Friday, July 27, 2018

Sonic the Hedgehog: Issue 228
























Sonic the Hedgehog: Issue 228
Publication Date: August 2011

In the second half of August of 2011, Archie's celebratory “Genesis” event just kept on rolling. Part three, subtitled “Divide and Conquer,” moves on to adapt “Sonic the Hedgehog 2.” Sonic introduces the Freedom Fighters to Tails, who he apparently has known for quite a while. As the tremors continues on Mobius, Sally points out that Eggman's industry complex continues to operate. Sonic was right: The Eggman still lives, watching from his flying Death Egg fortress in the planet's upper solar system. The Freedom Fighters head off to destroy the villain's resources but some interpersonal drama rears its head.


While the first two issues of “Genesis” manage to hit just about every beat from the first “Sonic” game, Flynn's adaptation of “Sonic 2” is a bit more abbreviated. Emerald Hill Zone is mostly indistinguishable from Green Hill Zone and only recognizable because of a corkscrew bridge in the background. The characters quickly run over to the Chemical Plant Zone. From there, we head towards Oil Ocean Zone and Metropolis Zone. I'm sort of bummed that we didn't get to see Sonic and the gang explore the Aquatic Ruins or the Mystic Caves. It would've been cool to see fan favorites like Hill Top Zone or Casino Night Zone. (Though the latter probably would've been hard to fit in.) I guess Flynn couldn't find a way to squeeze those in, considering “Genesis” is quickly speeding towards its conclusion.

Though, I guess, if you had to pick one stage from “Sonic 2” to highlight, it would likely be Chemical Plant and Oil Ocean, two faves of mine. Flynn even justifies both areas. Robotnik is manufacturing all the fuel in Chemical Plant to power the Death Egg, with the oil drilling Oil Ocean likely serving a similar purpose. Flynn devotes page space to Chemical Plant's most famous elements. Such as the floating platforms or the pressurized tubeways Sonic can ride through. Or, most importantly, the infamous Tunnel of Death. Seasoned Sonic fans will surely know what I mean by that: The part where you have to navigate up a vertical tunnel, leaping across floating bricks, as the area slowly fills with mega muck. That notoriously nerve wrecking area gets a whole sequence devoted to it, Flynn justifying the floating bricks as a magnetic conveyor belt of sorts. It's not as suspenseful as the real thing – Flynn includes comedic sights like a frightened Tails or Rotor being trampolined up into the air – but big points are rewarded strictly for its inclusion.


“Divide and Conquer” also continues to develop the relationships between these newly memory-wiped version of the characters. Tails being introduced as someone Sonic already knows was probably the easiest way to handle that, even it feels slightly like a cheat. Their brotherly relationship is nicely displayed, Sonic goofing around with the kid even in the heat of battle. Equally important is Sonic and Sally's relationship, which escalates here to white hot flirting. After saving her from the Tunnel of Death, a whole panel is devoted to the intense eye-contact they make. Which could not be more satisfying to an old Sonic/Sally shipper like myself.

Simply letting the characters play off each as they progress through the levels worked pretty well for the first two issues of “Genesis.” But I guess Flynn figured he had to pump shit up as the end got closer. So there's some not entirely convincing drama in “Divide and Conquer.” Sally is insistent that the Freedom Fighters have to take out Robotnik's resource if they hope to defeat him. Sonic is more interested in attacking the big guy and smashing him directly. Due to this difference in opinion, the hedgehog and his fox sidekick go their separate ways from the Freedom Fighters. The real reason why this happens is because Sonic gets a brief flash of Sally's death from the main timeline, presumably shocking him into a random asshole mood. But it doesn't play out in the most natural way.














Despite frequently being talked about, Eggman doesn't appear in much of this issue. We briefly visit the Death Egg, which Robotnik and Snively escaped to and launched into space at some point. What follows is a cute scene of the two playing off each other. See, the universal reboot scrambled Eggman's mind as well. He can't even remember what his master plan is anymore, simply knowing that Phase 2 is on its way. I mostly like this because of Snively's baffled reaction to his confused boss. I like comedic Eggman in small doses like this, as opposed to it being his primary personality. In this context, it's fine. Even fun!

After getting two issues of awesome Patrick Spaziante art simply filled out by Tracy Yardley, Yardley goes solo on this one. However, I think working closely with Spaz rubbed off on Tracy some. “Divide and Conquer” looks really good, Yardley sacrificing some of his trademark cartoony elements in favor of some Spaz-like, animesque detail. Sally, in particular, looks especially curvaceous and powerful in several panels. There some dramatic use of shadowing and silhouette, as well as characters leaping across panels, also trademarks of Spaz's style. You can still tell that Yardley drew this one, such as when it comes to Antoine or the facial expressions, but I don't mind a little of Spaz's chocolate getting in his peanut butter.


Issue 228's cover is a gorgeous homage to “Sonic the Hedgehog 3's” box art, even though the story has nothing to do with that particular game. Much the same way issue 227's cover was a homage to “Sonic 2” without actually adapting the game. I can't bitch too much about that, since patterning each issue's cover after a classic game box was too tempting. While not as strong as the first half of “Genesis,” the third part is still pretty good. I'm still having fun in this setting. [7/10]

1 comment:

  1. Sexual tension is really what Sonic 3 the game was missing...

    Oh no, wait, Knuckles was there.

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