Wednesday, February 27, 2019
Sonic the Hedgehog: Issue 264
Sonic the Hedgehog: Issue 264
Publication Date: September 2014
“Sonic Unleashed” will forever be known as the game where Sonic turns into a werewolf. (They called it the “WereHog,” even though that sounds more like someone who turns into a monstrous pig under the full moon.) Like all things in this franchise, this concept has its fans. Most, however, thought it was a really dumb gimmick, present company included. Archie and Ian Flynn’s decision to bring the Werehog into the comic struck me as both desperate and unnecessary. Even worst, as with everything concerning the reboot, it was stretched out for far too long. Sonic’s transformation into the Werehog was first teased in October of 2013. He wouldn’t actually transform until issue 264, published in September of 2014, almost a year later.
Even then, we don’t see the full Werehog until the very end of “Control, Part One: Breaking Point.” Sonic and the Freedom Fighters, using Eggman’s pilfered intel, have tracked a Chaos Emerald to the Rocky Jungle Zone. There, they encountered some old friends. Mighty the Armadillo and Ray the Flying Squirrel have been living in the jungle for some time, fighting the Doctor’s forces. Mighty has also been studying with a wise old sloth named Master Moss. Upon meeting him, Moss immediately recognizes some darkness inside Sonic. That darkness is revealed when the Freedom Fighters fall into the local Egg Boss’ trap.
This issue also reintroduces someone way more important than the dumb Werehog. Mighty is back. Oh yeah, Ray too. Since Sega retconned the Chaotix into a trio, the “SegaSonic Arcade” buddies have increasingly become a duo of their own. Though they sport the new outfits they wore right before the reboot, the two have definitely undergone some changes. Mighty’s complexity over his tangled past has been reduced to issues with self-control and anger. Ray’s stutter is gone, a plus for readability but a minus for stutterer representation in pop culture. Still, the important stuff is intact. Mighty is still defined more by his love of his friends than his prodigious strength. Ray is still Mighty’s adopted kid brother, sweet but bland. More than anything else, it’s nice to see these two again.
The situation the two are reintroduced in strikes me as a little odd though. They’re living in a giant onion with a slimy green sloth. Flynn makes no attempt to distinguish Moss from the classical zen master archetype. It probably would have been more interesting to see Mighty’s anger problem play out, with his tutelage under Moss as the concluding chapter. Imagine a dramatic scene where Mighty lashes out at Ray, perhaps that being the moment he realizes he has a problem. That would have been compelling! Instead, we’re tossed right into this as the status quo.
And that’s because Moss is simply a plot device. Flynn knew if he was adapting “Sonic Unleashed,” he had to include the Werehog. But having Sonic be a raging, uncontrollable monster all night, every night, would have really complicated this asinine Shattered World Crisis Flynn is telling. So the Werehog’s introduction comes along at the same time as someone who can teach Sonic to manage his new condition. Never mind that the threat of Sonic becoming a savage beast, who rips friends and enemies alike to shreds, would have made for a hell of a story.
But that’s the problem with the Werehog, isn’t it? It’s not a way to challenge Sonic and his friends in a new, interesting way. It’s not a way to introduce some monster movie tension that comments on Sonic’s personality and the traditional werewolf story subtext. Hell, it’s not even an Incredible Hulk situation, where Sonic has access to a beast mode that decimates his enemies but endangers his loved ones. It’s a game play mechanic, another gimmicky power-up. But at least we’re done waiting for the stupid thing, with its ridiculous shoes and goofy stretchy limbs, to finally arrive. The Werehog’s arrival would make a good cliffhanger, if we didn’t already know it’ll be rendered harmless soon enough.
At least the issue looks good. After previously contributing the cover to issue 258, issue 264 would be the celebrated Tyson Heese’s debut as an interior artist. And, yeah, he’s pretty damn good. Heese’s aptitude for hilarious, goofy faces is on display here in almost every panel. His action is fantastic, with a real sense of movement. He’s an artist who perfectly captures the characters as they exist while also putting a unique spin on them. All of this is well and good since Hesse is a despicable human being who is somehow living the nerd dream and also built like a linebacker, the fucking bastard.
Also, we’ve got a back story, from a new pair of writers. Say hello to Jonathan Bailey and Joey Esposito. “A Nice Day to Start Again” does not feature Billy Idol. Instead, it follows Bunnie and Antoine as they continue to help people in cities still threatened by the world shattering. During the chaos, they rescued a young couple on their married day. The duo managed to salvaged the kids' wedding to a degree. Afterwards, Bunnie and Antoine reflect on their time together as husband and wife.
I was really hoping “A Nice Day to Start Again” would delve into Bunnie and Antoine's relationship a little more. That aspect of their relationship, post-reboot, is still a little underdeveloped. Unfortunately, the back-up is more focused on action than anything else. There's several panels devoted to Antoine and Bunnie flying around, dodging falling debris and a billboard, in order to rescue the newlyweds. Afterwards, there's a short scene were Bunnie wonders about if her and Antoine's love can last, since they're still new to it themselves. I wish this was expanded on more, instead of just one short page shoved into the back. James Fry, after a long break, comes back to pencil and does okay.
So I have a lot of mixed feelings about this issue. I'm happy to see Mighty and Ray back. The back-up story is well-intended, though it stumbles slightly. Then there's all that bullshit with the Werehog, a concept I have so many problems with. At least the artwork is solid overall. [6/10]
Monday, February 25, 2019
Sonic Universe: Issue 67
Sonic Universe: Issue 67
Publication Date: August 2014
Is it appropriate to open a review with a sigh? The very first issue of Archie’s “Sonic” comic I read was issue 17, published in September of 1994. Which means, by the time issue issue 67 of “Sonic Universe” came out in September of 2014, I had been reading these comics for exactly twenty years. That’s a long time to stick with something. Sadly, I think pure fan inertia was more responsible for this than anything else. Because, post-reboot, very little of the comic I loved still existed. The prospects of reading issue 67 fills me not with elation but dismay. Flynn’s really going to run with this “Dark Trilogy” thing, isn’t he? All right, let’s see how it goes.
Part one of “Total Eclipse” – of the sun? Of the heart? – begins with Eclipse crash landing on Angel Island. He survives and so do some infant Black Arms. Days later, G.U.N. has determined that the alien is somewhere on the island. Shadow is preoccupied with tracking down and destroying Eclipse but Rouge insists they meet with Knuckles first. After everyone meets and argues, a decision is made. Knuckles, Rouge, and Omega will find Eclipse while Shadow and Relic will guard the Master Emerald. Eclipse, however, has other plans.
Plot wise, part one of “Total Eclipse” is focused on set-up. Most of the issue is spent determining which characters will go in which direction. The differing goals of the heroes are quickly set up. The importance of the Master Emerald is re-emphasized. The parallels between Shadow and Eclipse’s deadly obsessions with each other are established. This is a boldfaced first act, designed to put all the players and plot points in place, so that Flynn’s story can progress just as he needs it to.
Normally, this would bug me but it works out all right here. Flynn padded the first issue of “The Great Chaos Caper” with comic relief from the Chaotix, which was obnoxious. He pads this issue with interaction between Knuckles’ gang and Team Dark, which is delightful. We begin with some awkward banter between Knuckles and Relic, suggesting the echidna really likes having her around, even if it conflicts with his lonely duty. Once Rouge appears, she immediately begins flirting with Knux, as is her nature. This escalates, in a really cute way, into Rouge suggesting Knuckles and the pika are keeping each other company in a less than platonic manner. The young guardian is embarrassed, Relic is annoyed, and Rouge is amused that she can manipulate both of them so easily.
I am all for blatant ship-teasing like this. Not just because I think Knuckles and Relic would be a cute couple, the nerdy academic complimenting the lonely brawler. And not just because characters this age should obviously have romance on their minds, no matter what Sega thinks. I approve because it shows that these guys and gals are more than just their superpowered attributes, their status as corporate mascots, and their roles as plot points in a comic book story. It shows that they’re people, with feelings and opinions. Flynn is also really good at this kind of flirty character interaction, as displayed many times in the past. I wish he would focus on it more, instead of mindless action and uninvolving world-building. (Also, there’s a hilarious and adorable panel where Omega and Fixit, two very different types of robots, compare attributes.)
When not focusing on wholesome banter, the issue pays attention to Eclispe’s latest plight. I’ll admit, the Darkling is growing on me. When not plotting revenge on Shadow, he takes care of his younger Black Arms siblings. I care not for the little aliens’ designs, which are obviously meant to resemble the Wisps but, like, evil and shit. However, Eclipse caring for them in a very parental manner is cute. He feeds them when they’re hungry, scolds them when they misbehave, and cuddles them when they’re good. That Eclipse loves and cares for these little critters makes him a little more complex than the one-dimensional villain he appeared to be initially.
This issue, at the very end, also bends slightly towards horror. While Shadow grimly guards the Master Emerald, Relic attempts to make polite conversation. As Shadow turns to face her, the pika’s face has transformed into a hideous insect maw. Shadow then hears Black Death’s mocking voice in his ear, making it clear that Eclipse is fucking with him psychically. It’s a cool, kind of creepy sequence that, disappointingly, seems to be building towards another tedious fight scene. Eclipse’s ability to mess with Shadow’s mind is way more interesting than his status as a physical threat.
Before we go, I have to talk about Snively, who gets his proper reintroduction here. He’s now known as Dr. Julian Snively, since Sega forbade video game cast members from having blood relatives. That rule is really dumb and I’m glad Flynn found a way around it, so he could keep Snively in the book. However, I have some concerns about the former Colin Kintobor. First off, his new design is awful. Snively now has a hideous goatee and wears one of those “Dragon Ball Z” power scanners. He’s been changed into a G.U.N. employee, shown here shepherding Team Dark via drone. We’d eventually discover that Snively 2.0 has a past with Eggman and might still harbor loyalties to him. Wherever this was meant to go, we’ll never know. Flynn was too busy stretching the Shattered World Crisis out for three years to get around to it. So, essentially, a fan favorite was brought back with a ugly new design, hung around the peripherals for three years, but never actually did anything. Great job, Ian.
Aside from totally fucking up Snively, I’m happy to say this issue fills me with less existential dread than anticipated. That’s mostly thanks to some really cute and charming banter between Knuckles and friends. I’m even sort of, kind of interested in what’s happening with Eclipse. I remember “Total Eclipse” being an overall lame story arc but, at the very least, the beginning is better than I remember. Also, check out this cool 16-bit style variant cover from Ryan Jampole. I like Omega’s burning orange eyes. [7/10]
Friday, February 22, 2019
Sonic Super Digest: Issue 8
Sonic Super Digest: Issue 8
Publication Date: August 2014
With issue 8 of the “Sonic Super Digest,” Archie would begin the habit of periodically inserting new Sonic Comics Origins into the book. This move, I suspect, was probably done to drive some faithful readers to the largely reprint filled digest series. If that was the plan, I’m gonna say it was successful. The Digest series ran for another two years, an additional eight issues, which is a pretty good run for a quickie cash-in series made mostly of old content. It probably would’ve continued to, if all Archie “Sonic” content hadn’t mysteriously ceased publication at the end of 2016.
This move might’ve been good for the “Sonic Super Digest” series but, for me personally, it was fucking annoying. When it was first published, I never read the Digests, assuming they would just always be made up of reprints. So I totally missed the Origins stories when they were new. As someone invested in these characters, learning about their revamped history was fairly important to me. To have that shuffled over to some side book, when it should’ve been in the main line, was baffling to me. You’re telling me Flynn couldn’t cut “The Great Chaos Caper” or “Champions” or some bullshit like that short so we could learn where our heroes actually come from? It’s just another way how it’s obvious to me that the reboot’s priorities were all fucked up.
So, ahem, anyway... “Little Lost Soldier” details Antoine’s origins. While the Freedom Fighters continue their way through Nicole’s digital training simulation, battling the weird first two bosses from “Sonic Spinball,” Antoine reflects on his past. We see how he came to the Kingdom of Acorn as a child. How he began life as a coward and became infatuated with Sally. And how, eventually, he would meet Bunnie, develop feelings for her, and see his life completely change.
Of the comic’s original cast, I’ve always said that Antoine underwent the most character development. This guy started out as comic relief, someone who acted like he was big shit but was actually a giant jack-ass. He was essentially there to be Sonic’s friendly foil, which amounted to him getting teased and picked-on by the blue hedgehog. Over time, he would become a brave soldier, a vital member of the team, and even be allowed to marry his love interest. (Not to mention gaining a robot dad, being replaced by an evil doppelgänger for a while, and almost dying tragically.) That would be a lot to cover in only five pages.
Surprisingly, “Little Lost Soldier” actually does a pretty good job with this. Flynn manages to reduce Antoine’s history down to its most essential elements. His ridiculous accent is explained as being sent to the Kingdom of Acorn by an unseen father from another country, to be trained as a royal guard. Antoine’s original status as a coward is explained by him only being a child, and only into the beginning of his training, when Eggman’s coup occurred. This immaturity is nicely tied in with his crush on Sally, another symptom of him being a kid who didn’t know any better. Flynn thankfully skips Sonic bullying Antoine too, as the Freedom Fighters and the blue hedgehog have largely separate childhoods, in order to maintain Sega’s bizarre mandate of never revealing Sonic’s origins.
The only element of Antoine’s new origin to slightly rub me the wrong way is the importance Bunnie plays in it. Now, don’t get me wrong, Bunnie was a huge part of Antoine’s progression from coward to hero. But in the original continuity, their relationship and Antoine’s strength grew gradually and naturally over time. Now, it looks like the coyote saw the cyborg rabbit once, was immediately crushed on her, and decided then-and-there to stop being such a jerk-ass. Their growth is tied directly into each other in a way that doesn’t feel natural. But I guess this is a side effect of showing someone’s history in five pages, versus showing it over more than one hundred comic books.
Lamar Wells continues to draw the Sonic Comics Origins five-pagers. I suspect he probably drew these back-to-back over a short period of time, as the artwork is very consistent. I like how cute he makes the Freedom Fighters as kids. Little Antoine looks adorable with his small red cap. Wells also excelled at character expressions. The shot of a distraught Antoine, walking in the rain after he gets friend-zoned by Sally, is fittingly pathetic. I also like a little gag at the end. After detailing his evolution into a brave man, Sally startles Antoine, causing him to react in a very comical way. It’s a good moment, showing that Antoine hasn't totally changed, and Wells’ art is a big reason why it works.
A digest being what it is, the rest of “Sonic Super Digest: Issue 8” is filled with reprints. Compared to the magazine, which is full of all sorts of bonuses and extras, the Digest just throws in a few “pin-ups” and “coloring” pages, all of which are made up of old cover art. At least the editors saw fit to theme most of the reprints around Antoine and Bunnie. There’s some classic stories reprinted here, like issue 10’s “Twan in the Wind” (the first half-decent Antoine story), issue 23’s “Vol-Ant-Tier,” and issue 37’s “Bunnie’s Worst Nightmare.” Newer and fitting stuff like 232’s “Fragile” and the first two parts of “Tails’ Adventure” are also included. The book even throws in some really old, random shit, like the one-pager gag “Antoine’s Vain Refrain” and “Bugged Bunnie,” from issue 4 and the “Sonic Blast” one-shot respectively.
But let’s not give whoever put this thing together too much credit, as both parts of the “Sonic Riders” adaptation and issue 167’s “Hedgehog Day” are included for no particular reason. Then again, I can’t blame them too much as there hasn’t been that many Antoine themed stories over the years (especially once you exclude anything Ken Penders had a hand in) and 119 pages is a lot to fill. Anyway, this digest remains a mandatory read for hardcore fans due to its first story, which is solid enough. [6/10]
Wednesday, February 20, 2019
Sonic Universe: Issue 66
Sonic Universe: Issue 66
Publication Date: August 2014
Welcome to my review of issue 66 of “Sonic Universe.” Here we are at the final part of “The Great Chaos Caper,” thank god. The fourth entry in this arc is subtitled “Water a Way to Go,” in reference to the characters nearly drowning to death in a flooded mine shaft. That is maybe the shittiest pun to ever be featured in these comics. Which is saying a lot, since Mike Gallagher was a regular writer at one point. Then again, I guess it’s sort of charming that the book still features such crummy jokes, so many years into its lifespan. Some things never change, I guess.
Anyway, “Water a Way to Go” begins with Knuckles and the Chaotix trapped in said flooded mineshaft with a giant, pissed-off Dark Gaia monster. Meanwhile, the Hooligans are getting away with Chip and the Chaos Emerald. Thanks to some quick thinking and sloppy writing, the Chaotix escape the caved-in area. They pursue the baddies, the monster following them. Soon, another three-way battle ensues, with Chip and the Emerald as the prize.
“The Great Chaos Caper” continues to focus on pedestrian and juvenile humor. The less said about a disgusting panel of Chip hiding in Vector's mouth, the better. Flynn has used aggressively wacky characters as a crutch far too often throughout this story. Bean’s exhaustively goofy comic relief becomes the main focus in this issue. In the beginning, when it looks like the Hooligans might get away with it for once, he bitches that this adventure was insufficiently wacky. Later, Bean is baited by Charmy into attacking the Dark Gaia Titan. This leads to two pages of the duck yelling random bullshit as he bombards the monster with bombs. Enough already.
Yet this is not the only way the writing in this comic is insufficient. How do the Chaotix escape the tight squeeze they’re in at the issue’s beginning? Vector notices one of those beach ball switches, pointed out in the first part of this story, that regulates the mine’s water level. They flip it, opening a drain that allows them to escape. Gee, funny that nobody noticed that sooner? It’s almost as if Flynn placed that switch there suddenly because he wrote himself into an inescapable corner again. It’s another sloppy resolution, coming too soon after the overly convenient appearance of Chaos and Tikal over in the main “Sonic” book. You’ve got to stop doing this, Ian.
Worst yet, it’s a resolution that feels especially hollow. After devoting almost a whole issue to introducing him, Flynn reduces Chip to plot device status here. The wolf-chipmunk-bug contributes nothing to this story, other than being an object traded back and forth between the heroes and the villains. This issue is full of shit like that. After struggling with the Dark Gaia Titan for so many pages, Knuckles just beats the thing to death in the span of a few panels. That definitely feels like the kind of thing he could have done sooner. The issue also ends with the totally baffling decision for the Chaotix to let Knuckles watch over any Chaos Emeralds they find in the future, saying he’ll keep them safe. That... sounds like a scam. What kind of racket are you running here, Knuckles?
About the only thing I find compelling about this issue is the overriding melancholy of Nack the Weasel. As I said earlier, he very nearly completed this mission. He fails partially because of the incompetence of his partners. This is a guy who’s clearly skilled. He has his gun up against Knuckles’ head at one point. In the past, we’ve seen him outsmart Sonic and murder his foes. Yet the universe keeps shitting on him. This climaxes in a panel where Nack has a minor breakdown, going on about how sick he is of nothing ever going his way. That kind of angst is relatable. Flynn is pretty clearly playing Nack’s pain for laughs. He’s a goofy bad guy. We’re not suppose to relate or even root for him. Yet that relatable side makes the weasel way more interesting.
Another way that “The Great Chaos Caper” has been weak is how much it feels like an advertisement for future story lines. Relic’s subplot has been all about setting up the next arc, focusing on Eclipse making a home on Angel Island and plotting revenge on Shadow. The comic even turns its focus on Eclipse for one scene. The last page is set up for the forthcoming “Champions” storyline, the obligatory and tedious fighting tournament arc. Even though that’s several months away. Simply put: Why is this shit in this issue? Flynn, you could barely write this arc in a functional manner. Why are you trying to get us excited for your next disaster? I really wonder if all this isn’t just filler, as this arc was clearly a two issue plot stretched out to four.
It should be evident that I wasn’t much of a fan of this one. “The Great Chaos Caper” exhibits many of my problems with the post-reboot comic: A preoccupation with a lame mythology largely based off Sega’s vague and half-assed plots, established characters reduced to childish and annoying versions of themselves, simplistic A-to-B writing, a focus on weak action and even weaker comedy, and a general sense that the writer is either clueless, hopelessly overwhelmed, or totally phoning it in. The result is a four-parter that was a chore to get through and another comic book that, with the exception of one or two cute scenes, made me nothing but contempt. [4/10]
Monday, February 18, 2019
Sonic the Hedgehog: Issue 263
Sonic the Hedgehog: Issue 263
Publication Date: August 2014
If you didn’t know Chaos was going to make a surprise appearance in issue 263 of Archie’s “Sonic” comic, the final part of the “Waves of Change” arc, the cover ruins that. Honestly, I have a lot of questions about Ben Bates’ otherwise very dynamic cover. Chaos seems to have generated a waterspout around Meropis, a really cool idea that absolutely does not happen in the actual comic book. That seems to have provided enough lift to levitate Amy and Rotor into the air, as they’re just posing blankly many feet above the ground. Sonic, meanwhile, is surfing on a gush of water from Chaos’ arm. This is despite his body language in no way correlating with an upward motion. It’s one of those covers that appears super cool until you actually take a long look at it and realize it makes no fucking sense.
So how about the plot of “Waves of Change: Part Four - Divine Waters?” Meropis is under siege from the Dark Gaia monsters. Razor and Amy try to protect the Temple, while Coral continues to try to manifest the magic bubble around the city. Meanwhile, Sonic and Rotor fumble on the ocean floor, as their air charms run out and a huge monster wails on them. Luckily, Coral is contacted by float-y spirit echidna Tikal. She summons Chaos to save Sonic and Rotor. And everything pretty much works out okay after that.
“Divine Waters” wraps up the “Waves of Changes” arc in ridiculously tidy fashion. Not a single plot point set up in the last three issues is left unresolved. Captain Striker forgives Coral, which he shows by sending Echo the Dolphin and a squad of soldiers to protect the temple. Queen Angelica and King Puff reappear just to apologize about being such assholes. The temple Chao re-emerges and the magical rites are performed, rising the shields and saving Meropis. The Freedom Fighters even get a farewell gift of a shit ton of Power Rings, which is apparently what fuels the Sky Patrol. Sonic and the gang didn’t find a Gaia Temple but Amy has now learned the Mystic Melody, which will help locate the temples quicker... Somehow. It’s like Flynn had a check list of things he had to do before finishing this one. It’s clean but comes awfully close to feeling contrived.
And no element is more contrived than the sudden appearance of Tikal and Chaos, a textbook and almost literal deus ex machina. They appear out of nowhere and resolve the heroes’ problems. Chaos saves Sonic and Rotor by zapping big air bubbles around them. You know this is a cheat because the heroes would have absolutely died if the soggy god hadn’t intervene. Ian painted himself into a corner and had to summon the god out of the machine to get out. There’s some bullshit about how the bad juju in the water, from Dark Gaia leaking its shit everywhere, kept Tikal from getting to the temple sooner. That’s Flynn’s sole attempt to justify this random ass plot solution. It’s sloppy, sloppy writing and Ian is better than that.
With such a contrived ending, the emotional state of the characters is all we’re left to cling to. There’s some cute banner between Sonic and Razor at the end, as well as an almost flirtatious exchange with Rotor. Mostly, it’s nice to see Coral – who has spent most of the arc as a nervous wreck – feeling better by the end. Tikal appears and gives her both a magical boost and a pep talk. I guess a goddess materializing in my house and assuring me I’m doing a good job would make me feel better too. Sonic leaves Meropis in a considerably better place than when he arrived. I just wish it felt more natural.
Aleah Baker continues her run in the back pages with “Consequences,” a direct follow-up to “A Light in the Dark.” The two Egg Bosses responsible for watching over the crystal cave mining job, deer sisters Clove and Cassia, arrive at the location. They find a bunch of wrecked robots, and a taunting message from the Freedom Fighters, but no Chaos Emerald. Clove has to inform Eggman of their failures, but he has more pressing concerns.
Story wise, there’s not much to “Consequences.” The main plot point is Eggman discovering Sally stole some pertinent documents when she was aboard the Death Egg. Instead, this story is about introducing Clove and Cassia. Continuing Flynn’s post-reboot goal of introducing more funny animal diversity, they’re two cool looking pronghorn deer. It’s immediately apparent they are not working for Robotnik because they like it. Little sister Cassia has robotic implants. It’s hinted that Eggman provided this upgrade in return for the sisters’ loyalty. So right out of the gate, Clove is more complex than most of this book’s villains. She is motivated by her concerns for her sibling, which is subtly hinted at here, while Cassia is eager to break loose following a long period of illness. It’s fascinating stuff. The only disappointing part of “Consequences” is that Flynn would not use Clove and Cassia nearly enough before the comic was canceled.
Let’s talk about the book’s artwork. Ryan Jampole, last seen during “Worlds Collide,” draws the cover story. As seen last time, Jampole’s artwork is a bit stiff. His action scenes frequently lack a sense of movement. His characters are a bit awkward, all of them looking a little too long-limbed. His backgrounds are often blank and uninteresting, usually composed of plain colors. But it’s serviceable. Evan Stanley draws “Consequences”and it’s much better. Stanley’s artwork is detailed and expressive, Clove and Cassia really coming to life. (I also suspect Stanley drew the last page of the cover story, which re-introduces two fan favorites, and looks nothing like Jampole’s work.)
But there is one piece of artwork from Stanley this month that I do not care for. Stanley provides this month’s alternate cover, which I don’t usually talk about. Against a searing cotton candy pink background, she has re-imagined the Freedom Fighters as Chao. And the results are deeply unpleasant to look at. Squeezing these recognizable features onto the spherical Chao bodies, with their huge eyes and weird stubby limbs, is not cute. The added detail of gaping mouths makes this more unnerving than cute. Thankfully, it’s just a little gag image and has nothing to do with the issue itself.
As for the comic itself, the cover story is a disappointing conclusion to an arc that had a promising start. The back-up is pretty good though. Let’s round it up to a [6/10.]
Sunday, February 17, 2019
Sonic the Hedgehog: Issue 12 (IDW)
Sonic the Hedgehog: Issue 12 (IDW)
Publication Date: January 16, 2019
You know, it’s not that I’m unaware of IDW putting out new issues of their “Sonic” on-going. I see the cover art popping up online, I read about their release. But the only reason this blog runs as (relatively) smoothly as it does is because most of what I post here was written months ago. New stuff coming out throws my flow off, especially when I’m busy with another project, like trying to review all of 2019’s Oscar-nominates films before the ceremony. So, dear readers, you’ll have to forgive me for falling behind with my coverage of IDW’s “Sonic” book. I know some of you look forward to my thoughts on them. I’m going to try and catch up this month.
Issue 12 contains “The Cost for the Battle of Angel Island,” which sounds like one of those “Planet of the Apes” titles. Having defeated Neo Metal Sonic and secured the Master Emerald, the Resistance sets about going their separate ways. Knuckles officially retires from the Resistance, leaving all responsibilities to Amy. As Tails gets the pilfered Eggman battleship off the ground, some people stay and some go. Meanwhile, Dr. Starline successfully retrieves Eggman’s original personality, the villain immediately going to work on a new scheme.
Issue 12 was supposed to come out last December but got bumped in favor of that awful “Team Sonic Racing” one-shot. I was really hoping, since this issue wraps up a big story arc and the new comic’s first year, that Flynn would give us a slower, more character-based story. And it’s sort of that. The issue’s second half has Sonic checking in on every member of the Resistance. Most of these moments are pretty cute. Knuckles is indifferent and just wants to relax. Tangle is ready for more adventure but Whisper’s shyness keeps her withdrawn. Amy is all business and the Chaotix just want to get paid. Sonic and Tails re-affirm their best bros status.
Some of these interactions are cute, such as the jokey chat Sonic and Rouge have, but I don’t think character development was Flynn’s goal here. These scenes of Sonic talking to every member of the Resistance seems like a way for Flynn to let readers know where every is and what they are up to. Silver is staying in the past, Blaze is returning to her home world, etc. Because this issue is mostly about setting up future plot points. The Resistance is going their own ways, Starline has gathered the Chaos Emeralds for Eggman, in addition to having his own magical gem, the bad guy is preparing new weapons for Rough and Tumble. So on and so forth. Gotta keep those wheels turning, no time to slow down.
With this issue, we also bid adieu to Mr. Tinker. At first, I thought Flynn was throwing a curve ball at us. Starline’s attempt to reach Eggman are initially unsuccessful. However, laying hands on Metal Sonic is enough to restore his evil personality. I was really hoping Mr. Tinker would stick around a little longer, as Robotnik becoming a kindly neighbor mechanic made his conflict with Sonic way juicier. And maybe Flynn isn’t done with yet, as perhaps Eggman’s time as Mr. Tinker will affect his default personality. But I kind of doubt that, as Sega is probably eager to restore the status quo.
Oh yeah, Metal Sonic is still around. “The Cost of the Battle for Angel Island” opens with a puzzling scene. The Resistance has captured Metal Sonic, rendered fairly harmless by his defeat. Sonic offers him a chance at freedom, saying they’ll let him go if he promises not to do anything really evil again. This is a hopelessly naive proposal but does show Sonic’s willingness to forgive and forget, which seems to be the defining characteristic of IDW’s interpretation of the hedgehog. After Metal Sonic bluntly denies this offer, he runs off. And Sonic just let’s him go. You guys just spent twelve issue’s fighting this guy, who came very close to conquering the world, and you just let him go?! I get that this is a kid’s comic and Flynn obviously has plans for Metal Sonic in the future. But at least keep him locked up! Don’t just let a threat to the whole world wander free!
Evan Stanley and Tracy Yardley have been splitting the art duties for the last few issues and that continues here. Stanley currently holds second place for most artwork in this series, right behind Tracy, and the regular exercise has made her stronger than ever before. Those Ben Day dots return and add a lot of texture and atmosphere to the early scenes of interrogating Metal Sonic and Eggman in Starline’s lab. The minute Yardley takes over is obvious, as Eggman immediately looks a lot sillier. But even Yardley’s standard has improved, as the scenes of Amy and Sonic talking look excellent.
(In the letters page, Stanley also gives us a look some of the earlier designs for Starline. One of which in particular, which gives the weird duck guy a zipped up lab coat and Frankensteinian bolts emerging from his body, is clearly superior to the final one they went with. Though she also says Jareth the Goblin King was a major inspiration for the character, which is definitely conveyed in the foppishness of the final version. We are also given a peak at earlier designs for Whisper’s mask, all of which is even more over-designed than the final pick.)
Ultimately, it is a somewhat disappointing issue. Instead of further establishing the book’s art, which still needs to be done, Flynn just does a roll call of everyone and sets up the next story arc. A year in and IDW’s book is still trying to grow the beard. [6/10]
Friday, February 15, 2019
Sonic the Hedgehog: Issue 262
Sonic the Hedgehog: Issue 262
Publication Date: July 2014
I’ve had pretty much nothing but criticism for the half-assed way Ian Flynn rebooted the “Sonic” comics’ continuity. However, I’ll give the guy this much. In the past, I’ve bitched that Flynn sometimes prioritized action scenes over anything else. Though the reboot certainly has not been short on robot smashing and punching, Flynn has done an okay job of balancing that with decent world building. Such as in the “Waves of Change” arc. We’re three issues in and just now getting to the fighting. Do you think Flynn really had to restrain himself to pull that off?
Part three of “Waves of Change” totally whiffs on the cliffhanger promised by the last issue though. Sonic, Razor, and Amy fight their way through the group of monsters invading the temple within one page. The issue is actually about two things. Amy and Razor stay in the temple, protecting Pearly and the Chao and helping Coral summing the magic dome to protect the city. Sonic and Rotor, meanwhile, head out to protect Meropis’ residents from the attacker. In their haste, they grab faulty air charms, which becomes a problem pretty quickly.
As I said above, “Waves of Change” has reached the point where it’s finally become an action story. There’s several pages devoted to Sonic and his associates fighting the Dark Gaia monsters. The monsters are not difficult to kill, as they dissipate into smoke after a few hard hits. However, their seemingly endless numbers makes them more dangerous. Mildly entertaining spin-dashes and walrus punches compete with more character-oriented moments, such as Razor’s continued loyalty to Coral, Coral’s self-doubt, and Amy’s surprisingly sweet role as a motherly confidence booster. I guess Flynn does a decent job of servicing both of these elements.
I’m obviously a little more enamored of the character development side of things. If I wanted to see Sonic smash some neon colored monsters, I’d just pop in my disc of “Sonic Unleashed.” (I’m absolutely not going to do that.) What’s more compelling is the little nuggets we get of some of the new characters’ personalities. Pearly’s phobia of Chao plays out in a pretty funny and cute scene. Her willingness to get over her fears and help others marks her as a likable young hero. Captain Striker is revealed to be not really an asshole. He’s just really invested in protecting his city. He’s willing to let bygones be bygones with Sonic. Because this is what the comic is now, Striker also has a superpower. He uses his totally real mantis shrimp super-pinchers to create a shockwave, decimating a giant Dark Gaia creature in seconds. Which is pretty cool, I guess.
The cover story works fine enough, I suppose, but I’ve got one problem with it. Air charms apparently work like cellphones. If they aren’t charged, they will stop working at the most inconvenient times. This, in of itself, is pretty silly. How it’s set up – with Pearly announcing to Amy that Sonic and Rotor grabbed weak charms after they’ve left – is such an obviously hollow attempt to build suspense. That just doesn’t work, because the focus is more on Sonic and Rotor smashing monsters than their impending lack of oxygen. (It also ignores that, as a walrus, Rotor is probably pretty good at holding his breath.) This misunderstanding sets up a cliffhanger at the end and I think that was honestly the only reason it was introduced in the first place. It’s an example of Flynn valuing comic book mechanics over actual narrative flow.
The back pages are devoted to the conclusion of Aleah Baker’s “A Light in the Dark.” Having made the decision to defend the crystal cave from Robotnik’s forces, Sally, Tails, and Antoine fight off a horde of robots on their way out. Along the way, Nicole rises to the occasion to defend her friends. They escape safely, Chaos Emerald in hand. Afterwards, aboard the Sky Patrol, Sally and Nicole have a heart-to-heart.
While Flynn did a theoretically good job of balancing action and characters in the cover story, Aleah Baker proves more adapt at this than her husband. There’s a few fun action beats here, like when Sally skewers an E-1000 with her laser swords. Baker, however, manages to include many small personable touches. Such as Antoine bragging about his swordsmanship before worrying that the robots will mess up his hair. The epilogue on the Sky Patrol is where this really shines. Bunnie and Antoine have a cute exchange about the Chaos Emerald, comparing it to her wedding ring. More importantly, Sally and Nicole’s talk is touching. The A.I. admits she was wrong, that she’s still learning about the natural world. By focusing on the cast and their relationship, Baker turned what could’ve been a standard fetch quest story into something a lot more meaningful.
So it’s fair to say the back-up does most of the heavy lifting here. Flynn’s cover story is fine, a 6/10 on its own, but he’s a little too preoccupied with plot, rules, and fight scenes. Baker remembers that adding a little heart to your cast makes all of the above far more compelling. “A Light in the Dark” bumps this issue’s score up a grade. [7/10]
Wednesday, February 13, 2019
Sonic Universe: Issue 65
Sonic Universe: Issue 65
Publication Date: July 2014
Have I mentioned lately that I think the “Great Chaos Caper” arc is dire? Here I am, three issues into this thing, just wishing for it to end. There were very few preboot storylines I felt that way about. “The Good, the Bad, and the Unknown” was probably this project’s previous high-water mark for generating apathy in me. And even that had some truly baffling missteps on Penders’ behalf, making it interesting to read from a train wreck perspective. This is too competently assembled to make you wonder how the hell it went wrong. Instead, it’s just boring.
So, sigh, anyway... Part three of “The Great Chaos Caper” has Knuckles and the Chaotix discovering the spirit Knuckles has been seeking, who also happens to be carrying a Chaos Emerald. The quartet quickly befriends the little guy, Charmy naming him Chip. The Hooligans are still on their trail, however. When they can’t pry the Emerald out of Chip’s hands, they just steal the flying furry thing instead. Meanwhile, Knuckles and the Chaotix are trapped in a flooding room with a big scary Dark Gaia monster.
An issue I have with “The Great Chaos Caper” is its refusal to take anything seriously. As with previous team-based fetch story, “Treasure Team Tango,” Flynn inserts a lot of awkward slapstick. When chasing Chip, Vector tips over a mine cart, Espio nearly falls into a pit, and Charmy just straight up flies into a random metal bar. This sequence did not make me laugh and only succeeded in making the Chaotix look like utterly incompetent idiots. This broad, physical comedy infects all the action sequences, with Bark the Bear tackling Vector in a ridiculous fashion. Which, you’ll notice, drains any tension from the book. Bombs are going off, the room is flooding, characters are in danger, and the fate of the world is at risk. But the tone remains unbearably zany
Primarily, this issue is devoted to introducing Chip. Appearing to be some sort of small canine with fairy wings – Vector compares him to a chihuahua, which is odd since Mobini dogs no longer exist – Chip is another element from “Sonic Unleashed.” He’s also another cute, annoying, small thing that flies. This franchise already has Tails, Charmy, Cream, Omochao, and T-Pup but I guess the powers-that-be decided we needed another one. (More pressingly, this comic book already features Charmy, who remains at maximum obnoxiousness.) In his initial comic appearance, Chip doesn’t make much of an impression. As is typical of aggravatingly “cute” characters, Chip has a lot of enthusiasm but remains skittish about the world around him.
Chip does, however, introduce what could be a possible theme to this story. The squirrel-wolf-fairy thing knows he has some sort of higher purpose but can’t remember what it is. Knuckles recognizes Chip as the spirit he was sent to protect. When Chip discovers what his special purpose is, that he’s some sort of elemental spirit, he’s overjoyed. Knuckles talks a lot about how it’s his destiny to protect this little rat critter. The Chaotix and Hooligans, meanwhile, are focused on the much more practical purpose of getting paid. So there seems to be a deliberate contrast here, between being driven by a need to help the world and greedier impulses. I’m doubt Flynn intended this, since the comic is really running on auto-pilot at this point, but it’s sort of interesting.
In-between the pratfalls and small flying dog introductions, issue 65 of “Sonic Universe” returns to Angel Island. Relic and Fixit continue to snoop around the Island. They eventually come upon some weird plant sprouting out of the ground. Due to its bluish color scheme, I thought this was another Dark Gaia thing but, nah, turns out Eclipse crash-landed on the Floating Island and has apparently planted a garden for his alien little brothers or some shit. This sequence has nothing to do with the main plot but is there to link this story arc to the previous one, setting up the big crossover fight in the next arc. I care for this not at all but it is nice to see Relic again. Her very specific thread of nerdiness remains endearing.
After defusing all the narrative tension with goofy comedy and light-hearted character interactions, Flynn finally has a monster show up near the end of the issue. You know, the thing he’s been foreshadowing since part one. It’s a big, club-wielding giant creature and the action scene involving it is fairly mediocre. However, it does allow the story to end on a decent cliffhanger. The Hooligans grab Chip and fly off. Bean’s bombs have trapped the Chaotix in a small, flooding room with this big, pissed-off monstrosity. That’s a good hook. With better pacing, a lot of cutting and rearranging, that could’ve been the end of part one and this could’ve been a two-parter.
I haven’t talked much about the artwork in the book recently. Tracy Yardley’s been doing the doodling and I’m pretty much use to all the ups and downs of his art by now. Having said that, issue 65 does look pretty good. Yardley brings a lot more personality and expression to Chip’s sickeningly sweet Sega design. I especially like the moodiness of Relic’s scene. The characters are cast in darkness, with the glow of Fixit’s flashlight eyes adding to that eerie feeling. I do wish Yardley has focused more on making the underground setting seem more cramped and claustrophobic. That would’ve gone a long way towards upping the tension.
So there are some definite pros and cons to this one. Every element that works – the parallels between the heroes and villains, the spookiness of Relic’s scene – are matched by elements that don’t work, like the sloppy comic relief or the need to set up future stories. If nothing else, at least this dragging and out-of-balance arc is almost over. [5/10]
Monday, February 11, 2019
Sonic the Hedgehog: Issue 261
Sonic the Hedgehog: Issue 261
Publication Date: June 2014
From its inception, the “Sonic Universe” spin-off series has revolved around four issue long story arcs. With the exception of the occasional one-off, it’s a structure the series has stuck with. This worked fine for “Universe,” as each story arc focused on a different set of characters. Following the reboot, the main “Sonic” series would adopt a similar structure more often. This resulted in stories that probably only needed to run for two or three issues going on for four. Like the “Waves of Change” arc, which is already starting to wear out its welcome.
In part two of “Waves of Change,” Sonic, Rotor, and Amy are escorted out of the Chao temple by the very grumpy Meropis royal guard. Apparently, outsiders are forbidden from entering the sacred site and Razor and Coral broke a big rule letting the Freedom Fighters in. Sonic tries to make his case to the underwater city’s monarchs but they are unimpressed. Coral is to be exiled from her position. This stresses the young girl out as night falls, preventing her from putting up the magical shield that will keep the city safe from the Dark Gaia monsters.
For whatever reason, pop culture tends to depict underwater cities as being run by assholes. As a long time “Aquaman” fan, it’s something I’ve encountered a lot. There’s even a TV Tropes page devoted to the topic. I guess a society isolating itself on the ocean floor suggests certain things about their rulers. Sonic experiences this first hand here. The royal guard, led by a mantis shrimp named Striker, seems to relish a chance to bully Coral. The boy-king, King Puff, is as immature as his age suggests and often has literally self-inflating temper tantrums. His queen, an unusually attractive angler fish named Angelica, is rather draconian and bitchy. As he learned many times in the prior continuity, the bureaucracy of the royals is one place where Sonic’s speedy attitude is of little help.
It’s a little hard to get too involved in any of this stuff. This issue is our first impression of Meropis as a city and it’s a largely negative one. However, there is one element keeping the reader involved in all this. Coral is such a vulnerable ball of sad emotions that the reader can’t help but feel bad for her. Everyone is determined to protect this sad puppy dog fish girl. Razor’s devotion borders romantic. Sonic is viscerally annoyed by the royals’ treatment of her. Amy is so frustrated by the girl’s firing that she starts Piko-ing trees. Throughout all of this, Coral remains on the verge of tears. The character comes close to being too whiny and ineffectual but we still feel bad for at this point. Being fired from your dream job sucks.
This story is still pretty low on action thus far, which is not a complaint. This allows some decent interpersonal tension to arise. Sonic wants to stay in Meropis long enough to help Coral. Rotor, meanwhile, believes the gang should focus on finding the Gaia Temples. The two old friends nearly come to blows over this. It’s a good depiction of both characters’ attitudes towards saving the world. Rotor thinks the needs of the many outweigh the needs of the few. Sonic doesn’t see in such broad spectrums. He thinks even the smallest injustices deserve to be undone. It’s a good moment of character development that the reboot ‘verse would sometimes lack.
In the back pages, “A Light in the Dark” continues. Instead of finding a monster at the end of the tunnel, Sally, Tails, Antoine, and Nicole discover a cavern full of gorgeous crystal. Using Nicole’s tracker, Tails flies deeper into the cave and easily finds the Chaos Emerald. The gang is ready to leave, knowing Eggman will then fruitlessly search the precious cave for something that isn’t there. Sally is having second thoughts though. She doesn’t want such a beautiful place destroyed just to spite their enemy. The Freedom Fighters decide to stay and battle the reactivated robotic forces.
I probably should’ve mentioned this last time. “A Light in the Dark” was not written by Ian Flynn but was the debut of Aleah Baker, who is Mrs. Ian Flynn. Why you may be tempted to shout nepotism, Baker would prove herself to be a strong writer in her own right. The second half of “A Light In the Dark” is clearly the middle chapter of the story. The conflict is set up, leading us towards the next part’s resolution. However, Baker shows a strong grasp on the characters. Sally standing up for something, which may not be practical but is undoubtedly the moral decision, is a nice sight to see. The Freedom Fighters defending a natural wonder from Robotnik’s industrial exploitation also recalls “SatAM” and you know I like that. It’s an uneventful story but one that seems to understand the cast, their world, and their feelings about it.
There’s a lot of strong character development in this issue but it still ends up feeling somewhat listless. I generally like both stories but neither exactly moves. Which seems counter-intuitive for a “Sonic the Hedgehog” comic book. The ending of “Waves of Changes: Part Two” sets up a fight with the Dark Gaia monsters next time, which also doesn’t seem very promising. It’s a weird case of a comic book I like but still feel like I can’t give it anything above a [6/10].