy is wanted on multiple counts of bigamy. His hair has had the native girls swooning, but the local police take monogamy very, very seriously on this world, particularly when hirsute fellows come to town and woo princesses.

While the death of Dr. Brand proved to be among the most stunning dramatic cliffhangers in 2000 AD's history, Johnny and Wulf losing their hair, and Wulf's trademark bushy beard, is certainly one of the funniest. Prog 2006 had run the first two (produced) episodes as a single, double-part installment, and that's how that chunk of the story ended, with our heroes shorn and shaven and ready for action. I'd like to think that Carlos Ezquerra had to pause for a few moments and spend a little more time with his sketchbook than usual figuring out what Wulf actually looked like under the beard. It's terrific.

Stories from this prog have been reprinted in the following collected editions:
Caballistics Inc.: Creepshow (2000 AD's Online Shop)
Slaine: The Books of Invasions Vol. 3 (2000 AD's Online Shop)
Strontium Dog: Traitor to His Kind (2000 AD's Online Shop)


Next time, before there was Zombo, there was... Harry Kipling (Deceased)! See you in seven days, friends!

Thursday, January 5, 2012

159. Where Things Should Have Ended

December 2005: We've reached an interesting little mark here at Thrillpowered Thursday, where we're exactly six years behind the comic, but this is not the happiest of birthdays, because while the present-day Prog 2012 is all kinds of great, its antecedent is most emphatically not. It has elements of greatness in it - for the second year running, a truly awesome Caballistics Inc. more than makes up for some other, subpar offerings - and a few good stories that get off to fun starts, but even this uninspired cover by Kev Walker feels a little tired. It's meant to play with the imagery of old Soviet propaganda posters, but it just seems very static and dull to me. With a comic as dynamic as 2000 AD at its best, this isn't successful in selling anything to potential new readers.

Inside, there's an incredibly downbeat and glum John Wagner-scripted Judge Dredd episode, most notable for the very cheeky cameo that artist Greg Staples drew of himself, and a silly second outing for the lawman, this time in a Robbie Morrison script that parodies the popular TV series Queer Eye for the Straight Guy. There's the debut of The Ten-Seconders, a new series that I'll discuss in more detail next week, and a fantastic new Strontium Dog story by Wagner and Carlos Ezquerra, but also a lot of stories that just mark time. The most obvious of these is a six-page Nikolai Dante installment, "Devil's Deal," that very overtly just recaps the most recent plot developments.

Oh, Slaine is back, in the first story since the darn strip should have ended earlier in 2005. So is Sinister Dexter, also in the first story since the darn strip should have ended earlier in 2005. Actually, the previous week. I had not really noticed before that the two series that I'm most down on for continuing past their sell-by date both resumed with new stories in the same issue. No wonder I don't much like Prog 2006.

In "Festive Spirits," a six-page story by Dan Abnett and Simon Davis, the same team that managed the triumphant epic "And death shall have no dumb minions," Finnigan and Ramone figure out that they are dead. Oblivious to the fact that their friend Rocky is ignoring them, and that the late Nervous Rex and their dead boss Demi are interacting with them, and, you know, that they don't have any skin anymore, they try to celebrate their last night in town, only to get sadly frustrated that nobody living will pay any attention to them.



This epilogue's incredibly interesting, but good lord, it's really frustrating. I think that, back when it ran, I was equally torn between the amazing climax of "dumb minions," with Ramone dead and Finnigan minutes away from joining him, and the suggestion that somehow, the last two panels of "Festive Spirits" promised the series' greatest moment ever. The ghosts turn away from the cab driver Charon, come to ferry them to the afterlife, with the grim resolve that they have unfinished business. The caption, thunderously, read, COMING SOON: THE MOSES WARS.

That was six years ago. SIX! YEARS! In the present day, in Prog 2012 (it just arrived in American comic shops yesterday), they finally catch up to Miss Deeds, the second-in-command to their enemy Holy Moses Tanenbaum. Six years, and the Moses Wars don't seem to be anywhere near conclusion.

Let me also point out that I sincerely doubt that, when the time comes, Abnett will ever be able to give Ramone a better send-off than his death scene in the final part of "dumb minions." It is completely beautiful. Tracy begs him to surrender to her, and he stubbornly refuses, although he won't raise his pistols to meet her. She shoots him in the chest and he drops against the side of the car, still clutching his handguns, blood everywhere. It is a completely amazing and thunderous gut-punch. It's so beautiful that it really, really should have been the end of the character, with Finnigan's inevitable demise left off-screen, the readers knowing that there was no way out for him. The impact is lessened considerably by the knowledge that Finnigan did get away, and that Ramone got better.

Since Sin Dex subsequently got bogged down with parallel worlds and doppelgangers from other dimensions, I feel justified in looking at it this way: There's an alternate universe where 2000 AD concluded their adventures with two different panels at the end of "Festive Spirits," where they got in Charon's cab and drove away, leaving the city in the hands of the kingpin Holy Moses Tanenbaum. On that note, I'm still unclear why this is a bad thing. Holy Moses was their boss in the beginning of the series, which emphatically states that some level of organized crime will always exist, outside of the police's power to control. Demi was no less of a criminal than Tanenbaum. I resist the moral argument espoused by two hired killers with a shockingly high bodycount that one is in some way worse than another, when they were on each's payroll.

And so Sin Dex joins Slaine, where this blog is concerned, as a series that will only be acknowledged, going forward, as a passing mention among the issue-under-discussion's content. I would be remiss, however, in not noting Malone, a seven-part story that will begin in prog 1500, about eight months down the line. Malone was written by "Cal Hamilton" and drawn by Simon Coleby, and ends, as The Dead Man did eighteen years previously, with the very stunning surprise that the lead character Malone was Finnigan, and writer Hamilton a pseudonym for Abnett. It's safe to say that nobody saw this coming, and it would prove to be the first of three completely left-field Dead Man-styled twists that surprised and thrilled readers in various series over the course of about eighteen months. The practice was, sensibly, then retired as fans started looking suspiciously at every new strip that began, wondering when Johnny Alpha or Rogue Trooper or Abelard Snazz would show up, but only the grouchiest of fans would deny the great double-take fun of Rocky Rhodes showing up at Malone's door.

That said, Prog 2006's standouts are the Strontium Dog story and a very good Caballistics Inc. one-off. This episode tugs at a variety of plot strands, principally attempting to show us why Hannah Chapter is such an unlikeable, motormouthed bundle of mood in a great jacket, but the really impressive part comes with Ethan Kostabi showing up from his mostly offscreen setting to get the Vatican to leave his employees alone. He does this by blackmailing the Catholic Church with some faith-shattering revelations of Jesus's time, the sort of thing that would fuel the next two or three Dan Brown thrillers, and allows them to continue suppressing the documents' existence in return for their backing off. Boy, I love this.

But actually, the really, really impressive part is the artwork by Dom Reardon. I believe that it's fair to note that Reardon can sometimes be slighted for taking shortcuts, and occasionally, his action scenes are a little stilted and posed. There was a scene a couple of years previously where Hannah punches through a mirror to reveal a camera behind it that comes to mind. But when Reardon is on fire, he really pulls out some amazing work. Take a moment and drink in this amazing panel that I've provided for you, and just look at how much work went into that composition, from its construction to the beautiful, solid inking. This is terrific artwork, and everybody should get the reprint of the story in the second Cabs volume, "Creepshow," to see more.

Stories from this prog have been reprinted in the following collected editions:
Caballistics Inc.: Creepshow (2000 AD's Online Shop)
Low Life: Mega-City One Undercover Vol. 1 (2000 AD's Online Shop)
Nikolai Dante: Sword of the Tsar (Amazon UK)
Slaine: The Books of Invasions Vol. 3 (2000 AD's Online Shop)
Strontium Dog: Traitor to His Kind (2000 AD's Online Shop)


Next time, a look back at The Ten-Seconders and Johnny Alpha's trip to the planet of the baldies. See you next week!

Thursday, September 22, 2011

148. In Praise of That Floor-Length Sheepskin Jacket

January 2005: So it is a new year and a new lineup, with one new thrill and three returning series in prog 1424. The Judge Dredd episode this week is a one-off by Gordon Rennie and Carl Critchlow, one of several stories in this period to deal with the aftermath of the recent "Total War" arc and the casualties from the three nukes detonated in Mega-City One. The new strip is Second City Blues by "Kek-W" and Warren Pleece. Returning to action are Slaine by Pat Mills and Clint Langley, next week's spotlight strip Nikolai Dante by Robbie Morrison and John Burns, and a new adventure for Caballistics Inc. by Rennie and Dom Reardon.

This time, the Cabs team has split up to investigate a couple of ostensibly minor occult doings which, predictably, turn into calamities. I wonder whether we missed out on a pile of untold Cabs stories in which the team really gets fed up with all the hoaxes and minor nothings which they must surely investigate before we get to the stories that are exciting enough to require gunplay. But there's more to this than just "oh look, the demon thing is real," because it's understood that, well, of course it's real, otherwise we wouldn't be reading it. The twist is that the expected problem turns out to be much weirder. Ravne, Ness, Jenny and Verse have all gone to check out some death metaller whose bandmates have been dying like clockwork since, he claims, he made a pact with the devil. So they're all ready to defend this well-paying idiot from demons, only to be confronted instead by an angel of God, who has baited a trap to get Jenny here and kill her. Now that's a delicious twist.

In an earlier entry, I mentioned how one of the cute things that makes Caballistics so entertaining are the allusions to Doctor Who. These are usually in the text - an early story is set on the same moor as the 1970 serial "Doctor Who and the Silurians" - but this time out, there's a really cheeky epilogue that leads into the next story. In a lovely last page, we see an actor, who looks uncannily like Tom Baker, step away in a break from filming a show with a name awfully similar to Monarch of the Glen, only to get ambushed and murdered by a huge man in Celtic tribal dress and a boar on his head.

Meanwhile, Hannah Chapter and Jonathan Brand have been looking into an old, boarded-up house and find a decrepit old Jewish mystic and a golem. This is very much the B-plot, but damn if it doesn't prove just how great a team these two are together. Also, it gives me the chance to actually show you a picture of Hannah wearing that floor-length sheepskin jacket ("his mum says it cost a packet") that I mentioned the last time we talked about her. What a terrific look. The character is still an abrasive, motormouthed jerk, but she certainly dresses well.



The newest series in this issue is the one with the oldest pedigree: the "future sports" genre. I've always felt that, of 2000 AD's initial six strips, Harlem Heroes was the odd one out. It was a great strip, don't get me wrong, written and drawn well, but it seemed like the strip with one foot firmly in the past, and that a science fiction comic that should have seen the shock of the new every week was not trusting its ability to wow young readers. Sure, there was a cinematic template in the likes of Rollerball and, to a lesser extent, Death Race 2000, but you can see why its inclusion didn't impress literary science fiction fans of the day. It seemed safe, despite the casualty rate within the strip, to program a lineup that included at least one sports story, because that's what just about every weekly comic from IPC or Thomson's had, somewhere. So Harlem Heroes led into Inferno, and some time later, there was Mean Arena, and later, Mean Team. I guess they're each good for what they are, but it frequently seemed like exercises in nostalgia, looking backwards and dressing 20th Century footballers or rugby stars in armor or something, especially with Tom Tully plotting them out precisely the same way that he would break down a lengthy storyline for Roy of the Rovers.

In time, the future sports genre really just got absorbed by Judge Dredd, where skysurfing, eating, ratfighting, boinging, bonking, corpse stuffing and staring have all been shown as the sports of tomorrow. There hadn't been a need for a sports serial in the comic for decades, so it really wasn't anything more than curious nostalgia that led to the development of Second City Blues. Honestly, it's a strip that works a lot better than it should, thanks to a fun, cheeky script by Nigel Long, under his odd "Kek-W" pseudonym, and really fun artwork by Warren Pleece.

The sport this time out is "slamboarding," and it's similar to Harlem Heroes' aeroball, played with the sort of flying surfboards that Chopper in Dredd popularized rather than jetpacks. Also, the "ball" is actually a weird alien critter that is mostly docile, but will occasionally remind players that it's alive by eating their hands. If that strikes you as just a bit ridiculous and outre, then you're in good company with this story. The whole thing is over the top with melodrama and genuinely surreal comedy and plot developments.



One of the more ridiculous tropes of the late seventies and early eighties sports stories is the really stupid opponents taking their team name literally. Naturally, the heroic team that we follow is made up of scrappy underdogs with a charismatic leader, and they seem to dress and act what we would call normally on the field. The other teams, if they're called the Vikings, they dress like vikings and they act like berserkers. If they're called the Vampires, then they wear capes and hiss. And so do all of their fans, not just those twelve fat dudes with the block seats in section B that the TV cameramen keep finding. Second City Blues takes this to its logical extreme, with, for example, a rival slamboarding team that act like "I say!" aristos both on and off the field. With slamboarding a curiously low-rent operation somewhat more akin to the modern day X-games, the players all know each other off the field and have rivalries in mall food courts.

The heroes of our story, of course, don't have a ridiculous affectation that keeps them in stupid costume, but ahead of one match, they get sponsored by a novelty condom company, forcing them to play the game with that logo on their chests.

I like this strip a lot because it knows what it's doing and it's so darn cheeky about it. When the events start sliding completely out of control with a surprise alien invasion, it's already such a naturally and believably outlandish strip that this very goofy turn of events doesn't feel like a desperate cheat to keep readers' attention. It's very fun and it's very knowing, and I enjoyed it.

There was some call for a second story for these characters, but I never felt like one was necessary. I'd really love for "Kek-W" to get the chance, at last, for a really involved, long series that unfolds over several stories. Perhaps the brand new Angel Zero, which started just last week in 2000 AD issue 1751, will be that strip, but Second City Blues could never have been it. When you've thumbed your nose at armageddon with as much fun as he and Pleece had in this strip, where could you have gone next?

Stories from this issue are available for purchase in the following collected editions:

Caballistics Inc.: Creepshow (2000 AD's online shop)
Nikolai Dante: Hell and High Water (2000 AD's online shop)
Slaine: Books of Invasions Vol. 2 (2000 AD's online shop)


Next time, absolutely nothing is going right for Nikolai Dante. But that's always the case. Anyway, leave it to Lulu to make matters even worse.

Thursday, September 15, 2011

147. Christmas at Tharg's

December 2004: So we come to the end of another year, and it's time for the annual year-end Christmas prog, with new storylines launching and some one-offs. Wrapped in a very silly cover by Mark Harrison - the small illustration here simply can't convey how detail-packed and ridiculous the piece actually is - this sees the first episodes of the Nikolai Dante story "Agent of Destruction" by Robbie Morrison and John Burns, Slaine in "Tara" by Pat Mills and Clint Langley, and a "future sports" story called Second City Blues by "Kek-W" (Nigel Long) and Warren Pleece, about which, more next week. Judge Dredd and Caballistics Inc. will both be part of January's lineup, but they're represented here by one-off double-length episodes rather than part of their next storyline.

Henry Flint contributes three demented and silly one-page strips under the banner of Tharg's Alien Invasions, and there are additional one-off episodes of Sinister Dexter by Dan Abnett and Simon Davis, Robo-Hunter by Alan Grant and Ian Gibson, and Leviathan by Ian Edginton and D'Israeli. Not a bad lineup of strips at all, I'd say!

The Judge Dredd episode is particularly fun, as it finally brings a close to Dredd's recurring enemies Oola and Homer Blint, alias the serial-killing Angel of Mercy and her assistant. They first appeared back in prog 1050 in July of 1997. I really like the way that the Blints are treated without being blown out of proportion and made into a major threat or need for an epic. This is their sixth appearance in the strip, and they get a good send-off, but most importantly, they never dominated the story and Wagner never let their success go to his head. Judge Death and Mean Machine sold out; the Angel of Mercy kept it real.

This episode is illustrated by Andrew Currie, who seems to be Tharg's go-to guy during this period when the script calls for sexy ladies. Since Oola can no longer dress in her black veil and mourning clothes without being spotted, and since she and Homer have set up shop in Brit-Cit as propreitors of a "euthaniasm," she chooses to go the "sexy nurse" route, all curves and cleavage.

Now, I've always said that I like the way that the Judge Dredd strip allows its artists the opportunity to go wildly off-model from time to time, but Oola's new naughty Halloween costume look is matched by Homer's strange devolution. This actually put me off a little at the time, as Homer seems to shrink at least six inches and gains an overbite in Currie's hands, emphasizing how impotent and pathetic he's become as Oola has gone out to get her own serial killing kicks without him. Previously, Homer had just been comic relief, there to cause some moments of panic around his unflappable wife as the judges were closing in. Gradually, Oola has tired of him and is ready to move on. She doesn't need him - she never did - but as his devotion is rewarded with her betrayal, Currie's depiction of him becomes almost sympathetic in its mean caricature. I'd say top marks to that art droid; this simple decision to deviate from the prior models of the character really pays off.

Then there's Ian Gibson, who unaccountably decides to deviate from what we expected Samantha Slade to look like. Oh, wait, this isn't so much characters going off-model as it is Gibson phoning in his artwork and inking it with a Sharpie.



Argh. Ouch. This could start to try a fellow's patience, especially when Gibson was actually given a really good script this time out. "The Davinchy Code" is just hilarious, a really fun, short romp that successfully ticks all the necessary Robo-Hunter boxes - chaos, stupid clients, convoluted cases, big robotic thugs, Hoagy and Stogie causing property damage - while also advancing the plot and giving Samantha an office to start her career properly. But the artwork, this time out, is just plain bad, and criminally rushed. It should have been the high point of the issue, but it has to settle for being one of the best scripts. Sam's time would come, later. Her next two adventures would see the writer and the artist finally meshing perfectly and turning out something memorable and great, and not just firing on the writing side alone.

No, as much as I wish I could say that Samantha Slade is the best thing about Prog 2005, I can't. Certainly not when Gordon Rennie and Dom Reardon have a freakishly amazing episode of Caballistics Inc. that flashes back to the wartime Department Q and holy shit is that a U-boat being ripped apart by a giant squid ? ? ?



This episode, "Weird War Tales," sees one of the Cabs team, the put-upon Dr. Jonathan Brand, visiting a remote Scottish island which houses an underground prison. There, a powerful psychic named Magister is under constant guard. Brand, beginning to realize that the Cabs organization is being used in some weird game between Ethan Kostabi and Solomon Ravne, and that neither of them are what they claim to be, hopes that Magister can give him some information on either.

Reardon's artwork has always reminded me of the excellent work that Mike Mignola has done for Hellboy, and that's never so clear as it is in this terrific story. It turns out that Magister was once a member of Department Q, fighting the Nazis and their "Spear of Destiny"-led charge into northern occult research with a team of paranormals, psychics and two-fisted action. I'm also reminded of "Sensitive Criminals," an amazing storyline in Grant Morrison's Invisibles that saw one of those characters learning about a team from the 1920s. In each case, the flashback, showing that the current characters are just the latest in a long line of similar heroes, somehow really makes the present-day storyline much more thrilling.

Maybe it's because the stories let readers see that yes, once upon a time, there were these other heroes, but they're all dead now that reminds us that the current team is not immortal. In fact, we aren't very far from learning just how fragile the characters in Caballistics Inc. are, but we'll come to that in a future installment. "Weird War Tales" is so good that I would not have minded if Gordon Rennie had put the series on hold for a little while so that he could step back and write some more Department Q adventures.

Stories from this issue are available for purchase in the following collected editions:

Caballistics Inc.: Creepshow (2000 AD's online shop)
Leviathan: The Complete Leviathan (2000 AD's online shop)
Nikolai Dante: Hell and High Water (2000 AD's online shop)
Robo-Hunter: The Furzt Case (free "graphic novel" collection bagged with Megazine # 307, from 2000 AD's Online Shop)
Slaine: Books of Invasions Vol. 2 (2000 AD's online shop)



Next time, more about Caballistics Inc., including an actual image of Hannah Chapter in that floor-length sheepskin jacket that I wrote about a few weeks ago, and the sports thriller Second City Blues. See you in seven!

Thursday, August 11, 2011

142. The Trouble With Girls

September 2004: It can, quite honestly, be said that 2000 AD has had a little trouble in both attracting female readers and in presenting stories that star female leads. There's an unavoidable boys' club mentality about it. Every so often, somebody will offer a half-baked defense and name some villains or supporting characters or ensemble characters or spinoff leads (like, y'know, the girl in the picture here) as evidence that the comic isn't a complete sausage fest, but that's just studying one tree really intently and ignoring the forest. I mean really, we're coming up on thirty-five years of stories now and the successes in this field would include Halo Jones and, if you really wanted to squint, Tyranny Rex.

Various Thargs have tried, but something about the predominantly male readership and the predominantly male creative units seems, sommmmmehow, to make this a really uphill climb. Of course, letting potential female readers know that there's something in the comic with a lead that they might want to check out is a huge problem the way stories just get slotted in for a month or two these days. By the time the comic media and general geek bloggers become aware that, say, Synnamon has a new story in the prog, it's probably already finished. Four-week runs don't do anybody any good.

Well, Synnamon is perhaps a poor example; as discussed in an earlier entry, the character suffers from being completely perfect and boring and promoted on the covers as a T&A redhead. She was just a misfire right out of the gate. But it really doesn't feel like any lessons were learned from Synnamon's failure.

For example, there's the mostly wonderful Samantha Slade. I say "mostly" because I'm not completely blind to her series' faults. There's the second story, for example. Samantha first appeared in "Like a Virgin," which ran in December 2003's year-end Prog 2004 and the next three issues, published in January. She was then benched while a follow-up was considered. This was nowhere close to being long enough of a run to build any momentum, which is part of what I complained about in the previous entry. I hope that you'll agree that most of the series in 2000 AD will need a lengthy residence and some promotion to drive reader interest, or risk losing it.



If I'm completely honest with myself and not just hyping a series that I love for the sake of sounding all positive, it's no damn wonder Samantha Slade didn't set fandom alight when we had to wait eight months to see what would happen next, only to have this mess as a result. "The Furzt Case," written by Alan Grant, isn't a terrible script, and it has amusing moments, but it's obviously a script that artist Ian Gibson found uninspiring to the point of boredom. You can see his frustration early on, in the ridiculous design of three robots that are meant to look generically "anime" and wear Sailor Moon costumes. I think that Ian Gibson is one of the medium's very best artists, and he can draw the hell out of anything when he wants to. This, he doesn't want to. The art doesn't really fall off a cliff, however, until the end of episode three, when the villain of the piece, Nippon Furzt, shows up. From there, it's phoned-in, lazy, awful artwork, mostly without backgrounds. Not inspired, Gibson stopped trying. I can't defend it; the promise of the first three episodes is completely ruined by the slapdash sabotage of the finished pages.

Samantha didn't escape this unscathed. I believe that most readers were at least curious and optimistic after her first story, but she took a beating before this one was done and her reputation never recovered. I think she works terrifically as a character. She's practical, savvy, clever, makes mistakes and is genuinely fun, and I would love to see her used well by creators who are really giving their all. Happily, readers would get to see stories that fit that description when she returned. But fans are harsh and unforgiving; I suspect that many, burned by "The Furzt Case," just groaned and didn't bother.

Sharing space with Sam Slade this week is a much, much more popular female character, Hannah Chapter. She's among the ensemble cast of Caballistics Inc. and, arguably, the most popular of the team among readers. I'll say something blasphemous here, but give me a chance to explain. Hannah's popularity makes no sense whatsoever.

That's not to say that Caballistics Inc., written by Gordon Rennie and drawn by Dom Reardon, is a worse series than Robo-Hunter, far from it. Objectively, Cabs just kicks the tar out of the 2004-07 run of Robo-Hunter. It's a far better series, with consistently excellent artwork, a real sense of danger and drama, lovely, winking allusions to other horror and SF stories, and a completely unpredictable storyline that left everybody reading it utterly blindsided several times. It's a terrific strip, and Hannah Chapter is the least attractive thing about it.

I can't fault her design. I really love her floor-length sheepskin jacket (Feargal Sharkey's mum says it cost a packet) and rectangle glasses, but it's almost as though Rennie went out of his way to make the character as unappealing as possible. She's a bored, contemptuous nerd and - you'll love this - she talks too much. I'm leaving that in, no matter how misogynist that sounds, because it amuses me so. No, seriously, here's some of what I'm talking about:



And I'll cheat my own rules and add this example from another issue:



In the first case, we've got incredibly unnatural dialogue. Read it aloud and see what I mean. This is what Orson Welles was complaining about when he was reading the script for those fish fingers with the crumb-crisp coating, and he was right. In the second case, you may think oh burn! until you actually try speaking it. Actually, try using it as an insult the next time you're out at a goth club, and watch the target of your barb get bored and look away before you finish talking. Then again, she's American. Some of us have a tendency to be a little long-winded. (Ahem.)

Hannah is always like this. Finding examples is no chore. She is unfailingly surly, rude, smug, sneering, downright obnoxious and she speaks with more words-per-dialogue balloon than anybody this side of Chris Claremont. I don't care how cool that sheepskin jacket is, my heart sank whenever she showed up. Caballistics Inc. was fun because of the wild left turns in the plot and the unbelievable cliffhangers and the artwork and the Doctor Who references. Samantha Slade was fun because she was a believable, reluctant hero in way over her head, and who really would prefer to spend her time buying nice frocks. I know who I'd rather read about, and it's a shame that Grant and Gibson could never quite make Samantha's series as wild and engrossing as Hannah's. Or as popular.

At any rate, I'm sure that my opinions on these characters are not shared by everybody, but I hope I've made a case for them. One thing that I'm sure we all do agree on, however, is that 2000 AD needs to do a far better job on the gender front. The comic should definitely reach out to female talent and nurture some women writers and artists, and it should definitely make a legitimate effort to launch more than one strong female lead for an ongoing series rather than a one-off serial. None of this "testing the waters" nonsense with a six-week commission and gauging reader response. Let's have a character who is not spun off from an existing, male-led property, one who is not drawn as a sexpot, one who is flawed but whose stories are fun to read. This is long overdue, so let's see it in 2012, all right, Tharg?

Anyway, other stories in this prog include a Judge Dredd one-off by Alan Grant and Shaun Thomas, Asylum by Rob Williams and Boo Cook, and Strontium Dog by John Wagner and Carlos Ezquerra, and reprints are available thusly:


Asylum: The Complete Asylum (2000 AD's Online Shop)
Caballistics Inc: Creepshow (2000 AD's Online Shop)
Robo-Hunter: The Furzt Case (free "graphic novel" collection bagged with Megazine # 307, from 2000 AD's Online Shop)
Strontium Dog: Traitor To His Kind (2000 AD's Online Shop)


Next time, a quick look at Asylum before I get all happy about the return of Lobster Random. Be here in seven!

Thursday, December 17, 2009

121. By this point, it's been too many

So anyway, we were rereading 2000 AD, weren't we? Shown here is the cover of prog 1326, from February 2003. The art is by Clint Langley, who had done a good deal of work for Tharg in the nineties. He took a few years off and developed a really striking new style, full of gorgeous photo manipulation and computer-rendered landscapes and monsters. The results were sometimes controversial, with an occasional reader not wishing to see beyond the strip's ancestors in cheesy fumetti photo-comics, but I think it looks simply terrific.

On the down side, well, it's just more Slaine, isn't it? The strip marks Pat Mills' return to 2000 AD after a couple of years away, during which he created Requiem, Vampire Knight for Nickel Editions in France. Returning to the fold, as it were, he created a new series, Black Siddha, for the Megazine with Simon Davis, so he has a major new strip running in each title. I'm sure that I'll come back and talk about Siddha some other day; I think it's completely terrific and I wish there was a heck of a lot more of it. I wish I could say the same about Slaine, but I just can't. It's tired and weak and long, long past its sell-by date at this point.

By this point in the continuity, what's happened is that Slaine became the first High King of Ireland (back in "The Horned God"), he served his seven years and was ritually put to death ("Demon Killer"), he was rescued by the goddess and sent upwards through time to carry out missions for her against those awful Christians later in history (which had been foreshadowed back in "Time Killer") and he was allowed to return home and resume his position to battle the Secret Commonwealth led by his old enemy Maeb. This story, the first in a five-volume saga called "The Books of Invasion," sees all those monsters and sea demons that we could've sworn Slaine despatched almost a decade previously in strip-time (you remember, Balor the Evil-Eye and the Fomorian Sea Devils and all those guys), newly allied with a long-limbed sword-wielding beast called Moloch.

The whole thing feels like a tired old Charles Bronson revenge flick, and that's even before Moloch rapes and murders Slaine's wife Niamh. At that point, it feels like the end of comics.



Now, fair's fair, Pat Mills probably did not then, and does not now, give any kind of care for the feelings of superhero-based American fandom. With his attention focused on publishing in France, and the gleefully bizarre mindbender that is Requiem, he probably had no idea that a growing segment of female readers, taking advantage of the internet to form communities, was drawing attention to a big problem in western adventure comics.

Under the blanket charge of "women in refrigerators," Gail Simone charged that female characters in superhero fiction were, historically and increasingly, used principally as plot devices, raped, killed, maimed or depowered, in order to spur male characters into action. This proved to be a rallying point for many readers whose voices had been underrepresented in fandom (outside of LSH APAs, anyway), and drove wedges between creators and fans that, in some cases, still exist today. It became a question of whether you stood with the grouchy old men, or the radical feminists.

That Mills strides the line the way he does shouldn't be too surprising. Never mind his laudable, continuous insistence that his first wife, Angela Kincaid, always receive full credit as Slaine's co-creator, the whole of his nineties work was the definition of radical feminist, with strong central characters like Third World War's Eve, and the pagan perspectives of Finn and ABC Warriors showing chaos and Earth mother-worship triumphing over fraternal order and military discipline. On the other hand, there's nobody in comics as grouchy as the Guv'nor, and Niamh's grisly fate is nothing more a shamefully transparent plot device, set up just to give Slaine a new arch-enemy. So I guess he's both.

Well, even though Slaine is a huge disappointment, the artwork remains amazing, and, in 2005, Mills will conclude the Books of Invasion saga with a jawdropping epilogue that will leave more than one reader's thrill-circuits totally overloaded. But that's a tale for another day.

There are a couple of other major stories running at the moment. Perhaps the most important is the debut six-part adventure for Gordon Rennie and Dom Reardon's Caballistics Inc., an excellent occult thriller set in the same universe as the writer's 2001 hit Necronauts.



Caballistics deals with a taskforce of paranormal troubleshooters. They are financed by a super-rich, reclusive former pop star named Ethan Kostabi, and the team has five members in their first mission, including former employees of the British government's Q Department, two gun-toting field operatives named Chapter and Verse, and a real piece of work named Ravne. When we meet him, he's enjoying the fruits of a shocking mass murder, and when the story ends, we learn he was a Nazi officer, and does not seem to have aged a day in sixty years.

The series seems to draw inspiration from everywhere, most obviously Mike Mignola's Hellboy stories, and the scripts are full of lovely in-joke references to science fiction and horror film and TV, including Quatermass and the Pit and a couple of Doctor Who serials. It's probably a little silly to imagine that this world can possibly be the same one as Doctor Who's, but robot Yeti were definitely defeated in the London Underground a few years prior to this adventure. Probably a little more recently than 1967, though, given the age of the soldiers in the tunnels!

Cabs will become a major ongoing series over the next few years, with more than fifty episodes and two collected editions. It will be very fun to reread this great series, which remains hugely popular with the fandom.

Next time, Judge Dredd battles 20th Century Fox Aliens and 22nd Century Tharg Robots! Be here!