Showing posts with label pat mills. Show all posts
Showing posts with label pat mills. Show all posts

Thursday, May 23, 2013

202. Other People's Heroes

August 2010: The summer of 2010 saw several major series underway, and two that I wanted to look at just a little more closely are a pair written by 2000 AD veterans Pat Mills and John Wagner. They are both revisionist looks at much older series. Savage, of course, has been giving 'em both barrels for several years now. "Crims" is Book Six of the series, written as always by Mills and drawn by Patrick Goddard. It sees Bill Savage, now using another undercover identity, getting help from several of London's criminal gangs to get the manpower and resources to infiltrate a Volgan command center. The Volgs have countered the Allies' super sci-fi robots with teleportation, and somebody needs to get in there and shut them down. As it is, Allied robots have already been pushed back out of Wales...

"Crims" is just beautifully drawn by Goddard, who piles on the detail and the ink. It is, surprisingly, a little longer than the usual Pat Mills story of late. For the previous six or seven years, Mills had been working in blocks of 60 pages broken down into ten episodes. When episode ten of this story didn't end the book -it continues for another 30 pages and wraps with part fifteen - it really surprised readers who'd become used to Mills' tropes. But the really splendid part comes with an interlude in the middle of the story.

Some of the dialogue is a little labored when Mills introduces the surviving player of a '60s rock band who, like Syd Barrett, retired into hermitage after a short time in the spotlight. Only this fellow kept his considerable record royalties to live in some peace and quiet on Eel Pie Island. He was happy to let the world think that he was another acid casualty; it was actually his girlfriend, a hippie chick who'd been linked with Brian Jones and all the big names back in the day, who had lost her mind. He retreated from the limelight and spent the next few decades engaged in research into the sort of sci-fi physics that would come in handy fighting the Volgans' teleporters. So it's a little contrived, but the human elements to the story are incredibly effective, and Goddard's artwork is just amazing. It is some of the best black and white artwork that 2000 AD has seen in years.

But the thing that really demands comment this time out is the first chunk of "The Life and Death of Johnny Alpha." It's an interesting case of Wagner aping Mills' technique, and using the style that Mills had designed for his Slaine and ABC Warriors stories many years before. When this story concludes in 2014, it will be at least 40 episodes long, a huge epic that sees Johnny Alpha's revival and the second war between mutants and humanity. But before we get to that point, there's the major and controversial business of Wagner killing off the character of Feral.

Okay, so there are two things to explain before getting into this, both the factual and the fictional background of what has happened previously. I'll try to keep this reasonably simple. Feral is a character who was introduced by Alan Grant in his final Strontium Dog serial in 1990. That story concluded with Johnny Alpha's death, and Feral was one of a number of supporting players who made their way into a sequel series, Strontium Dogs, which was helmed by Garth Ennis from 1991-93, and then by Peter Hogan until its cancellation in 1996. This coincided with then-editor David Bishop letting Hogan know that his services were no longer required at 2000 AD and finishing off Hogan's final scripts for the series with the pseudonym "Alan Smithee."

Now, depending on who you ask, Strontium Dogs was either a long-winded bore of subplots that never went anywhere, whose main cast were characters not strong enough to anchor a strip of their own, dropped irregularly into the lineup as space filler until the next launch prog, or, alternately, it was one of the few things during the dark days of the early 1990s that held any promise and was written with a sense of maturity and intelligence, especially when half or more of every issue was written by Mark Millar in "explodo-vision." I say this, respectfully, because the Ennis-Hogan Strontium Dogs certainly has its fans, many of whom came to the comic during this bleak years and have stuck around. I may not be among them, but there are certainly more readers who remember Dogs fondly than there are who liked, say, Bix Barton as I did.

But one thing seems clear: John Wagner didn't seem to think much of Peter Hogan's work. He puts his opinion in mean black and white about halfway through the story. "The Life and Death of Johnny Alpha" is structured as though it's excerpts from an academic history of situations famous enough to warrant multiple, competing, biographies. What we're about to learn about Feral is very much at odds with the reports from previous chroniclers, and Wagner flatly dismisses the earlier work by "the notorious fantasist Ho Gan." Ouch. This won't be good.

While Ennis and Hogan's Feral was a tough, scared kid dealing with an increasingly bizarre mutation and slowly gaining the maturity and insight to become a leader, Wagner reveals him to be a coward and a bungler, who wanted to do the right thing from time to time but lacked the spine to do it. The story opens with longtime supporting player Middenface McNulty teamed with newcomer Precious Matson, who has heard from reliable sources that Johnny Alpha's skeleton was not left behind in the other dimension as depicted in "Final Solution," but rather, his body was returned to Earth by Feral. The trail eventually leads them to Feral, who is a condemned man awaiting execution on the planet of Garn.


Garn is one of those planets that really only makes sense in the context of Strontium Dog. It's a perfect mix of an oddball culture and black-as-coal comedy. The Garnians do not have noses, and consider any species that does have noses to be ungodly. They allow McNulty and Matson to visit the condemned, in deference to the renowned hero Johnny Alpha, but while they're in public, they have to wear masks that cover their offensive honkers. Feral is sentenced to die here for an act of small-scale sabotage to cover his escape from a spacecraft, but there was an accident and dozens were killed. Capital punishment on Garn is carried out by immolation: Feral is to be burned at the stake. Worse, they're fattening him up so that he'll burn cleaner. When our heroes meet him, he weighs at least three hundred pounds.

Feral is a very bitter and ugly man, not at all the person who starred in the Ennis and Hogan stories. He is willing to confirm what McNulty and Matson have already learned: he brought Johnny's body back, where it remained in some state of preservation, not decaying at all, and spread the lie that the beast that we saw in the last episode of "Final Solution" left him nothing but broken bones. Beyond that, he won't say a thing, including where Johnny's corpse is now, until McNulty and Matson spring him. The following episode sees our heroes doing exactly that, because this is an action-adventure melodrama, and we expect that sort of thing.

So Feral goes on to explain that he took Johnny's corpse to the mysterious planet Zen, where the land is in a constant state of flux and where bizarre, towering Stone Wizards - great big pillars of animated rock - are said to have the power to revive the dead or reverse the effects of evil sorcery like what killed Johnny. Feral eventually finds the Wizards, who are unimpressed with the work of the Lyran magic. They agree to revive him, but only in return for Feral's life. He declines, buries Johnny in a forest, and makes his way into the troubled life that seemed to end almost ten years later at Garn until McNulty and Matson rescued him.

And then we get the blunt stick of reality. McNulty is an alcoholic has-been and Matson is a journalist. They didn't rescue him. Of course they didn't. They staged the abduction with the assistance of the Garnian authorities to persuade Feral to talk. The execution is going on as scheduled. Ouch.


I'm not saying that Feral's fans are legion or anything, but this just plain ticked off a few people. Over the course of about four episodes, Wagner and Ezquerra completely demolished the character of Feral, declaring his earlier heroics to be unreal fictions and giving him an ignominious and pathetic end. Myself, I always thought that Feral was cut from far too close a cloth as what was trendy and kewl in American funnybooks. He was all claws and spikes and everything that every Wolverine wannabe was like in the early 90s. Still, it's a heck of a bad way to go out.

Sometimes, heroes don't get to go out either in a blaze of glory or down the happy path of retirement. Feral screwed up, often, and lots of people died, and his execution - preceded by the ritual slicing-off of his nose as one final indignity before death - is ugly and horrible. It kind of goes without saying that it is unlikely that any American superhero book would be so bold. Can you imagine a character like Hawkeye or Aquaman meeting a final fate so ugly and demeaning? Heck, you can't even imagine a character like Hawkeye or Aquaman meeting a final fate, period. They get resurrected as quickly as a new writer can flick the reset button.

Actually, the nearest thing that I can think of was a stunning 1997 issue of Starman by James Robinson and Dusty Abell, in which the criminal the Mist killed off at least four DC Comics D-listers: Crimson Fox, Ice, Amazing Man, and Blue Devil. At least one of those four seems to have stayed dead.

And on that note, we'll come back to Johnny's very controversial resurrection when the second chunk of this lengthy epic appears. More on that in chapter 212.

In the next chapter, however, 2000 AD gets its first really memorable female lead in quite some time with the debut of Rowan Morrigan in Age of the Wolf See you in seven!

Thursday, April 25, 2013

199. The Perfect Prog

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


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

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

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


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

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


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

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


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

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


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

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

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

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

Thursday, February 28, 2013

194. Writing About Robots

June 2009: With the arrival of the first wave of Mark One War Droids on the shores of Great Britain to climax Book Five, everything in Pat Mills' Savage that has spent the last two years threatening to change does so, terminally and completely. It, at last, pulls the strip completely away from its previously well-regarded incarnation as a grim, real-world resistance thriller and into the lowbrow (but fabulous) science fiction world of The ABC Warriors and Ro-Busters. I think that it's possible to mourn the loss of the thrilling, grounded world that was presented in the first three Books of the series, as drawn by Charlie Adlard, while also celebrating the new world of robots and other bizarre super-tech that makes up the Patrick Goddard-drawn larger chunk of the series. I write this as Book Eight is winding down to its conclusion in contemporary issues of 2000 AD. The smart money is on the next book in the series being the final one.

As much as I love 2000 AD, I do think that there are one or two things that the editorial droids could do to improve the experience, and not put quite so much on the readers' shoulders. True, we readers could take the initiative and dig out our back issues, or call digital copies of 'em up from the recesses of our laptops, or even consult Wikipedia before a series returns for a new outing, but, hey, some of us are busy adults and parents now and don't have the time to commit every detail to memory like we did in the 1980s, nor the time to do a quick bit of research before starting a new story. I say this because, if we must go months and months or, literally, years between stories in a series, Tharg, then the least you could do, Tharg, is program a short recap or prologue episode before the new story begins. I'd honestly rather see a detail-packed two-page prologue to Defoe and a two-page prologue to Damnation Station sharing space in the issue before those two series return than I would a one-off Future Shock that nobody's ever going to remember.

I mention that because Book Four of Savage pulled a trick that quite a few readers missed at the time. (No, not just me!) After the first three books in the series were set one after the other across two months in 2004, there's a gap of three years before Book Four. And then Book Five is set two years further on. Unless you're paying attention to the date in the narrative captions, which some of us are evidently pretty bad about doing, then you're bound to be wondering why in the world the story is acting like the Volgans never left Britain when Book Three ended with the occupying force pulling troops out. In the three-year gap between stories, it turns out, the Volgs acted remarkably like some real-world forces did in the middle East while deciding whether the "host" nation was ready to conduct its own affairs and, "regrettably," elected to force themselves back on Britain with a "surge."

Now, to Mills' credit, most of this really is spelled out in black-and-white with dialogue, but a lot of it is also hinted. He's trusting readers to get all the nuances of his story, but at the same time forgetting that his audience is no longer made up of young readers with the disposable time to read each episode five or six times before the next one is printed, but, honestly, grown-ups with a heck of a lot more going on in their life. If Savage were to appear as an annual sixty-page chunk, then perhaps it would read even better. Truly, even after three episode-by-episode reads of Books Four and Five, which I found rewarding but mildly frustrating, it wasn't until I sat down with the collected edition that all of the material firmly clicked. I understand that it seems counter-intuitive to suggest that older readers need a little more background information than younger ones, but things are different when you can't afford the time to give a weekly comic book all of the attention that you desire.


The funny thing, of course, is that older readers will often mask their "I can't understand it" complaints under the guise of being concerned for younger readers, who could not possibly comprehend something so confusing, which is balderdash. I read a Doctor Who forum where that's one of the principal complaints about the recent episodes, that kids could not possibly understand what the heck is going on with twisty timelines and paradoxes and time babies and Weeping Angels, when there's no empirical evidence that any child, anywhere, is actually confused. And that's the complaint that leads DC Comics to restart and refurbish their continuity every six years or so, because things are allegedly too confusing for "the kids." Well, no, I had no problem as a six year-old understanding that this Batman was from Earth-One, and this Batman was from Earth-Two and has a daughter who's the Huntress, who aggravated the criminal in the tiger costume who previously had that name and is also called the Tigress, and so on. No, kids understand this stuff just fine. It's just that parents have mortgages and insurance bills sucking away vital thrill-sections of the brain, and we could use a little help, Mighty One.

And with Defoe, we could use a lot of help. Again, it's a terrific series, but with the beginning of Book Three in prog 1640, Mills seems hell-bent on forcing every reader to either keep a running scorecard of the characters, or just ignore them all, say that Titus Defoe, his ally Damned Jones, and their enemy La Voisin are the only characters that matter, and everybody else is background color.

If I remember the anecdote, it's actually Mills himself who suggested that team-led series don't work in 2000 AD, with The ABC Warriors being just about the only exception. (I'd say probably the original V.C.'s as well, but there weren't very many of them.) What Mills might have forgotten is that each of the Warriors was introduced as a huge presence on their own right. The story began with the already established Hammerstein and two very individual characters, Joe Pineapples, the world's greatest sniper, who then only talked in short bursts of letters and numbers - "J4! A1!" - and Happy Shrapnel, who was a demented hillbilly robot in a coat and hat who went "Bzzzt!" all the time. Kind of hard to confuse those three.

And as the weeks went on, each new Warrior was introduced in standout stories with easily identifiable traits and quirks that were repeatedly hammered in with every subsequent story. Mongrol was the big one with the catchphrase "Smush!" who shouted the name of his "creator," Lara, all the time. Deadlock was the one with the giant, toothy grin, cloak, sword, and strange magical powers. Blackblood was the villain who went "Hssssss!" and drank oil and was programmed for treachery. You can't read their introductory adventure and forget them, ever.


Defoe has a cast of a couple of dozen characters, and there's absolutely no telling which of them are ongoing supporting players and which are passing in the night. I swear that bare-knuckled boxer who moonlights as a dung collector in Book Two got more screen time than half of Defoe's Dirty Dozenne of zombie-killing captains, and he got burned to death by a bunch of fire reeks.

Book Five of this series is said to begin in the summer, and I'm certainly looking forward to it. It's beautifully drawn by Leigh Gallagher, I love the quiet tough-guy dialogue from the hero, and it's got more bizarre and wild ideas than you can count. Unfortunately, it's also got more characters than anybody can count, either. I am old and decrepit and it's been three years since the last story. I don't know about you guys, but I sure could use a refresher before all the bloodshed recommences.

What were we talking about again? Did I have something to say about robots?

Next time, Armitage and Darren Dead are at large in the Megazine. See you in a week!

Thursday, February 7, 2013

191. The Ginger Ninja

February 2009: In previous installments of this blog, I'd sort of glossed over Greysuit, a super-spy thriller by Pat Mills and John Higgins. It launched in the same issue as Defoe in the summer of 2007, and was immediately overshadowed by it. When you seem to wait around forever for a new Mills series and then two show up at once, they'll always be compared to each other, and Defoe is just so darn terrific that not very much is going to come out very well head-to-head.

But Greysuit isn't without its charms, and nobody can deny the huge, visceral pleasure of looking at Higgins' artwork. He and Mills discussed making this series visually realistic, and showing that when superpowered people slug somebody with a fist traveling about just under the speed of sound, it's going to destroy their victim's face. Mills has gone on the record many times as hating superhero comics, but this desire for something like authenticity actually dates back to late 1976, and Greysuit's antecedent, MACH One. This was one of 2000 AD's original five stories, a rip-off - slash - cash-in of television's very popular Six Million Dollar Man. This TV series featured a superpowered spy occasionally toppling corrupt governments and battling UFOs and Bigfoot, but usually he just drove around Burbank wearing a turtleneck looking for counterfeiters, because that was easier on the budget.

When MACH One was developed, a "pilot episode" was drawn for the 2000 AD ashcan that, in one panel, showed its hero, John Probe, decapitating a soldier with a karate chop. This over-the-top violence was toned down considerably before publication, but when Greysuit started thirty years later, Mills finally got to indulge. In this spy epic, the agents are all pumped up on brain chemicals that give them amazing reaction time and they can punch through walls, so when some meathead Afghan policeman or hired bodyguard gets in John Blake's way, that man's going to have his jaw broken into twelve pieces. Instantly, just as Colin MacNeil became the go-to artist for amazing exit wounds, John Higgins got the reputation as the man you want to have drawing your superpowered thug breaking skulls, leaving teeth flying and skin and muscles ripped by shattering bone. It had been a long time since 2000 AD artwork really made us do double-takes, but this did it.

But it was the script in the second story that prompted a double-take, because after John Blake has gone rogue and starts targeting a government-shielded pedophile ring, one of them calls in an agent from another department to defend himself. And suddenly, the story goes really loopy.


Here's the funny thing: I missed this completely. Every so often, I just don't pay as much attention to my thrillpower as I should, and, I guess when this run of issues showed up in the US in April, I was just focusing on Strontium Dog - and the wedding I'd have the next month - and not letting details of the other strips sink in. So when "the Ginger Ninja" debuted, to howls of derision and mockery from fans, I quietly agreed that it was a silly name, and figured that Mills was making a flat reference to some British comedian or media figure or something, but never caught on. Years later, some friends explained to me that this wasn't some crack about Chris Evans or a DJ, but just a premise that doesn't make any sense whatever. He... well, he masks himself so that he doesn't appear to have a head...? and that makes him... invisible...?

We love Mills, of course, he's the guv'nor, and it's nice to say that even when he bombs, he doesn't bore. Greysuit was filed away after this second story, but a third is anticipated later this year.

Meanwhile, Strontium Dog was kicking all kinds of ass. After doing several stories with Johnny Alpha and Wulf set somewhere in their partnership, John Wagner and Carlos Ezquerra turned the clock back to the earliest days of Johnny's career, before he met Wulf, and when he was still recognized by mutants as a hero of the war, and not a mean bounty hunter. "Blood Moon" is the first of two Strontium Dog adventures to see print in 2009, and, at thirteen parts, one of the longest stories for the character in quite some time. It's also completely wonderful.


I like the structure of "Blood Moon" a great deal. It starts with four episodes set during the earliest days of the war, when a younger Johnny Alpha first meets Colonel Moon. He's a really strange figure, sort of a glam rock messiah terrorist. Some years previously, Ezquerra had painted a two-part Judge Dredd story that featured a goth criminal gang and not quite got the look of the villains right. They looked like fat kids in the KISS Army and not Nephilim obsessives. But the design of Col. Blood Moon is completely perfect. You can't look at the guy without singing "Gotta make way for homo superior."

Moon's terrorist ways and no-compromise law set him at odds with the mutant generals from the outset. Moon wanted extermination of the norms, not co-existence. Since he refused to be represented by the Mutant Army, he was a wanted war criminal, not party to the terms of the armistice, and his mystique carried on into the setting of the strip. Most people believed he was dead, killed in the war, but every so often, a terrorist assault on humans would be carried out in his name. It's like Ziggy Stardust crossed with Osama bin Laden, and completely compelling.

Part of the fun is seeing all these old faces from previous Strontium Dog adventures again. Evans the Fist and Blubberlips had been killed off in the 1980s, as had all three Stix brothers, who appear in cameo in this story along with a previously-unseen cousin, every bit as ugly. But there's room for new characters as well. In this story, we meet Precious Matson, a very young and very pretty mutant journalist. She has three breasts, infuriating other reporters because she has an unfair advantage in getting stories over their ugly mugs. Precious would be reincorporated into Stronty continuity in 2010, when we begin, at long last, the first stories set after 1990's apocalyptic "Final Solution." And what a tale that will be.

"Blood Moon" is also notable for being the first story to feature Ezquerra being assisted on art duties by his son, Hector. He will be his father's regular inker for the next three and a half years, and, if I may be so bold, they'll be three and a half years of some of his very best artwork. We don't like to talk about the reality of our creative heroes getting older, but Carlos's eyes, in 2009, are not quite what they were, and, in 2011, he'll rest for several months, recuperating from major surgery. Since he's been working without Hector for the last year or so, his inking has become much heavier, as though he's trying out yet another new style. The change in inking that came when Hector came on board also a surprising development in style, and attracted a great deal of commentary. I think the art's absolutely terrific, the whole story's a fun triumph, and it's available in a collected edition with the follow-up, "Mork Whisperer." Definitely check those out.

Next time, it's D'Israeli on Low Life, mutants in Mega-City One, and the dazzling debut of Dandridge!

Thursday, December 6, 2012

189. England's Green and Pleasant Land

October 2008: Previously, I had mentioned that some external forces caused me, your humble chronicler, to lose track of the Galaxy's Greatest Comic for a couple of months. When I started paying attention again, I could not, for the life of me, make any sense of The ABC Warriors. At this point, we're deep into "The Volgan War," which is four separate 72-page stories, each of which is serialized as ten or twelve episodes. Now, one of many things that Matt Smith has got very right in his time as Tharg has been making sure that stories run without a deadline break between episodes. This has mainly been a thing of the past, but the third chunk of "The Volgan War" is one of those unfortunate and very rare exceptions. It runs for six weeks, takes a break for four, and returns for the last six. Worse, it's with episode six that the action shifts to explain what's been going on with the new character of Zippo.

Across the first two chunks of "The Volgan War," we've seen how each of our heroes briefly met the same special forces robot, who usually helped them out of a major jam. Chunk three - oh, all right, "Volume" Three - begins with five episodes in which Steelhorn tells his story of meeting Zippo. So with episode six, they're off to Marinaris City to rescue the guy, but first we have to jump back a few weeks to explain how he was captured, and then there's a horribly-timed break. For anybody hoping to pick up with episode seven in prog 1611, good luck to you. For three weeks, it's Zippo and some architect named Kroll who has lost his mind and decided to become a graffiti artist jumping and swinging around from girder to girder in a wild, dark city that looks like German impressionism gone crazy. We meet some new, villainous secret police who oppose them, and a telepathic commissar character, and a huge population of oppressed workers who sing a jaunty and implausibly very long anthem as the captured Zippo is lowered into molten slag and...

Okay, so in the previous chapter, I acknowledged that part of why I had no clue what was going on in ABC Warriors was because I just didn't care to read 2000 AD for a couple of months after the Stalag 666 incident. I'll even take 95% of the blame. But the rest is because Pat Mills has gone completely loopy with this story, and, for weeks, it's like a fever dream. There aren't even any ABC Warriors in it. This is absolutely an occasion where Mills' desire to write for the eventual book - or, in the case of "The Volgan War," four of the darn things instead of one big, fat phonebook - just doesn't do the weekly episodes well at all.

Mills is actually having a rough time of it in the prog. Around this time, he also has a four-part Judge Dredd story called "Birthday Boy." It's actually one of his very best scripts for the character, and a perfectly fine adventure, and it is completely ruined by the slack, uninvolved, thrill-sucking artwork by Vince Locke. He is a fine artist by any definition, and I believe we can credit him with some excellent episodes of Vertigo's Sandman Mystery Theatre, but this story is such a disaster that it is best forgotten.


So this brings us to Ampney Crucis Investigates, an often very good series by Ian Edginton and Simon Davis that keeps feeling just a hair shy of being one of the all-time 2000 AD greats. It debuts in prog 1611 with a corker of a first episode. It's 1928, and a beautiful woman, Lady Calliope Wykes, kills her husband, who has transformed into a hideous insect creature. Meanwhile, Lord Ampney Crucis, youngest son of Lady Zuleika, awakens from a terrible nightmare. He is haunted by an incident at the Somme, twelve years previously, where he witnessed a hideous Cthulu-like beast dismembering and slaughtering soldiers. He's met by his manservant Cromwell and the game is afoot.

The apparent pitch for Crucis is "Lord Peter Wimsey as written by Lovecraft," meaning it's 50% guaranteed to catch my eye. I really, really love Dorothy L. Sayers' stories of Wimsey and his wonderful family! Unfortunately, I have no interest at all in Lovecraft's turgid prose or ideas, but I like Sayers enough for it not to matter too much. Major Wimsey returned from the Great War so badly shellshocked by the stress of ordering men to their deaths that he was invalided. Lord Crucis - I am not quite clear on the peerage etiquette here; Lord Peter explained in the novel Whose Body? that as he has an older brother, Gerald, he should not be referred to as "Lord Wimsey," but Ampney, who has at least two older siblings, goes by "Lord Crucis" - came back driven mad by the sight of the worm-beast. Both characters wear monocles as affectations and both had a fiancee call off the wedding as a result of their war experience, and then both began amateur investigations, only Lord Crucis focuses on cases with an occult aspect.


Ampney Crucis Investigates is achingly close to being one of my all-time favorites, but so many little things work against it. You can almost sense a little hesitation from Tharg in the short little run of the first story, "Vile Bodies." (You'll note, of course, that Lord Crucis's first recorded adventure recalls the name of Lord Peter's.) It's a case that would really benefit from many more pages for the character to, you know, investigate things. It feels like Tharg has just given it a short six-week slot at the end of the year, to burn it away, not really certain that readers, other than me, are all that interested in posh upper-class detectives from the throwback days of the 1920s, no matter how many Cthulus and bee-monsters are stuck in the story.

The result is a pilot that moves at the requisite rocket fuel pace, but it leaves a hell of a lot behind. Lord Crucis and Cromwell actually have a third member of their party, a chauffeur named Lorelli, who appears in only one panel of this story, and hardly at all in the subsequent adventures. The main character additionally received a stunning second injury when he met the Cthulu-thing in France: it tore his feet off. But this isn't mentioned anywhere, and only shown in passing in the second story, which would appear in 2010. One of the original plans for the character, as seen in the Simon Davis sketches that appear in this story's collected edition, was for him to have both artificial hands and feet, but only the wooden feet remained when the series began. There's just no space for the characters to breathe with so much plot compacted into so few pages.

But worse, the plot of the first story, at least, barely leaves Lord Crucis with anything to investigate, let alone deduce. This isn't detective fiction as I enjoy it; it's just a very simplistic adventure story with a monocle-wearing lead. It is a fine distraction, and gorgeously drawn, but there's just no meat to chew on. Lord Crucis doesn't work as well as an action hero as Edginton seems to wish for him to. Here, he follows exactly the same very short path of clues that even the thickest village constable should have followed, and, in the end, is rescued by a risible "old school chum" working for the government and whose climactic reappearance in the narrative is telegraphed from a mile off. Over the course of a labyrinthine 13-week story with dead ends, more characters, and many more corpses, I expect that the "Vile Bodies" that might have been, would have been a huge triumph.

I enjoyed the second and third Ampney Crucis Investigates stories somewhat more, albeit with reservations, although the all-action weirdness of the fourth story, now thrown into a parallel universe and bringing our hero into two-fisted conflict with some of those otherworldly horrors, was a massive letdown. The fifth story will begin in just one week, in Prog 2013. I have my fingers crossed for it; this is a series that I want so badly to embrace, but the darn thing keeps frustrating me.

But that's still many more chapters away. In the next installment of Thrillpowered Thursday, we'll look at Prog 2009, The Red Seas and Marauder. That'll be in January, after a few weeks of recharging, and reviewing some other House of Tharg goodies over at my Bookshelf blog. Thanks for reading, everybody!

Thursday, November 15, 2012

186. It's not who I thought it was!

July 2008: In prog 1796, a serial called The Vort wrapped up. This eight-part tale of future war on a strange planet where the laws of physics are challenging the human army had readers' suspicion circuits buzzing from about page two. There's a really strange "man of mystery," badly wounded and disfigured, his facial features obscured by hideous scar tissue, among the cast. He's called Crispy, and the main protagonist, a reporter, is determined to learn his secret.

What's more, there's the curious nature of the serial's credits. The artist is the popular and awesome D'Israeli, and the writer is listed as "G. Powell." We'd been down this road twice before. When John Wagner had written The Dead Man in 1990 as "Keef Ripley," that certainly looked like a pseudonym, but this was before any internet-based fandom could get together and speculate about it. The Dead Man established this unusual tradition to hide the identity of the hero: the writer uses a fake name, and the artist, in that case John Ridgway, is one not really known for drawing the character.

This was repeated in 2006, when "Cal Hamilton" and artist Simon Coleby collaborated on a serial called Malone, who was revealed to be Finnigan Sinister. By this time, of course, we had the internet for research and for speculation, and the actual writer, Dan Abnett, anticipated the nosy nature of fans and reused the "Hamilton" name, which he'd previously employed for some work for licensed comics such as James Bond Jr. in the 1990s. Since nobody ever knew that "Hamilton" and Abnett were one and the same, this worked perfectly,

As for "G. Powell," Tharg swore that this was a brand new droid, but nobody believed him. Speculation wasn't exactly running wild, but I had my theory, and I was pretty sure of it. I figured "Powell" had to be Arthur Wyatt. See, the writer Gordon Rennie had taken a sabbatical from 2000 AD around this time, leaving lots of dangling subplots across three separate series, to take on some better-paying work in the video game industry. It was understood that Cabbalistics Inc would be rested for the time being - a really long time being, as it has turned out - but that The 86ers would be resuming in 2009 with Wyatt as the new writer. This series, a spinoff of Rogue Trooper, had been absent for about a full year at this point. My guess was that "Powell" was putting a subplot together - the return of Rogue himself, badly wounded, amnesiac, and calling himself Crispy - and that we'd get a last-page revelation of Crispy as our blue-skinned, biochip-totin' buddy, setting up his move to the Acoma System to hook up with Rafe in the next 86ers story.

This theory made perfect sense. It even worked on the art front, because D'Israeli had never drawn Rogue Trooper before. Of course, he'd never drawn Lobster Random before, either.


Aloha! Crispy was Lobster Random and "G. Powell" was Si Spurrier. So there.

Elsewhere in the Galaxy's Greatest, Robbie Morrison and Richard Elson start a four-part Judge Dredd story in which criminals use an electromagnetic pulse to shut down a city block, with the unintentional side effect of also shutting down Dredd's bionic eyes. There's more Sinister Dexter, and the Nikolai Dante epic "Amerika" moves toward an unforgettable conclusion. For about the last two years of the series, since prog 1511, Dante has been working as Tsar Vladimir's top agent, neither trusting the other, and with good reason. Dante doesn't know that Vlad's armored "Lord Protector" is really his own half-brother Konstantin, and Vlad doesn't know that Dante's been quietly assembling "an army of thieves and whores" to lead a rebellion.

So, Dante has assembled a rough alliance in the streets of New York to repel the beachhead from the alien White Army, and Vlad sees the whole endeavor as, tactically, a big waste of time and resources, and moves his fleet in to just wipe Manhattan, and everybody in it, human and alien alike, off the face of the earth. Dante escapes in the nick of time, but it looks very much like all the people who moved onto the island from the other old boroughs at his urging have all been slaughtered. Our hero completely loses his temper, especially when Vlad and Arkady are all smug and supercilious about their awful abuses of power, and the look on Vlad's face when Dante puts his sword through the old man's stomach is a stunner.

Dante's blow is about six inches lower than it needed to be. As our hero goes down in a hail of energy blasts, he knows that he wasted the effort; Vlad is going to survive, and we poor readers will have an agonizing thirteen weeks to see what will happen to him next.


And Defoe, by Pat Mills and Leigh Gallagher, nearing the end of his second ten-part adventure, sees his subplots twist and tangle and get incredibly convoluted in the best possible way. The series does seem to have about twice as many characters as is necessary, but it's really fun. (Tharg! If you're reading, the week before this series returns for story five in 2013, please program a five page "who's who" prologue, would you? Thanks!) I really like the structure, where Titus Defoe is usually deep in the trenches, fighting zombie "reeks" at the street level, completely unaware of all the political machinations going on between Scotland Yard and various palaces and country houses.

The story brings him, briefly, in opposition to a lady of the Prussian court, a diplomat who appears to be slumming and enjoying an illegal pit fight between a brawler and a reek, before she takes her leave of the event. He's then contacted by the secret agent brother of the reporter who accompanied him in the first story, who reveals the reporter's tale about his meeting with the villains controlling the reeks, known as Mene Tekel and La Voisin, alias "Mr. Quick" and "Prussian Blue." Defoe realizes that the woman he met is certainly La Voisin, and this story ends with Defoe and Damned Jones preparing to track her down.

I really do enjoy this series despite the genuine reality that there are a heck of a lot more characters than anybody can keep up with. Wikipedia is some help, although it reveals the deaths of three of Defoe's twelve (twelve!!!) fellow zombie fighters in stories three and four. On the other hand, ten times as many things happen in sixty pages of Defoe than in sixty pages of anything else in print, so you can't complain too much. Also, the reporter and the spy? Their names are Fear-the-Lord Jones and If-Christ-Had-Not-Died-For-Thee-Thou-Wouldst-Be-Damned Jones. How could anybody not love this comic?

Next time, don't get your knickers in a twist, Tank Girl is here!



If you enjoy Thrillpowered Thursday, I'd really appreciate your help in spreading the word along. Perhaps the blog is getting stale, or my writing has become predictable, or we've hit the "familiarity breeds contempt" wall, or something, but readership has been noticeably dwindling over the last six months. I should probably redesign this ugly and old-fashioned thing, were the time available, that's for sure. In the meantime, if you like the blog, please tell your friends. I really would appreciate it. Thank you!

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, August 16, 2012

178. General Public!

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

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

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

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

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

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

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

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

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

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

Thursday, August 2, 2012

176. Two Come Along At Once

June 2007: A very, very short (time-sensitive) entry this week, to acknowledge that this was the neat little point where Pat Mills got to launch two brand-new series in the same week. Defoe, illustrated by Leigh Gallagher, is the more successful of the two. It really goes over very well with the readership and features the great Mills standard of throwing an incredible amount of ideas and information at you and seeing what sticks. It's set in 1668, two years after a comet has reanimated the dead, and our hero is the tough-as-nails Titus Defoe, saving the city of London from an army of "reeks" - the word "zombie" hadn't entered our lexicon in the 17th Century, of course - who are shown to be under the control of a fantastic general. In a fantastic sequence, the master villain of this story is the decapitated head of Oliver Cromwell, used by the reek army to interrupt the king's privacy by being mounted on a long pole and banged against the window of his majesty's bedchamber.

This first adventure is pretty straightforward, although Mills really introduces a heck of a lot of characters, backstory and wild, weird weaponry. Sir Isaac Newton has been outfitting the good guys with all sorts of cool guns, tanks, and ornithopters, while conducting strange and ungodly experiments with reeks to find out what's causing their rampage. Newton might be the only historical figure to feature as a supporting player in two 2000 AD series at the same time. Both here and in The Red Seas, he's depicted, not without good reason, as one of the smartest men in England.

Over the course of the first four stories, Defoe picks up a pretty huge supporting cast - honestly, having some short sidebar stories digging into their backgrounds would help enormously - and a much broader range of bad guys as the extent of the villainy is shown to be infecting much of Europe as well. Rumor has it that a fifth Defoe story is expected in 2013.

On the other hand, no more Greysuit is presently expected. It's a much more straightforward adventure, with far less of the backstory that informs Defoe. It begins as a a slight revamping of the popular 1977-78 series MACH One, only this time around, it's influenced more by Jason Bourne than by the Six Million Dollar Man. The hero is John Blake - initials probably not a coincidence - and he's a Delta-Class assassin for the British government. He's been given superhuman strength and reaction speed, as have a few other people in his department.

Delta agents are programmed to obey their orders, but Blake has a soft spot for children. He's ordered to kill three bank robbers, but one of them bargains for his life with evidence that a top government official is involved in a child slavery ring. Blake goes out on his own to avenge the crimes, and is, literally, busting heads across Europe. One thing that really makes Greysuit stand out is the remarkable, visceral violence. John Higgins gets to draw some unbelievable brutality. When Blake uses his super-strength on somebody, he shatters their skull, jawbones and teeth flying free in the goriest way.

There are only two Greysuit stories. We'll have to come back to the negative reaction to the second adventure some other time.

Stories from this issue have been reprinted in the following collected editions:
Defoe: 1666 (2000 AD's Online Shop)
The 86ers: The Complete 86ers (2000 AD's Online Shop)
Greysuit: Project Monarch (2000 AD's Online Shop)
Nikolai Dante: The Beast of Rudinshtein (Volume Eight, from 2000 AD's Online Shop)

Speaking of negative reaction, we'll be back in seven days not to bury Samantha Slade on the occasion of her final adventure, but to praise her. See you in a week!

Thursday, July 19, 2012

174. Love Letter to Japan

April 2007: Prog 1534... Now is that a cover, or is that a cover? This amazing piece by Karl Richardson heralds the beginning of Detonator X, a ten-part serial by Ian Edginton and Steve Yeowell. It is, obviously, a gorgeously designed homage to 1950s drive-in sci-fi epics and their attendant, over-the-top movie posters and it just glows with its love of the genre. It also, in what was certainly not intended as a bait-and-switch, does not have much of a damn thing to do with the actual comic inside. See, while that cover speaks of a love for 1950s American trash cinema, the actual story was written from a love of 1970s Japanese cartoons. The audience for these two genres frequently overlaps, but they really aren't the same thing at all, are they? I'll tell you exactly what Detonator X feels like. It's like Ian Edginton spent his childhood playing with Popy Chogokin and Jumbo Machinder robots - they were distributed in the US by Mattel as "Shogun Warriors" and that's certainly what I spent my childhood doing - and watching Mazinger Z and Grandizer on TV every afternoon and saying "One day, I'm going to write a comic book just like that."

It's actually very weird reading an Edginton story that isn't a revisionist or subtle take on the genre where he's working. Stickleback is a very 21st Century take on Victorian detective fiction, with a criminal protagonist and a post-League of Extraordinary Gentlemen group of outlandish villains as his supporting cast upending the apparent premise of the ostensible star of the series, Valentine Bey, working in collaboration with or opposition to the criminal. The Red Seas mixes up just about every myth or legend that could possibly squeeze into a story about pirates, from krakens fighting the Colossus of Rhodes to Sir Isaac Newton fighting werewolves. The later Ampney Crucis Investigates will reinvision Lord Peter Wimsey as an action hero and send him fighting Cthulu through parallel universes. But Detonator X is just a simple love letter to the fiction that amazed Edginton's peers as kids.

And what's really weird is that Japanese writers and directors had spent the last fifteen years reconstructing and deconstructing the giant robot fiction that thrived from about 1966 to 1978 until there wasn't much left to twist into new shapes. To be clear, I'm referring to a specific genre of kids' adventure melodrama that developed around the time the Japanese TV companies started broadcasting cartoons in color. The networks started commissioning thousands of hours of gorgeously-designed and cheaply-animated kidvid nonsense, much of which was raced off from quickie pitches by Mitsuteru Yokoyama, by Go Nagai, by Shotaro Ishinomori, whose studios would then churn out tie-in comics for that country's weekly anthologies, and who would license the designs for toy companies to create, in bulk quantities, some of the greatest toys any child ever owned. The giant robot shows/comics/merchandise - Mazinger Z, Getter Robo - Starvengers, UFO Robo Gurendaiza - Grandizer - Goldorak, Fighting General Daimos, Brave Raideen, dozens of other also-rans - seemed to fade out around the time that the team superhero "sentai" live-action shows started, as did the amazingly long-lived Mobile Suit Gundam franchise.

But Gundam's run for so long that it started eating its own tail and deconstructing itself with its periodic reinventions and reboots, and comic artists and animation directors have been reviving old properties for new examination through adult and revisionist eyes for years before this silly love letter by Edginton started. Mitsuteru Yokoyama's Giant Robo was relaunched in an extremely popular series of direct-to-video films by Yasuhiro Imagawa, himself a former Gundam producer/director, that placed characters from six or seven different 1960s comics into one eventually tedious "coming of age" / "hero's journey" narrative. Much of the '90s Robo production crew also worked on Big O, a short-lived TV series that adapted more Western tropes, and basically gave Bruce Wayne a giant robot. Then there was Naoki Urasawa's 20th Century Boys, a comic that ran from 1999 to 2006 (at least four years too long) and presented, as heroes, men who as kids had all been obsessed with giant robots and color live-action science fiction in their "secret society," and confront a cult leader who pretty much stole all his ideas from the bad guys in those sorts of melodramas. In other words, while there are many examples of modern fiction in Japan that use all these wacky old kids' teevee and forgettable junk comics for exactly the sort of deconstruction and genre-twisting that Edginton does so astonishingly well, given the chance, he just... writes a wacky old forgettable junk kids' comic.

It does, on the other hand, feature the deeply curious design work by Yeowell that gives us a tin can robot almost as clunky as Yokoyama's barrel-chested Gigantor, which predated the color giant robot era, and monsters that look a heck of a lot like the '90s American remake of Godzilla, leading everybody to wonder why Yeowell didn't borrow some Go Nagai comics from the actual period under the microscope. It's certainly vibrant and exciting and the action scenes move at a furious pace, but it does not in any fashion look like it should. Happily, the action scenes are often so good that it doesn't matter. In the panel above, Detonator X, lacking any weapons, just rips the arms off another giant robot and beats the hell out of a monster with them.

Detonator X also, sadly, sees Yeowell frequently not drawing any backgrounds and allowing Chris Blythe's coloring to paper over the cracks. This actually works here, since Blythe can polish anything, but his newfound shortcuts are going to set off alarm bells when The Red Seas returns later on and it looks like he ran out of ink for every page.

Speaking of deconstruction, I'd like to take a revisionist look at Pat Mills and Charlie Adlard's work on Savage. Here, the third story, "Double Yellow" is the last to be drawn by Adlard. In 2008, Patrick Goddard, who has drawn the next four "books" and, I understand, is presently at work on the forthcoming Book Eight, becomes the regular artist. He also seems to be on hand as the continuity changes completely. The Mills-Goddard Savage is still excellent and absolutely worth reading, but it's a different thing entirely from how comparatively grounded and visceral the Mills-Adlard take is. Below, just before the people of Occupied Britain rise up and get ready to throw the Volgans off their Green and Pleasant Land, our hero Bill takes out an important resistance leader who's actually a dirty Volg himself.

It goes without saying that Adlard draws the heck out of this sequence, as he does everything. The man's a genius. But at no point during his three stories does Adlard draw any robots or anybody named Howard Quartz, or anything that ties into Ro-Busters or ABC Warriors. Adlard's Savage is, outside of the Britain-under-SovietVolgan-control premise, free of fantastic elements. It's a powerful and brutal series. The second story had ended, unforgettably, with Bill killing Captain Jaksic, whom we thought for sure was going to be his ongoing nemesis, and then gunning down a dozen or more collaborators in a fancy restaurant. My God, what a comic that was.

"Double Yellow" can't top it, but it certainly tries. The previous story had ended with the revelation that Bill's brother Tom was killed by the Volg secret police, and so Bill goes out for vengeance and he genuinely doesn't care who suffers along the way. It's amazing and incredibly vibrant and at the end of this book, it really feels like his job is done, and that England's going to be okay. That's why I was so pleased that the collected edition - sadly out of print at the present, and certain to remain so for the foreseeable future as the publisher replenishes stock on Judge Dredd material in preparation for the film - compiles all three of Adlard's stories, so they function and feel like a unified and complete whole. I've reread them many times, while I'm actually not as familiar with the ones that Goddard has drawn. I'm very curious to revisit them, but I have a sneaking suspicion that, while I like and enjoy them, closer scrutiny will find me firmly believing that the Savage of Hammersteins and Blackbloods and teleporting tigers is a different continuity altogether. More on that when the reread gets us to prog 1577, and that'll be a bit down the road.

Stories from this issue have been reprinted in the following collected editions:
Judge Dredd: Origins (Amazon UK)
Nikolai Dante: The Beast of Rudinshtein (Volume Eight, from 2000 AD's Online Shop)
Savage: Taking Liberties (out of print, link to Amazon UK sellers)

Next time, a few words about two artists no longer with us, Massimo Belardinelli and the always controversial John Hicklenton, as the narrative reaches the time of Belardinelli's sad death, and Hicklenton's final work for Judge Dredd Megazine. See you in seven!

Thursday, July 5, 2012

172. 2000 AD Turns Thirty

February 2007: As I charge this blog for another couple of months of entries, it appears that it has come full circle. It was in fact the celebrations for 2000 AD's thirtieth anniversary in 2007 that got me making a big celebratory post on my Livejournal - heavens, remember when that was important instead of just "another place where I announce that a blog post has gone live someplace else"...? - and then I started thinking about talking about the Galaxy's Greatest to a captive audience of about seventy or eighty regular readers from my 120-odd active "friend" list, plus whomever wandered through via Google, usually about three hundred a day. Times change. Last time I checked a little bug I keep, maybe a dozen users regularly look at that Livejournal page daily, and surfers number under a hundred. That's how soundly, and how firmly, Facebook killed that service.

Thrillpowered Thursday was the first dedicated blog that I started writing, after a dual period of posting new material both at Livejournal and on Blogger. I had a couple of non-scrot real-world friends who didn't much enjoy the lengthy, image-heavy posts about 2000 AD and complained that they wished they could be filtered out from them, and a small, new, audience of regular readers whom I did not know and who had no real interest in my often oversharing Livejournal posts, and so I eventually made the much more sensible transition to writing here and linking there. Now I just have to hope that Livejournal's image hosting never goes away, because I really have no desire to upload all those older images onto Google's Picasa and re-code dozens of older entries. Really.

Anyway, while I enjoy writing and talking about 2000 AD, one thing has certainly changed. Possibly because of having greater family obligations and a new baby, the real world has really sucked the enthusiasm right out of scanning old comics and resizing panels, which I used to enjoy much more than I do these days. It doesn't actually help matters, I must say, when part of the job includes, for example, actually finding an image from a ten-page episode of Flesh that does not completely stink. This is "Hand of Glory," and it is the first episode of the very occasionally-appearing series written by its creator Pat Mills since 1993. It sees him reunited with one of the original artists, Ramon Sola, and, well...

I'm not sure where Sola had been working for the last twenty-odd years since he was last seen in the comic, but, if I may venture an intemperate opinion, his style certainly had not changed very much. Sola was very much of the old school who, for me, defined the look of IPC and DC Thomson titles in the early 1970s, and while he would occasionally blow the minds of kids with his work on, to name a fabulous example, Hookjaw in Action, his was never artwork that appealed to me at all. He had drawn many episodes of Flesh during its original five-month run in 1977, and occasionally turned in some episodes of MACH One before moving on from the comic. He never had a consistent run on a story or series, and his work really didn't have the solid, mass appeal to older fans that Massimo Belardinelli's or Dave Gibbons' or Brian Bolland's had. And, of course, with the bulk of his pages appearing in the dark days before creator credits in British comics - thank you, Kevin O'Neill! - readers didn't really know who he was anyway.

With respect to Hookjaw's legion of fans, I just personally don't like his seventies work at all, and I remain baffled that something so very backward-looking and dated appeared in the comic for its birthday. Credit where it's due; Mills requested Sola specifically, because he wanted to do Flesh right and wanted an original artist for the job. Belardinelli, who drew the fantastic second book of the series, was retired and would soon leave us, and I don't think anybody knew who the heck the other artists from those first 19 weeks of Flesh were in the first place. They're credited by names like "Boix" and "Carrion," and all served, with Sola, in always making Flesh look like something to flip right past and get to some lovely Dave Gibbons art on Harlem Heroes.

Then again, I'm perhaps in the minority who was never sold on Flesh in the first place. Maybe if I had come to it when I was six, the same way I found other dino - slash - giant monster fests like Land of the Lost, The Land That Time Forgot, Warlords of Atlantis and all those Toho movies, I'd have the nostalgic love, but instead it has always been the least entertaining, and, apart from when Belardinelli drew it in 1979, the worst-looking strip in 2000 AD. Belardinelli's story, written by Geoffrey Miller to no apparent objection by Mills, was just fantastic fun. Flesh was then rested until 1992-93, when Mills, then in his "not-fun-at-all" period of co-writing comics with Tony Skinner, assembled a lengthy and deeply silly story, "The Legend of Shamana," painted with mud by Carl Critchlow.

There was a curious diversion in 1996. Under David Bishop's time as editor, there was a seven-episode Flesh story called "Chronocide." This positioned Earl Regan, the hero of the original story, as a time-traveling action hero in a more conventional drama co-written by Dan Abnett and Steve White. While it had dinosaurs and violence, the story lacked the over-the-top gore and carnage that typifies Flesh, and I have a memory, although I can't confirm it, that Mills was displeased that the strip was used without his input or involvement. Mills ensured that the series stayed dormant until he was prepared to revive it, in this curious "pilot" episode with its backward-looking artwork. It was not popular, and a new story would not emerge for another four years.

Well, there's "backward-looking" and then there's "looking backward," which is what Robin Smith did with his little Tharg the Mighty strip, "A History of 2000 AD in Five Pages."

During Matt Smith's tenure as editor, the occasional comic adventures of Tharg and the creator droids, which had mostly been quietly shelved in the mid-90s, have been relegated to the occasional Droid Life strip on the inside front cover. I'm of the opinion that one of these would be more fun than almost any Future Shock and would make an agreeable change, but, then again, I have lots of silly opinions. This is the only Tharg comic strip of the last decade, a celebration-in-verse that, in five pages, takes the story of the comic about as far as the first appearances of Judge Fear and Slaine. In other words, it unwittingly implies that 2000 AD's Golden Age is long in the past. As nice as it is to see Robin Smith working in the weekly again, that's no way to celebrate your thirtieth birthday.

No, as far as the actual celebrations go, there's that wonderful cover by Philip Bond, and the very good Judge Dredd multi-parter by Gordon Rennie and Ian Gibson, and the first episodes of new stories for Nikolai Dante by Robbie Morrison and Simon Fraser and Savage by Pat Mills and Charlie Adlard. In the following week's issue, this issue's one-offs would be replaced by new stories for Robo-Hunter by Alan Grant and Ian Gibson and Sinister Dexter by Dan Abnett and Simon Davis. That's a pretty good lineup for a happy birthday!

Stories from this issue have been reprinted in the following collected editions:
Nikolai Dante: The Beast of Rudinshtein (Volume Eight, from 2000 AD's Online Shop)
Savage: Taking Liberties (out of print, link to Amazon UK sellers)
Tharg the Mighty: Thrill-Power Overload (2000 AD's Online Shop)

Next time, everything completely clicks with the hilarious "Casino Royal," one of the funniest and very best stories to appear in 2000 AD during this period. I'll try not to make the story too bittersweet...

Thursday, May 31, 2012

171. ABC Fumetti

January 2007: Good grief, didn't I just write about "The Volgan War"...? Well, it was March. Close enough. Anyway, one of the big new launches in the annual 100-page prog had been a major new ABC Warriors adventure. It's a huge 288-page epic told across four chunks of story, and although I recall that events in the third segment got a little confusing, overall it is one of writer Pat Mills' biggest triumphs. If "The Shadow Warriors" had seen Mills flexing his muscles and finally doing right by these characters after many years of subpar adventures, then this is where he raises the game.

From here, I'm going to cannibalize from an earlier review that I wrote, because I can do that sort of thing. Since Mills found success working in the French comic industry, which is based around annual "album" releases of a 64- or 80-page story, or, if you will, a yearly episode of a much larger story, he's exported the form to 2000 AD, which programs strips in weekly six-page installments. Mills' annual story is further subdivided into, say, ten or so weekly episodes.

Working in this format, Mills is able to tell incredibly long stories across several years, and Rebellion, the publisher of 2000 AD, has two prospective revenue streams for the reprints. Working in conjunction with artist Clint Langley, Mills first used the experiment to craft six 48-page episodes of Slaine. These were paired together and reprinted in three large, oversized, but thin hardbacks with an eye on the European market, where this sort of material could safely be expected to sell by the bucketload in France, Belgium and the Netherlands. In these countries, the hardback "album" has long been the default format for the comic medium, much in the way that monthly "floppy" superhero funnybooks from Marvel and DC are the default in the United States.

Mills and Langley's next project was "The Volgan War," and it appeared as four annual stories from 2007-2010. In it, the characters reminisce about their original days of combat before uniting, only to find some common threads in their stories, including the strange, classified appearances of a top-secret special forces flamethrower robot. As the series unfolds - and it sags a bit in the third chunk before roaring to a colossal, incredible finish - the events of the old Volgan War come back to haunt the Warriors on Mars in very unexpected ways, leaving the team permanently fragmented and new, dangerous bad guys waiting for them.

Overall, I think it's a masterpiece, and easily the best Warriors adventure since 1988's classic "Black Hole," even with some of the head-scratching events of the third volume. It works extremely well in hardback form as well. Following the precedent of the oversized Slaine books assembled with Europe in mind, Rebellion collected the four 72-page stories, beefed them up with some additional artwork by Langley and some extra design work, and released a quartet of 96-page hardbacks, where the material shined even brighter.

But I was telling you about this first quarter of the story. Well, it begins with the Warriors committing their demented member Mek-Quake to an asylum on Mars, not knowing that the place is effectively a recruiting center for violent, combat-ready machines looking for a new boss. Hammerstein, square as ever, is reminded of how he was sometimes forced to abandon his "boys" in combat in 22nd Century Europe. Langley has a ball with the scenes of robot combat and mecha-carnage. At one point, we meet giant robot mecha-Stalins called Uncle Joes, and they're revealed in a turn-the-comic-the-other-way double-page spread that serves as one tall, vertical panel. It's a deliberate callback to similar introductions of giant robots in the original series (Mad George, in prog 138) and in Book Three of Nemesis the Warlock (the giant Torque-Armada in prog 340-something).

After Hammerstein's story, and his introduction to the flamethrowing secret agent Zippo, Mongrol reports that he met Zippo just before the paratrooping accident that destroyed his original body. His tale, told across three issues, is actually an expansion of the character's first appearance, only with Lara, the cute young girl who rebuilt him, reimagined considerably from Mike McMahon's notion! McMahon's depiction of Lara in a nightdress, secretly rebuilding a robot in the dead of night, evoked candlelit, stormy potboilers, old-fashioned thrillers, and, of course, Frankenstein. Langley's Lara is a Suicide Girl. But this sequence is still amazing, just for how well Mills expanded those original four pages into something with more weight. Reading it, old fans are sure to recognize various lines and snatches of dialogue, and wonder how on earth Mills managed to stick so much information into the original comic in the first place.

And then there's Joe Pineapples' story, which is definitely one for people who like Mills best when anything goes. Working behind the Volgan lines in old Moscow and tasked to assassinate the enemy super-robot Volkhan, Joe has smuggled just enough innocuous parts in his own chassis that he can kill a civilian taxi driver robot and, using chunks of it and its GPS, pull off another of his absurd, impossible shots. Astonishingly, it's one of those very rare moments where Joe doesn't get a clean kill, and leaving town also requires Zippo's assistance. This volume of the story ends with Mek-Quake in considerable danger, and our heroes wondering whatever happened to Zippo, and some of those plot threads get picked up when it resumes in August.

While The ABC Warriors and its stablemates Kingdom and Stickleback (which I talked about last week) were getting all the attention, Rob Williams' Low Life also surfaced for a short four-week story, its only appearance in 2007. Again drawn by Simon Coleby - this would be his last work on the series to date - it is the second time that a four-part comedy has spotlighted Dirty Frank. This time out, he's teamed with another undercover Wally Squad operative, Eric Coil. This poor fellow had been infected by a mutating plot contrivance in the Cursed Earth - we'll call it "The Jim Kidd Effect" - and returned to Mega-City One with his brain intact and his body de-aged to a baby's.

It's just Coil's luck that the Wally Squad occasionally has need of somebody who can pose as a baby, like... well... actually, I'm pretty sure that this has never, ever happened before. "Baby Talk" is a definite brain-in-neutral story, just there for the laughs, which is a really good thing, because everything else in the prog at this time is either ultra-serious or tragic. In Kingdom, Gene's entire pack is dead, and in Stickleback, Detective Inspector Valentine Bey's wife and children have been killed in a house fire, so thank heaven there's something light and uncomplicated to follow. Even Judge Dredd has found the ugly beginnings of Mega-City One too much of a pain in the rear to continue unabated, and so it's taking a nine-week break from the story to run some shorter episodes, although that's probably more to do with that story's artist Carlos Ezquerra taking a long weekend and a good stretch than it is Tharg giving us a merciful break from the relentless and the grim.

Stories from this issue have been reprinted in the following collected editions:
The ABC Warriors: The Volgan War Vol. 1 (Amazon UK)
Kingdom: The Promised Land (Amazon USA)
Low Life: Mega-City Undercover (out of print, link to Amazon UK sellers)
Stickleback: Mother London (out of print, link to Amazon UK sellers)

Speaking of a merciful break, Thrillpowered Thursday is going to take June off, during which time I've got four 2000 AD features lined up for my Hipster Dad's Bookshelf. See you in July for a look back at the actual issue that started this blog going in 2007, and a new eight-week run of your most favoritest blog ever. Credo!

Thursday, May 3, 2012

168. About Baby Beeny

October 2006: While 2000 AD is running a major new story called "Origins," something smaller, but almost as important, is happening in the pages of Judge Dredd Megazine. When we last saw Ami Beeny, it was in 1996's "America: Fading of the Light," being inducted into the Academy of Law. Her return to the story as a teenager a decade later is a complete surprise. "Cadet" reunites writer John Wagner and artist Colin MacNeil, who have followed Ami's story since her mother's childhood in the 1990 story "America" that launched the Megazine. This story ties up all the loose ends from Ami's sad family history and sees her working as a very effective judge. Technically, she's still a cadet, a few years away from being given rookie status. In time, she will become a major supporting player in Dredd's story.

Since I'm a fan of detective fiction, I really enjoy watching Wagner use Dredd as a more cerebral character, working a detailed investigation and noting small details to work out the ten year-old story of the terrorist conspiracy that led to Beeny's father's death. There is a really fantastic character moment in part one, where after spending more than an hour silently going over paperwork with Beeny, Dredd says that they need to take a break and do some real judging, and they're going to go hit the streets. Since, as part of her Academy training, Cadet Beeny is actually leading this investigation, she casually says that she'd rather continue, if Dredd does not mind. It's these little character touches that really make Dredd shine so much. I hate that the Simon Bisley ultraviolence version of the character is the one that most readers in the US know; the impatient, taciturn, ruthlessly intelligent and experienced Dredd is a much more interesting one. It's this take on him that has dominated the series for years and years.

I think that it's a shame that the Complete Case Files reprint series has bogged down in the early nineties, around the point where Dredd was his least interesting, just as his profile in media and general fandom has grown in recent months. You almost wish that Rebellion could just skip forward ten or eleven books and start printing the stories from around the time PJ Maybe broke out of prison and made for South America. Dredd hasn't been Super Gun vs. Entrails for such a long time, but the evolution of the character and all these brilliant stories are, mostly, still only available in the back issues and not bookshelves.

Still providing backup to the main Dredd feature, there's Fiends of the Eastern Front by David Bishop and, again, MacNeil, and Black Siddha by Pat Mills and Simon Davis. These both end in the next issue of the Megazine, and end pretty finally. Fiends is particularly interesting. It's established that a golem is one of the few things on Earth that can destroy the vampire Constanta, and he barely escapes from their battle with his life. As the "present" of this story is established, via bookends, as being set in the late 1960s and looking back at the war, it is shown that another golem has been prepared, should Constanta ever resurface.

Black Siddha also concludes, but it is done in a curiously subtle way. It shows our hero purged of his bad karma and no longer tied to his strange, superheroic other self, set for a happily-ever-after life. Since 2000 AD stories, if indeed they do reach a proper final episode, tend to go big and memorable, the understated conclusion to this mix of Bollywood, superhero fisticuffs, and organized crime really is a surprise. In point of sad fact, this third story, "Return of the Jester," had been so uninvolving and disappointing, and so hard to follow in six-page, weirdly-edited chunks (as discussed in chapter 164), that, despite claiming to enjoy this series, I had actually tuned it out when I first read it, because Mirabai was acting like a jerk, the fight scene never ended, and I didn't understand why Siddha was having any difficulty overcoming Jester. So I figured that I would come back to it some other day, and figured that the next story would be better, and wondered for years when the heck it would return. Okay. Well, since it's done and done for good, can we have a collected edition, please?

Speaking of collected editions, Tales from the Black Museum is certainly due one. This first appeared in Meg 244 back in May, and it has racked up 24 episodes since. Under Matt Smith's editorship, it is effectively the Meg version of Tharg's Future Shocks, just one-off episodes dropped in between longer stories and series. They're usually written and drawn by the newer model droids, and typically riff on some established point of Judge Dredd continuity.

This time out, for example, we have a story written by Al Ewing (whose first Future Shock was published in 2002 and whose first 2000 AD serial, Go Machine, ran just a few months previously in '06) and drawn by Rufus Dayglo (whose first Future Shock was published in 2003 and who will finally get a big series in '08 when Tank Girl will appear in the Meg), which follows up an old comedy Alan Grant Dredd Annual story, told in verse, in which the Devil is incarcerated in Mega-City One's Iso-Block 666. Here, a criminal mastermind risks everything to get into the Devil's cell for a game of cards. It is fantastic. It's hugely funny, beautifully drawn and has a terrific twist.

"God of Gamblers" is probably my favorite Black Museum story, but it's possible that I might have overlooked one. After 24, they sort of run together, but I'm enjoying refamiliarizing myself with them as I've gone back and reread them. I maintain, however, that 24 is more than enough, the format is tired, and that they should be collected in a single volume and the format concluded in favor of something else. Honestly, I would really prefer for Smith to choose one of the huge number of Meg regulars in Dredd's universe with a too-low-to-reprint episode count - Black Atlantic or Juliet November or Bato Loco come to mind - and commission six one-off episodes, and drop them between other stories instead.

Stories from this issue have been reprinted in the following collected editions:
Judge Dredd: America (only in the 2008 Rebellion edition, which is out of print, link to Amazon UK sellers)
Fiends of the Eastern Front: The Complete Fiends of the Eastern Front (2000 AD's Online Shop)

Next time, our long (inter)national nightmare is over. Simon Fraser returns to Nikolai Dante. See you in seven!