Friday, June 29, 2018

Sonic Universe: Issue 25
























Sonic Universe: Issue 25
Publication Date: February 2011

When “Sonic Universe” was launched, it probably didn't seem like a sure thing. A reliable reader base obviously kept Archie's “Sonic” book running for years and years. But the book's attempt to support a spin-off series have been uneven, to say the least. “Knuckles the Echidna” is the only real example, among half a dozen mini-series that failed to create on-going series. And, least we forget, “Sonic Universe” was a somewhat hastily assembled replacement for “Sonic X.” As faithful as Sonic readers were, there was no guarantee they would stick around for a book essentially about the hedgehog's supporting cast. Of course, “Sonic Universe” ended up being another big success, becoming the longest running “Sonic” spin-off. Issue 25 was its first milestone issue and probably a good sign that the series would continue to be successful.





















The latest story arc is focused on Silver. It's called “Fractured Mirror” and the first part is called “Through the Looking Glass,” because Ian Flynn loves subtitles. Anyway, Silver continues to chill in his post-apocalyptic future, as the future Mogul continues to teach him the ways of magic and discipline. Their time together is interrupted by an unexpected figure bursting into the city. The being, a seemingly robotic crocodile, fights Silver and takes a beating before being pacified. After stopping him with some help from Edmund, the elderly Guardian of the now downed Angel Island, the croc escapes through a portal. Silver reluctantly follows, entering into an entirely different dystopian reality.

Silver is really one of Ian Flynn's success stories. As he exists in the video games, Silver the Hedgehog was a total lame-o. Like Shadow, he was another boldly colored hedgehog that was a rival to Sonic. His psychic powers were the only thing to distinguish him and they were, let's face it, a cheap gimmick. Flynn, meanwhile, would take Silver and turn him into a lovable doofus. He stumbles into the past from the future, trying to unravel a mystery he doesn't have all the clues for. He makes plenty of mistakes but there's always based in sincerity. So, amazingly, he managed to make a Silver-focused story line actually seem like a good idea!












It helps that Flynn finally makes Silver's shitty future seem like an interesting location. He does this mostly by focusing on Edmund. We still don't know much about the echidna, though this issue seemingly confirms he's Lara-Su and Argyle's son. However, his personality proves endearing. He's a crotchety old man, eager to let anyone who will listen know how much better things were back in his day. This leads to an especially amusing bit of dialogue about lasers. Edmund makes a good foil for Silver, as the enthusiastic but uncertain young man and the overly certain old man make for a nice contrast.

“Through the Looking Glass” is a solid action story. The fight with the crocodile, which the reader immediately assumes is some alternate universe version of Vector (it is), is entertaining. Silver's psychic powers leads the battle some dynamic variety. Silver is shot out of the sky by lasers and has some debris drop on him. His telekinesis, meanwhile, allows him to manipulate said debris and toss it back at his opponent. He also generates a shield and throws a dumpster around, all of which are pretty cool images. It's good to know Silver can do more than just fly and lift stuff from far away.























What really makes “Through the Looking Glass” good is its final reveal. The reader puts it together before the characters do. Silver enters another broken down city. He sees a huge statue of someone who certainly looks like Enerjak. He's attacked by the rest of the Chaotix, also encased in mechanical shells. Lastly, we meet this new Enerjak... but we've met him before. This is Knuckles, from the alternate reality where he gave in to his dark side and became a tyrant. This is the future of Jani-Ca, the original Lara-Su. It's a plot point Ken Penders dropped years ago and never picked up again. So, once again, here comes Ian Flynn to utilize tiny details the previous writer did nothing with.

Tracy Yardley has been the regular “Sonic” artist for quite some time. To the point where you could say that he's falling into an established style. You know exactly what a Yardley illustrated story is going to look like. However, the artist really outdoes himself with this one. Silver's city is a moody place, full of foreboding buildings and dark alleyways. The Enerjak'd Chaotix, which we'll soon learn are called the Prelates, are really cute designs. It's immediately obvious who they are meant to represent but they still stand as individual designs. Dark Enerjak also has a pretty neat look, unique from previous Enerjaks but clearly in the same line. Yardley also keeps the action beats fresh and exciting. It's some of his best work in quite some time.









I remember “Fractured Mirror” being one of my favorite “Sonic Universe” arcs. Who knows if the whole thing will hold up but the story is certainly off to a strong start. Now that the set-up is out of the way, Flynn can really get down to exploring the world(s) he's showing off here. I'm looking forward to revisiting the rest of it. [7/10]

Wednesday, June 27, 2018

Sonic the Hedgehog: Issue 222
























Sonic the Hedgehog: Issue 222
Publication Date: February 2011

Once again, Ian Flynn employs one of my favorite tactics of his. We're still technically between events. Iron Dominion is in the rear-view mirror. Genesis is a few issue off. Though Flynn is laying down heavy plot points here of late – such as St. John betraying the Freedom Fighters, Naugus' upcoming coup, Mina's generating civil unrest with her new music – we are technically in the calm between storms here. So the author throws in an issue that's mostly focused on smaller, more personal issues for the cast of lovable characters.


This is apparent in the cover story's title: “The World Can Wait.” Sally and Sonic have finally decided to go out on a real, with-a-capital-D date. Both teenagers are anxious, though they display their nerves in different ways. Once they finally meet for the evening, dining at New Mobotropolis' only super nice restaurant apparently, politics interrupt their nice evenings. The waiter and other customers begin to debate the Nicole issue.  However, Sonic and Sally still manage to have a nice, wholesome time, even with outside forces plotting just under their noses.

I should say that “The World Can Wait” is half a more character-orientated story and half a way for Flynn to further some of his recent plot points. Scenes of Sally and Sonic being adorable around each other are interrupted by the politics of the day. The reader is experiencing this almost the same way the characters are. Sonic and Sally want a peaceful evening together. The readers want to see this long-separated couple get back together. Both expectations are sidetracked by the petty bullshit happening around them. This is an effective tactic but does little to delude the frustration I feel.


Honestly, any complaints I have with “The World Can Wait” can totally be put aside thanks to several fantastic moments. There's a two page sequence where Sonic and Sally prepare for the date. On one side, we see Sally fret over what she should wear and how serious things are going to get. On the other side, we see Sonic's anxiety manifest in a less obvious but still jittery way. Contrasting the two approaches is really cute, showing the differences and similarities in the characters. Mostly, it's just super cute watching these characters, who have fought supervillains all over the world, get nervous over a little date. It's a reminder that Sonic and Sally – monarchs, Freedom Fighters, child soldiers, superheroes – are still teenagers, first and foremost. They're allowed to be uncertain about their romantic lives.

Of course, Sonic and Sally going on a date while their city is having a moral crisis is one of my problems with the way Flynn would handle this plot point. Ash and Mina being at the same restaurant as Sally smacks of overly easy writing. (Though it is nice to see Mina in that tight, Chinese style dress again.) There's also some less-than-elegant long-reaching plot mechanics here. Sally is visiting Monkey Khan at the beginning of the day. This is to confirm that the Iron Queen is going to be out of the picture for a while. It's also to bury the Sally/Khan ship once and for all, as Sal officially friend-zones the ape here. I figured Flynn had handled that already but I guess the extra assurance isn't bad either.












Naturally, the book ends by teasing Naugus again. The evil wizard is hanging out in the woods, on the edge of the current story line. For about four issues now, Flynn has been teasing Naugus' upcoming attempted coup of New Mobotropolis. I kind of wish he would shit or get off the pot on this one. Watching a villain scheme is only so threatening up to a point. After a while, it makes the bad guy seem ineffectual. Now, of course, we know what Ixis Naugus is capable of. But he really needs to get moving on this soon. Especially since he still hasn't really justified St. John's face-heel turn.

Again, don't think I disliked this one! There's actually a number of personable moments that I really like a lot here! The story opens with Sonic and Tails playing a game of Capture the Flag. It's always nice to see the two friends actually messing around and acting like friends. Reminds you why their camaraderie exist in the first place. One of the best moments in the issue entails Amy Rose leaping out of the sky, using her big-ass hammer to dissuade the people following Sonic and Sally. That's funny and also continues to show Amy Rose's character development. She values Sonic's overall happiness over everything else, even her own romantic interests. Lastly, once Sonic and Sally are left alone, the two begin to get closer again, healing the wounds their last break-up created.


In the back pages, the “Second Impressions” two-parter continues. Espio and Nicole nervously explain to Knuckles that Dimitri's disembodied head wants to meet with him. At first, Knuckles is horrified and extremely angry. After listening to Dimitri's very sincere apology, and his earnest promise to change for the better, the Guardian changes his mind.

The character-focused atmosphere continues in the back story. “Second Impressions: Part Two” shows Knuckles doing something very unusual: Talking things out, instead of punching stuff. He wants to punch stuff but eventually clears his head. The story represents Dimitri's final switch from villain to ally. It's been coming for a long time, as Flynn has long built towards making the once tyrannical madman into a more sympathetic character. Knuckles finally accepting his great uncle as a friend represents character development for the both of them. Dimitri is a hero now and Knuckles is chill with it. It's solid writing.













Tracy Yardley takes this entire issue off, allowing some other artist to shine. Steven Butler draws the cover story. Butler's gritty details have always been well-served by action stories. However, that same attention to detail also works for character-based stories like this. He really makes Sally and Sonic's feelings clear. He also makes the moody conclusion, of Sonic and Sally getting closer in the woods, look awfully nice. James Fry draws the back-up. Fry's character work is still looking a little looser than usual. However, there's a sense of expression here that serves the story nicely. It's a good looking issue.

Over all, I have my problems with this one but they are minor compared to what it gets right. As a life-long Sonic/Sally shipper, I especially appreciated Flynn finally getting these crazy kids back together. [7/10]

Monday, June 25, 2018

Sonic Universe: Issue 24
























Sonic Universe: Issue 24
Publication Date: January 2011

After having a pretty weak year in 2010, “Sonic Universe” would bounce back quite a bit in 2011. Of the three storylines more-or-less completely published in that year, two of them are among the book's best. (With one of them being among the worst, because dems da brakes.) Before we could get on with that, though, we had to wrap up the “Treasure Team Tango” arc. The story line has been fumbling around pretty much from the beginning and clamored to a conclusion, finally, as 2011 dawned.















Part four is entitled “The Parada,” because Flynn paid damn good money for those tango lessons and he's going to use them, damn it! The comic picks up with the four opposing teams – Amy's Team Rose, Shadow's Team Dark, the Hooligans, and the Babylon Rogues – still battling for control of the Sol Gem. Rough alliances are made and thrown out within pages, as the gangs continue to fight each other over the magical MacGuffin. Eventually, Shadow realizes he's putting G.U.N.'s welfare over Blaze's entire dimension and decides to help out.

Despite the title, “Treasure Team Tango” has not been an orderly, practiced, and nuanced dance. Instead, its been a chaotic jumble, Flynn throwing in more random bullshit in order to extend a short premise to four whole damn issues. With this one, some of that chaos finally coheres into something solidly. Yes, there's still a lot of quasi-comic combat. Such as when Cream leaps on two separate character's heads on two separate occasions. However, there's a couple of satisfying moments. Such as when Blaze realizes she's ridiculously powerful, using her psychokinesis to defuse a bomb until it's in the center of the Hooligans and the Rogues. She then reactivates it. I don't know why Blaze didn't just burn everyone to a crisp much sooner, since she can apparently create fire just as easily as she can manipulate pre-existing flames.











“Treasure Team Tango” has essentially been a long series of underwhelming slapstick gags. I've found most of these shenanigans pretty exhausting. However, there's at least one or two funny moment in this issue. After Blaze defuses Bean's bomb, the duck falls into a deep depression. He bemoans the explosive's wasted potential. We see his pupil turn into a bomb while he blabbers out a few nicknames. It's a pretty funny bit. Later, after the same bomb goes off in his face, he amusingly states he can't feel his hands. There's also the reoccuring gag of Omega being weirdly attached to Cream and developing romantic feelings for Blaze, based on her ability to blow shit up real good.

Sadly, Flynn has a bad habit of taking a funny joke and running it into the ground. Take the joke about Bean being overly attached to just another bomb. That's four panels on one page. Which is funny... Flynn then stretches the gag out for another four panels, another whole page. Bean then goes even further, explaining how this is his fault, how he plans to give the bomb a honorable name. He then goes even further, saying the bomb should have a gender neutral name. “Like Jamie or Kendell?” This is a good example of a joke going too far, taking a funny premise and stretching it far past its amusing point.


Mostly, while reading “Treasure Team Tango,” I kept wondering what the point of this was. The story arc's structure essentially boils down to the characters trading the Sol Gem back and forth. This is present in this issue too, as there's a stretch of pages in the middle devoted to this very motion. Amy soon convinces Shadow that he shouldn't be fighting them, for pretty good reason. This just draws attention to how out-of-character Shadow has been acting this whole time. Furthermore, this points out how the Hooligans and the Rogues really have no need to be in the story either. In the end, Blaze grabs the gem and goes home, wrapping things up neatly, making the whole thing feel like a waste of time.

At the very least, Tracy Yardley seems to have had a good time drawing this issue. The artwork is energetic, goofy, and fun. There's a pretty cool two-page spread near the beginning, showing everyone fighting each other. There's some neat panel constructions here, like when Shadow teleports onto Jet's hover board. Those Bean panels I've mentioned above are framed in red, which is an eye-catching trick. Yardley's pencils are bright, expressive, and colorful, like always. So even if the writing is lacking, at least the comic is nice to look at.


I guess the “Treasure Team Tango” does have one real purpose. It does give Cream the Rabbit some character development and fully establishes her as a member of the “Sonic” cast. For those that actually care about that character, I suppose that makes this a prominent story arc. For the rest of us, this one has been a real downer, a story that goes in circles strictly for the novelty of seeing four unrelated teams trick and fight each other. [5/10]

Friday, June 22, 2018

Sonic the Hedgehog: Issue 221
























Sonic the Hedgehog: Issue 221
Publication Date: January 2011

Ian Flynn kicked off 2011 with a pair of character focused, dialogue-driven stories. “Changing Tempo” begins with Sonic and Sally attending Mina's new concert. In the crowd, they encounter Nicole, who has disguised herself as a regular citizen of New Mobotropolis. The trio is not prepared for the mongoose's new, politically-minded music. Nicole, specifically targeted by the songs, runs off horrified. Meanwhile, Naugus and St. John infiltrate the city and the wizard begins to spread his dark magic around.






















If the terse interactions we've had over Twitter is any indication, Ian Flynn outright resists a political reading of his work on “Sonic.” One, however, can't help but see a social message in “Changing Tempo.” By spreading her concerns about Nicole through music, Mina opens up all of New Mobotropolis to fear. People do not act reasonably to her message, considering what Nicole has done for the city. Instead, they immediately begin to turn against the program in a very vocal way. If the message about the destructive power of fear isn't clear enough, Flynn reveals that an evil wizard is using this overriding fear to push his agenda on the public. It's not difficult to switch out “the A.I and nanites that run our city” with “immigrants” or “terrorists” or whatever buzz word the right wing is using these day to push their insidious agenda.

Then again, maybe looking for a serious message in this story is a mistake. Flynn's focus is much more on the personal cost of Mina's actions. There's a fantastic series of panels devoted to showing Nicole's reaction to Mina's songs. First, she's as enthusiastic as everyone else. Then, as she realizes what the mongoose is singing about, she become scared. Finally, she flees the concert venue in tears. Sonic and Sally later confront Mina and Ash. Not just because they're aware of the good things Mina has done for the city but, more importantly, because Nicole is their friend. They feel personally attacked by these changes because they care about Nicole.


In fact, a sense of panic and resentment traveling through the city is portrayed so well that making an evil wizard responsible for the change isn't even really necessary. Naugus takes credit for some of the reaction and rightly recognizes that this is an ideal environment to seize control. Mostly, these scenes allow the writer to expand on the newly revealed but apparently long-lasting relationship between Naugus and Geoffrey St. John. There's some amusing moment, where the skunk dislikes shadow bending or resents his master for not teaching him more than basic magic. This stuff still doesn't justify the entire business.

The meat of the story isn't bad but what I really like about it is the cute moments that open the story. While entering the crowd, Sonic notices that Sally is visibly nervous. Sally reveals that she was initially jealous of Mina, concerned that she might steal Sonic's heart away. Sonic is honestly surprised by this, as he never saw Mina as anything but a friend. This leads into Sonic discussing his own jealousy towards Sally. It leads to an even cuter moment when Sally finds Nicole in a hat and shorts. It's such an adorable design that I'm surprised the fan-artists didn't run with it more. Flynn's dialogue remains very strong, especially the little line about Sally dealing with killer robots better than personal confrontation.


That character focused bent continues in the back-up story. “Second Impressions: Part One” picks up with Nicole in a secret alcove, somewhere deep in New Mobotropolis' computer center. Her weeping is heard by Dimitri, who is still a robotic head plugged into a counsal. Their conversation is interrupted by Espio, who leaps down from the ceiling and wonders aloud if Dimitri is worth trusting. The three bond over their mutual status as people who have made mistakes and are in need of some forgiveness from themselves and others. We conclude with the newly virtuous Dimitri preparing for a meeting with Knuckles.

Nicole's status as an emotional being is further established here. It's hard to imagine the simple computer program Nicole once was, weeping on the floor. Dimitri, similarly, has also come a long way. Once a tyrannical villain with few goals beyond subjugating the Floating Island and the entire world to his mad will, he's now a reformed bad guy seeking to atone for his wicked ways. Espio not wanting to trust him is understandable, considering he spend a good portion of the last several years fighting him. Yet that's when the chameleon is reminded that, given his recent status as a turncoat, he should understand Dimitri's position more. The story is laying the rails for the more important meeting between Dimitri and Knuckles. However, I'm glad Flynn took the time to give us this calmer moment.












On the artwork front, issue 221 is fairly strong. Ben Bates' pencils on the cover story are excellent, especially the panels devoted to Mina's song. However, I do find that he draws the characters a little too cute, too squished and chibi-esque, on a few of the pages. James Fry provides the back-up and does solid work. There's one panel where Espio's nose disappears and he looks really weird. However, it's an improvement over his last few contribution to the series. All together, I really enjoy 221 as a character-driven issue. [7/10]

Wednesday, June 20, 2018

THE 2010 SONIC THE HEDGEHOG COMIC BEST/WORST LIST!



Any place where intensely nerdy people gather, dividing opinions will emerge. This is human nature. Sonic fans being the uniquely passionate individuals they are, some folks have very strong opinions about Ian Flynn's long run on Archie's “Sonic” series. He's well-loved in most corners of the fandom, including this one. (More or less.) For some, however, 2010 was the year Flynn stopped being their golden boy. Most attribute this to the Iron Dominion super-arc overstaying its welcome, causing a little event fatigue in fans.

Even I'll admit it wasn't Flynn's best year. The “Sonic Universe” series hit several weak arcs in a row. The main book would wrap up the year with one of the author's most ass-pull-y plot twist. Yet there was still a lot to like in 2010's Sonic comics. The issues covered in this retrospective are:

Sonic the Hedgehog: Issues 208-220
Sonic Universe: Issues 12-23



BEST COVER STORY:
Ian Flynn, “The Roads We Take” (Sonic the Hedgehog: Issue 212)

Issue 217's “Thicker Than Water: Part One” nearly got this one but I ultimately decided to give 212's “The Roads We Take” the top prize. This was a story about putting story threads to rest. After spending a year with the Iron Dominion crisis, that sense of closure was especially needed. Mobotropolis gets back on its feet. Espio displays a convincing vulnerable moment, being forgiven by his friends. New story directions are presented. Maybe most importantly, the completely pointless Sonic/Sally/Monkey Khan romance is resolved once and for all. Sally lets the ape down easy while one tiny moment confirms that Sonic is still her number one guy.











WORST COVER STORY:Ian Flynn, “Trouble in Paradise: Part 4” (Sonic Universe: Issue 20)

It probably says a lot about the downturn in “Sonic Universe's”  overall quality in 2010 that all of the stories I considered for this category – which also included “Treasure Team Tango!” part two and “Journey to the East: Part One” – came from the book.

Issue 20 was even more disappointing because the “Tails' Adventure” story arc had a promising start. By the time “Trouble in Paradise” ended, Tails had graduated to full-blown Gary Stu status. He is never really challenged in this issue, triumphing over his enemies without breaking a sweat. Flynn would even toss out any character develop with Speedy, the character retreating back into a two-dimensional villain. A long fight scene with the Mole Mech is underwhelming. A satisfying conclusion is tossed out in favor of hollow sequel hooks. It's a frustrating read.



BEST BACK STORY:
Ian Flynn, “From the Inside Out” (Sonic the Hedgehog: Issue 220)

I didn't have too many options for this category. There were all of three back-up stories in 2010, limiting my choices quite a bit.

Despite the slim pickings, there was a pretty clear winner and loser here. “From the Inside Out” has two things in its favor. Telling most of the story from the main character's perspective gives the five-pager and interesting visual gimmick. The second note is that it brings bad-ass queen bitch Lien-Da back into the fold, without any cheating or underselling the character's personality.


















WORST BACK STORY:Ian Flynn, “Future Tense: Part 2” (Sonic the Hedgehog: Issue 216)

The “Future Tense” two-parter had few reasons to exist in the first place. Mostly, the story existed to flesh out Silver's background a little more. Flynn dangles a few details here, concerning Mammoth Mogul and Silver's quest, but there's little else here that couldn't have been shoved into a brief flashback panel. Simply put, it's entirely unnecessary.











BEST STORY ARC:
Ian Flynn, “Thicker Than Water” (Sonic the Hedgehog: Issue 217-218)

I was a big fan of “Reigning Cats and Dogs,” which ran through issues 213 and 214 of “Sonic,” but fan-favorite “Thicker Than Water” is clearly the winner here. We get some much needed information on Bunnie's history. What makes the story's main conflict especially compelling is that either side is right.  Between her status as a Freedom Fighter and her family. How this resolves itself, Sonic and Bunnie outsmarting both enemies, is also really clever. This is one people still talk about to this day and with good reason.



WORST STORY ARC:
Ian Flynn, “Journey to the East” (Sonic Universe: Issue 13-16)

“Sonic Universe” provided us with several underwhelming story arcs. “Tails' Adventure” fizzled out in a big way. “Treasure Team Tango!,” which wouldn't conclude until 2011, tossed together too many characters for very little reason. Yet “Journey to the East” is clearly the dubious winner in this category. This story defeats the entire reason why “Sonic Universe” exist in the first place. It's focused on Sonic himself, instead of his supporting cast. In truth, “Journey to the East” is a supplemental story to “Iron Dominion,” fleshing out the various ninja clans operating in Monkey Khan's country. Which, I'm sad to say, I simply do not care about. Flynn doesn't provide too many reasons for us to care either, as this is an arc that is low on action and high on exposition.
























BEST COVER ART:
Sonic Universe: Issue 23 – Tracy Yardley!

Somewhat ironically, “Sonic Universe” provided most of my favorite covers from 2010. Issues 14, 16, and 18 all had striking or amusing designs. Issue 23 emerged as my favorite. It's one of those covers that tells a story itself. Cream and Cheese, posing on Shadow's motorcycle, is a cute and funny image. What really sells this one is the detail of Shadow in the background, face-palming. It's a send-up of the overly macho and pseudo-edgy “Shadow the Hedgehog” video game but also works totally separated from that context.
























WORST COVER ART:
Sonic the Hedgehog: Issue 212 – Sanford Greene

Presumably because no one else was available, Sanford Greene would return to contribute another unsightly cover. Granted, as far as Greene's deeply off-model covers go, this is actually maybe his best work. The cover's arrangement is decent and the Iron Queen, seemingly phasing out of reality, looks pretty cool. Yet the rest of the characters look really loose and untidy. Sonic's body is bending at a weird angle, his right leg seemingly emerging from his asshole. His spines are uneven, suggesting Greene didn't even know how to draw this character. Espio is similarly disordered while Robotnik, looming large in the background, morphs into a grotesque ogre. Over all, it's another example of Greene's ineptitude when drawing for this book.



BEST STORY ART:
“Reigning Cats and Dogs – Part Two” - Steven Butler (Sonic the Hedgehog: Issue 214)

There was a lot of high quality artwork in 2010. Ben Bates and Jamal Peppers contributed some excellent work but, once again, Steven Butler emerges as my favorite. Butler's attention to detail is really appreciated here. He really makes the tribal shields, weapons, and decorations of the Wolf Pack and the Felidae really pop. The characters are jokes but Butler makes Drago and Razorclaw's new designs look intimidating. The fight scenes in the last half are beautifully conveyed, moving smoothly and in an exciting manner.











WORST STORY ART:
“Hide and Seek and Destroy” - James Fry (Sonic Free Comic Book Day 2010)

There's pretty much no truly bad artwork in the comic books during this time. However, I've got to nominate some for worst art. And it's clear that James Fry's work on 2010's Free Comic Book Day special is not up to his usual standard. It's a little too loose, Sonic, Robotnik, and Snively especially looking slightly odd. There's still some nice touches here – the Krudzu Hybrid Hydra is pretty cool looking – but you still get the impression that this was a slightly cast-off effort. And that Fry's skills were a little rusty.



BEST NEW CHARACTER:
Beauregard Rabbit

Honestly, I really wanted to give this award to Akhlut, simply because the idea of an evil cyborg orca is too awesome to ignore. However, Akhlut really didn't do very much in his initial appearance. Instead, Beauregard Rabbit was clearly the most interesting and developed new cast member in 2010. You immediately grasp why Bunnie would be so attached to her uncle. At the same time, his convictions are made clear without painting him as a straight-up villain. He's also got a pretty cool design too, which I like.



WORST NEW CHARACTERS:
T-Pup

From the moment he was first introduced, I had a viscerally negative reaction to T-Pup. Listen, I love dogs. I love robots. I'm mildly fond of Tails. Combining all three, however, resulted in a character that is intensely unpleasant to look at.  Christ, why is his tongue always out? Why are Tails' features stretched over an orb-like robot body? Secondly, T-Pup is simply unnecessary too. Did Tails – already a sidekick – need a sidekick himself? What does a robot dog contribute to a world, that already has one robot dog the book almost never used? For years, I've said that, in the unlikely event I suddenly became the writer of Archie's “Sonic” comics, the first thing I would've done is kill off T-Pup, an abomination and an affront to God.


BEST IDEA:
Wrapping Up the Iron Dominion Arc

I liked the Iron Dominion arc, as an idea. Shaking things up with a new enemy for Sonic and the gang was good and overdue. The uncertain alliances and new challenges this presented the cast with was also good. The truth is the story simply went on too long. Spending an entire year in this setting, attempting to trick new readers into thinking this new status-quo would stick, was superfluous. By the end, I was super sick of Monkey Khan, ninjas, and techno-mages. Sadly, this wouldn't be the last time Flynn extended a good idea far past its breaking point.


WORST IDEA:
Geoffrey St. John: Traitor

In 2009, Ian Flynn pulled a plot twist out of his ass, revealing that Espio was a double agent for evil ninjas the entire time. This dumb character turn was thankfully undone in 2010. Sadly, this year would bring a similarly dumb alliance shift, one that would stick around. Geoffrey St. John was revealed to be a traitor to the crown, despite his faithfulness to his duty being his primary character trait for years. He was revealed to be Ixis Naugus' apprentice, despite never displaying any interest in magic ever before. Simply put, this was a plot twist was only meant to shock readers and has no organic reason to exist. I know Geoffrey St. John was hardly a fan favorite but he deserved better than this.

Monday, June 18, 2018

Sonic the Hedgehog: Issue 220
























Sonic the Hedgehog: Issue 220
Publication Date: December 2010

Ian Flynn would wrap up 2010 by finishing up his latest two-parter. “In the Service of the King: Part Two” begins with Sonic still adrift in the Special Zone, after Geoffrey St. John left him there to rot. Sonic manages to appease Feist and escape. Meanwhile, St. John brings a Chaos Emerald to Ixis Naugus, restoring his sanity. The sorcerer then reveals that the skunk is his apprentice and the two have plans for New Mobotrobolis. Inside the city, Mina presents her band with some politically motivated music.












Last time, I said I wasn't a fan of the reveal of St. John being a traitor. It never made much sense to me for multiple reasons. St. John was introduced as a man deeply loyal to the crown. His entire personality has always hinged on his servitude to the Acorn crown. Revealing that this was an act the entire time – literally his entire life in the book – is the cheapest of plot twist. Secondly, St. John has never shown any interest in magic before, usually sticking to more practical choices. Suddenly learning that he's been trained as a wizard his entire life just comes out of nowhere. Over all, the only reason I can think why Flynn would do this is because St. John was a divisive character in the Archie “Sonic” fandom, disliked by many fans. I guess Flynn was among that number too. That such a dumb reveal would set up the next year's story would be even more exhausting.

Aside from the dumbness of this plot turn, “In the Service of the King: Part Two” is a decently paced story. The sequence of Sonic escaping Feist's magical realm is amusing. The hedgehog wisely goes against his own instincts by not moving. This bores the panda thing, so the god-like entity allows Sonic to play a game for his escape. The segment that follows, of Sonic bouncing along balls of astral energy, is entertaining. As always, the Special Zone is such an imaginative setting. Visiting it is always fun.


While I dislike the St. John turn, I enjoy another simmering storyline a little more. Mina is still pissed off about Nicole's defenses being compromised during the “Iron Dominion” arc. This causes her to change her musical styling from mindless pop to serious music with a decidedly anti-Nicole act. Even her band is against this at first. Ash admits that he had to tone her lyrics down a little. This provides some of Mina's strongest character development in a while. Have we ever even seen this character get really angry before? Has she ever used her music to express emotions beyond her infatuation with Sonic? That's growth I approve of.

So how about a back-up story? “From the Inside Out” is told from an initially unknown person's perspective. Robotnik rants and raves about replacing the Dark Legionnaire's cybernetics. It quickly becomes apparent that he's talking to Lien-Da. The mad doctor healed all her injuries with brand new, organic-looking mechanics. This leads to the two making a new deal.


Back in issue 211, Flynn clearly flirted with the possibility of killing off Lien-Da. She got blown the fuck up. But, this being comic books, we know a death isn't certain unless a body is on the page. With this story, Flynn finally reveals that Lien-Da did survive, being healed by the man that played a role in her near-death. It's nice to see her again, even if I really wonder why Lien-Da would team with Robotnik again, considering how many times he's tried to kill her. Moreover, “From the Inside Out” is told in a really clever way. Presenting most of the story from Lien-Da's perspective not only generates some mystery – it takes you a page or two to figure out whose eyes we're seeing through – but it also further puts you in her shoes. It's a decent little five-pager.

Jamal Peppers has contributed some fantastic artwork to the book throughout 2010. He draws all of issue 220. The cover story' s middle section is mostly composed of St. John, Mogul and Naugus talking. Even though this is just people making terse faces at each other in a small room, Peppers makes it as dynamic as anything else in the book. The series of panels devoted to Naugus regaining his intelligence are especially eye-catching. The back-up story also looks fantastic, helped along by some really sharp shading. My only complaint is that I wish he had gone a little trippier with the Special Zone. Otherwise, it's an excellent looking book.


I have some serious qualms about the changes the book will undergo over the next year. However, I can't hold that against issue 220 too much. The game Flynn is playing with St. John is frustrating and so I have to knock a point off the book's score. Otherwise, this is a pretty solid comic book, with some fun sequences, good character development, and a fine back-up story. [6/10]

Friday, June 15, 2018

Sonic Universe: Issue 23
























Sonic Universe: Issue 23
Publication Date: December 2010

I'll say this much about issue 23 of Archie's “Sonic Universe:” It's got a great cover. In his ill-fated solo game, Sega doubled down on Shadow's quote-unquote badass image by giving him guns and a motorcycle, even though he can already run super fast. Ian Flynn would recognize the pointlessness of Shadow getting a motorcycle in this issue. (And Archie's corporate censors vetoed Shadow wielding any realistic firearms.) In fact, he seems to actively mock the vehicle, both in this amusing cover and later when the bike is shackled with a sidecar. And we all know that nothing deludes the coolness of a motorcycle like a dorky sidecar.










What's our ridiculous subtitle this time? “The Llevada?” Geez, Flynn, you really hit Wikipedia hard, didn't you? Anyway, the issue begins with the Hooligans on the run from their mysterious pursuers. Inside are the Babylon Rogues, who proceed to swap the Sol Emerald. Meanwhile, Team Rose and Team Shadow put aside their differences in order to retrieve the Emerald. As they arrive, the Emerald is up for grabs. All four teams turn on each other as they fight over the treasure.

In my review of “Sonic Universe: Issue 22,” I wondered how the hell Flynn was going to extend this story arc out for two more issues. Seemingly as a way to pad this out, Flynn brings in a fourth team. The Babylon Rogues had yet to make much of an impression in the comic book but, because they are beloved by the video game fans, Flynn kept trying to insert them into the book. So here they, the fourth corner in a story line that was already heavy on characters and low on narrative forward-momentum. There's zero reason for them to want to Sol Emerald. But, in service of making this fight-fest bigger and ostensibly better, Flynn throws 'em in.











Yet, in its third part, “Treasure Team Tango” finally finds a purpose of some sort. By making the situation more farcical, an amusing comedic streak emerges. Nack reveals that he's not working for Robotnik and only wants the Emerald so he can sell it. Which makes the increasing difficulty of this mission aggravating for him. In the course of this chase, Nack's prized hover bike nearly gets exploded. This makes him especially annoyed, his frustration showing, and decides to take it out on the Babylon Rogues. I appreciate that grouchiness.

Also funny is the interaction between Cream and Omega. Pairing a cute little bunny rabbit and a giant murder-bot together is a solid idea and pays off well enough. At first, Omega seems somewhat cautious around Cream, concerned about squishing her while holding her in his claws. Later, when the two are jammed into the sidecar together, Cream's overwhelming cuteness seems to aggravate the robot. This only amounts to a few panels but they made me laugh, which briefly brings this slog of a story back to life.














After a while, it becomes apparent that letting the characters bounce off each other is a way for Flynn to extend this thin story further. This is most obvious in the interaction between Shadow and Blaze. The two talk about how they previously worked together. Shadow feels a tinge of guilt for wanting to take the Sol Emerald from Blaze, as it literally keeps her world from falling apart. However, his sense of duty to GUN keeps him from giving up the chase all together. This seems slightly out of character for Shadow, who probably wouldn't make himself look that vulnerable. Moreover, it doesn't really add anything to the narrative. It's an awkward moment.

In other ways, the evident sloppiness of this story arc becomes unavoidable. The Babylon Rogues attempt to drop bombs on the Hooligans from their airship. Bean waves his fingers, causing the bombs to explode in mid-air. Okay, can someone explain this to me? I know Bean has a preference for explosive but has, thus far, not displayed any psychic domain over bombs. It's a really dumb moment and suggests Flynn was just making shit up for this one.


Issue 23 concludes by setting up a huge fight between the four teams, which is presumably what will dominate the next installment. It's increasingly feeling like this entire story arc was cooked up just to justify that fight. Though there's one or two funny moment in this comic book, it's mostly a bit of a slog. [5/10]

Wednesday, June 13, 2018

Sonic the Hedgehog: Issue 219
























Sonic the Hedgehog: Issue 219
Publication Date: November 2010

Lately, I've been talking about Ian Flynn's habit of sneaking smaller, more character-oriented stories in-between the major story arcs. After two neat little two-parters, Flynn is back towards ramping up the next major storyline. The direction the comic would go in over the next few months is controversial among fans, as most everything is, but it'll at least be something a little different. Robotnik will remain in hiding for a little while longer and the heroes will combat another threat, closer to home. For better or worst.


“In Service to the King,” another two-parter, begins with Geoffrey St. John making a surprising announcement to Sonic. He wants to go on a mission with the hedgehog. The secret agent tells the Freedom Fighter that the king has asked him to retrieve a Chaos Emerald from Feist's Special Zone. To help power the city or something. Sonic, always up for an adventure, agrees. The two quickly make haste to the Special Zone and compete in a game for the god-like panda-thing. But not everything is as it appears. Meanwhile, Mina is troubled by a more personal issue.

I guess it just depends on the execution. Right now in “Sonic Universe,” I'm complaining about Flynn writing just another mindless collection of fight scenes. Over in the main book, Ian throws together another straight-ahead action story that is really just a precursor to a larger plot. But this one is actually good! Sometimes, you just want to see Sonic run through a psychedelic landscape and grab a Chaos Emerald. Perhaps what elevates a simple story like this is pairing Sonic with Geoffrey St. John. The two have had an antagonistic relationship over the years but now are working together peacefully. Peacefully but begrudgingly. Seeing Sonic and St. John trade some barbs while running around on an adventure is pretty damn amusing.


Looking back on it, I've enjoyed every visit to Feist's Special Zone since Flynn introduced the idea a while ago. There's definitely something to be said for watching Sonic navigate a wacky, multi-color pocket dimension. I also sort of like Feist as a character, as there's an absurdist humor to a giant panda bear making god-like proclamation. It usually makes for pretty good action scenes too. Sonic zipping through a bomb-filled turnpike is always fun to watch. How Flynn ends the sequence – with St. John calmly zapping Sonic and snatching the Chaos Emerald – is a good little joke too.

Of course, there is a downside to this. The final set of panels reveal St. John heading towards Mogul's casino with the Chaos Emerald and referring to Ixis Naugus – still a half-mad, raving animal – as Mobius' true king. This is setting up an upcoming plot twist I'm no fan of. Ian Flynn will soon reveal that Geoffrey St. John, formally the most loyal agent in Knothole, has actually been a traitor this whole time. I'll get into why I dislike this reveal soon enough but will say that it makes for a captivating cliffhanger.


Tucked in-between the other events are a few scenes concerning Mina Mongoose. Turns out she's been suffering from nightmares, following the Iron Dominion's occupation of New Mobotropolis. After telling Ash – who she was being rather snippy with a minute before – he tells her she should write these feelings into her music. The direction this would head in would also be controversial but, all around, it's good writing. It makes sense that Mina would still be traumatized by what happened during the Iron Dominion arc. She's never been much of a soldier anyway and all that chaos happened right in her backyard. That she asserts herself with Ash, who is then understanding, shows both have undergone some character development. Ash is no longer a manipulative, abusive boyfriend and Mina is developing more of a spine.

Lastly, I want to compliment the artwork. Jamal Peppers, after contributing some fantastic linework to a number of back-up stories, finally got a cover story gig. He doesn't disappoint. The opening page, devoted to Mina's nightmare, is suitably horrifying. The pages showing her emotional outburst are also quite impressive. Sonic's race through Feist's game is beautifully orchestrated. While Peppers' lines remain clean and concise, his characters on-model, what I really like about his artwork is how expressive it is. You can see little quirks and grins in his characters' faces, allowing them to really come to life.


We're not quite done yet. Ian sneaks another five-pager into the back pages. It's time for another corporately mandated video game adaptation, forcing Flynn to throw us another out-of-continuity “Another Time, Another Place” story. “Sonic Colors,” both the video game and the comic book version, see Sonic and Tails visiting a high-tech amusement part on a satellite. There, they discover a race of shape-shifting aliens called Wisps. They also quickly learn two other things: Robotnik is exploiting the wisps as natural resources. And they can fuses with Sonic, giving him temporary special abilities. Naturally, the hedgehog uses the latter knowledge to disrupt the doctor's plans.

These “Another Time, Another Places” stories are usually pretty dreadful, Flynn forced to stick unsatisfying, quickly assembled prologues to whatever Sega's new video game was into five brief pages. So, as far as these things go, “Sonic Colors” is pretty amusing. The jokes are terrible. The back-up introduces Orbot and Cubot into the comic, Robotnik's obnoxious comic relief sidekicks. There's a super lame gag about Tails' mistranslated something the Wisp says, getting gibberish in return. Aside from the dumb jokes, this story features (fittingly enough) a colorful setting. The weird aliens and psychedelic backgrounds are enough to sustain a brief five pager and nothing else.


It feels minor compared to the superior “Thicker Than Water” story arc but issue 219 is a lively one. The cover story has some fun action and makes room for character development. The back-up is bright and brief. The artwork is great all around. You're not going to hear too many complaints about this one from me. It doesn't reinvent the wheel but I'll take it. [7/10]