Friday, December 18, 2020

Sonic the Hedgehog: Bad Guys: Issue 1



Sonic the Hedgehog: Bad Guys: Issue 1
Publication Date: October 7th, 2020

And so, in its third year, IDW continues the long tradition of “Sonic” comic mini-series spin-offs. Yet there’s a notable difference in the approach IDW is taking with this, as opposed to Archie’s methods. Archie was desperate for an on-going “Sonic” spin-off and released mini-series as “pilots.” They focused on Sonic’s most popular supporting characters, like Tails, Sally, and Knuckles. IDW, meanwhile, is presumably limited in how they use the Sega-created supporting cast. The most obvious candidate for a stand-alone story — Shadow and Team Dark — would probably be seriously handcuffed by Sega’s narrative demands or some sort of other red tape. Instead, IDW has focused on the comic exclusive cast. “Tangle & Whisper” was an immediate fan favorite and now Ian Flynn is hoping to replicate that success with “Bad Guys,” a mini-series starring Dr. Starline and other recent additions to Sonic’s rogues gallery. 


Starline is now operating outside of the Eggman Empire. He still hopes to influence his idol in world conquering but an attempt to infiltrate an Eggman base almost results in him being crushed by robots. Starline realizes if he’s going to succeed in his plans, he’s going to need help. Bullshitting his way into Everhold Prison, he contacts four prisoners: Zavok, Mimic, and Rough and Tumble. Each take some convincing — and Zavok and Starline are both plotting to double-cross each other — but eventually the doctor assembles his team. They fight their way out of the prison and begin on their villainous path.

The first issue of “Bad Guys” is another one of those Ian Flynn part ones devoted largely to setting shit up. Starline’s interior monologue runs all throughout the opening action sequence, further establishing his motivations. After that, we are treated to two whole pages devoted to Starline dictating a captain’s log, describing his current predicament in detail. Even once we get to the prison, “Bad Guys” continues in this mold. Much attention is paid to establishing why each of these crooks will work with Starline, each wanting revenge on Eggman. Even the subsequent prison break is a way to show off everyone’s unique abilities. 


Another issue facing “Bad Guys” — especially when compared to “Tangle & Whisper” — is that I still don’t know if I actually like Starline. I immediately liked Tangle and Whisper grew on me after a while. Starline I’ve been reluctant to embrace. Flynn has sort of played up the juicy, Snively-like rivalry between Starline and Eggman... But it’s held back by the platypus remaining a die-hard Eggman fanboy. He’s uncomfortably situated between obsessive stalker and scheming lackey. I get Flynn not just wanting to create a stand-in for Snively but, if Starline is deluding himself into thinking Eggman still wants his help (and he must be), the writing should reflect that more. He’s also got this faux-elegant, loquacious tone to him that I don’t find particularly charming. Flynn gives him more superpowers this issue, like electro spurs on his boots or a potentially plot-breaking hypnotism device, but that doesn’t make Starline much more interesting. It remains to be seen if I’ll come around to him. 

The truth is the verdict is still out on most of these guys. Mimic is cool but he’s not given much to do her besides shapeshift and flout his self-interested personality. I haven’t made up my mind about Rough and Tumble yet either. As big dumb brawlers, they serve their purpose. Action comics like this do need guys like that. As goofy comic relief, they don’t do much for me. (Though Tumble’s continued insecurity about his lack of a tail does still amuse me.) Weirdly, it’s Zavok that comes off the best here. Flynn has redeemed the Zetis a little in the last year and Zavok’s ruthlessness, the utter brutality he displays in his quest to further his goals, does make him a compelling villain. 


In fact, probably the best thing about issue 1 of “Bad Guys” is watching Starline and Zavok scheme around each other. Starline appeals to Zavok’s ego, assigning him leader of this squad, in order to convince him to go along with his plan. This is, of course, a lie and Starline plans to betray the Zeti the minute he steps out of line. Zavok, meanwhile, is well aware of this impending deception. He is waiting for the right moment to betray Starline too. We’ve got two separate secrets working against each other here. See, now that’s dramatic! Who will strike first? Which of these underhanded plots will succeed? Now I’m drawn into this thing and Flynn better not fucking squander it. 

The second half of the comic is largely devoted to the jail break which is, admittedly, an entertaining action sequence. Each of these guys have their own special abilities and a prison full of hapless guards provides plenty of cannon fodder for them to practice on. Zavok turns Wispons against their masters. Mimic disguises himself as the warden to trick people. Rough and Tumble bash a lot of heads. Starline utilizes his various gadgets. It’s more than just your typical punching and smashing. And that’s fun. Even if the inevitable prison riot scene is totally expected, that’s a plot device I almost always enjoy. 












Jack Lawrence, one of my favorite art debuts of the year, will be penciling the entire mini-series. He does good work here. His action scenes are incredibly dynamic. The panels devoted to Starline using his various gadgets, like those tricked out spurs, are pretty cool. He manages to make every panel as expressive as possible, telling us a lot about the characters even as they just talk in their jail cells. Like how Rough and Tumble are playing tic-tac-toe on the floor of their cell. Or just how freaked out the guards are when the bad guys surprised them in the watch tower. It’s a testament to Lawrence’s skills that he makes visuals cliches — like Zavok slamming heads together or the gang walking away from an explosion without looking at it — look neat. 

So, we’ll see how this one plays out. Issue one of “Bad Guys” suffers from a lot of the first issue lag I’m accustomed to with Flynn. Yet it sets up some potentially promising leads too. Where it goes, and if it ends up being more interesting than tedious, is something I guess I’ll discover soon enough. This one has enough stuff I like to give it a mild recommendation. [6/10]


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