Showing posts with label robo-hunter. Show all posts
Showing posts with label robo-hunter. Show all posts

Thursday, October 25, 2012

183. Noir on the Doc Cox

May 2008: In the previous chapter, we looked at a particularly rough patch at the House of Tharg, a period of about three months when there was nothing particularly good appearing in the pages of 2000 AD. This was a sad hiccup, and one isolated to the weekly, because Judge Dredd Megazine was really terrific at this time. Even the oft-maligned Extreme Edition reprint book was going out in style. For most of 2007, that magazine had been incredibly skippable, reprinting as it did both the agonizingly long sports saga Mean Arena across three issues, as well as the similarly-named Mean Team, a rare and massive misfire from the otherwise reliable Alan Grant, John Wagner and Massimo Belardinelli that is - somehow - on the calendar to be reprinted again in book form in 2013. But with that title closing down, soon to be supplanted by a new series of reprints in the Megazine itself after the summer, they went out in style. The final two issues, # 29 and # 30, are excellent. They collect a pile of great Ian Gibson-drawn stories, including all of the episodes - four stories! - that might have appeared in a potential never-published fourth Robo-Hunter book in the Rainbow Spine line, along with the classic shoulda-been hit character Maze Dumoir's single two-part adventure, a couple of Anderson: Psi Division stories, and two Tharg the Mighty stories from the early 1980s.

These Extreme Editions went a long way toward satisfying fans who were not pleased with how the graphic novels treated our old pal Sam Slade. While Rebellion was partnered with DC Comics, there had been two books, Verdus and Day of the Droids. The second of these suffered from that periodic DC malady of having pages printed in the wrong order. Once Rebellion started its superior line of books, a third collection, Play it Again, Sam was one of the first. It sits on the shelf, alone and unloved, the number "3" on its spine reflecting its awkward status, as the first two books were never reprinted with the Rebellion trade design, and the potential fourth book was used for the last two Extreme Editions instead. Eventually, in 2010, they'd all be replaced by two excellent phonebook-sized editions.

Meanwhile, in the world of new comics and not reprints, writer Rob Williams teams with artist Rufus Dayglo for a new Low Life adventure. This is the seventh story, and the first to appear outside 2000 AD itself. It is Dayglo's only work on the series, and one of the installments that uses Aimee Nixon as the lead character. Dirty Frank doesn't even make a background cameo appearance this time.


Low Life seems to bounce back and forth between the harder-edged, undercover noir thrillers and lighthearted romps, and "War Without Bloodshed" is firmly in the first school. It's an incredibly mean story about labor issues at one of the city's ports. Union agitators are putting the squeeze on business owners, forcing them to hire human workers instead of using robots, even for dangerously unsafe jobs. Williams hits on an incredibly interesting topic here; I don't know that the subject of organized labor in Mega-City One has ever been addressed before, except in passing, and probably tongue-in-cheek. Of course, it's all a cover for something bigger and uglier.

I have mentioned in previous installments that the artwork of Simon Coleby, who illustrated the previous several Low Life stories, never appealed to me. Holy anna, is Dayglo ever a revelation. He just nails this bleak, dark story of desperate blue-collar workers. His Aimee Nixon is ugly but commanding, a character who can blend into the shadows or dominate the action. I love his designs and his use of balance on the page. It's just a superb triumph, and while this series would, in 2009, take a quantum leap in another direction, this brief, tough detour into "On the Waterfront" territory reads like the pilot for an incredible, downbeat series that never was. Put another way, Low Life's next reinvention would instantly become a huge favorite with everybody, but this story, and the direction it pointed, was equally thrilling to me.

Another story that pointed at other things was Bob the Galactic Bum by the veterans Alan Grant, John Wagner and Carlos Ezquerra. A version of this eight-part story had previously been published, in color, by DC Comics in 1995, although the creators retained the trademark on the characters that they devised for it, and the copyright on the story itself. Reprinting this story, and placing all of its elements firmly within the creators' purview, required a few art and lettering corrections. The original printing of Bob was set in DC's mid-90s outer space continuity, including a military superhero force called L.E.G.I.O.N., a bloodthirsty alien race called Khunds, and the incredibly popular antihero Lobo, who prominently appeared on the covers of all four issues of the miniseries.


So, with a little bit of ink and white-out, the Khunds became Guunts, and L.E.G.I.O.N.'s leader Vril Dox became Doc Cox, and, triumphantly, Lobo became a very big and very ugly woman named Asbo. That's her, uglifying the panel above, while Bob, a WC Fields-like grifter who only has a mind for himself and can think his way out of every conceivable situation, dusts himself down.

Since I have never found Lobo particularly amusing - I was just too old and boring when he was introduced, I suppose - I passed on these comics when DC first released them, despite the track record of the creators. Man alive, did I ever miss out. This is completely hilarious. It's huge fun watching Wagner and Grant design another completely bizarre feudal planet with lunatic old traditions - this one involves blindness and broccoli - and having Bob, a silver-tongued devil who manipulates the hell out of everything, skate through the proceedings bent on short-term gain and having no idea, and no concern, what havoc he is wreaking around him. Asbo, who is tracking down a lost prince of space who's been caught up in Bob's latest scheme and, naively, thinks this hobo is his guru, is similarly a gem of a creation. 2000 AD does not own the character of Asbo, but she'd be welcome in the comic anytime as far as I'm concerned.

For about a year and a half prior to this story beginning, the Megazine had printed a one-off story by a Small Press creator. This was a good way to include comic pages but keep costs down, since the rights were retained by the creators. This transitioned into the "creator-owned" slot in the comic, with Bob first up for eight issues. Bob would be followed by quite a lot of Tank Girl, about which, more soon, and then Lilly MacKenzie, American Reaper and most recently Snapshot. Some of these have been more popular than others, but honestly, I would trade most of 'em for more from Bob and Asbo. Either in separate series or on their own, they are each phenomenally fun and hilarious characters, and I would love to see them both again.

Heck, can you imagine how poor ol' Sam Slade would fare against Bob? Great god of robo-hunters, your old pal wouldn't stand a chance!

Next time, Dead Eyes ends with a triumphant surprise, and Defoe returns with guns blazing. See you in seven days!

Thursday, August 9, 2012

177. Samantha Slade: The Short Goodbye

July 2007: It has been five years. I think it's time to accept it. Ian Gibson isn't coming back. Neither, in all likelihood, is Samantha Slade. This is the story of her ignoble and stupid end. It should not, honestly, have come to this.

So, to recap: in the early 2000s, Ian Gibson started drawing color pin-ups of Sam Slade's granddaughter Samantha, whom he designed. Perhaps, it was thought, there might be some interest from John Wagner in returning to the world of Robo-Hunter...? Wagner passed on the idea, but his longtime associate and former co-writer Alan Grant picked up on it, and, in December 2003, the first new Robo-Hunter story with Samantha, the first Gibson-drawn, canonical Slade story since 1985's "Farewell, My Billions," debuted. It had its fans and it had its detractors, but even the most lovelorn of us must have agreed that Gibson had turned in superior work in the past. Two follow-up stories in 2004 saw the artwork continue to divide opinion. Alan Grant's writing was solid and reliable, but Gibson was clearly not giving this his full attention. It is my contention that the subpar artwork proved the death knell for the character. Those who disliked the series frequently called out its slipshod appearance. Their arguments had merit: Gibson was not drawing backgrounds, not being in any way innovative, in short, he was phoning it in. This was very curious, since he created the character.

The fourth story, 2005's "Stim!," was a mammoth improvement. This upswing continued in 2007's "Casino Royal," as both of these featured far more intensive and considered artwork from Gibson, and not just because he remembered to include some backgrounds. The writing was solid and amusing and certainly had that old Slade spirit. It is likely, however, that readers who found the three 2003-04 stories unacceptably lazy and slapdash had their minds made up and were not prepared to reconsider the genuine improvements that Gibson had made.

"Casino Royal" ended with Samantha jailed and a new arch-enemy triumphing over her, gloating ever so briefly before dismissing her as irrelevant, from an island getaway. The bad guy had won, and our heroine was jailed, perhaps for good. But wait! It turned out that Alan Grant had a whole pile of new storylines and subplots in which to indulge. "Casino Royal" was actually to be the first in a major story arc for Samantha that would take in new characters and new settings as she globetrotted her way to revenge against the criminal Five of Spades. And so, just three months after the cliffhanging conclusion of "Casino Royal," Samantha was back in a new five-parter called "I, Jailbird."

But something was terribly, terribly wrong. Gibson was not bringing his A-game anymore. Not even his C-game.

It's fair and reasonable to say that Gibson is a, shall we say, mercurial talent. His enthusiasm comes and goes, he's curmudgeonly, grouchy, a very harsh critic of his own work, and he has spoken with considerable candor and disappointment about some of his art that failed to meet his own high standards. I consider him absolutely a genius and one of the most important and influential talents in the comic medium. And the ten pages that he bothered to draw from the 25 page script are the worst ten pages he's ever drawn. They are the absolute nadir of his work.

I am privy to a personal email between Gibson and a reader that I should not have been allowed to see, and from which I won't quote, but in it, he honestly and dismissively admitted that the script, the worst in a long series of scripts that he disliked, had bored him so much that he abandoned it, his work not even half-done, and, from the look of it, completed over the course of about an hour and a half. In the sequence above, selected for thematic continuity with the sequence below, he didn't even bother drawing the vertical stripes on Samantha's prison uniform. Shortly afterward, in one of his columns for the website Den of Geek, he made a passive-aggressive comment about how he was unhappy with his page rate, thinking it should be proportional to the always-increasing cover price of the comic. Way to burn bridges there, Gibson.

I'm not sure what offends me the most about Gibson's utter lack of professionalism here, but the inclusion of that red scarf should make any longtime reader's blood boil about how the artist approached this. You might recognize the scarf. It is Ace Garp's from the classic series Ace Trucking Company, which was written by Alan Grant and John Wagner, and drawn by the late Massimo Belardinelli, who had passed away in March. Grant added the scarf to the script in a sweet tribute to a much-loved artist, who had himself, years previously, just decided that the character would wear a sentient aviator's scarf which would be jumping around and interacting with the rest of the page without any direction from the script. I think that it was just downright thoughtful and clever of Grant to add the scarf to Samantha's world, and just have it, silently, cause a ridiculous amount of trouble as it did whatever the hell it wanted to, although here, it is used as an actual plot element and not just whatever the artist feels like having it do. (My favorite was probably when it reached behind Ace and started brushing GBH's teeth.)

Massimo Belardinelli deserved better than to have this tribute illustrated so poorly. I feel really strongly about that.

So, anyway, Grant had written another perfectly good little Samantha story, which has the lunatic and frantic pace that any good Robo-Hunter story should. Prison overcrowding has given Samantha the opportunity for very early release, and, with the "help" of a defense attorney droid who looks like Leo McKern, this incredibly violent mind-of-its-own scarf, and her two idiot assistants - rebuilt since the last story and determined to cause more trouble - Samantha ends up escaping from the Old Bailey when she was just about to be paroled, and is on the lam, bound for Calais, where she hopes to assist another new character, Trudy, who claims to be the rightful Queen of France.

Coming in to pinch-hit for Gibson is the reliable Anthony Williams. In the early nineties, when Mark Millar was writing those really bad and bloodthirsty Robo-Hunter stories that made everybody question their resolve for living, Williams was one of the six (six?!?!) artists who contributed, and did not do a bad job at all. Those were actually two really good stories, so long as you look at the pictures and don't read the word balloons. Williams is a good go-to artist, I think. He doesn't, honestly, have that unpredictable and wild edge that really defines a 2000 AD art droid as a classic model in the eyes of the fandom, but he does the job reliably and I'm always glad to see his work. That said, something is terribly, terribly wrong when anybody says "Thank God that Ian Gibson's gone and Anthony Williams is here." That is what I said.

Robo-Hunter ended with Samantha swimming the last few meters across the English Channel, a caption at the bottom of the final page promising us that she would return soon in a story called "La Revolution Robotique." Buckaroo Banzai will probably fight the World Crime League before that happens. I think that, behind the scenes, the editor was not able to resolve the differences with Gibson about his unhappiness with the script or his page rate, and Gibson has not worked for 2000 AD since. His last material to appear to date has been a pin-up of Halo Jones that appeared in prog 1550, four weeks after his last Robo-Hunter page. It was probably too late to do anything about the final episode, far too late for a rewrite, and so it was published with the "Revolution" tagline, though I suspect that all involved were glumly aware that it was very unlikely. Not to knock the really excellent and underappreciated work on Sam Slade by Peter Hogan and Rian Hughes in 1993-94, but the long, considered opinion at 2000 AD since Bishop's time as editor in '97 has been that characters should be managed by their creators. Without Gibson, there is no Samantha.

And I think that's what aggravates me the most about how Gibson handled this. Look, I'm just a loudmouthed fan with a blog and a love of the comic, and I often speak with an intemperate, downright American-volume opinion that has often resulted in comical misunderstandings between myself and more reasonable people in Europe. But seriously, folks, why the blankety-blank did Ian Gibson not pick up the telephone and actually talk to Alan Grant about what he wanted from the scripts? I do not understand this, and I never will understand this. It really breaks my heart that two of my favorite comic creators came together to put together what should have been a real 2000 AD classic for the modern day, with a much-needed female lead, and the damn thing fizzled because of such dumb reasons and a lack of communication. I don't know what the heck Gibson wanted, because as far as I can see, the scripts were on target and terrific almost all of the time, but I know how he could have addressed it. He should have picked up the phone and called Alan Grant and said "I didn't like that one, and here's why. Let's make the next one better."

It should not have ended like this. Samantha should have settled that Robotique Revolution in '08 (in a twenty-episode mega-epic, yes, indeed), and then she should have solved some lunatic problem on the Orient Express or something while making her way to the Pacific to get even with that darn playing card. Samantha should have become, and been promoted as, 2000 AD's lead female character, a woman not superhumanly beautiful or drawn cheesecake-style, a woman who didn't need a male compatriot, just mind-blowlingly aggravating robot scarves and cigars and... frog-kit-things. She was just a competent, fun character who relied on her wits and her intelligence and learned as she went, and was often in way over her head in classic comedy moments.

If you'll forgive me getting political, 2000 AD really has made great steps lately in presenting positive female characters. Maggie Roth from Angel Zero, Rowan Morrigan from Age of the Wolf, and Mariah Kiss from Indigo Prime are all examples of the character that we'd hope to see more of in the comic. They're sort of undermined a little by retrograde steps like allowing Judge Maitland, in her second appearance last month, to show off her cleavage so ridiculously, but overall, the comic is definitely making long-overdue steps on the right path. Samantha, despite her lineage as a descendant of a male lead character - that problem affects both Judge Anderson and Durham Red, also recently written by Alan Grant - pointed the way forward.

She should be here still, and even though the realist in me accepts that she's probably never coming back - five years is a long time - it's not too late. Maggie's story was told in a single serial, writer Alec Worley has explained that the third Age of the Wolf will be the last, and somehow, stupidly, Indigo Prime has not resurfaced after its TRIUMPHANT twelve-part return last year, and so who the heck knows when Mariah will be back, or whether she'll get any lead time amid all those other characters, so there is a definite gap. Anthony Williams hasn't had the opportunity for any new work since Sinister Dexter was shelved, and I would honestly welcome him as the character's permanent artist. If we ever do get to see that blasted Revolution Robotique, the only complaints would be from nonscrots, grexnixes, and people who just plain don't like girls.

The sensible among us miss Samantha. We're waiting on the shores of the continent, fearing that she's been swimming an awfully long time.

But you know... just last week, Tharg announced that The Simping Detective was coming back after a five year absence. With a new artist, too.

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)
Robo-Hunter in Judge Dredd: The Ian Gibson Collection (free "graphic novel" bagged with Judge Dredd Megazine 309)

Next time, oh, grouchity-grouch, I dunno, Caballistics or something, I guess. See you in seven.

Thursday, July 12, 2012

173. Samantha's Finest Hour

March 2007: I wrote editor Matt Smith a letter around the time of this issue. Not Tharg, but the human who actually runs things. A "not intended for publication" letter, if you will. I just wanted to tell him thanks. See, several months before the release of this issue, prog 1530, I had filled out a personality profile on some website. Never you mind which one. I met a girl, we went out for a few months, it was all good. The profile asked me to name my top three this and my top three that, and my top three favorite artists. So I thought for a minute and typed "Ian Gibson, Carlos Ezquerra, Simon Fraser." Then I wondered whether there was ever actually an issue of 2000 AD that featured work by all three. As best as I could tell, there was not. Finally, with prog 1528 and the return of the Judge Dredd epic "Origins" after a nine-week break in the action, we had it. All three artists with pages in 2000 AD for a few weeks. I just had to say thanks. Sort of bittersweet, knowing how 2007 would play out, and what Smith clearly already knew about Gibson when he read that letter of mine. Still, issue 1530 has this amazingly nice Gibson cover of Samantha Slade looking very unhappy with events. I just love it.

For a few weeks there, Gibson was actually doing double-duty in the prog, with the last two episodes of a six-part Dredd story written by Gordon Rennie alongside the first two parts of the fifth Robo-Hunter story starring Samantha Slade. It is called "Casino Royal" and it is very much an overlooked classic. To be fair, Gibson's work doesn't quite scale the dizzy heights of the previous story. The ended-too-quickly "Stim!" featured such beautiful layouts and coloring, a palette of midnight blues and purples that showed the artist really sinking his teeth into Samantha Slade's world for the first time. "Casino Royal" doesn't quite match it, but there's only one moment that looks like Gibson's dissatisfaction bubbled to the surface: The mobster Tony Da Tongue has this girlfriend, and it looks to me like Gibson couldn't decide between making her a hideous, ugly, plastic surgery-and-too-much-makeup harridan with a va-va-voom bod, and just not drawing her head with any more care than the circle above the letter "i" in his signature. But enough about the stumble; let me wax a little about just how absolutely terrific "Casino Royal" otherwise is.

Strangely, the story appeared a few months later than it was announced. The title is, of course, a riff on the James Bond story, and Ian Gibson gets to draw caricatures of all the Bond film actors in the early episodes as background detail. According to the September 2006 issue of Previews, this story was scheduled to appear in November of that year, right as the highly-anticipated adaptation of that story, the first in the series to star Daniel Craig, would be released. But November came and went without the story, depriving us of the front cover that shoulda been: somebody definitely should have mocked up a parody of the movie poster and had that on newsagent shelves while the movie was in theaters. No explanation was ever given for the delay, but I bet we can speculate a little about it when Samantha comes back for her sixth story. Come back again in four weeks for that.

So anyway, if the only complaint about "Stim!" was that, after six weeks of hilarious buildup, writer Alan Grant ended the story too darn quickly in the seventh, then this is where he recovers in full. "Casino Royal" is a perfect five weeks long, paced just right, with just the right focus on escalating weirdness and things getting out of Samantha's hands. She has ostensibly been hired for a simple tailing job and gets admitted to a casino to watch her mark, but, back at the office, her dimwit assistants Hoagy and Stogie stumble upon the reality that she has been set up.

In the casino, we learn that, in Robo-Hunter's ridiculous future, even card games have been infiltrated by robots. The decks are made of self-shuffling cards whose memories are supposed to automatically erase between hands. Now, you may well ask what in heaven is the purpose of such an idiotic idea, but this is Robo-Hunter we're talking about, a world where lazy humans send robots out to play sports for them, and who elect them to be political leaders. Samantha is surprised when one card, the Five of Spades, somehow avoids having its memory erased, and proposes that she follow its lead and win her way to a fortune at a major Texas Hold 'Em tournament.

Samantha and the Five of Spades work together while the tournament is besieged by one distraction after another, from an assault by armed criminals, to Hoagy and Stogie sneaking in through the restroom to rescue their boss, to Tony Da Tongue's inevitable treachery. It all ends in tears, with Hoagy and Stogie apparently blown to bits and Samantha, acting very stupidly and selfishly, learning the harsh lesson about not sticking up for your friends. So desperate for a happy ending for once, she abandons those two to their fate, thinks that she's won the millions legitimately, and then finds herself arrested while the Five of Spades, who arranged the whole darn thing from the outset, vanishes, getting away with a hundred million creds.

This leads to one of the best and most wonderful gags in the entire series. The last episode is told in flashback as the conniving Five of Spades, on some beach somewhere and surrounded by sexy, shapely lady robots, effectively gets for himself the same island paradise with gorgeous gals that Samantha's grandfather, the original Sam Slade, enjoyed for so many years before his idiot assistants blew it for him. If that meta-gag's not clever enough, there's the very, very funny revelation that the Five of Spades is looking forward to being downloaded into his new body. It's just one panel, and it's a throwaway, but the Five of Spades' new body has me absolutely roaring with laughter every time. No longer content with being a measly little playing card, he's orchestrated all this so that he can enjoy life in a new body... a really big playing card.

Samantha gets the final panel, lost in some jail somewhere and swearing vengeance. "I'll get you for this if it's the last thing I ever do!" had been Grandfather Sam's last words as the mysterious island of exercise nut Dr. Droid sank beneath the waves, and Ace Garp's last words as his prison cell orbited away into space. As co-writer (with John Wagner) of those two classic moments, Grant certainly knew how to play with our happy memories of incredibly funny, larger-than-life comics, and heroes who dreamed of big things being cruelly and hilariously denied them. But what a terrific set-up this is! Samantha would be returning in a few months' time, and Grant and Gibson were clearly in sync and on fire, and the Five of Spades was established as an awesome returning villain who is much, much smarter and a lot more resourceful than our heroine. Man alive, I'll tell you, what would happen next was absolutely certain to be a gen-yoo-ine 2000 AD classic.

Little clue for the foreshadowing-impaired: it was not. But that's another story...

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)
Robo-Hunter: Casino Royal (free "graphic novel" bagged with Judge Dredd Megazine issue 308, from 2000 AD's Online Shop)
Savage: Taking Liberties (out of print, link to Amazon UK sellers)

Next time, it's giant mecha-boxes against the lizards! See you in seven!

Thursday, December 15, 2011

156. Gibson Keels

August 2005: I would think that most reviewers who come to this run of progs would probably focus on the new Judge Dredd story, "Mandroid." I'll come back to it in more detail a little later on in this blog, because it really is a remarkable achievement, and one of the stories from this period to have the most success among 2000 AD's fan base. It reteams writer John Wagner with Kev Walker, the same team who had such fun with "Sin City," and it's a twelve-part epic of mood and ugliness. I've said before that Wagner is just about the best writer in comics, but he isn't always my favorite. Those are two very different concepts, I think, and "Mandroid" really illustrates just why that is true. Every so often, Wagner gets into just what it's like for a citizen to live in a nightmare like Mega-City One, without all the fun and silliness that sometimes inspires him. Two episodes into "Mandroid," the reality of such an oppressive and bleak place is driven home. By giving us a heroic protagonist, a veteran who has served his city, who was grievously wounded and now just wants to settle into civilian life with his family and try to find a little work, Wagner turns the exact same silliness like wall-scrawling and protection rackets that previously entertained us as readers into something that's not even remotely entertaining. Reading "Mandroid" with a critical eye is a masterclass in how to write an incredibly dense and vivid story, one that works on multiple levels, but it is just so overwhelmingly bleak that I can't embrace it.

No, when it comes to things to embrace, there's a new Robo-Hunter story unfolding now. It's the fourth adventure for Samantha Slade, and it is huggingly lovely and, for six weeks anyway, a perfect blend of writer and artist working in sync and giving a hundred and ten percent. "Stim!" may be popcorn compared to the heavy meat and potatoes of the rest of the issue, but it's gooey, wonderful, caramel popcorn with a bonus surprise in the container. This is a great little story and I love it to pieces.

The previous three Robo-Hunter stories over the last eighteen months had seen writer Alan Grant and artist Ian Gibson not quite working together as well as we'd have hoped. All three had very, very good scripts by Grant, but Gibson didn't seem to be quite behind him all the way. The first story was a little rushed in places, and the others really suffered from some visibly unenthusiastic artwork. But here, the artwork is just magical all the way through.



I won't claim that Gibson's still not finding some shortcuts. Where possible, he steadfastly avoids drawing backgrounds. But rather than forcing readers into a world where the colored characters are standing out against solid whites, he's really having a blast with lots of color texture all around the pages, and putting much more dimension and shape into the characters' features. Most of episode five is set in a museum at night, and the darkness is indicated with a lovely, intricate mix of purples, indigos and midnight blues curling around the panels. Samantha's face has shade around her cheekbones that give her more visual fullness than any other figure in the entire issue.

Gibson's even forcing himself into some downright complex compositions. Episode five begins with a fantastic perspective shot of Samantha scurrying around the lighting gantry that is over the museum floor, with that dopey-looking green robosaur rising up into it. When this issue was released, I tried aping that shot - I did draw a self-published comic for several years, so I'm not completely without skill - and could not make it work at all. I would suggest that reader apathy towards Samantha Slade, and bias against the admittedly subpar artwork on the previous two stories, makes people reluctant to look closely at just how fantastic a job Gibson did with "Stim!" Even with the shortcuts, this is among his very best color artwork ever, and, even in a prog with the gorgeous art of Kev Walker and, drawing Savage, the great Charlie Adlard, it's the best looking material in the issue.

So would you believe that, in a story that finally sees Ian Gibson roaring to life and delivering one hell of a great set of pages, it's the script that, for the first time, fumbles? For six episodes, "Stim!" is just fantastic fun, and doesn't need me to defend it. Samantha has been looking into robots doing some pretty ridiculous things like shoplifting and has found evidence that they are on drugs. A criminal inventor has come up with a patch that, very briefly, gives robots imagination and allows them the chance to visualize what they could desire if they had no limits on their freedom of will. The experience is so overwhelming that robots will fight against their programming and steal to finance more patches of stim. The inventor is using the proceeds of the drug sales for the usual Robo-Hunter reasons of wanting to fund a robot revolution in conjunction with an ancient relic of ealier robot advancement, a big transistorized thing called Comrade Lennon. Yes, Grant, you old hippie, we all had that Firesign Theater record, too.

For six weeks, this is classic Sam Slade business. If you love the original run and dismiss this story, you're just lying to yourself, frankly. It's every bit as good as Robo-Hunter at its best, and the artwork is a darn sight better than some earlier epics like "Day of the Droids." Deep down, you know I'm right. But then it ends in episode seven. Seven?! This thing should have run for five months! It's not that it ends badly; if we'd never seen how Sam Slade's best-laid plans go completely haywire and take ridiculous detours while the problem keeps escalating, then I guess that "Stim!" would come to a fine ending. It's just too darn abrupt, and too easy for Samantha. She suffers some inconveniences and aggravations in the first six episodes, but for a genuine classic Robo-Hunter adventure, the hero needs to be in such a soup that she needs scuba gear.

Put another way, when episode six ends, we're right at the point where the next ten weeks should see Samantha getting smooched by Clark Gable droids and having to play Monopoly for hours and arguing with robot rabbis who talk in Yiddish patois and BLAKEE PENTAX and all the other legendary left-field, wildly unpredictable lunacy that gets in the way of a Sam Slade plot. Instead, we jump to the climax. I don't care how much I love Samantha or how damn good Gibson's artwork has been for this outing, this story is missing its madness! It's very good, but it should have been amazing.

Stories from this prog have been reprinted in the following collected editions:
Breathing Space: The Complete Breathing Space (free "graphic novel" collection bagged with Megazine # 294, from 2000 AD's Online Shop)
Judge Dredd: Mandroid (2000 AD's Online Shop)
Leatherjack: The Complete Leatherjack (2000 AD's Online Shop)
Robo-Hunter: Casino Royal (free "graphic novel" collection bagged with Megazine # 308, from 2000 AD's Online Shop)
Savage: Taking Liberties (2000 AD's Online Shop)


Before I go, I would like to thank Tharg the Mighty and all his editorial droids for the very nice package that they sent my way...



I was listed as one of the first Earthlets to receive the inaugural great big Krill Tro Thargos for my service to the cause of the Galaxy's Greatest. I'm pleased to have been thought of so, and greatly appreciate the recognition. This is, of course, no time for complacency! Do you have any idea how many non-scrots and thrill-suckers are out there? The mind trembles.

Next time, a look back at the Megazine's 15th birthday celebration and the return of the Morons! See you next week!

Thursday, September 15, 2011

147. Christmas at Tharg's

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

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

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

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

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

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



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

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



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

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

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

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

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



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

Thursday, August 11, 2011

142. The Trouble With Girls

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

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

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

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



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

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

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

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

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



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



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

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

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

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


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


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

Thursday, May 6, 2010

133. I'm in love with a Gibson girl

December 2003: Buried in the bubble between Tharg's mighty hands on the cover of this year's annual prog is the announcement that Robo-Hunter returns inside. That's exciting news, even greater than the cover's artwork by the great Duncan Fegredo. Robo-Hunter last appeared in 1995, with writer Peter Hogan and artist Rian Hughes at the helm. Theirs was a terrific series, whimsical, clever, pleasantly surprising at every turn, and only suffers by comparison to the original run by John Wagner, Alan Grant and Ian Gibson because those three created my all-time favorite comic series. And now, Grant and Gibson have reunited to resume this popular series, as though they'd never been away. Although Samuel C. Slade himself is mostly absent from the story. Holy Joe Smith, great god of robo-hunters, what has happened to your old pal?

"Like a Virgin," the four-part opener for this new run, takes place several years after Sam finally threw his two idiot assistants out and was forced to resume his old job in New York City after they spent all his money in the last original story, "Farewell, My Billions." This new outing begins with the hopelessly idiotic Hoagy coming across his old buddy Carlos Robo-Stogie while trying to track down Sam because he's found a new case for him, both just completely, and hilariously, lacking the insight to understand that Sam never wants to see them again.

Hoagy, using a DNA tracker, finds Sam's granddaughter, the bad-tempered Samantha Slade. It takes Hoagy and Stogie most of the next two episodes to comprehend that this isn't a remarkable new disguise, and that it really is a different person. She wouldn't mind tracking the old man down herself, as he stopped sending child support payments to her mother five years previously.

With typical Robo-Hunter ridiculousness, we soon learn that Sam finally met his match five years previously at the hands of the Cockney filmmaker Rich Guy and his wife, pop star Rodonna, who have been replacing movie stars with robots, and Sam's head has been stored in a cryo-tank and stuffed into a locker at a train station. The poor guy's even lost his body now; he just can't catch a break!



All right, so let's be brutally honest and objective, fans: Samantha Slade's tenure as robo-hunter is not the greatest series of the last decade, but it is nevertheless extremely fun and very silly and a winking breath of fresh air in the wake of the much heavier dramas around it. She takes the reins for six stories of varying lengths over a three-and-a-half year run, and only the second was mildly disappointing. Other than that tale, I love this series completely, and I remain optimistic, perhaps insanely so, that Tharg will be making a surprise announcement about its return before we come to the 2007 progs in this blog and I can avoid writing anything that I don't wish to say. But the events of the most recent adventure, "I, Jailbird," are a tale for another time, and I'll be certain to devote other entries to the tremendously fun and ridiculous third and fourth stories, so there's much more gleefully goofy times ahead.

Samantha's just a terrific character. Every so often, 2000 AD's fans make some noise about the comic being too led by male heroes and guns and testosterone and people wish for some more female leads. Samantha's just perfect for what we like to see: a tough protagonist who thinks on her feet and doesn't rely on sex or firepower to solve problems like, let's face it, plenty of other comic book heroines, but who still looks good and dresses well, especially with Ian Gibson to portray her. She's the perfect lead for a 2000 AD series: sassy, flawed, determined, slightly adrift in a bizarre, yet fully-formed universe, depicted with character and gusto in a well-written strip with constant surprise and wit. Bluntly, if you'd rather see Durham Red or anybody like her in 2000 AD over Samantha, you're as wrong as wrong can be.



Anyway, there's more to say about Prog 2004 besides the debut of Samantha. There's a letter from me, for example, a really great John Wagner episode of Judge Dredd with art by Jim Murray, another one of Gordon Rennie and Frazer Irving's silly one-offs, the first new Nikolai Dante episode in ten months (and last for twelve), and the first installments of new storylines for Slaine, The V.C.s and The Red Seas, which will accompany Dredd and Robo-Hunter into January 2004 as the regular lineup. It's perhaps not as amazing as some of the other year-end progs, but it's a great read all around.

Also, it's the first prog with the comic's present size. For the previous two years, it was presented in the same dimensions as an American comic, just a little larger. Now, it's in standard magazine size, an inch shorter and wider than it had been, just like the Meg has been for a little over a year. This is an extremely welcome development since, for the first time ever, both comics are printed in a size that fits in standard magazine bags with the flap closed. Any comic retailer worth its salt can take care of your storage needs for the last six-plus years of thrillpower.

Also this week, I needed to mention that over at my Bookshelf blog, you can catch my review of Defoe: 1666, the first collected edition of this Pat Mills-Leigh Gallagher series. It compiles the first two stories of this series, from 2007 and 2008. Check it out and tell your friends. Links are good. One day they might earn me a penny or two.

Next time, we catch up to the Megazine, where Chris Weston has contributed one of the comic's best covers ever. See you then!

Thursday, June 21, 2007

12. Hughes on Slade

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

It's October 1994 and 2000 AD is continuing stories from its most recent jump-on issue in prog 910. You've got more with Judge Dredd in "Wilderlands" by John Wagner and Carlos Ezquerra, Button Man by Wagner and Arthur Ranson, ABC Warriors by Pat Mills, Tony Skinner and Kevin Walker and Robo-Hunter by Peter Hogan and Rian Hughes. That's four excellent strips; unfortunately they share space this week with Red Razors, another "I'm the toughest there is!" beat-em-up by Mark Millar and poor old Nigel Dobbyn, who has to draw this nonsense.

But speaking of drawing, isn't that a great cover? Heaven knows I've seen it enough times. For about a year, 2000 AD was not available in the US. I ordered progs 875-899 from Forbidden Planet, and then shelled out for a subscription. Wow, what a nightmare that was.

I must point out that 2000 AD was later acquired by their present owners Rebellion, and their subscription department is said to be so darn good that many readers are incredibly happy with the service.

Sadly, this was not the case in 1994, although I still wouldn't recommend surface mail for anybody, regardless of the customer service. Until American distribution resumed around prog 930, I was stuck with banged up, beat up, mangled, torn up copies, kicked around at the bottom of a cargo ship with two tons of tractor equipment on top of them. About six never showed up. Only about four of the remaining 25 issues were in anything like good condition. I was so aggravated by how badly prog 910, with this beautiful Rian Hughes cover, was damaged that I wrote a letter and asked for a replacement copy. It too was beat all to hell. When I next visited London, in the spring of 1995, I visited Gosh!, one of England's best comic shops, and replaced most of my surface mail copies.



Rian Hughes has picked up a little press lately, since a collection of his comics work called Yesterday's Tomorrows is coming out this summer. It includes an adaptation of Raymond Chandler's Goldfish and two collaborations with Grant Morrison: Dare, which originally appeared in 2000 AD's sister books Revolver and Crisis, and Really & Truly, from 2000 AD progs 842-849.

That Hughes illustrated an adaptation of Chandler is striking, because he also got to play with Robo-Hunter for 13 episodes. They're not highly regarded by the fan base, because they're done without the participation of Sam Slade's creators, John Wagner and Ian Gibson, or his other regular scribe, Alan Grant. They also came at a time when fandom was reacting with quite justifiable derision to Mark Millar's take on the character, and the overwhelming feeling was that Robo-Hunter needed to go. It didn't warrant being retooled in the hands of new creators, it needed to be axed.

That I enjoy Peter Hogan and Rian Hughes' take occasionally surprises people, because it's well documented that the original run is categorically my all-time favorite comic series, and because I'm well-known to be Samantha Slade's biggest defender. Surely, then, I'd pay respect to the creators by not praising what's nothing more than a stop-gap trademark defense?



Well, the thing to remember about the Hogan / Hughes time is that it's past. It happened. We can't go back and change it. It's not an ongoing slap in Wagner, Grant and Gibson's faces, and so it can be judged on its own merits, apart from the politics of the day that surrounded it. But the thing I would like to believe is that when Alan McKenzie inherited the editor's chair and the Rosette of Sirius from Richard Burton, he recognized that there was something very wrong with Robo-Hunter under Mark Millar's tenure, and it really was slapping the original creators in the face.

While understanding, respecting, and often agreeing with those who believe in creators' rights, I also see the need for 2000 AD to keep a bank of regular series to maintain reader interest. Yeah, McKenzie might well have done better to have axed Robo-Hunter outright, but instead, he gave it to the new team and said "Make this good again."

And they did.

That Rian Hughes is a complete genius is obvious. His design and layout skills are amazing, and he's the perfect choice to give Slade's New York a style and life of its own. The world has elements of classic noir filtered through 1950s advertising mascots and dated space-age zap guns. His pacing is note-perfect, the strange designs of the robots are consistent, and everything works without a flaw. Sam Slade's world, in these stories, is a solid, believable universe, and each of the four stories he illustrated is set in the same, unique, world. As the Millar stories were handled by several artists with different visions and opinions, they never looked like the same place twice.

But the scripts work too! Peter Hogan got to write five stories in all (one, illustrated by Simon Jacob, was in a Sci-Fi Special that I don't own), and he nailed the character of Sam Slade. Whenever I write about Robo-Hunter, I keep coming back to Chandler's famous essay, where he explains that the key to understanding detective fiction is to understand that the man who walks the mean streets is not himself mean. Millar's version of Sam Slade was; that's what made those episodes so appalling, even before you got to everything else that was wrong with them. They turned your old pal Sam into a violent boor. Peter Hogan fixed that. His Sam was everything that Slade should be; exasperated, put-upon, broke, down on his luck, but an absolute charmer on every page. Sam has to have a heart of gold even if he tries to project an aura of distance; it's why we love the big loser when everything goes wrong.

I will concede that the construction of the stories is not quite like the classic run. Hogan's tales are more conventional mysteries, but lighthearted and whimsical. There's a love of wordplay and puns not present in the original series. But they are incredibly clever, and they begin developing a nice supporting cast beyond Slade and his assistants.



As I've mentioned before in this column, McKenzie has unfortunately elected to not go on the record about his time on the comic during this period outside of his own site. It has not been updated to this period. I suggest, without any solid evidence, that as his time as editor wound down - John Tomlinson was the next Tharg, starting in 1995 - Robo-Hunter got sidelined in favor of some of the newer strips. As Tomlinson, and later David Bishop, began considering series, they had to consider the considerable fan outcry against Millar's Robo-Hunter, and the unfortunate, baffling, lack of popularity of Rian Hughes, and quietly shelved the strip. (Bishop and Hogan had a falling out as well, which certainly tabled any new work from this team.)

In 2004, Robo-Hunter returned in new tales of Sam's granddaughter Samantha. An early episode briefly dismissed the full 90s run as being incidents that happened to a robot masquerading as Slade, thus consigning 2000 AD's one and only quasi-official "non-canon" stamp to a series. Grant and Gibson were certainly well within their rights to dump anything they didn't like, but I think that it's a shame that they, and most of the readers, didn't like Hogan and Hughes' tales. I think they're deeply misread and horribly underrated, and if they had appeared under the name Standish Archer, Droid Detective, they'd probably rate a little higher in the fan polling.

It should not surprise you to learn that the four Hogan/Hughes stories have not been reprinted, but Yesterday's Tomorrows will be in stores in mid-July. Peter Hogan's done some scripting with Alan Moore on the America's Best line; Hughes has mainly been working in commercial illustration and design, which probably pays a lot better.

Also this week: Tharg gives the new Fantastic Four film a thumbs-down.

Back in seven, but for what, I couldn't say yet!

(Originally published 6/21/07 at LiveJournal.)

Thursday, May 3, 2007

5. The Last Good Thing Mark Millar Wrote for 2000 AD

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

Prog 883 was published in April 1994 and it's what's called a three-Millar prog. That's not a good sign. Judge Dredd is again written by Alan McKenzie under his "Sonny Steelgrave" pseudonym, the last of a three-parter illustrated by Mick Austin. It feels a little awkward, but it's honestly not bad. The Clown is continuing its second run, scripted by Igor Goldkind and painted with mud by Robert Bliss. This is one of those stories where the supporting cast is a million times more interesting than the star; they could have done a series about these cheesecake-obsessed cops which might have been pretty good. Then there's a story with apalling art by Jim McCarthy and a story with quite good art by Anthony Williams and a story with very, very good art by Simon Jacob. And some really horrible scripts.

If you ever get the notion I might be beating a dead horse by coming back again and again to the spectacular awfulness of Mark Millar, well, you might be right, but he brought it on himself, not merely by writing some dreadful scripts, but writing so many of them. And then they all got commissioned!

As Richard Burton and Alan McKenzie, the editors of 2000 AD during the early 90s, have declined to go on the record in recent years to discuss this period, we can only speculate what brought so much Millar to the pages. I can generally see their motives in employing him as often as they did; Millar was touted as a hot young up-and-coming talent, and his work for Crisis was not that bad, even if it lacked the subtlety and promise of his peer Garth Ennis. (And yes, even Troubled Souls has subtlety in places.)

But the difference between Millar and Ennis couldn't be more blatant. Ennis speaks with humility about his earliest series for Crisis and with regret that he didn't do a better job on his 2000 AD stories, despite the many very good scripts he contributed at the time. Millar, however, has been nothing short of dismissive, speaking with punkish contempt about the 2000 AD veterans who came before him, and making no secret of the fact that he wanted to use 2000 AD as a stepping stone to work for American comics.

What he left behind in his wake was incredibly frustrating at the time, and it reads even worse in retrospect. A typical Mark Millar story features incredibly tough main characters yelling some variation of "Come and have a go if you think you're hard enough" at each other, usually surrounded by the carnage and destruction of the storyline to that point, and then punching each other until the good guy wins. The supporting cast is there to provide cannon fodder for the bad guy up until that point. Here's some typical Millar dialogue from the period:



Nowhere is this more evident than in Millar's godawful take on Judge Dredd, which might have been truly called Super Dredd and the Keystone Kops. A Mega-City One judge, in Millar's hands, wouldn't last three minutes with a declawed kitten, unless the judge is Super Dredd, who can beat up anybody on account of him being Dredd, and him being the toughest one there is.

This is a particularly rough period for the comic, with one six-part storyline after another featuring either an indestructible (apart from the hand) priest (Canon Fodder) or an indestructible guy with bad teeth (The Grudge-Father) or an indestructible motorcycle mama (Babe Race 2000) or an indestructible Soviet super-judge (Frankenstein Division) or the other indestructible Soviet super-judge (Red Razors), all yelling and battering their ill-defined opponents. No wonder we loved the thoughtful and charming Luke Kirby - about which more next week - so much at the time. It's a very short hop from these incredibly stupid strips to Millar's Ultimate Captain America shouting "Do you think this A stands for France?" in Marvel Comics. And if you think that passes for clever, then you might enjoy Millar's 2000 AD work just fine.

Millar's period of omnipresence is coming to an end with this prog, meaning I'll have more positive things to write about in other entries, but I did want to share this cliffhanger with you:



I like that. Despite the fact that the robot baddie's dialogue is a pretty good example of the tough-guy yelling that's Millar all over, and despite the fact that Millar's general take on Robo-Hunter - turning a down-on-his-luck, can't-get-a-break loser into an ultraviolent, minor celebrity with his own line of scrapbook annuals for his fan club - is the most wrongheaded botchjob seen in the medium, that's a pretty clever little cliffhanger.

Tharg was in the process of transitioning Robo-Hunter from Millar to Peter Hogan when this was published, although it didn't really take and the whole period, despite Hogan's charming efforts, has since been excised from the Sam Slade canon. There were two Hogan stories prior to this, which sensibly returned Hoagy and Stogie to the lineup; they'd been mostly absent for Millar's run. "The Robotic Revenge of Dr. Robotski" was Millar's last Robo-Hunter adventure, and it's the best of his ten tales, by miles. It's still lousy, penned by a writer indifferent to anything beyond his page rate, and enlivened only by Simon Jacob's great art, full of dramatic angles and inventive use of color.

But that cliffhanger's actually pretty good. It prompted a smile, and it suggests that Millar could have been using the format for stories that were inventive rather than repetitive.

I haven't followed his post-2000 AD career very closely. I know he cowrote some stuff with Grant Morrison that was occasionally good (Aztek: The Ultimate Man, nine months on The Flash, six months on Vampirella, four months on Swamp Thing), but, left to his own devices... well, there was that fill-in on JLA with Amazo which was godawful, and that three-month "The Black Flash" story wherein the Flash defeats a foe who cannot be outrun by, errr, outrunning him.

Next week, praising something underrated.

(Originally published 5/3/07 at LiveJournal.)