Showing posts with label john smith. Show all posts
Showing posts with label john smith. Show all posts

Thursday, February 21, 2013

193. Suburban Horror and Interplanetary Terror

May 2009: Occasionally, you'll read people on comic book message boards referring to the early 1980s as 2000 AD's golden age. Then you'll probably, if Tharg's Street Team is doing its job, see somebody point out that the real golden age is today. There's no specific consensus on this point beyond just a general core belief that we've never had it so good, but can we put a finger on when this shift actually occurred? The smart money's on the spring of 2009. In point of fact, after I finished the first draft of this article, my esteemed fellow squaxx Colin YNWA announced that he nails it precisely with prog 1633, which saw the debut of Cradlegrave and the final episode of the Judge Dredd story "Backlash," in which the senior judges vote Hershey out of office in a stunning no-confidence referendum in favor of Dan Francisco, who will roll back the pro-mutant reforms. This story sets up the next year-and-a-bit of Dredd stories, the "Tour of Duty" arc. 1633 also has, arguably, the best cover of the period, an image by Edmund Bagwell so iconic that some hack in a film studio ripped it off three years later. But I also really love this joyfully silly Cliff Robinson piece on the cover of 1636, shown here, in which two juves are busted for the crime of turning Judge Dredd's smile upside down. It's a picture that tells a story, and it does so with glee and life, while that image heralding Cradlegrave does so with menace.

If you have not read Cradlegrave by John Smith and Edmund Bagwell before, then for the love of pete, order the collected edition. I say this despite knowing, confidently, that everybody else who has read it enjoyed it more than I did. Oh, it's completely terrific, please don't misunderstand that. I just find it so overwhelmingly unpleasant that I don't enjoy it much, but I sure do admire the almighty hell out of it all the same. What Smith accomplishes here is simply breathtaking, and anybody who missed this in weekly installments really did miss out.

To explain, this is a story set in a long, hot, cruel summer on the Ravenglade council estate in the outskirts of a major city. Here, there's a critical bit that's lost in transatlantic translation. Council estates in England are analogous to housing projects in America, but there appear to be considerable differences, and decades of sociological impact upon British readers that people over here simply aren't going to get in quite the same way. For one thing, there seem to be far more white kids in public housing in England than here, and for another, for the last fifteen years, teenagers in English public housing have been living under the shadow of what are called "Anti-social behaviour orders." These appear, to my eyes, to be generally ineffective and unbelievably broad guidelines suggesting that young poor people should not act like disagreeable layabouts, or else some magistrate court will inconvenience them, or more likely their parents, with burdensome fines. I don't mean to get all political here, especially about another nation's politics, but I think it's important to underline that these have the effect, in Cradlegrave, of turning everything that happens into a ticking time bomb that British readers will feel getting under their skin even more effectively than ours. Nobody is happy, everybody is bored, and there is a tension rippling underneath everything that's going to snap, and painfully.

Here's where I admire Smith's work on this serial so much: for weeks and weeks, nothing snaps. It's just the tension. The mind-numbing, painful, restless tension and that dense, incredibly effective and unsettling narration.


I'm pleased and awed by the amount of trust that the editor gave Smith and Bagwell for this project, because this genuinely is a series where, for weeks, nothing happens. The main character is a teen called Shane Holt, recently released from a juvenile facility for some petty and stupid arson, and all he wants when he comes home is to stay out of trouble, make his appointments with his probation officer, and make sure the family dog successfully births some puppies. Some of his friends and neighbors are selling drugs and acting stupid, and here's another brave choice I admire. It's really difficult to tell Shane, Cal, and many of the other friends and neighbors apart. Bagwell draws them as being visually very similar in face, build, and haircuts, and they all wear the same sort of hoodies and tracksuits - inexpensive, cheap conformity for teens on public money leaves them looking as menacing and identical as a platoon of Cybermen on TV.

This is not the sort of script that can be hacked out over a weekend. For this to build, week after week, the tension and paranoia and unhappiness, with no paranormal or extraterrestrial or any kind of science fiction element at all yet, it requires really meticulous construction. For example, there is a police presence after a hit-and-run incident on the estate. But the police are shown from a distance and with their backs to the reader, a deliberate choice that emphasizes that they are both outsiders and ineffective.

Of course, there is something paranormal, horrific and description-defying at Ravenglade that is impacting the narrative because it's screwing with people's behavior and responses. This revelation also takes place over the course of some really unsettling weeks, finally given a fleeting glimpse in passing in episode four. What we glimpse is outre and troubling, but it's also not anything that we can define and explain with any ease. Something is very wrong with an old lady who has lived on the estate with her quiet and unhappy husband for many years. She has... growths of some kind, and cannot get out of bed. One of the teens who comes to visit her whispers that it's some kind of cancer, but another snaps back that it isn't. They don't know why they're visiting her. They can't explain it. And things get stranger, the heat wave showing no signs of breaking.

Meanwhile, as things are slowly and with great deliberation disintegrating miserably on modern-day Earth, in the far future, things are going utterly nutballs on some lunatic death planet, and a very polite and very strange and very dead fellow called Zombo is in the middle of high-concept, turbo-charged superweirdness.


Zombo by Al Ewing and Henry Flint is... well, it's a lot of things. It's a breathless love letter to the sort of wild, over-the-top violence seen in old pulp fiction and in the early days of 2000 AD and its ancestor, Action. It's established, simply, that the story is set on a death planet onto which a passenger spaceship has crash-landed. The question for readers is not who will survive, but can the creators top themselves with a more ridiculously over-the-top death every third page or so.

With very deliberate throwback narration and dialogue and with gleefully ridiculous concepts like rivers that run in circles, flowers that eat people, and a lingering, colorful "black hole" called a Death Shadow, Zombo is pure rocket fuel in every panel. I wondered how in the world the creators would possibly come up with a second story, which they did, to great celebration in 2010, and the answer is simple: they just drop Zombo into weirder and wilder yet radically different situations each time. What happens next... well, that would be telling.

Anyway, what all this is getting at is that in the spring of 2009, Tharg's Mighty Organ was offering shot glass after shot glass of rocket fuel. Maybe in the case of Cradlegrave it was the slow burn of good Kentucky bourbon, but everything was completely wonderful.

Next time, we'll check in with what the Guv'nor was up to. See you in a week!

Thursday, November 1, 2012

184. Nobody saw this coming.

June 2008: Two chapters back, I briefly mentioned a John Smith-written serial, Dead Eyes, illustrated by Lee Carter. Rereading it, I'm not persuaded that it's an overlooked treasure. Smith is, by some distance, one of my absolute favorite writers of comics, but Dead Eyes simply isn't very compelling, in part because the early episodes of this serial are a misshapen, turgid bore about secret conspiracies, ley lines, underground civilizations, and a naughty British government. It's like somebody shook out the contents of an issue of Fortean magazine over the plot of Smith's 1993 serial Firekind.

Dead Eyes gets worse before it gets better. Our hero, Danny, meets a telepathic Neanderthal, Unthur Dak, who's been living in Cthonia, the secret underground world that the secret government shadow conspiracy wants to find. Tensions mount, bullets fly, none of it manages to be very compelling or exciting, and then, in the final episode, with the naughty military-industrial complex at the cusp of victory, Dak lets Danny know that the cavemen have a secret doomsday device, an instantly-activating fungus spore thingummyjig that will entirely wipe out humanity before Cthonia's secrets are revealed.

You may recall from Dr. Strangelove that the whole point of a doomsday device is to act as a deterrent. I was waiting for Danny to ask Unthur Dak, "Why didn't you tell the world?" He doesn't.

Anyway, not for the first time, it feels a lot like Smith wrote himself into a corner and needed his classic creations, Indigo Prime, to pull the story out of a dead end. And so, in one of the absolute greatest and most thoroughly unexpected moments in all of 2000 AD, characters from another series entirely break into the narrative of a story that has been running quite on its own for three months.


Sadly, I had this amazing moment spoiled for me by, of all people, the great artist Chris Weston! In possibly the only time in my life I've ever been aggravated with Weston, who designed the Indigo Prime operatives Max Winwood and Ishmael Cord, he was so pleased and surprised to see them back in action in his weekly subscription prog that he announced it on his blog within a day or two. I had been steadfastly avoiding spoiler threads and the like for all the media that I enjoy for years, but I certainly didn't expect that I needed to shield myself from the personal blog of an art droid who hadn't worked for 2000 AD for ages. I was livid with Weston in the manner of a spoiled toddler for about ten minutes, then I forgave him.

At any rate, the Dead Eyes finale wrapped up 2000 AD's tumultuous spring, with a chorus of voices asking when the proper Indigo Prime series that it appeared to herald would begin. The answer, sadly, was "sometime in 2011." In prog 1590, a new ten-week lineup started, featuring Nikolai Dante, The Vort, Sinister Dexter and the second story for Pat Mills' and Leigh Gallagher's Defoe.


In 2007, Mills had launched two series simultaneously. Greysuit was well received, certainly, but Defoe was by leagues the more popular of the two. In this story, "Brethren of the Night," Mills expands Defoe's supporting cast - too quickly, it could be argued - and keeps throwing a dizzying number of characters and ugly situations at readers. I enjoy how different parts of the British government, fighting hard against the zombie plague, don't really seem to know much about what the others are doing. Titus Defoe is the hero of the story, but in the corridors of Whitehall, he's simply "Newton's man." The spymasters and secret service types are fighting dozens of subtle wars and battles, and the zombie problem is just one of many.

There's a really terrific bit early in this story where Defoe and his gang meet up with Bendigo, a "gong farmer" known to them all as a champion boxer. He's sending young boys down into the sewers to farm for him, and the kids wake up a zombie nest. I love the intensity of this sequence, with the kids desperately crawling through tunnels while flaming monsters chase them down. Gallagher does terrific work throughout.

Interestingly, in the collected edition of the story (available in the first volume, 1666), some substantial relettering was done. Readers complained that some of the narrative captions, a memoir written by Mungo Gallowgrass, were not very legible. They were also done, I'd say, in a script more elegant than we should expect from the weird, vulgar Gallowgrass. I'd call him Mungo, like his friends do, but really, Gallowgrass has no friends.

Next time, Nikolai Dante goes to war in Amerika. See you in seven days!

Thursday, October 18, 2012

182. One Disastrous Lineup

April 2008: It's simple arithmetic: at some point in any editor's time in charge of an anthology comic, there is going to be a "worst moment." In the case of 2000 AD, for my money, Matt Smith's one and only utter fumble at the helm came for a three-month run in the spring of 2008, when, flatly, the only thing in the comic that was any good was a three-week Nikolai Dante adventure. When it ended, all that was left were ashes, with even Judge Dredd stumbling badly, and, in a grisly reminder of certain patches in the early 1990s, not one of the five stories was worth reading. The best of them was a one-off serial called Dead Signal by Al Ewing and PJ Holden, which, to its credit, offered up a cliffhanger to episode four that really was thunderously wild and weird. It even made up for the fact that the reliable Holden fumbled the cliffhanger to part two so badly that it's impossible to tell what the heck you just read. Coming just a few pages after a similarly baffling and confusing cliffhanger to an episode of the interminable The Ten-Seconders, it really is very memorable. The following week, it turned out that the helicopter chasing our hero Marc vanished into thin air. That's not what it looked like.

But wait a minute, you may say. Even Dredd was a mess? In a very important continuity story written by John Wagner? Sadly, yes. The culprit is a major five-part story called "...Regrets." Previously, the judges had chosen to relax the anti-mutant laws and begin allowing genetically-altered immigrants from the Cursed Earth to enter the city. For ceremony and good press in the rise of hateful public outcry against this measure, the first mutant people allowed to visit are Dredd's kinfolk, the Fargo family, whom we met in the epic "Origins" in 2007. This is a critically important story, and it deserves artwork with some considerable impact. Sadly, it is given to an artist who is still at the early stage of his professional career, the wonderful Nick Dyer, and he makes a complete and utter hash of it.

Dyer has improved massively since "...Regrets," and I really do like his breezy, McMahon-influenced style, but, flatly, this artwork is a complete mess. I'm sympathetic to his problems following Wagner's script, however, because here is a rare example of Wagner himself completely stumbling. For many of us, Wagner is above criticism, and I do believe that he's just about the best and most consistent writer of comics in the business. Nobody is perfect, however, and here, Wagner is very badly in need for Smith to step in and edit his scripts. I realize that's a downright blasphemous idea in most quarters, but this is an occasion where it is true. There is a bizarre imbalance between small panels packed to full with copiously large word balloons full of police procedural gibberish, and large action panels that Dyer has difficulty filling. Consider the panels below, particularly the second.

Dyer's solution to the problem of that many words is to basically give up and donate the panel almost entirely to negative space. This should never, ever happen in a comic. "...Regrets" is like this constantly; indulging Wagner's fetish of having people say "do this, and then this, and then have somebody do this" is a huge violation of "show, don't tell," and Dyer doesn't know how to manage it. Now, frequently, readers are happy to indulge Wagner's fetish, because, in the hands of Flint or Ezquerra or MacNeil, it can read as riveting, but sadly not here.

As unfortunate as this is, it's still better than most of what's going on. I'll come back to Savage by Pat Mills and Patrick Goddard another time down the line at length, but briefly, Book Three had ended with the occupation in tatters and those stinkin' Volgs getting packed to go home, and then there's a mammoth offscreen gap of three years where they reoccupy England and readers have to figure out what the hell went on and who anybody is, because nobody explains anything. It ends with a major climactic episode where the first two pages are - madly - entirely silent, with no help to readers trying to understand what they're reading.

Worse still is the second and mercifully final story for The Ten-Seconders by Rob Williams. The first story had been flawed but, grudgingly, there was a little promise left. This time out, it is a complete disaster. Three separate artists are drafted to explain this mess, and only one of them, Dom Reardon, displays a dime of competence in telling a coherent story. But even he's lost with at least three separate casts of characters, none of whom refer to each other by name, with no narration. It's impossible to follow.

After three weeks, Reardon is replaced by Shaun Thomas, who further confounds the narrative by drawing all the leads as though they're bank robbers with panty hose on their faces. About halfway through the story, people do start referring to each other by name, and so I'm now reasonably sure that the characters whom I referred to in the first adventure as "Beardie and Beardie" are actually called "Malloy and Harris." They still look and dress identically. "Welsh Beardie," I think, died.

Then Ben Oliver takes over with episode seven and things fall completely apart. Oliver makes Nick Dyer look like a grizzled retirement-age professional, with pages of drawings that have no sense of even being related to each other. There's a scene in a hangar with Malloy - I think - training a jet aircraft's weapons on one of the alien gods. Not one participant in the scene even appears to be in the same location as anybody else. One character looks exactly like a Patrick Nagel painting of the lead singer of the Sisters of Mercy, though. That's something.

So in other words, you've got Ewing and Holden stumbling through a very complex serial, Wagner putting his poor artist through the twelve labors of Hercules, Mills electing not to tell anybody about a stunning development between stories, and Williams and the Three Stooges hitting readers over heads with hammers instead of patiently explaining the story. Compare these adventures to the ones that opened the year: Kingdom, Shakara, Stickleback and Strontium Dog. Never mind the Monday morning quarterbacking and wish that Tharg had juggled some of these stories so that the spring was not quite so dire, the run is made up of stories that feel like word balloons and captions fell off at the printers.

I'm a strong believer in comics being entry-level at almost all times. It may not be "realistic" to have characters think in complete sentences, or refer to each other by name when the reader first meets them in any given chunk of story, but comics aren't meant to be realistic. They have a language unique to art, and sometimes they can appear graceless, clunky, and inelegant to readers when spoken aloud, that's true, but I am presently rereading a lengthy run of DC Comics' Legion of Super-Heroes from the early 1980s, and, despite the oft-heard moan "The Legion is confusing!" from some comic fans, you honestly have to be a willful, stubborn mule to be confused as to who the characters are and what's happening in the stories, because the pacing is clear, the artwork is visually distinctive, characters don't look like each other, background details are explained in narration and thought balloons, and the dialogue allows each character to clearly name and identify the others. At this stage, during this spring, 2000 AD is failing miserably on this front, with one exception.

I didn't mention Dead Eyes, a serial by John Smith and Lee Carter, above, because, unlike its peers, it's a very straightforward and comprehensible story, and not guilty of confusing readers. However, it is guilty of both telling a story that Smith's already told, and also being incredibly boring.

So here we have a nature-loving culture that's into harmony with the planet and no use for technology but all sorts of time for esoteric, passionate sex, and a fellow who meets the culture is pursued by violent, greedy military types, and the fun lovemaking gets abruptly interrupted with bullets. If you enjoyed 1993's Firekind, in other words, here it is again on Earth, in a dreary, mud-painted exercise in post-X Files forteana, with Chtonia, Agharta, stone circles, ley lines and Neanderthals, and an evil, nasty British government full of secret agencies and kill teams.

Dead Eyes is just plain awful, and that's in part because it spends a solid month spinning its wheels having characters talk conspiracy jargon to each other and slowly, turgidly, make their way to the big city underneath a stone circle. Carter's artwork is printed far too dark, but, because he designs the characters to be distinctive from each other, and Smith, despite his reputation as difficult, is professional enough to keep the dialogue and explanations very clear, and so at no point is it ever confusing. No, it's just incredibly dull, and that's despite the presence of trademark Smith dialogue like: "Down's Syndrome orphans moulded by Masonic mind-control techniques into post-modern metrosexual killing machines for the state."

Mind you, the serial does have a hell of an ending. I'll come back to it in two weeks, though. This has been so long and depressing that I want to read better comics for a moment, like the ones running at this time in the Megazine...

Stories from this issue have been reprinted in the following collected editions:
Savage: The Guv'nor (Volume Two, from 2000 AD's Online Shop)
Collected editions of The Ten-Seconders and Dead Eyes are anticipated in 2013.


Next time, so we'll switch back over to the Megazine to weather out this storm and talk about Low Life. See you in seven days!

Thursday, December 8, 2011

155. Of Insects and Illiterates

It's July 2005, and the summer goes like this: the last few books in the failed initiative with DC have trickled to a close, the revived Doctor Who has concluded the first season of its triumphant return and seen out actor Christopher Eccleston in the lead role, fifty-two people have been killed in a series of terrorist attacks in London, and 2000 AD releases one of the most timely and politics-minded issues of its history. Much of the content is the usual high-concept SF stuff, of course, safely told in far, fanciful, futures. There's Leatherjack, detailed below, and Robo-Hunter, about which, more next time. But this week's Judge Dredd, the first of a two-part story by John Wagner and Phil Winslade, is especially timely, with Wagner railing against the increasingly paranoid mindset that seems to be in charge of the War on Terror.

By chance, I came back to this story in my reread at the same time that I read John Mortimer's penultimate Rumpole of the Bailey novel, 2006's Rumpole and the Reign of Terror. This will get the spotlight over at my Bookshelf blog on Tuesday, and they are very similar in their anger. The US and UK each shared a massive overreach in police powers in response to terrorism. In Britain, this has resulted in incarcerations without formal charge, the excuse being that to formally charge a suspect might compromise classified intelligence. While in the present day, Horace Rumpole finds himself in the legal fight of his life trying to defend a Pakistani doctor when nobody will tell him either what he has done or what evidence is against him, in the not-all-that-future-world of Mega-City One, Dredd and the judges have arrested a citizen, told him only that he's being held in connection with the recent bombings by Total War, and suggested very strongly that things will go much better for him if he just confesses. They don't tell him to what they want him to confess. Episode one ends with the hapless citizen pleading for his life and an impassive Dredd sentencing him to indefinite confinement by the rights afforded him under the Security of the City Act. It's an incredibly bleak little story, but also completely furious.

Over in Savage, meanwhile, Pat Mills and Charlie Adlard are chronicling the life of a London occupied by the Volgan nation. Mills doesn't really build up his anger and release it in targeted bursts of fury in quite the way that Wagner does; rather, it's poured out smoothly over every panel of Savage. The result is just fantastic reading.



"Out of Order" is the second story (or "Book Two") for the revived Bill Savage, brought back from obscurity and occasional editorial mocking the previous year into a taut and impressive modern thriller. It is a really exciting rollercoaster, with one hell of a lot of plot packed in. Episode one resolves the cliffhanger ending from Book One and introduces Captain Svetlana Jaksic as Savage's principal nemesis. Her abrupt demise at the close of this story really is a surprise; it looked for all the world like Mills was setting her up as a long-term villain, but she dies without ever knowing who her enemy really is. We also meet new gangs of terrorists - slash - freedom fighters, few of whom coordinate their efforts with each other, get to see the Volgans' effective-but-evil tactic of ensuring human shields for their tank convoys by tossing candy to starving children, and get a powerful human element with the introduction of Bill's brother Tom and niece Jan.

I confess that I'm a little troubled by Jan's rape in this story. This is the second time in the last few years of 2000 AD where Mills has allowed a violent act against a woman to galvanize a hesitant male into action. It was more egregious when Moloch raped and killed Niamh in Slaine, as that was the end of a long-running major character, and here it is "just" the last impetus that Tom needs to help brother Bill with his plan to get inside occupation HQ and assassinate Volgan Marshal Vashkov.

While I acknowledge the event and question its narrative value, I choose to overlook it, right or wrong, because "Out of Order" ends with three of the most stunning episodes of this long-running series. The killing of Vashkov belongs on anybody's list of great Pat Mills moments. The way that Vashkov tells Savage a story, confidently expecting that the man in front of him will choose the path of heroism and honor, only to find that he has horribly misjudged things, is completely beautiful. Savage thanks Vashkov for the information, but for a totally different reason than the Volgan expected, and responds with all the abrupt and impassive force of Tommy Lee Jones in the film version of The Fugitive when he tells Harrison Ford's character, "I don't care." Adlard draws the hell out of this sequence. The image of the feathers blown out of the pillow used to muffle the shot will stay with 2000 AD readers forever.

And all this is before the book's actual climax, when Savage takes care of Captain Jaksic and lets a restaurant of collaborators know what he thinks of them. It's a moment where Bill Savage finds that line between terrorist and freedom fighter and absolutely leaves readers with a lot to think about. This is a completely, totally brilliant comic.

While both Dredd and Savage are raising questions about today's world, Leatherjack by John Smith and Paul Marshall is wild, escapist, crazy and only tiptoes around any obvious political ideas. Smith and Marshall had, in 1993, collaborated on the very good Firekind. This story isn't quite as successful to me, in part because Marshall's artwork has evolved over time to a style that I don't enjoy quite as much. His character designs are as impressive and grotesque as ever, but he's inking with a much heavier line for starters, and the intricate and delicate alien universe of Firekind is not present here. It's a world that looks stark, too solid and, honestly, a little generic.

Leatherjack is the story of an assassin, working thousands of years in the future for a disgusting crime lord and employed to retrieve a book which unlocks human consciousness, and which is in danger of being destroyed, along with all the other books on a library planet, in a galactic war. To his credit, Smith does provide a terrific introduction. The story opens following an aging professor, who's been given access to the library planet by the great big alien bugs who run the place and are defending it from bombardment by the Spinster Empire. We meet all three sides in this conflict, and the professor would appear to have a major role to play as the action gets started. Surprisingly, however, the professor is killed in the second episode as Leatherjack takes center stage. Smith loves to mess with expectations and certainly doesn't mind killing off his supporting cast, but that really was a big surprise. I mean, even once you get past the remarkable surprise of how the professor leaves the story and the assassin enters it.

It sounds agreeably engaging, but it all somehow fails to gel. We never get to know any of the characters, and those that we do meet just seem like templates from John Smith's playbook - depraved dictators, foppish killers, observers watching from the sidelines seeing events spiral out of control and saying "no no no no." These are all things that we've seen before. Add in a climax in which an ancient, totemic power rises to wipe out the technology of the warfleets that threaten it, and the whole thing feels like a longer, shallower incarnation of the creators' earlier, excellent Firekind. And after reading this several times, I'm still not certain that the Spinster Empire, a comedic bunch of Mary Whitehouse parodies flying around in space-faring censorships, didn't wander in from an entirely different strip altogether.

Leatherjack, whether it thrills you or not, is certainly notable for one thing. Its run of eighteen consecutive weekly episodes by the same team is the longest over the decade of the 2000s. A couple of years ago, I predicted that the desire to quickly repackage successful and celebrated thrills into graphic novel form would lead to longer serials, making the book versions a little meatier and more attractive to new readers. This has not been borne out; the longest individual story since 2005's Leatherjack has been Stalag 666 in 2008.

Stories from this prog have been reprinted in the following collected editions:
Leatherjack: The Complete Leatherjack (2000 AD's Online Shop)
Robo-Hunter: Casino Royal (free "graphic novel" collection bagged with Megazine # 308, from 2000 AD's Online Shop)
Savage: Taking Liberties (2000 AD's Online Shop)


Next time, Hey, did somebody say Robo-Hunter? You know what that means? More scans of Samantha Slade! See you next week!

Thursday, October 6, 2011

150. Men With Mustaches

April 2005: Chris Weston provides the wonderful cover art for Judge Dredd Megazine 231, although sadly, he doesn't do the Dredd story inside. This is a semi-launch issue, with mostly all-new serials and stories starting in this issue, the only holdover being The Bogie Man. Now, this might seem like the most tenuous point upon which to ever hang a blog post, but I couldn't help but notice, as I was looking for decent images to scan and stories about which to write, that there sure is a lot of facial hair in this issue. Seriously. Okay, well, maybe not in Johnny Woo, the first solo story of a character introduced as a supporting player in a pair of Dredd stories some four years previously. In the three-part "A Bullet in the Head" by Gordon Rennie and PJ Holden, who is tasked to draw an insane amount of extraneous background crowding and detail and rises to the challenge, we learn that Hong Tong inspector Liu Chan Yeun is not the only policeman in the city to work both sides of the law.

There's a brand new serial starting this issue called Zancudo, and both the hero and the villain of the piece are mustached. This weird little strip crept under everybody's radar and seems sadly forgotten today. Drawn by Cam Kennedy, it's written in a very over-the-top and winking way by Simon Spurrier, and feels like a knowing, ironic throwback to comics of the 1970s. Readers familiar with the crazed, edge-of-your-seat narration in the recent, third Zombo story, which just wrapped a month ago, might know what I'm talking about. The narration seems a little misplaced for this story at first. It's set in the South America of Dredd's universe, where the mega-cities of that continent are not separated by a radioactive desert, but by an overgrown super-rain forest that takes up much of the continent's interior. The transfer of a psi-criminal goes bad when the transport crashes near the ruins of an old native city, and the heroic judge learns that there are gigantic mosquitos enslaving helpless tribesmen.

What makes this a really memorable and spectacularly fun story is how a throwaway line in part one is revealed to be something much bigger and utterly unexpected in the cliffhanger to part two. Zancudo, we learn, hilariously, is actually a sequel to an over-the-top, well-remembered 1978 2000 AD serial called Ant Wars. It really doesn't do the serial any favors in the long run; as we'll see when this blog comes to such serials as Malone, The Vort and Dead Eyes, whatever happens in the pages of the new story is almost instantly subsumed into the mythology of the larger series that connects to it. It changes from "Zancudo was a three-part story about a psychic criminal in South America, and giant mosquitos" to "Ant Wars had a sequel, 27 years later." Still, the ride getting there was a blast.



Back in action this month is Devlin Waugh in "All Hell," a six-part story by John Smith and Colin MacNeil. Have to say, Smith is repeating himself just a little this time out. We've seen this opening, with Waugh being all decadent and lazy and trying to relax but the forces of magical evil require him to stop being so selfish and get to work saving reality, at least twice before. On the other hand, once this story does get moving, it turns into one of the very best for the character, with Devlin and two battered-and-bloodied allies on the trail of three occult criminals, descending through planes of Hell on the trail of some McGuffin or other.

Actually, now that I think about it, that Indigo Prime article that I wrote a few weeks ago reminds me that Smith's done descent-into-Hell before as well, in the Fervent and Lobe story "The Issigri Variations." Heck. Nothing new under the sun, is there?

Happily, the actual story in Devlin Waugh this time out is much better than my grumbling might lead readers to believe. It's certainly better than "The Issigri Variations," anyway. Devlin's such a fun character, and the stakes feel genuinely high and dramatic, and Colin MacNeil, clearly drawing inspiration, as he always does when painting this strip, from Tom of Finland, pulls off the requisite violence and gore with expertise. It's a terrific story.

That said, suddenly everything is really in Dredd's shadow again. "The Monsterus Mashinations of PJ Maybe," by John Wagner and Carlos Ezquerra, is a four-part story that proves really critical to Maybe's overall exploits. Really, anybody left thinking that Judge Death or Mean Machine Angel are Dredd's greatest enemies have not read the strip in a decade. Maybe's natural evolution into the series' all-time greatest villain is a joy to watch unfold.

I was a little disappointed when I first saw that Ezquerra was the artist for this installment, which is a pretty darn odd feeling for anybody to have. It's just that with the previous story, "Six," Chris Weston made a huge impact, and even surpassed Maybe's co-creator Liam Sharp as the definitive artist of the character in my book. ("Six," which originally ran in June 2004, was discussed ten chapters back in this blog.) It was a nice touch, asking Weston to provide this issue's cover; it's a subtle way of allowing one artist to pass the torch to the next.

So this time out, Dredd has taken a team of judges and diplomats to Ciudad Baranquilla - the scheduling of Zancudo was pretty appropriate, it turns out! - in the hope of smoking out Maybe, whom Dredd is certain is somewhere close, hiding out in plain sight, his face changed and using his secreted wealth to buy favors from that city's corrupt justice department. The cat and mouse game that emerges is unbelievably satisfying. Light and L in Death Note don't have a patch on these two. Maybe is a good three steps ahead of Dredd, but every so often, the judge's instincts and experience give him a critical advantage that Maybe could never have predicted.

Since the story has continued to unfold, develop and strike out in stunning new avenues every few months, I hate to say this for fear of spoiling any potentially new readers, but it's obvious that Maybe gets away in the end. This story concludes with Dredd satisfied that Maybe is dead, but he's actually wearing another stolen body - a philanthropist doctor who is heir to a great fortune - and going home to the Big Meg after far too long away. What happens next is just amazing. I can't wait to read "The Gingerbread Man" again.

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

Sadly, only the Judge Dredd story has been reprinted so far, in The Complete PJ Maybe. (Amazon UK)


Next time... well, you'll have to wait a little bit. This concludes the original, planned 13-week return of the blog, but readers have been very encouraging and kind with their notes of appreciation, and so I'll be resuming for a good few more blog posts. I'm already sketching out the next few installments and deciding what images to scan, and will be back after a short recharging break.

In the meantime, bookmark my Hipster Dad's Bookshelf during the hiatus, where, among other things, I'll be writing about The Bendatti Vendetta, Lenny Zero, and the new series of Indigo Prime, along with some Walter Mosley books and other things. Thanks for your support, and see you in November!

Thursday, September 8, 2011

146. Indigo Prime is back, and it's about time. And other things.

September 2011: Today, we jump about seven years ahead in the narrative in order to look back more than twenty. We can only do this - well, that's not true, it's my blog and I'll do what I want with it, but play along - we can only do this when there's been such a massive upheaval to reality that somebody needs to come along and manipulate time, space, parallel universes and the building blocks of matter and fix things to our liking. It's time to contract with the agents of Indigo Prime, and hopefully, paying the invoice won't mean wiping your great-grandfather out of history. For new and recent readers of 2000 AD, the comic is about to get really, really weird. Old fogeys like me are rubbing our hands in anticipation and glee for the first proper new Indigo Prime adventure since 1991, but newbies might need a little explanation for what's about to be unleashed in the pages and pixels of prog 1750. This issue will be available from Clickwheel in digital format on September 14, but hard copy subscribers in the UK got their prog in the post five days ago. This is one of those times when the eleven-day gap between the two causes a small but nevertheless thermonuclear explosion between my ears.

I'm also writing this entry at the end of August, before the subscribers get their copy, and before I ruin things for myself by reading the spoiler threads on the message board. I'm very impatient about this.

So, what's the deal with Indigo Prime that warrants this kind of discussion? Most comic series, after all, even the ones returning to action after a long absence (such as Flesh) have a simple premise and a coherent backlist, so a newbie can hear a sentence description, grab a collected edition and jump right in. Well, Indigo Prime is a trifle incoherent, confusing, complex in the most lovely way and intermittently utterly brilliant, and despite the good intentions of a previous graphic novel editor, the "complete" collected edition is missing the first three stories and a sense of grounding to explain what the heck this series is about. So if you're sitting uncomfortably...

Back in 1986, John Smith was among the wave of writers breaking into 2000 AD, and the larger industry, through several one-off comic episodes, usually under the Tharg's Future Shocks banner. He was punching these out alongside the likes of Peter Milligan, Grant Morrison, Alan McKenzie and Neil Gaiman under Steve MacManus's editorship. Under MacManus's tenure, 2000 AD's format was a good bit more flexible than it is today. While, for years, we've had a fairly strict lineup of five stories in each issue, with one-offs usually scheduled to mark time between the end of a serial and the next relaunch prog, back then, MacManus was telling these and other rookie writers to turn in Future Shock scripts anywhere from one to five pages in length. With strips like Ace Trucking Company varying its page count week to week - probably to give its artist Massimo Belardinelli occasional chances to catch his breath and only draw three pages once in a while - and wild variations in the number of ad pages, 2000 AD was able to release weekly editions with as many as seven strips an issue. Actually, sometimes it was eight - I was forgetting that Peter Milligan and Brendan McCarthy's Sooner or Later was appearing most weeks on the back page at the time.

The point being, these rookie writers were able to fling a hell of a lot of ideas at the wall, far more than rookies get to these days, while learning the rules of short weekly episodes, and Smith found an interesting way to try building a small "universe" of interconnected strips. In 1986, with artist Nik Williams, he came up with a Future Shock called "A Change of Scenery," in which two strange beings named Basalt and Foundation, representing a company called Void Indiga, offer to spare Earth from a pending alien invasion, in return for a huge amount of the Earth's natural resources: the Pacific Ocean. Their offer is declined, but humanity quickly calls them back when the aliens overwhelm us. Basalt and Foundation change reality so that the invasion never happened, but the world's leaders, led by a Clint Eastwood-like American president, renege on our end of the deal. Basalt and Foundation cannot be found again when the next alien invasion comes. This story was finally reprinted in Rebellion's The Best of Tharg's Future Shocks collection.

Eighty issues later, in March of 1988, a new series by Smith and Steve Dillon was launched, without much in the way of hype or announcement. Tyranny Rex debuted as a light and odd little three-parter about a reptilian girl in a world where clones of 1980s pop stars are hugely profitable for big mega-corporations, and where pirated clones of these performers are singing across the black market. Tyranny was a sort of underground celebrity, an art terrorist one step ahead of The Man. It was a pretty stupid story, but just strange enough to be memorable. She returned in July with another three-parter about an actor opening a supermarket that gets swallowed by a giant floating whale. This was a weird series, albeit, up to this point, one told in a pretty straightforward way.



Things got really demented in July with the release of that year's Sci-Fi Special. The Tyranny Rex story here is untitled but referred to as "Woody Allen." Madly, it has never been reprinted, and confusingly it references another story, "Soft Bodies," which wouldn't see print in 2000 AD for another four months. (And then there would be a five week gap between its last two episodes. Seriously.)

Anyway, anybody who was expecting another frothy and light adventure for Tyranny Rex quickly got a wake up call when Basalt and Foundation showed up again. Now the company they are working for has been renamed Indigo Prime - Smith explained that he changed the name when he learned of a Steve Gerber property that was one letter off from his - and Tyranny has hired their services so that she may build herself a universe from the atoms of one that's just expired. She's actually there not to play God, but to cause enough spectacular damage to the fabric of everything that the universe where she came from starts suffering cataclysmic aftershocks. She's basically using parallel universes to avenge the death of her species, and it leaves Major Arcana, one of the company's directors, out for the blood of the two freelance "psilencers" who cleared Tyranny for this level of power, and then overbilled the company. (Though I suspect that Arcana has really, really hated these guys for ages anyway.)

We finally get to know the freelancers Fervent and Lobe, the time-traveling psychic cowboys who made that fleeting appearance in "Woody Allen," when "Soft Bodies," illustrated by Will Simpson, appeared sporadically throughout October and December 1988. They got their own eight-part story, "The Issigri Variations," the following autumn. It's a comic about an opera that the characters wrote after an adventure descending into Hell on a false trail that results in Satan breaking free of his shackles and threatening a universe or two. Basalt, Foundation and Major Arcana have to bail them out of this mess, which also introduces Lobe's former girlfriend, a morbidly obese fortune teller named Almaranda.

It must be said here that Simpson and Mike Hadley, who drew "The Issigri Variations," deserve combat medals for making any sense of Smith's scripts. In much the same way that the late John Hicklenton would often throw down his gauntlet and confrontationally challenge what we expect as traditional comic art storytelling, Smith just goes to war with conventional narrative in these stories. Some chunks of "Soft Bodies" are excerpts from the film adaptation of the actual event, and some chunks of "Issigri Variations" are highlights from a musical stage performance of what really happened. Neither the film nor the opera are fair or accurate adaptations. At one point in "Soft Bodies," Fervent and Lobe are shown at a screening of the movie, protesting that the director got it wrong. Perhaps this is why the comic adaptation of "Soft Bodies" saw print after "Woody Allen." The actual event came first, but the movie came later? Anyway, both are just huge fun, but when you take these very, very challenging ways to tell stories, and then tell very dense and confusing tales about art terrorists, disintegrating bootleg clones, rewriting reality and, somewhere in the background, a corporation that unzips the walls of time and space for profit, and then tell these narratives with Smith's over-the-top purple prose - the "shatterlight shatterlight p o p p y c o c k" stuff, as Garth Ennis once parodied it - it's no wonder this stuff was trying people's patience.



So about seven months passed, and in May 1990, we finally got the first of five episodes, illustrated by Chris Weston, that actually went out under the Indigo Prime banner. Somehow, the Tharg of the time (Richard Burton, I think) resisted the urge to promote it by saying "At last! Those weird-ass supporting characters who've been making your head hurt for four years have their very own series!" These appeared in issues 678 and 680-82, and they are completely terrific, although still wonderfully weird and challenging. We learn that Indigo Prime is in the business of re-making and re-modeling whatever reality and whatever events are paid for, through the use of sceneshifters, who manipulate space, seamsters, who manipulate time, and imagineers, who have the most fun and manipulate dreams and the collective unconsciousness.

Indigo Prime employs at least fifty-four operatives, working in teams of two, for full-time field work across all the parallel universes, along with another eighteen or so freelance Psilencers and moderators and countless office staff to monitor events. Most of them, by far, are never seen (about which, more in a moment), but we get to meet the signature team of Winwood and Cord, seamsters, in a little adventure tracking an important inventor from an Earth's future back through a hole in time to prehistory. Max Winwood is a well-dressed dandy who mixes well into Victorian or Edwardian culture, and Ishmael Cord is a muscular, slightly vulgar fellow in a top hat with body odor issues. In "How the Land Lied," we meet another pair of sceneshifters: Sean Fegredo (named, one suspects, for two of the artists who worked on Smith's The New Statesmen, yeah?) is a big-haired oddball who looks like the BBC-TV version of Zaphod Beeblebrox with just the one head, and Trevor Brecht is a London city gent, and they're brought on by planetary theme park developers to eradicate a culture that based itself on teevee transmissions from the 1970s and worships the images of actors Paul Michael Glaser and David Soul. That was it for the spring. In December 1990, Fervent and Lobe got one more story, again drawn by Hadley, in that year's Winter Special. Almaranda came back for a two-parter in March 1991.

There are many really neat things in the narrative of Indigo Prime, but one of the things that I like the best is that there is a simply huge cast of characters whom the readers don't meet. In the comics, we are only introduced to six of the 54 full-timers, and none of these pairs meet or interact with each other. It has always reminded me of television's Sapphire & Steel, where a weird plot gets started, and then these strange protagonists show up, with nothing more than little hints of where they come from and who sent them. In much the same way that in that first TV serial, a supporting agent called Lead arrives and, with one line of dialogue addressed to Steel, "Jet sends her love," a thousand fanfics were launched, Indigo Prime tickled the imagination of readers. There's a single panel of flashback in the final story of the original run that appears to show more than a dozen Indigo Prime operatives locking an old villain away. So do these guys know each other pretty well? Do they work together or do they have petty rivalries? Do they have interoffice romances in the vacuum of unclaimed universes, sneaking away to the other side of a collapsing star during the holiday party?

In a way, all this hidden backstory is reminiscent of the huge amount of background apocrypha that Smith, clearly influenced by Watchmen, prepared for The New Statesmen. That's understandable; a writer as young as Smith was at the time is bound to let his excited imagination prepare far more material than is really necessary, but releasing supporting details like the company's organizational chart had a remarkable impact on Indigo Prime's fans. It made an already strong series much more memorable because of the stories that we knew were out there, but had not yet read. And we haven't even got to "Killing Time" yet, which is when everything really ramped up.

Oh, yes, "Killing Time," easily one of the wildest things to ever appear in 2000 AD. Up to this point, Indigo Prime had been an incredibly neat, dense and occasionally fantastic little series, but in my book, "Killing Time" remains one of the finest things to ever appear in this or any other comic.

"Killing Time," if I may cannibalize my old essay at "Touched By the Hand of Tharg," was a truly shocking ten-part story in which seamsters Max Winwood and Ishmael Cord allow Jack the Ripper, disguised as a traveler on a train that travels backwards in time, to complete his last murder in order to provide the burst of psychic energy needed for them to leave all known realities and battle the Iscariot, a creature imprisoned outside time and space who was using the Ripper to ensure its own freedom. Smith's scripting on this beast is a masterwork of horror - each episode builds upon the previous with some absolutely stunning moments and horrendous imagery by Weston. The story is discussed in much greater detail by my friend David Page at his YouTube-based 2000 AD blog, Dead'll Do, in a five-part retrospective that you should enjoy viewing.

It's understood that stories like "Killing Time" will enjoy some inventive bloodshed along the way, and that the supporting cast includes characters you probably shouldn't get too attached to. But with death scenes as nightmarish and downright bizarre as what gets meted out in this story, Smith took the high-concept weirdness of Prime's unusual SF origins into something jawdropping and horrific. 2000 AD should always be dangerous and unconventional - it's what makes it better than any other comic - but never mind what happens to the guest stars and the baddies, the heroes in adventure series simply never meet the sort of fate that awaits Winwood and Cord in "Killing Time." Not one person who read the finale in 1991 did so without exclaiming aloud.

Which made it very odd that, after it, there was silence.

Smith lost interest in Indigo Prime after this and moved on to other things. Among them was the disappointing Scarab, an eight-issue miniseries from DC's Vertigo imprint in 1993-94. Disagreements with editorial and management left this the remnants of a planned, ongoing Dr. Fate series. Having written his characters into a wall and realizing that low sales and corporate indifference meant that it didn't matter what he did any longer, Smith invented a couple of new characters called Dazzler and Creed who act exactly like Indigo Prime agents and had them save the day. They don't appear on Indigo Prime's organizational chart and that agency is never named in Scarab - wouldn't want to give anybody any trademark advantage - but it's otherwise very much like the stunt that Steve Gerber pulled when he freed his creation Howard the Duck from the character's owners in an issue of Savage Dragon, entering him and Bev into Image Comic's witness protection program as "Leonard the Duck" and "Rhonda." Since we have Gerber to thank, in a roundabout way, for the name Indigo Prime, I consider that appropriate symmetry.

It also means, since DC later incorporated Scarab into their mainstream superhero universe for some idiotic reason, that Smith can have Indigo Prime just close off and shut down that entire fiction as a waste of time.



Well, there was actually a little more from this property, but not as a comic. There were a few additional Indigo Prime text stories that appeared in the pages of various 2000 AD summer specials and Yearbooks in the early 1990s. Honestly, without the visuals and the language of comics, I didn't think that these worked at all, but the determined might find a little amusement in "Weird Vibes," which introduces imagineers Carrol Walken and Miles Quiche. It appeared in the 1993 Yearbook.

Well, all times and all places are the same to Indigo Prime, but those of us in this world had to wait until 2008 before seeing them again. This came at the very end of a twelve-part serial called Dead Eyes by Smith and Lee Carter that ran that spring in issues 1577-1588. It looked like, again, Smith was writing himself into yet another cul-de-sac when everything shut down and the protagonist was yanked out of his dying reality by none other than Winwood and Cord, last seen mutilated and helpless at the end of "Killing Time." They were depicted, in that brief, tantalizing moment, as not having got out of that mess entirely intact.

That spring's lineup was a really disappointing one, but the end of Dead Eyes almost made up for the whole thing. Fandom jumped and we all punched the air. Indigo Prime was back! Winwood and Cord survived! Could this be the setup for their return?! Well, kind of. It's been three and a half years since that wild moment. We finally got confirmation in the summer of 2010 that the series would be returning. Everything else has been drumming fingers on the desk waiting.

There is a book, co-published by DC and Rebellion during their short-lived enterprise, called The Complete Indigo Prime. It isn't. It's got the 1989-91 episodes from "Issigri Variations" through "Killing Time" complete, but lacks the appearances in "A Change of Scenery," "Woody Allen" and "Soft Bodies" that let readers understand what the hell they're about to read. As a book, it's therefore a complete mess, starting with the most difficult story, the narrative-attack of "Issigri." I don't know whether there's a more dizzying example of being thrown in at the deep end in comics.

As for the future, Tharg and John Smith have been quiet about what to expect. I sincerely hope that this new series, at last, heralds the long overdue great big domination of 2000 AD by one of my all-time favorites. Given John Smith's, shall we say, mercurial tendencies towards committing to a series long-term (where in the hell is the next Devlin Waugh story, man?!) and editor Matt Smith's tendencies against keeping anything in the prog for much more than twelve weeks at a time, this might well turn into another frustration of occasional short runs and brief appearances without any momentum to keep things going. But I've got my fingers crossed that this initial run of perhaps three months will be a huge success and we'll see a lot more of the series, and many more of its huge cast of characters and realities.

I think that we've waited quite long enough, thank you!

Next time, back to 2004 and that year's Christmas prog, which gives me another chance to talk about Samantha Slade. Aren't you grateful?

Thursday, March 4, 2010

124. Somebody Remembers Firekind

Welcome back to Thrillpowered Thursday, the blog that strives to do something about the shameful lack of publicity that the Galaxy's Greatest Comic manages in the world of online media. Normal service, where I'm looking at issues and stories originally published in 2003, will resume next week, but this time around, I thought I'd ease back into things by sharing with readers some of the more recent newsworthy items to refresh your mordant thrill-circuits.

On a personal note, one highlight of the last two months was being interviewed by The Comics Reporter, Tom Spurgeon, for his Holiday series, in which twenty "of the best writers about comics" (well!) talked about "favorite, representative or just plain great... books from the ten-year period 2000-2009." Tom asked me for a shortlist of titles I thought that I could ramble on about. I suggested 2000 AD along with All-Star Superman, New X Men, Pluto and Scott Pilgrim, four titles I could happily talk about at great length, but I certainly enjoy proselytizing about the House of Tharg more than anything else, so I'm glad Tom went with that. If you missed the interview, you can read it here, but I'm certain you all have that site bookmarked and read it every day anyway, right?

I did make one point in the interview which was evidently worth following up. As I'm certain readers know, 2009 was the year where Diamond, the company that distributes 2000 AD in North America, got infected with an amazing case of incompetence. I wrote back in July about how Diamond was becoming so utterly infuriating to deal with, and honestly, the problem only got worse. Adding insult to injury, the "prog packs" of bundled, polybagged comics were not appearing in stores on the day that Diamond's publicly-viewable ship list claimed that they were. Rich Johnson, who runs the Bleeding Cool news and rumor site, asked Bill Schanes of Diamond to comment on the problem. As you can read at Rich's site, Mr. Schanes spoke more about the problem of economics and profitability than actually, you know, shipping the dang comics to stores.

I certainly appreciate somebody from Diamond going on the record about the issue - I have actually phoned Diamond on two occasions and found no satisfaction whatsoever, so props to Rich for getting somebody on the line - but Mr. Schanes didn't address the problem. The solid, indisputable fact is that I can go to Diamond's site on any given Wednesday and see what they claim will be in stores that day. On those occasions that a prog pack is listed, for example November 25, I can go to the comic store of my choice and watch as each and every box is unpacked and those comics are not in there. I have no objection at all to Diamond soliciting an "October" pack in August and not shipping it until November. I understand there's a small delay in bundling the things. What I object to is the company making a claim that they're shipping product on a certain day and then not doing it, regularly and routinely.

I really don't intend to talk about this any longer. That's because the other really nice highlight of the last two months has been going digital. I decided that, starting with the special Prog 2010, I was going to buy the comic every Wednesday from Clickwheel. Here, you can download the comic one week after its UK publication - not ten or more weeks, one - and it costs 25% less than what Diamond charges for a copy. I rearranged my budget a little and dropped some cluttering, unnecessary things from my expenses in order to justify the cost, and if I happen to see that actual, physical copies are waiting for me at the old comic store, I will happily pick them up. In the meantime, I'm saving money, bringing fewer things into the house, enjoying these terrific stories week-by-week the way they should be read, and not being all grumpy about the fact that I can't read everything that I want to see in a timely manner. No more six-week waits to see how cliffhangers get resolved around these parts, sir!

In other news, Rebellion did make a major announcement while I was away from this blog about their forthcoming book releases. Of principal interest to me, and surely all sentient lifeforms, is the July release of both The Stainless Steel Rat and Al's Baby, two titles drawn by Carlos Ezquerra which I have wanted to see reprinted for such a long time. Place your orders now, friends, and tell everybody you know. The Stainless Steel Rat, based on three novels by Harry Harrison, is 36 episodes of twist-filled, high-concept, con-artist sci-fi from the early eighties, and Al's Baby is 33 episodes of hilarious mob-comedy about a hitman who cannot convince his wife, the godfadda's dotta, to have a baby, so he's got to carry one himself to avoid a pair of concrete boots. Cross-dressing, getaway cars, first trimester cravings, high explosives, labor pains and sleeping with the fishes, it's all here and it's very funny. Spread the word!

There have been additional rumors about forthcoming books, but in the absence of a formal announcement from Rebellion, I'll save the speculation for the Reprint This! blog next week and save this space for things we can actually confirm.

The other big news of the last couple of months is that James Cameron's Avatar was released and in just a few weeks' time overtook everything else to become the highest-grossing film of all time. Some people were pretty dismissive early in the game about the film's apparently obvious inspirations - I haven't seen it myself - but the one that caught my eye was over at pop culture site heavy.com.



In a pair of well-researched and illustrated articles (here and here), writer James Edwards makes a fairly convincing case that the Cameron film relies very heavily on Firekind, a thirteen-part serial by John Smith and Paul Marshall that originally appeared in the spring of 1993, in 2000 AD progs 828-840. Whether Edwards is right or wrong about Avatar's origins, I can't say, but one thing that Edwards says does strike me: they seem near enough to totally wreck Smith and 2000 AD's chances of ever making a Firekind feature film. Like that was all that likely anyway.

Actually, what this should do is give Rebellion impetus to find a way to get Firekind back in print for people to see for themselves. The serial was collected in an Extreme Edition in 2005, but it's too short for a proper bookshelf graphic novel. So, for that matter, is Cradlegrave, a twelve-part horror serial by Smith and Edmund Bagwell that ran last year to considerable acclaim, and appearances on several critics' best-of-2009 lists. The solution's simple: package 'em together in one omnibus edition. Sure, the two serials have nothing in common besides their writer and the magazine where they first appeared, but publicity's not worth a darn unless you capitalize on it. Even just reprinting the Extreme Edition would be a case of striking when the iron is hot. How about it, Tharg?

Next time, well, I've told myself for more than a year that I'm writing too much and saying too little in these entries, but I swear I'm going to start some much shorter entries. The ABC Warriors and Snow / Tiger are scheduled head-to-head, fandom takes sides, and everybody wins, but I am going to keep commentary to a minimum. I hope. Seriously, I'm going to write a lot less and try to say a little more. See you then!

Thursday, May 7, 2009

99. In Which Tyrannosaurs Cause a Fight

Thrillpowered Thursday is a weekly look at the world of 2000 AD. I'm rereading my collection of 2000 AD and the Judge Dredd Megazine, one issue an evening, and once each week for the foreseeable future, I'll see what I'm inspired to write.

May 2001: Prog 1244 features this wonderful cover by Jim Murray for the six-part series Satanus Unchained!, in which the black bull tyrannosaur first seen more than twenty years earlier in a Judge Dredd four-parter is hunted by a group of trappers and big-gamers who've come to the Cursed Earth to take their chances bringing down the planet's biggest, meanest predator. While Murray gets cover duties, the serial is actually painted by Colin MacNeil, who is perfectly suited to the gory action on the pages, as all the technology of the 22nd Century proves a poor match for a few tons of lightning-fast, hyper-smart killing power.

The serial is written by Gordon Rennie, who's quietly staked a claim at being the principal author in Cursed Earth-based tales, thanks to several years scripting Missionary Man and, recently, moving the adventures of Mean Machine out into the badlands in the pages of the Megazine. Rennie chose to script the story in a pastiche of the over-the-top narrative style of older 2000 AD storylines, effortlessly evoking early '80s Pat Mills with captions that describe Satanus's cunning thought processes and using lots of exclamation points. It works perfectly, and the finished story is just terrific. Editor Andy Diggle was quite right to have commissioned it.

Only Pat Mills did not seem to agree.



Each episode of the serial came with a byline stating that Satanus was created by Mills and artist Mike McMahon, but that didn't seem to quell Mills' aggravation that the character was used without his permission. At the time, Mills was firmly opposed to any of his characters being written by any other creator, a policy which extended to fanzines, which declined to feature fanfic with his creations. Over time, Mills' viewpoint has softened somewhat, leading to the latest issue of Zarjaz being a Mills-verse special. Diggle countered that he never considered Satanus a "Pat Mills character," but rather one of Judge Dredd's rogues gallery.

The editor and writer failed to find any agreement on the subject, and Mills, who was already unhappy with the current ABC Warriors debacle, declined to write for the comic again until after Diggle stepped down at the end of the year. He would return with a page in the 25th Anniversary issue, and the Warriors and Slaine would each return in 2003.



Also in this issue, you've got the debut of a major new villain called Armon Gill in the fantastic Dredd four-parter "The Chief Judge's Man" by John Wagner and Will Simpson, more of the ongoing "Return to Mars" storyline in ABC Warriors by Mills and Boo Cook, the second episode of a Sinister Dexter three-parter by Dan Abnett and Andy Clarke, and the second part of a serial called A Love Like Blood by John Smith and Frazer Irving. Last week I had mentioned that Diggle's "rocket-fuel" approach would sometimes result in stories that felt unfortunately chopped up and impossible to embrace. A Love Like Blood would be one of those.

You get the feeling that the serial started from a great pitch - it's Romeo and Juliet done with vampires and werewolves - but at seven episodes, it's at least five too short. Smith's high-concept plot results in some genuinely wild and wonderful ideas. I love the way that these high-tech monsters have their claws into frontline weapon technology and the latest scientific advances, and the werewolves are, amusingly, headquartered in Silicon Valley. Irving's art is simply amazing; he comes up with some great character designs for the Sangreal and Luperci families.

It's all done in far too breakneck a pace, however. It really feels like critical characterization was sacrificed in order to get the plot moving from one wild cliffhanger to the next. Our heroes - what were their names again? - meet at the end of episode two, fall in love and hit the road to avoid their families, who set all other business aside when it's learned the werewolf chicky is pregnant and must be killed immediately. She's dead at the end of part five. Who was she, again?

And here we see the problem with "rocket-fuel" storytelling. If you don't know who the characters are, then the 2000 AD classics that you wish to emulate are not going to be Dredd, Slaine and Sam Slade, but rather plot-heavy bores like Death Planet and Project Overkill. Nobody remembers anything about the leads of those old serials, either. Or much of anything else beyond the nice art.

Three of this prog's stories have since been collected. 2006's Judge Dredd: The Chief Judge's Man reprints this first Armon Gill story and its two sequels. A Love Like Blood is included in 2007's Storming Heaven: The Frazer Irving Collection, and as noted previously, you can get all of "Return to Mars" in 2008's The ABC Warriors: The Third Element.

Before I call this entry a-finished, a special Thrillpowered Thank You to my buddy Pete, who tracked down the missing Megazines from my collection. Longtime readers know that I lost a huge chunk of my British comic library in a flood four years ago; certain issues have been very stubborn to find again. Thanks very much, Pete, and if I'm ever in Edinburgh, I owe you dinner!

Next time, in the hundredth Thrillpowered Thursday entry, you'll be full of wrong if you don't read about the new Kingdom collected edition. Plus the debut of the 100-page fourth volume of the Megazine! See you in seven, fellow Earthlets!

Thursday, February 19, 2009

88. That Table

Thrillpowered Thursday is a weekly look at the world of 2000 AD. I'm rereading my collection of 2000 AD and the Judge Dredd Megazine, one issue an evening, and once each week for the foreseeable future, I'll see what I'm inspired to write.

August 2000: With prog 1205, the Andy Diggle era of 2000 AD is well under way, and he's got Steve Moore as his secret weapon. Moore's principal contribution at this time is the new character Red Fang, and to be honest, it is among one of the comic's greatest missed opportunities. The pieces are all here for what could have been a 2000 AD classic. Fang is a strategist for a criminal empire in Earth's future, locked in an underworld war with other organizations, the police, and a strange alien race that looks like squids. The artwork is by Steve Yeowell, one of this blog's favorite illustrators. The characters and situations are engaging, but it all somehow fails. Hugely. Looking back on it, I think that the problem was that Moore decided to write a twelve-part serial, dumping far too many characters and a great big situation on readers' heads in one swoop. The result is incredibly convoluted and confusing, and nobody is surprised when the series is quietly retired after it wraps up in prog 1211.

If only the twelve weeks had been spent on four or five shorter stories, organically introducing supporting players and letting Red Fang deal with smaller scenarios, slowly building up to this tale of, ummm, stolen... interstellar... technological weapons stuff, then readers might have understood who the characters were, and why they should care about the major plot.

Red Fang is notable for one thing, however. Yeowell and colorist Chris Blythe conspired to decorate these crimelords' offices with some downright amazing furniture. It was a running joke in fandom for months after the series concluded that nobody wanted to see Red Fang return for a second series, but his table was welcome back anytime.

The other draws in the comic at this time are Judge Dredd (here in a one-off by John Wagner and Siku), Sinister Dexter (Dan Abnett and Nigel Raynor) and Nikolai Dante (Robbie Morrison and John Burns). But perhaps overshadowing all of them is the surprising, welcome return of Tharg's Future Shocks after an absence of several years. Previously, the format for one-offs had been used by umbrella series like Vector 13 and Pulp Sci-Fi. These accomplished many of the same goals as the Shocks - to fill space and mark time between series, to give work to aspiring creators, and to tell a good story with a twist ending - but their format imposed restrictions on the sort of stories that could be told. Certainly, a Future Shock in 2000 can be every bit as hit or miss as it was in 1980, but there's a nostalgic glee in seeing it dusted off. First up is a five-pager by Steve Moore, with art by Frazer Irving, who'd go on to become one of the comic's regular droids for the next several years. In fact, he impresses editorial so much with his debut that he's almost immediately given a Dredd episode to draw; it will run in the very next issue.

At this time, most of the stories in this prog have gone unreprinted. The Dante story was collected in the fourth book, Tsar Wars, Volume One, but none of the others have seen a second outing.

Speaking of Tharg's Future Shocks, in a nice bit of timing, we hit their return in this reread just as I finished Rebellion's new collection of several dozen classic ones. The title stretches the truth ever so slightly: rather than somebody's subjective take on the actual best one-offs from the comic, excepting the ones by Alan Moore which have already been compiled, this is a collection of episodes from four of 2000 AD's best-known writers. So it contains a pile of John Smith Shocks, a majority of Peter Milligan episodes, all but one of Grant Morrison's offerings ("Candy and the Catchman" is omitted), and everything that Neil Gaiman ever wrote for the comic.

Certainly the resulting book is uneven and choppy, but there are some real gems to be found in its pages. Grant Morrison's early attempts at channelling Alan Moore are pretty revealing, and not just from an archaeological standpoint. "The Shop That Sold Everything" is really funny, even if the end isn't so much a twist as it is an inevitability. I've also always enjoyed John Smith's "A Change of Scenery," which was the first appearance of some of his Indigo Prime characters, among many other strips in this book.

Seeing characters like Indigo Prime and Ulysses Sweet here actually makes me think that the book's only real flaw is that it didn't collect the five or six one-off adventures of Joe Black by Kelvin Gosnell from the early eighties. That's just quibbling, of course, those are outside the perview of the book, but one of the many things that did make 2000 AD interesting in the early 80s was the existence of characters who only showed up in one-offs or very short series.

Dr. Dibworthy and Abelard Snazz were compiled in the big Moore book from a couple of years ago, and it's a real shame Tharg doesn't have any characters like that today. Harry Kipling (Deceased) was kind of like that, but he hasn't shown up in two years, for some mad reason. Lately it's seemed that one-offs only ever show up to fill space after a ten-part story runs in a twelve-week slot. Maybe one day soon, Tharg will try two or three months mixing one-offs and two-parters, trying out more new creators and ideas, or maybe giving some of the supporting cast of the major series five pages of their own to shine. It seemed to work all right in the 1980s, didn't it?

Next week, there's a hole in the collection! Whatever happened to prog 1208?!

Thursday, January 15, 2009

83. Pussyfooting Around

Thrillpowered Thursday is a weekly look at the world of 2000 AD. I'm rereading my collection of 2000 AD and the Judge Dredd Megazine, one issue an evening, and once each week for the foreseeable future, I'll see what I'm inspired to write.

March 2000: The cover of prog 1185 features a wonderfully old-fashioned composition by Cliff Robinson which evokes any number of 1980s IPC comics. The little gunmen are the action figure-sized heroes of Banzai Battalion, who are this week wrapping up their second run-in with Judge Dredd in a three-part story by John Wagner and Cam Kennedy. They are actually semi-sentient pest control droids who keep finding themselves thrown into situations where human criminals become the pests they need to stamp out. Since their human owners died during the events of the recent "Doomsday Scenario," and since they keep making themselves useful, the droids are sent by Dredd to join Justice Department in some capacity, but when they reappear in their own series in 2001, they'll have to take the initiative to strike out on their own. The subsequent Banzai Battalion series will run for thirteen episodes, most of which were reprinted in a 2005 hardback by Rebellion.

Probably the most important series running at the moment is Nikolai Dante by Robbie Morrison and John Burns. We've now left behind the initial, devil-may-care Phase One of the series and entered the period of bloody war between the Makarovs and Romanovs. Burns is the principal artist for this period, and while I personally find him not a patch on Dante's co-creator Simon Fraser, I must agree that he is well-suited to painting lavish, double-page spreads full of desperate soldiers on bloody battlefields, carving each other up against the backdrop of burned-out buildings and the misery of human suffering. Yes, this would be the point where Dante loses a lot of its magic as things get incredibly bleak in imperial Russia.

But even while the focus of the writing has moved from outlandish escapades and intrigue to the horror of war, the artwork's change of focus is similarly striking. Burns chooses not to linger on the instantly-identifiable architecture and fashion that defines Dante's world, and he eschews the grandiose camera angles, the surprising perspective and the action-oriented speed lines that Fraser has used to such great effect in the earlier episodes. Burns makes a stamp on Nikolai Dante, all right: he darn near stamps out entirely everything that made the last three years of stories so wonderful.



That sounds quite harsh, but it's not to say Burns' work is in any way poor. While there will, sadly, be one or two future Dante episodes that look like they were painted while his laundry was drying, "The Rudenshtein Irregulars" is a tour de force from start to finish, and is visually breathtaking in its own, inimitable fashion. Faced with the challenge of tearing down the beauty of the future vistas that Fraser and those artists who handled fill-ins in the first phase had created, and emphasizing the stark horror of all-out war, Burns is more than up to the challenge. It is bleak, amazing stuff.

What I'm identifying as the second phase of Dante, known informally under the agonizing pun "Tsar Wars" and available as two volumes from Rebellion (the fourth and fifth in the series), will turn out to be its most troubled period. The initial plan had been to tell this storyline in five series of eight episodes. Burns was to paint the first, third and fifth series and Fraser was to handle the second and fourth. However, Fraser was in the process of relocating to Africa when the deadlines for his first story came up, and as a result, this adventure, "Battleship Potemkin," had to be postponed until later in the year, causing some rewrites and an unfortunate continuity error. Fraser would not be available in early 2001, and the creators and editors will revise the plans for the subsequent stories, as we will see.

Also of interest this week is the first of two stories for Pussyfoot 5, an adventure series set very loosely in the Judge Dredd universe. It's actually a spinoff from the 1999 Devlin Waugh epic "Sirius Rising," where three of the five characters on the team first appeared. It's about a team of gun-toting troubleshooters employed by Vatican City to handle crazy SF-threats, and the cast includes two sexy ladies, one enormously fat guy, a weird, growly rock-like alien pet, and Mantissa, who hasn't shown up in the narrative yet. As the bulk of the action falls down to the two curvy cuties, it looks very much like the cast is about three members too large. As Dave Merrill once asked me, "What was that Dirty Pair thing that was running the other month?"



John Smith handled the script for the series, and Nigel Raynor is the artist for the first story. Raynor's not bad at all most of the time, but something about this strip completely fails to gel. Everything seems very flat and unappealing, and the coloring, by the usually reliable D'Israeli, does not flatter Raynor's work at all. Events in every location seem balanced by exactly the same lighting, a harsh wash of reds and yellows, like the characters are all at a '70s disco. And, to be blunt, while I am using terms like "sexy" and "curvy cuties," Raynor doesn't really succeed in bringing the cheesecake that would have made this strip memorable.

Since I'm a big fan of John Smith's universe, and since I do believe 2000 AD needs more leading ladies, I was very much prepared to like Pussyfoot 5, but the result was fairly average. On the other hand, running as it did alongside the current Slaine epic made it seem pretty spectacular by comparison, but more about that in the next installment.

The Dredd/Banzai story and the Nikolai Dante adventure are both available in reprint editions from Rebellion. A collection of Pussyfoot 5 is said to be on the horizon as a free supplement to a forthcoming issue of Judge Dredd Megazine.

Next week, an oddly all-S edition, with updates on Sinister Dexter, Slaine and Strontium Dog!

Thursday, December 4, 2008

77. It's Easy to be a Fanboy

Thrillpowered Thursday is a weekly look at the world of 2000 AD. I'm rereading my collection of 2000 AD and the Judge Dredd Megazine, one issue an evening, and once each week for the foreseeable future, I'll see what I'm inspired to write.

Welcome back to the little ol' sub-blog at my LiveJournal, for another few weeks of looking back at the run of the Galaxy's Greatest Comic! I already know that I'll be taking a few weeks' break again at the end of the year, but, as Kermit the Frog often said, "before we go," I'd like to finish up the issues that originally saw print in 1999. Prog 1162 is a very, very good comic. I'm not completely keen on the cover, by Dylan Teague, which spotlights the imminent conclusion to the Judge Dredd epic "Doomsday Scenario" (creators this week: John Wagner and Charlie Adlard). I was also a little underwhelmed by the Pulp Sci-Fi one-off written and illustrated by Allan Bednar, but the rest of the lineup includes Downlode Tales by Dan Abnett and Simon Davis, the completely brilliant Nikolai Dante romp "The Courtship of Jena Makarov" by Robbie Morrison and Simon Fraser, and more of Devlin Waugh by John Smith and Steve Yeowell.

One thing that I can't help but experience when I reread a bunch of old comics is that occasional sense of nostalgia for the original moment. And who'd have it any other way? Of course, now we know that Devlin Waugh survived the apocalyptic events of this epic storyline and would go on to several more stories. But back in 1999, John Smith had quite a reputation for killing off or maiming his wonderful characters. The casts of Indigo Prime, The New Statesmen and Tyranny Rex had met bloody demises throughout the 1990s, so how could you fail to be concerned that Devlin would join their number with so much at stake in this adventure?

So it was with no small amount of fanboy thrill, and no small amount of fanboy terror and paranoia at the possible death of a much-loved character, that I took up an offer from the fanzine Class of '79 to interview John Smith. The interview, available online here, is, I think, quite remarkable for how much Smith was willing to talk about the background and stories behind his stories. I'm not sure how many people will, before we're all good and done with fandom, be interested in piecing together histories of the Galaxy's Greatest Comic, but since Smith was so forthcoming and so full of information, this is honestly one of the better secondary sources currently available to amateur researchers.

It's also, embarassingly, a face-in-hands gushfest on the part of the obnoxious interviewer. I still stand by my conviction that the final Indigo Prime series, "Killing Time," is one of comics' most thrilling moments, and I can't wait to see what Paul at the Prog Slog has to say about it in a couple of weeks, but Jesus, what an over-the-top fanboy I was with those questions. The format was kind of unfortunate; rather than a proper e-mail interview over an evening, Class of '79 asked that I compose all of my questions quickly, and I hammered them out with the help of my girlfriend-of-the-time, Victoria, typed 'em all up at UGA's Memorial Hall computer sweatshop, mailed 'em in and never saw them again until the finished piece appeared a few months later. I don't think I ever spoke with John Munro, who added some very good questions which appeared at the end, after mine.

Well, Tom Spurgeon I am clearly not. Although I remain convinced that Tom'll find room for some British talent sometime soon, and do his peerless job of interviewing them, and not look like a complete spazz when he does, unlike certain LiveJournallers you might be reading. (Check out Tom's interview with James Kolchaka from last month if you haven't; all of Spurgeon's interviews are really fascinating reading, and a highlight of every weekend, even if I've only heard of maybe one creator in five.)

In other news, I decided to take a break from the What I Just Read feature/tag in my LiveJournal, mainly because I've grown tired of finding new things to say about my reading pile. But I did want to continue spotlighting the 2000 AD books, because many occasional readers miss the announcements elsewhere, and they are, as ever, very poorly promoted in the comic news-blog-world.

Back in '05, DC released a collection of Anderson: Psi Division which compiled the three 12-part adventures that originally appeared in 1985-87. Rebellion did not follow up on this book until recently, and they've made the curious decision to make this book an artist-focussed trade. Shamballa is a nicely satisfying chunk of a book, and it contains something like forty episodes, originally published throughout the nineties, all featuring fantastic color artwork by Arthur Ranson. It is not a complete Ranson collection; his first story, the black and white "Triad" serial, is not here, and neither is some of the more recent material from the Megazine, the stuff with the strange demon Half-Life, and Psi-Judge Shakta and Juliet November. But what is here makes for some pretty good reading. Ranson is a wonderful artist and some of these stories are very good. Well, apart from the brow-furrowing, disappointing damp squib of an ending to "Satan," a story which was very promising for many pages before petering out.

However, I can't completely get behind this book because while an incomplete Ranson collection is understandable, an incomplete Anderson collection is completely baffling. Alan Grant navigated the character through a fascinating series of stories, with character growth you certainly do not see with Judge Dredd, and there are, as a natural effect of the character-based continuity storytelling, several maddening references to the things skipped by this reprint. For example, between the incidents of "The Jesus Syndrome" and "Satan," there were three lengthy Anderson stories in the Megazine, all of which are missed in this collection but are nevertheless referenced in the stories that Ranson illustrated. The result is very piecemeal and felt very frustrating to me. Honestly, it's less of a spotlight for Ranson than it is a missed opportunity, regardless of how gorgeous the artwork is.

Next week, some serious thrill-circuit overload. Nemesis returns. Drawn by Flint.

(Originally posted December 4, 2008 at hipsterdad's LiveJournal.)