Showing posts with label lee carter. Show all posts
Showing posts with label lee carter. Show all posts

Thursday, March 21, 2013

197. Prog Packs

September 2009: Absent from the story as recounted here has been the tale of how 2009 was a very odd time to be an American 2000 AD reader. It all worked out for the best, as Rebellion used the early, experimental launch of the Clickwheel service (which I'm still using) to test the waters for the comic's online delivery, but for several nebulous months, American readers who couldn't afford the upfront cost to splash out for a subscription had a choice about reading. They could either get digital progs about two weeks after UK subscribers got their copies in the post, or they could continue relying on Diamond Distributors to send copies to their comic book store. That's the path that I chose, and it did not work out so incredibly well.

But before we step back, I do want to acknowledge that while there were growing pains, 2000 AD is, today, flatly and unquestionably the industry leader in same-day digital comics. This is especially notable because, last week, when Marvel Comics launched a huge promotion for several hundred free back issues on the comiXology platform, demand was so high that it crashed their servers. The American publishers do not yet allow people who "purchase" their comics to actually own them; rather, people rent them and can read them on a distant server. I don't know whether the comiXology crash was merely a few hours' inconvenience or the digital equivalent of a house fire, but people sure did act like it was the end of the world. Just a couple of days later, a service called J-Manga announced that it was shuttering. As Comic Book Resources reported on March 14, "After May 30, members no longer will be able to view the titles they’ve purchased." This would never have happened with the Galaxy's Greatest, because here, readers buy a comic, and download it, and keep it. I'm actually looking forward to getting to 2011 in this story, when I can start cropping images without laying old progs down on a flatbed and scanning them and the darn things never, ever lining up quite right. I'm a little incompetent in that regard.

And, as we step back, I'd like to include one little bit of background to my knowledge base of 2000 AD in America that I may never have clarified: for almost a decade, I "worked" part-time (just a few hours a week) at the very best comic book store in the United States, where I had a regular order for 2000 AD for twenty years (1992-2011). I don't claim expert and exclusive knowledge into the inner workings of what went on between publisher, distributor, and retailer, but I am absolutely hotdamned certain that the endless delivery problems were not caused on the retailer level. Nor do I believe in any fashion that Rebellion - or for that matter Titan Books, who were also often victims of very late deliveries of product that I'd ordered - were incompetent enough to keep fumbling the shipments of their product. But I was present at that retailer for many, many occasions where the checkins of what was in the boxes from the distributor turned up missing titles, damaged goods, and, more than once, half-eaten snack foods crumbled and dropped atop the comic books.

It is not the retailer's fault when the packing list says that there should be fifteen copies of a comic book in the box and there are only twelve. It is not the retailer's fault when the box was packed so poorly that several pounds of heavy hardbacks have toppled over and ripped the cover of a flimsy magazine. It is not the retailer's fault when the box is full of orange dust and the remnants of a Frito-Lay's Cheeto. And it is certainly not the retailer's fault when the distributor posts a PDF on their website for all the world to see every Monday, claiming that two days from now, a certain product should be in stores. Call it "issue 20" for argument's sake. Of course, we're still waiting for "issue 19." Wednesday comes, and neither issue is in the box. The following week, "issue 19" might show up, but this sheer, agonizing ongoing incompetence is solely and exclusively down to the distributor. They're called Diamond, and any good employee with a head on his shoulders at that company can assuredly count fourteen dingbats and goons among his fellows. (This is why I'll decline to name the shop in question here, although my praise of it is no great secret. Business is tough enough without the Cheetos crunchers in the warehouse wanting a little retribution.)

Now, it certainly might have been true, particularly in the 1990s when 2000 AD was published by Fleetway, that there were occasions when the publisher simply didn't ship enough comics to America to fill the distributors' orders. That was the explanation provided for occasional shortages, but it beggars belief that this could in any way be the publisher's fault. Why on Earth would Fleetway, and later Rebellion, when asked for two thousand copies, only send 1800? No, the system was flawed on the distributor's end: Diamond would simply not order enough.

But when there was a shortage, what Diamond would apparently do, then, was first make sure that every shop that ordered multiple copies for their customers got at least one of them. Since, for a couple of years or so, I was the only customer at this shop that read 2000 AD (for shame!), I'd get the short end of the stick when this happened. I didn't want to deal with it any longer, so I ordered two copies a month and found homes for the second copies. And this ensured that I did receive one of every issue, although hiccups sadly continued for quite some time. When I finally cut down to just one copy a month toward the end of 2008, I then got the awful "you've been shorted" news three times. Progs 1613 (November), 1627 (March) and 1634 (May) did not arrive at either my comic shop or my "backup," Criminal Records in Atlanta, which used to order one copy of each for their shelves. That's right, the same issues didn't show up at two different stores. And then came the summer of the polybags, which meant that a shortage didn't mean you missed a single issue; it meant that you missed FOUR.


Now, I chalked up the change from twice-monthly shipping of two issues every other Wednesday to once-monthly shipping of four or five issues in a bag to a desire to repair Diamond's decade-plus of shipping incompetence, but this was said to not be entirely true. Earlier in 2009, Diamond made the sensible decision to quit carrying guaranteed-unprofitable items. We didn't like it, but we understood it. For many years, the distributor would pretty much stock and ship anything that looked like it might appeal to geeks. This resulted in a massive monthly catalog for retailers to make their regular preorders. For many, this was a time-consuming chore, because most retailers stick with ordering the tried-and-true big sellers from Marvel and DC and Dark Horse. The big change came in the summer, and I believe that it came in two tiers: if orders for a product failed to meet a higher minimum threshold, then Diamond would not purchase the product from the publisher. If the publisher couldn't reach that higher minimum threshold across the line, then the publisher got dropped. You could probably Google for more information and specifics about this.

Since 2000 AD was right on the bubble, Diamond came up with an idea to keep it profitable: polybag several issues and treat four/five of them as a single monthly product. That way, it would be quicker to handle, I guess, and less easy to lose? It made internal inventory easier? Computer records simpler? Whatever; it was said to work for them, except that it did not for us.

The wheels went off instantly. In the July 2009 issue of Previews (in stores in June), Diamond solicited "2000 AD September Pack," with issues 1651-1655. This, as its name implies, should have been in shops sometime in September. Sadly, Diamond doesn't keep public archives that far back, but I can say with about 99% certainty that these issues were listed on the "arriving this week" announcement PDF in late October. So they're already thirty days behind. And yet they were not shipped (to Atlanta) on the date promised. The next four weeks went by. No progs. On Monday, November 23, 2009, the "2000 AD October Pack" (1656-59) was listed as arriving in shops 11/25/09. On that day, Atlanta shops received the "September Pack" of 1651-55, two months late. The "October Pack" arrived on December 16.

And it was weirder and weirder depending on where you lived. I was in regular correspondence with several fans and retailers around the country at the time, researching this problem. While neither my shop nor Criminal had received progs 1613, 1627, or 1634, shops in other cities did. In Boston, where I had visited earlier in the summer, I found 1613 at Million Year Picnic and 1627 at Hub Comics. Meanwhile, in Chicago, the prog packs were coming four weeks late, and not eight like in Atlanta. I still don't have a hard copy of 1634; it is the first issue since 1208 that I don't own a physical copy.

But there are more holes to come. There's the "May 2010 Prog Pack" of issues 1682-1686. That never arrived in Georgia stores at all. Of course, by then, I'd found a solution. Starting with Prog 2010, I started buying the comic from Clickwheel regularly, and if the hard copies arrived, I treated them like extras. I was aggravated - hell, 1685 should be framed - and, eventually, I got tired of the aggravation. Later in 2011, I sent word that I was, with regrets, finally ending my subscriptions entirely. The economy had stunk for ages and money was tight anyway, and the comic shop was an awfully long drive away. I saved a lot of money just sticking with my nice weekly purchase. It's available about 6 am every Wednesday morning, and I can read it while I eat breakfast.

Pictured up above to break this wall of text is Lucifer from Necrophim by Tony Lee and Lee Carter. It's by leagues the best of Tony Lee's stories for 2000 AD, even if you can't help but wish that the protagonist Uriel would have come up with a slightly less convoluted plan to destroy Lucifer and rule Hell, one that doesn't involve telling slightly different stories to eight other characters and keeping them at odds with each other. I seem to have enjoyed Necrophim, which was published as one 26-part serial across three stories (1628-1723), more than many readers. The second chunk of this complex serial was published during this awful period with the two-month delays and it reads much, much better without all the chaos and confusion that surrounded delivery of the comic at this time.

Re-emphasizing again, for anybody Googling through: you do not need to worry about this nonsense these days. Just buy the comic online from the shop for your laptop or your iPad or similar device every Wednesday. There are no problems with it at all anymore, and you can collect truckloads of back issues for your hard drive. Same day delivery: it just makes sense!

Next time... well, it'll be a few weeks. Time for another short break from all these walls of text and scanning to talk about some recent collections and stories over at my Bookshelf blog. Thrillpowered Thursday will be back on April 18! Tell your friends!

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!