Showing posts with label staz johnson. Show all posts
Showing posts with label staz johnson. Show all posts

Thursday, October 15, 2009

114. Going Rogue Again

Welcome back to Thrillpowered Thursday! When last we left off, spirits were low as, for the fourth time in the last decade (and the second in my current home), I had to deal with a minor house flood. Yes, this is the same place, northern Georgia, which was screaming about a drought just a few short months ago, and which is fighting a losing battle against our neighbor states of Alabama and Florida about using too much of the Lake Lanier reservoir for drinking water in the city of Atlanta, and yet somehow I've had property damaged by floodwaters four darn times. Well, the downstairs is almost rebuilt, and we'll be installing a retaining wall in the backyard sometime soon, and I didn't lose any precious comics to this tomfoolery, and it certainly could've been a lot worse, but it did throw us off our reading schedule.

While I was away from this blog, I got the neat opportunity to talk a little bit about 2000 AD and its place in the long, fun history of British comics up at the first annual GMX convention in Nashville. I had a super time, and gave away a couple of dozen old doubled issues and a pair of collected editions from my pile of trade fodder as freebies. I think everybody had a splendid time, and I hope that next year, we can do it again.

Resuming the reread, Frazer Irving gets cover duties for July 2002's prog 1302, spotlighting the return, after almost fifteen years, of the original Rogue Trooper. Created by Gerry Finley-Day and Dave Gibbons, Rogue was a pretty one-note character, albeit one very popular with younger readers. Since his original storyline ended in issue 393, the character's adventures continued off and on for another four years, finally reaching an end in 1988.



Shortly afterward, the series was rebooted, rethought, remodelled and was, in the end, done in under the weight of too many creators overthinking the premise and the continuity. Even the estimable John Tomlinson failed to make anything readable out of the concept, insisting on tying in the character of Tor Cyan from Mercy Heights into some convulted story about a big blobby thing spitting out demented clones of the original Rogue. Perhaps it was a metaphor.

For the latest incarnation of Rogue, newly-assigned writer Gordon Rennie was tasked with simply telling some readable stories with the original concept. Teamed with a bank of rotating artists, including Staz Johnson and David Roach on this first four-part story, Rennie went with a back-to-basics approach of relating untold stories from within the original "search for the Traitor General" framework. Rogue Trooper had very few recurring characters - that was one of its weaknesses - so Rennie created a handful of new heroes and villains to work around Rogue and his biochipped buddies. It's such a forehead-slapping obvious idea that, reading it in light of all the labored attempts to fit various reboots into a single tapestry, you're amazed it took 2000 AD so long to get it right.



Of course, having said that, Rogue Trooper remains stubbornly unengaging. With one exception, an unbearably earnest two-parter called "Lions" which is about Our Brave Soldiers, there's nothing at all wrong with Rennie's episodes, except for the unbeatable fact that nobody cares about Rogue Trooper. It's a series where the art has always been the draw, and the elements that you found engaging and exciting when you were twelve turn out to be, in the cold light of adulthood, stilted and awkward. There's also the problem of setting the series within the original "search for the Traitor General" days and trying to wring drama from it, when we already know how it will play out.

Still, Rogue Trooper is enough of a 2000 AD icon that you can't help but root for it. If the comic's going to insist on doing it, you want to see it done right. Rennie does a good job, but it really feels like Tharg's heart just isn't in it. What Rogue Trooper needed was a semi-residency, but after these 12 episodes, there's a one-off at the end of the year, then six more in 2003, six in 2004 and then, finally, three apiece in 2005 and 2006, the last three penned by a different writer. This will seem to happen a lot with Rennie's scripts for editor Matt Smith over the next five years; as with his subsequent Caballistics Inc. and The 86ers along with several Judge Dredd stories, there is an emphasis on continuing characters and subplots which is totally deflated by the enormous breaks between episodes. Since five different artists or art teams tackle this new Rogue Trooper, it can't be deadline drama; we have to assume that everybody involved really just had more important things to worry about. In that case, why bother reading it? Rennie's run was compiled in the sixth in a series of Rogue Trooper collected editions. The book, Realpolitik, was released in March of 2007.

In other news, Rebellion has recently suffered the aggravation of having some books solicited for direct-market distribution by Diamond, only to have the distributor turn around and cancel the orders. One of the books impacted by this was the collected edition of Gordon Rennie's The 86ers, released in May of this year. The book is available, therefore, to proper bookstores in Britain, and easily obtainable online, but not from local comic book shops. The series is a sequel to Rennie's run on Rogue Trooper. A few months after his last episodes of that series in 2005, we met up again with Rafe, a genetically-engineered pilot introduced as one of Rennie's new supporting cast. She's transferred to the 86th Air Support Reconnaissance Squadron and tasked with protecting supply routes to a strategically important mining planet. The series could have been an engaging mix of future war, ancient superweapons and political intrigue, but unfortunately, it never really gelled as a serial.

It's my habit to not sit down and really reread the contents of the Rebellion trades if it's a reprint of material I haven't yet come to in my Thrillpowered Thursday reread, so perhaps I'm being unfair to The 86ers when I say that other than Rafe and the briefly-seen villain Colonel Kovert, a baddie from Rogue Trooper's original run, I have no idea who any of the characters in The 86ers are. There are a lot of them, and a lot of subplots, but after the ten episodes in 2006 (published in three batches over nine months) and the six that came six months later, none of them had made an impact on me at all. Rather than slipping the series quietly under the rug after that, Tharg commissioned six wrap-up episodes earlier this year from Arthur Wyatt, in order to get enough material to warrant publishing a collected edition at all. Rennie, clearly disinterested by this point, had moved on to work for some video game company. I'm sure Wyatt did the best anybody could hope for with what he had to work with, but neither the original run a few years ago, nor a refresher that I gave myself shortly afterwards, nor a quick thumb-through of this edition to confirm what was in it has provided my memory with the name of a single character other than Rafe or Kovert.

In many ways - and this is something we will definitely come back to in Thrillpowered Thursday - The 86ers exemplifies Smith's tenure as 2000 AD editor. He's done so much that is very right during his time in the hot seat, but his biggest failing has been the reversal of the semi-residencies that were common while David Bishop was editor. Ongoing series simply need extended runs of at least 10-13 weeks every year in order to make a consistent impact, particularly if they're going to have many recurring subplots and characters. There are occasional dramatic, exciting moments in The 86ers, and the art, initially by Karl Richardson before PJ Holden takes over, is quite good throughout, but there's too much talking between characters who take forever to do anything.

As a collected edition, The 86ers is nevertheless an impressive one. Released just a few weeks after it concluded in the weekly, the book contains all 22 episodes, along with the single installment of Rogue Trooper that introduced Rafe, some of the series' original covers and sketchbook art from Richardson and Holden. It's a truly fine collection of a sadly inessential series.

Next time, More about the thrills from the summer of 2002, with notes on the revamped V.C.s and a future cop bodyswap story called Bison! See you in seven!

Thursday, June 25, 2009

104. Saying Hello

It's certainly fair to suggest that this little blog of mine does more than a fair share of cheerleading. As a loyal Squaxx dek Thargo, I genuinely believe that 2000 AD is the Galaxy's Greatest Comic. But that's not to suggest that I think it's perfect. Even in the midst of the magazine's great return to hyperquality over the last eleven years or so, there have been periodic hiccups in the quality of the series within its covers, and weeks of turgid pacing where none of the creators on its pages seems to be firing on all cylinders. The last quarter of 2001 is one of those dull periods, when only Judge Dredd seems to be flying the flag high. During the last few months of 2001, Dredd is sharing space with a number of space-filling one-off Future Shocks, some wildly inconsistent Sinister Dexter shorts, and two absolute dogs which ramp up the boredom circuits for ten weeks: Steve Moore and Staz Johnson's Killer and a well-meaning mess of an Anderson: Psi Division case by Alan Grant and Arthur Ranson. That's Killer spotlighted on the cover of prog 1266 (Oct. 2001), and I think it's a nice, moody piece by Jock.

Since returning to 2000 AD in 1999, Steve Moore contributed one misfire after another, and Killer, or "Filler" as fans quickly tagged it, was the dullest yet. It's another case of what I've hinted at in other entries about this period. The serial is all plot and no character. The lead character is called Madoc Blade (really), and he's a former gladiator in a far-future, alien-packed world where death is around every corner and nobody likes squishy, fleshy humans. It's almost as though, reflecting upon how many fans complained that his earlier Red Fang was too confusing, with too many twists and turns and subplots, Moore responded by scripting something that would have fit right in a 1981 prog during a short break from Return to Armageddon or something.

Actually, Moore does one very weird trick in Killer that's worth mentioning, just because it's so strange. Episodes two and three consist of a lengthy flashback in which Madoc, retired from the arena and drinking himself to death, is uncovered and is telling the story of his ugly past as a fight-or-die slave to his new benefactor. The cliffhanger comes right in the middle of his story. In the flashback. Fifteen years previously, a weirdo alien judge sentences him to death by combat, and the climax becomes "How did Madoc get out of this?" I honestly can't recall another example of a cliffhanger flashback, and with good reason. Well, at least Johnson's art, inked beautifully by David Roach, is very nice, and he came up with some appropriately weird alien thugs and monsters.



Likewise, Arthur Ranson's artwork on the Judge Anderson ten-parter "R*Evolution" is really wonderful. He devised some terrific imagery for the scenes in which Anderson goes onto the psychic plane to investigate the super-rich magnate Vernon D'Arque, a former Mega-citizen who now lives on an asteroid somewhere in space and who has merged his mind with six other citizens. Justice Department gets involved when one of the minds within the D'Arque-gestalt sends a psychic confession to an old, unsolved murder.

One problem with this story - and I say this as one of Alan Grant's biggest fans - is that readers never really understand exactly what the heck a gestalt mind is. Grant sort of takes it as written that D'Arque has come up with a stunning advance in evolution, even though it's later shown to be the product of alien technology, but never pauses to even explain what all this means to a human who's elected to merge minds with D'Arque. It's such a bizarre, outre concept that it stops the whole story in its tracks, asking "Wait a minute; why would anybody do this to themselves?" Grant never answers. We get clear-as-the-nose-on-yer-face hints that there's a dark side to life in the gestalt, but by the time our Cassandra wakes up in somebody else's mind, or something, the script has become so confused that Ranson's art simply can't salvage it anymore.

Honestly, this period is pretty disappointing, but it's not all bad. With another four-part scrap between Judge Dredd and the mysterious justice killer, Armon Gill, running at this time, the prog's just about worth it for that alone. Yet the Future Shocks are really only "shocking" if you're under ten, and Sinister Dexter is almost consistently on autopilot...



Oh, wait.

Nobody believes me when I tell them this, but Sinister Dexter's finest hour didn't come with one of their epic male bonding melodramas, nor with one of those episodes which turned everything upside down and unexpectedly killed a major supporting player. It's "I Say Hello," a curious little five-pager by Dan Abnett and Marc Pingriff which centers on the doorman of a posh hotspot in Downlode.



I can't tell you why I think "I Say Hello" is so amazing, or pull apart just how it works as well as it does. Really, this blog's going to get awfully boring if I keep mentioning how Sin Dex should've ended ages beforehand, how it reached a natural conclusion with "Eurocrash" and so on, but every once in a while, Abnett and his artists do something unexpectedly eye-opening. Here, there's such a wonderful twist, not within the plot, but with convention and presentation that you can't help but be charmed. It's a classic.

Having said that, let's dive back into the Sinister Dexter's recent past and the new collected edition of "Eurocrash." Like "I Say Hello," this is a straight-up Sin Dex classic. The collection starts with a couple of short stories and then dives right in to the exceptional, epic-length storyline in which crime queenpin Demi Octavo's hold over her city slips out from under her, leading to blood in the streets. By the time it's over, the balance of power in Downlode is changed forever, and Sinister and Dexter go their separate ways, each determined to ferret out the mysterious parties behind the carnage, and to never see each other again.

Which makes it incredibly hard to understand why, when you turn the page, the deadly duo are working together as a team.

Rebellion's line of reprints is easily the best in the industry right now. They do a laudable job 49 times out of 50, picking great material and presenting it in a standout format, on glossy paper, with matte-finish covers and typically some very nice extras. Well, their skimpy little creator biography paragraphs could use a little work, but otherwise it's a terrific reprint line. That's what makes this book so darned hard to understand. For some utterly baffling reason, the collection skips over twenty-four freaking episodes of the series.

As screw-ups go, this one ranks up there. The whole phase of the series when it was retitled Downlode Tales is excised, as well as two one-offs that ran alongside Eurocrash's earliest episodes and set up characters who would reappear within the bigger epic. What you got in those 24 episodes, apart from some very nice artwork by Simon Davis, Greg Staples and Chris Weston, among others, were some critical continuing subplots, the return of Billie Octavo and the deaths of several major recurring players, including both Bunkum and Nervous Rex. Oh yeah, and the whole point, the whole payoff, of the vengeful promises of the last two pages of "Eurocrash." At least Monty Python gave us a "scene missing" screen; this book just hopes you're not reading very closely.

I've never said this about a Rebellion book before, but this is one to avoid. Do not buy this book. They should pulp every copy they can get their hands on and issue a second edition with "Lone Shark," "The Ass Kickers," "Scrubbers" and "The Whack Pack" following Eurocrash. The fifth Sin Dex collection should have "City on Fire" and "Lock and 'Lode" and then the four stories which conclude this book: "Exit Wounds," "Observations," "Mission to Mangapore" and "Life Behind Bars," and probably a couple of other episodes after them. Otherwise, neither this nor the next book are worth purchasing. Speaking as a huge fan of the publisher and a pretty big fan of Sin Dex, I wish I didn't have to say that.

Next time, maybe we can get a last ray of sunshine in before Thrillpowered Thursday takes its summer break...?