Friday, May 31, 2019

Sonic the Hedgehog: Worlds Unite - Battles: Issue 1





















Sonic the Hedgehog: Worlds Unite - Battles: Issue 1
Publication Date: July 2015

The second half of the “Worlds Unite: Battles,” ostensibly focused on the “Sonic” part of the cast, was only published a month after the first. Yet, in terms of story within the crossover, it sure seems like we’ve come a long ways since then. Flynn made sure to leave plenty of empty spaces in the narrative to fit in these mindless fight scenes, sometimes egregiously so. Even, having the “Sonic” half of this fight-centric mini-series come out just as the story is reaching its grimmest point, sure feels trivial. The heroes are about to be crushed by Sigma’s forces! Do we have time for this bullshit right now?
















The first story chronicles Sonic’s battle with Zavok, Zeena, and Zor – otherwise known as half of the Deadly Six – that occurred at the start of the crossover, which already feels like it was ages ago. Apparently, the fight was a lot more expansive than we first thought. After the three Zetis fall out of the sky and start wailing on Sonic, the trio are tossed through several portals. They end up in Station Square, where the Zetis threaten the human citizens, before being blasted into a random Eggman junk yard. There, Zavok activates a bunch of old Badniks and quickly overwhelm Sonic.

While the “Mega Man: Battles” one-shot felt like a lively and fun extra, the “Sonic” half of the duo starts off feeling utterly mercenary and lifeless. This is a terrible story. Somebody named Joel Enos writes the script. This was his first and last contribution to Archie’s “Sonic” books. It’s easy to see why. Everybody speaks in catch-phrases. Sonic makes repeated references to his homing attack, which feels deeply unnatural. Most of the Zetis’ dialogue references their own special attack. Save for the emo Zor, who wants everyone to know how bored and listless he is. They throw out hoary lines like “Oh, brother!” or “A heap of trouble!” Sonic’s defeat is humiliating, taken down by the reanimated corpses of Badniks he crushed when he was a child. The final insult is that this story doesn’t connect with the first part of “Worlds Unite.” There, Sonic was abducted from the green field. Here, he’s carried off from the scrap heap.

The artwork is similarly uninspired, breaking the trend of excellent art we’ve seen in this crossover thus far. Tracy Yardley contributes some of the worst pencils I’ve ever seen from him. The characters look weirdly blocky and undefined. The Zetis’ facial expressions are utterly lifeless. The action is routine and lacks energy. Maybe Yardley was just having an off day. Maybe he thought a half-assed script deserved half-assed art. Either way, it’s some truly disappointing work.












Luckily, things perk up quite a bit in the second story. It depicts Sticks and Roll’s fight, which we’ve see several references to. Roll is invited to the training simulation room, even though the letter is addressed to “Red.” Turns out Sticks has sprung an ambush on her, attacking with countless robots, traps, and high explosive. The humble housecleaning robot proves surprisingly adapt, surviving the attacks. Once they’re face-to-face, it becomes apparent that Sticks’ target is not Roll. Rather, the badger is convinced the robot’s broom is some sort of spy. Oh, what a hilarious misunderstanding!

Despite veering dangerously close to overbearingly zany, this story is pretty funny. It keeps up the “Sonic Boom” tradition of breaking the fourth wall, as well as adding “ka-“ to all the sound effects. It doubles down on that joke, as Sticks comments on the onomatopoeia getting her species wrong at one point. Sticks interrupts the opening page, which transforms into an overzealous, pro-wrestling style announcement. It might be too wacky but the conclusion is amusing. Sticks explains her reasoning for thinking the broom is malicious – its bolts look a little like angry eyeballs – and Roll’s decision to humor her is cute.

Artist Ryan Jampole both writes and draws this story. It’s a nice surprise that his script is pretty decent. While I’ve found his illustrations underwhelming in the past, he does a lot better here. While a few of his anime-style facial expressions are kind of weird looking, a few – such as Roll’s look of surprise when the door slams behind her – made me laugh. His action scenes are energetic and fun. There’s even a fairly impressive page, a visual montage of a Roll overcoming Sticks’ machinations. It would seem silly stories like this, which allow for looser character work, fit Jampole’s style more than straight-ahead action stories.


The last story is the most recent, chronologically speaking. It’s set during the battle on the Sky Patrol, after the Deadly Six assumed control of Mega Man and his robot pals. Break Man – who is secretly Mega Man’s brother, Blues – is firing on Knuckles, under no will of his own. Blues suggest Knuckles damages his nuclear core, causing an explosion that will wipe out Sigma’s forces. Knux is deeply disturbed by this kamikaze plot. He encourages Blues to fight the psychic manipulation and they eventually work out a plan: Knuckles beating him into unconsciousness.

Ian Flynn sat out this entire issue, handing this last story to Aleah Baker. Emotion driven plots are Baker’s trademark and she even manages to sneak some of that into an extended fight scene like this. When Break Man explains his suicidal plan to Knux, his slow realization – spreading from child-like confusion to fiery rage – is both funny and touching. See, Knuckles doesn’t give up on anyone. He tells Break Man that he barely knows him but understands what he’s going for, that he can’t give up. Break Man responds with knowing silence, signaling that he agrees. Baker manages to take a fairly hollow story and put some heart and soul onto it.

This story is also the best drawn in this book. Diana Skelly contributes some energetic artwork. The humor and pathos of that page, where Knuckles realizes what Break Man is planning, works just as much because of Skelly’s pencils as Baker’s words. She makes Knuckles’ dopey realization adorable and his fiery rage afterwards palpable. That furious energy continues into the fight scene, Skelly making Knuckles’ punches seem especially passionate. The panel of Knuckles ducking under a big energy blast is funny too.













So we have a real mixed bag here. The first story is atrocious, earning a [4/10] for its awful writing and mediocre artwork. The second story is a lot better, funny and zany with matching artwork. I’d give it a satisfying [7/10]. The last story turns nothing into something, Baker’s writing and Skelly’s artwork elevating what should’ve been a totally disposable extra. It gets a [8/10]. “Mega Man: Battles” was a trifle but an entertaining one. “Sonic: Battles” is extremely uneven but ultimately worth for that last story.

Wednesday, May 29, 2019

Sonic the Hedgehog: Issue 274



























Sonic the Hedgehog: Issue 274
Publication Date: July 2015

I guess comic book companies putting out misleading covers is a trend that will never stop. Issue 274 of “Sonic,” part seven of “Worlds Unite,” has a cover that suggest the “Sonic” cast and the “Mega Man” cast will be fighting. This is technically true but it only happens due to the influence of the Deadly Six, the robotic heroes fighting it all the way. In this day and age, covers and solicitations of comics come out several months in advance. So, sure, if you had just read the last part of “Worlds Unite,” you know how misleading this cover is. If you’re looking at it several months before hand, you might really assume Sonic and the Megas will fight it out for any number of reasons. I guess that’s a pretty smart marketing tactic.


So, anyway, “Worlds Unite, Part Seven: Gears and Wills” does begin with the Zetis turning Mega Man, X, and all their buddies against the Freedom Fighters. (Bunnie is disabled as well.) Though the heroic robots do everything they can to fight the psychic influence, they are still trying to kill their allies. Sally is forced to leave the bridge and fight alongside the other Mobians. Ultimately, Eggman and Wily arrive with a big weapon that breaks the spell. However, this still gives Sigma time to evolve into his deadliest, largest form yet.

After the extremely satisfying sixth part, part seven of “Worlds Unite” starts to feel a little sluggish. One comic book devoted to a massive battle was awesome. A second issue at that same break-neck pace, composed of a somewhat contrived conflict between friends, starts to feel exhausting. Seeing so many divergent characters fighting together against a common foe was fun. Seeing them fight among themselves feels more like typical comic book bullshit. I know this was inevitable, what with the Zetis’ superpowers (and the rule that all crossover events most contain fights like this), but I wish Flynn had sneaked this stuff into an earlier part of the narrative.

















Now, don’t get me wrong. There’s some bad-ass moments here. Sonic and Sally working together to kick some ass, for the first time in what feels like forever, sure is nice. The scene where she orders a thoroughly drained Zavok to surrender is probably the issue’s best. Knuckles, who hasn’t been given much to do in this crossover, gets to deliver a big upper cut to the mind-controlled Gemerl. Eggman and Wily appearing to save the day is somewhat contrived, as they bust out a huge gun that instantly disables all the robots, but it’s also sort of funny. Even the villains get an impressive moment, when Zeena runs along the exterior of the ship, taking over all the cannons installed there. As it did last time, Edwin Huang’s excellent artwork goes a long way towards selling these moments.

Maybe one reason why part seven feels so much more hollow than part six is the lack of personal moments among all the fighting. The focus is much more on clashing factions, instead of establishing a heart in the heat of battle. Still, Flynn does try. Sally insisting on joining the fray, putting her own life in danger to protect her friends, is the exact reason why so many of us still love this character after so many years. After the battle pauses, there’s an adorable scene where Cream puts a band aid on Sally’s arm. There’s a sort of cute moment, where Rotor is attacked by Snake Man and not convinced he’s doing this totally against his will. I just wish there could’ve been more of this stuff.















These little humanistic moments stand in contrast to the tedious in-fighting that occurs in the last third. After the Zetis are captured, Zero insists they keep on fighting, continue to march on Sigma. Sonic agrees with this. Sally and the Mega Men think they should probably take a breather, which doesn’t seem like an unreasonable request. It all ends up being a moot point, as Sigma soon emerges from Lost Hex in a new kaiju-sized body along with an army of roughly fifty thousand “Mega Man X” bosses. The argument between the heroes feels like Flynn filling page space before he can cram in that cliffhanger.

In the middle of all this, there’s a scene devoted to Sticks. She’s still stuck in the “Street Fighter” world, being interrogated by a still-obscured Chun-Li. This scene is obviously setting up the further cross-overs that will soon occur in this storyline. She begins with a rambling, incoherent story about pasta. After some urging, she then explains the business about Sigma and the Genesis Portals. What’s funny about this is Sticks’ nonsensical blabbering is totally indistinct from the actual plot relevant information. (I’m not sure why Chun-Li takes one theory more seriously than the other.) I guess describing the plot of comic book crossovers really isn’t any less convoluted than real world conspiracy theories.










We’re at the half-way point of “Worlds Unite,” right before the other Sega/Capcom properties are brought into the fray. Which might explain why things are starting to drag a little. It’s certainly not a bad comic book. It’s only when compared to the excellent previous issue that it feels a little tired. Hopefully, the introduction of more universes will perk things up a little next time. [6/10]

Monday, May 27, 2019

Sonic Boom: Issue 9



























Sonic Boom: Issue 9
Publication Date: July 2015

We are six issues into “Worlds Unite.” At this junction, Archie saw fit to introduce a character guide at the start of each issue. This is because the already expansive cast is about to get even bigger. A helpful reminder at the start of every issue probably is necessary or will be soon. So, right now, the cast is broken down into Sonic and the Freedom Fighter, Mega Man and the Robot Masters, X and the Maverick Hunters, Sticks’ gang, and the temporarily aligned bad guys. They’re up against Sigma’s army and the Deadly Six. Got all that? It’s kind of important you do.


Part six is subtitled “Fire in the Sky,” despite not featuring D.B. Sweeney being abducted by aliens. The Sky Patrol has arrived at Lost Hex and all hell breaks loose. The heroes, who are now going by the catchy name The Unified Heroes, face off against Sigma’s army. They hold their own but are dangerously close to being overwhelmed. Meanwhile, during the heat of battle, Sticks is knocked through a suddenly appearing Genesis Portal, possibly stumbling upon the good guy’s salvation.

Cue up the battle music because we are going to war. This entire issue is devoted to one epic-ass showdown. Normally, I complain when this book sacrifices everything in the name of action but... You know what? This is awesome. Maybe it’s because Flynn leaves just enough room for little character moments – Sonic and Mega Man trading banter, Wood Man offering a confused Knuckles his leaf power-up – to prevent this from being a totally bland fight fest. Or maybe so much colorful stuff is going on that it’s impossible for the reader to become bored. Either way, Flynn accurately captures the chaotic feeling of being in the middle of combat.



















Moreover, the comic continues to do an excellent job juggling its enormous cast. Flynn gives almost everyone something to do. Rotor pilots a turret and later body-slams a Zeti. Robotnik and Wily scheme among themselves in the bowels of the ship. In a likely “Star Trek”-inspired moment, Sally, Nicole, and Cream sit on the Sky Patrol’s bridge, anxiously overlooking everything. My absolute favorite moment has Antoine slaying a robo-dragon with the stab of his sword. Even Big gets in on the action, hooking an enemy robot with his fishing rod. I guess not everyone gets a scene, as the Robot Masters are underserved. But I don’t care about them so I’m fine with that.

Through it out, “Fire in the Sky” remembers that this is technically a “Sonic Boom” comic. Sticks is the de facto main character here. She’s front-and-center on the first page. Throughout the issue, she’s given plenty to do. She’s chased by bees. She’s smashes shit with her boomerang. In a hilarious series of panels, Comedy Chimp and Fastidious Beaver flee from battle, forcing Sticks to chastise them while more important fights go down in the background. As before, Sticks’ irrelevant side-quest lends some wonderful levity to this epic battle.
















Granted, there’s a pretty big plot hole here. It’s well-established by now that the Zetis can psychically control robots. There’s really no excuse for the Deadly Six not to immediately take over Mega Man and X’s gang, leading to a swift victory by making half of the heroes crush the other half. Instead, Flynn saves that for the issue’s cliffhanger. Which is pretty silly but I guess totally fitting for a big, melodramatic, comic book crossover event. (The issue’s other crossover has Sticks stumbling through a portal and immediately running into an off-panel Chun-Li. This is also somewhat sloppy but absolutely necessary because it gets the “Street Fighter” cast into the book.)

Edwin Huang returns to illustrate and, holy cow, does it look nice. Huang’s complete mastery of action could not be more apparent. Everyone is detailed and energetic. The action beats are fast-paced, drawing the eye. Such as when Sonic leaps around to smash Badniks or Master Zik kicking Rotor in the face. Or, another fantastic moment, Amy and a Bunnie knocking out Zeena. His character work also remains excellent. The panels devoted to Sticks falling through the air, being indigent that no one will recuse her, are hilarious. Overall, inviting Huang onto the crossover might be the best thing Archie did for “Worlds Unite.”














This is exactly the kind of fun insanity I hope for from a big crossover. There’s something fun or interesting happening on every page of this book. The artwork is amazing. The cast’s personality is not lost among the madness. It’s been way too long since Ian Flynn and his crew has delivered something this well done. Fuck it, I’m throwing out a [9/10]. I’m in a good mood.

Friday, May 24, 2019

Sonic Universe: Issue 77


























Sonic Universe: Issue 77
Publication Date: June 2015

That’s a good cover, isn’t it? At least, half of it is. During any big crossover, inevitably there will be an image of all the heroes lined up together. Seeing the four divergent groups pose together, dramatically starring down the bad guys, sure is cool. The bottom half lacks some zap though, doesn’t it? Instead of just having Sigma and his various sub-bosses opposing the heroes, Spaz or whoever dictated the image should’ve included the Deadly Six or something. A collection of differing heroes deserves a collection of differing villains, right? Am I nit-picking again?















Part five of “Worlds Unite,” comically entitled “Everybody in the Same Boat,” begins with our heroes gathering on the Sky Patrol, looking down at the world in turmoil. X informs the others of what a bad bitch Sigma is. Meanwhile, Eggman and Wily are being chased through the Lost Hex base by the Deadly Six, Sigma having discovered their betrayal. That’s when Xander Payne – and his new, portal generating eyeball – appears to rescue them. They are taken to the Sky Patrol and begin an uneasy truce with the heroes. The Sky Patrol is pointed towards Lost Hex, where Sigma awaits with an army.

Part five of “Worlds Unite” is very much a transitional issue. The chaos of the first act has brought everyone together. They are unified against a common enemy. The beginning of the story has wrapped up. Now, it’s time to move all the pieces into place and get ready for the second act. This is all too evident in the way “Everybody in the Same Boat” ends, with the good guys flying off to confront the more-than-prepared villain.


The blatant mechanics of the narrative showing is not a problem, for once. Flynn patches over that stuff by mostly making this story about the cute interactions between the integrated cast. Sonic makes chili dogs for everyone for lunch, which Sally bemoans. Sonic assures Mega Man he won their last fight, which the robot is skeptical about. X makes Cream his navigator, in a cute touch. Nicole and Quake Woman bond over their mutual status as machines learning to be more human. Zero and Antoine compare swords. Comedy Chimp tries to crack jokes around Break Man, who’s having none of it. Eggman and Tails admire the Robot Masters. Little touches like this makes our cast seem more alive, making us care more about the war they’re heading into.

Sticks, of course, steals the show. Her ramblings about “spy brooms" – set-up for Sonic’s half of the “Battles” sub-series – annoys and baffles Sally and Zero. She immediately develops a rapport with Xander Payne, the two soon comparing conspiracy theories. (I never thought I’d see the Freemasons and the Illuminati referenced in a “Sonic” comic.) Equally amusing is her tendency to confuse the main Sonic-verse characters with their “Boom” counterparts. She wonders where Sonic’s sports tape is and insist Knuckles can be buffer. As I’ve said before, Sticks’ kookiness adds a nice touch of comic relief to the crossover, which otherwise might’ve been too serious. Moreover, Sticks can totally get away with this stuff, as it’s one hundred percent in-character for her.













Really, the only complaints I have with this issue involves the villains. Xander Payne randomly dropping in to rescue Eggman and Wily feels like a bit of an ass-pull, albeit a necessary one. While the heroes are getting to know each other, Sigma is building his army, recruiting his various bosses  –including a giant, robot penguin, which is not exactly intimidating – from across time. I like Sigma when he’s gloating villainously but but I’m less invested when he’s just showing off his various superpowers.

This issue also brings a new artist onto the book. Edwin Huang came to prominence for his fantastic work on UDON's “Street Fighter” books. Unlike other big-ish name artists, who sometimes struggle to adapt to the “Sonic” house style, Huang has no problems. This is a fantastic looking comic book. Everybody is on model, with Huang's Sally looking especially expressive and excellent. This is not an especially action packed comic book, being devoted mostly to people standing around and talking, but still looks hugely dynamic. Huang gives everyone little physical quirks, their personality showing in their body language. Just the way Xander Payne holds his shoulders or what Sticks does with her hands tell us so much about who these characters are. It's awesome.


I know I've harped on this point but, really: “Worlds Unite” is just so much better paced than “Worlds Collide.” The last crossover felt like it took forever to get going and then rushed through everything after that. This story is hitting most of the beats on time, making us care about the cast, and showing the consequences for what happens. I'm glad Flynn can learn from his mistakes, at least some times. [7/10]

Wednesday, May 22, 2019

Mega Man: Issue 50





















Mega Man: Issue 50
Publication Date: June 2015

Here’s a funny scenario: A big Mega Man fan who somehow never knew about Archie’s comic series stumbles into a comic shop or book store. He spies this issue on the wrecks and thinks “There’s a “Mega Man” comic?! And it’s been running for fifty?” He picks up the book, begins to thumb through it, and is immediately baffled as to why Sonic the Hedgehog is in this comic. Of course, this hypothetical person probably doesn’t exist, as we’re all plugged in and aware of everything all the time now. But we do know that the impenetrable world of comics is difficult to navigate for newcomers. Do you think comic publishers never consider that big crossovers utterly alienate casual readers? Probably, because comic publishers are dumb.


Anyway, back to “Worlds Unite.” Part four, grimly subtitled “Death and Destruction,” takes that title very literally. The Unity Engines activated, Sonic and Mega Man’s worlds are smashed together. This plunges both planets into chaos, the Freedom Fighters and Robot Masters scrambling to make sense of this event and save the people endangered by it. Silver and the Maverick Hunters, along with Sticks, also arrive, soon joining the rescue effort. Adding to the mayhem are Sonic Man and M’Egga Man, whose secondary programming to destroy each other kicks in. Luckily, the fight has the side-effect of returning them both to normal.

“Death and Destruction” is really about bringing all the plot points Flynn set up through the first three installments together. By the two worlds being smashed together, the two big threads of the story are united. I like that Flynn doesn’t waste any time on having the two teams of heroes fight, as they both immediately realize the other is good. Having Sticks and the “Mega Man X” team (oh yeah, Comedy Chimp and Fastidious Beaver too) drop in half-way through is sort of lazy but that’s just comic book crossovers for ya, I guess. By the end of the issue, the first act is thoroughly concluded: The villain’s scheme has rolled into effect and the heroes are working together for a common goal of undoing it. It’s satisfying to watch.


Plus, we also get some bitchin’ scenes of mass calamity. I’m a sucker for a good disaster movie and this issue provides the same sort of thrills. Sonic and Mega Man’s worlds are squished in a very literal sense. The Chemical Planet Zone pops up in the middle of a prison, allowing this Xander Payne guy – who has a magical robot eye now that can generate portals? –  to escape. A G.U.N. Command ship and the Mega City government building get fused, leading to both being destroyed. Buildings are wrecked, people are tossed around, Sally is nearly smashed by something generated right next to her. It's a pretty wild crisis, as far as these sort of things go.

There's so much going on in this issue that Sonic Man and M'Egga Man's fight really gets pushed to the sidelines. We see the corrupted Blue Bomber swing a hammer and throw some decoys at Sonic Man, who does some required spin-dashing and buzzsawing. But that's about it. And, honestly, I'm fine with this. We got to see Sonic and Mega Man fight last time. Only so much can be gained from watching them fight again, even in their corrupted forms. The only real bullshit with this is the way they are returned to normal. It happens without much explanation and the story is going so fast that you just kind of have to go with it. Eggman and Wily did it, apparently.



















In between all the explosions and fighting, this issue even manages to sneak in some minor pathos. When the government building and the G.U.N. fuses, it explodes shortly afterwards. In the wreckage, Sonic discovers one of Shadow's inhibitor ring. Now, of course, Shadow isn't dead. Ian Flynn isn't even allowed to kill off Sega created characters. However, seeing Sonic stop and consider that one of his friends is dead is, indeed, a touching moment. We don't often see the blue hedgehog being stoic or conflicted, so even one panel where he feels bereaved is worth something.

Dan Schoening goes solo on the line art this time, apparently not needing Tracy Yardley's help. Schoening's work has improved with every issues he's done. He makes Sigma look especially powerful. The backgrounds are detailed. The action is dynamic. The comic generally looks flashy, dramatic, and a litle less static and pre-posed than last time. I will also say that Schoening has gotten a handle on drawing the Freedom Fighters, who are still a little overly tall but generally look better than they did last time he drew them on his own. Weirdly, Sonic and Mega Man still look kind of off. Sonic's body is still too elongated, in comparison to his head and feet. Mega Man also looks a little stretched out. It's sort of weird that Schoening is increasingly nailing the supporting cast but still doesn't quite have a grasp on the main heroes.


























Oh yeah, there's a back-up story too. I initially assumed it to be an archived story, inserted to get this anniversary issue to double the normal length, but apparently it's a brand new story. “The Choice” is set at some point in the past, when Mega Man and X first met each other. While training in whatever Dr. Light's version of the Danger Room is, the two talk about their origins. How Rock was built for peace but chose to fight for love when the time came. How X was the first of his kind and saw Sigma begin a violent war, that he was soon drawn into it.

“The Choice” seems very deliberately inserted into this crossover, since it's essentially about the two Mega Men explaining their back story. That's the kind of thing regular readers of this series already know but “Sonic” readers, brought to “Mega Man” due to the crossover, may be unfamiliar with. As a basic rundown of the character's origins, “The Choice” is decent enough. X's past, what with feeling responsible for starting a war – being the first reploid, he's the prototype for Sigma and all his minions – is pretty meaty stuff. The sequence of X and Zero talking, just as the war begun, is quite grim. Which is fairly compelling stuff. Somebody named Powree does the artwork and it strikes me as very solid stuff that is representative of what the “Mega Man” comic normally looks like.















“Worlds Unite” continues to roll along at a decent pace. Aside from setting up the unified world and their respective heroes working together to save ti, this issue also ends on the cliffhanger of Sigma discovering Robotnik and Wily's treachery. I can't say I'm too emotionally involved in the proceedings but Flynn's plot work this time around is really strong, throwing more crazy stuff at us and keeping things balanced and well paced. That's worth a [7/10], I think, especially when compared to how much trouble “Worlds Collide” had with those same issues.

Monday, May 20, 2019

Mega Man: Worlds Unite - Battles: Issue 1





















Mega Man: Worlds Unite - Battles: Issue 1
Publication Date: June 2015

You know, it’s weird to me. “Worlds Unite” was, by most measures, an even bigger event than “Worlds Collide.” In addition to the twelve part story being spread across four titles, Archie also released two related stand-alone issues. The “Worlds Unite - Battles” sub-series would focus strictly on combat, playing up the “who would win in a fight” element of the crossover. There would be one branded to Mega Man and one branded to Sonic. Despite being such a big event, it does seem to me that “Worlds Unite” received less promotion than “Worlds Collide.” As for the “Battles” books, which were direct market exclusive, I didn’t even know they existed until they popped up in my comic shop’s subscription box.

Maybe Archie thought the crossover would sell itself? Or maybe they just didn’t have the money to promote it. Shortly after the crossover ended, several Archie titles – including the “Sonic” books – would experience delays. The company would also cancel a number of books, including “Sonic Boom” and “Mega Man.” But I guess I’m getting ahead of myself. Let’s talk about “Mega Man: Worlds Unite - Battles: Issue 1.” (How’s that for an elegant title?)


The stories in the “Battles” books expand on the fights in the main story we only got a small look at. For example, the first story in the “Mega Man: Battles” depicts Mega Man’s fight with three of the Deadly Six. In part one of “Worlds Unite,” we only see his car get wrecked, the Zetis seemingly getting the drop on him. “Battles” goes into a little more detail. Zazz, Master Zik, and Zomom ambush the Rock as he’s on the way to the store. He transforms into Mega Man but soon gets tossed into a near-by apple orchid. While he puts up a valiant effort, the Zetis’ ability to manipulate technology is his undoing.

Obviously, plot is not the main concern here. We do get some meaningful character beats. Such as Zomom being insulted when Rock calls him a “yellow devil.” Or Master Zik psychically pelting the hero with apples, just to annoy him. These are small moments but they still give the Zetis more character development then they receive in the “Sonic” books. And though it’s totally expected of him, Mega Man refusing to go down because he knows his friends and loved ones are relying on him still displays what a wholesome, heroic guy he is. Zik coldly commanding Rock to shot himself in the head afterwards nicely deflates that moment too.

Otherwise, this story is all about Ben Bates’ stylish, energetic artwork. The dude clearly enjoys indulging in anime-style fight fest. Mega Man and the Zetis spend half of the fight springing through the air or getting tossed around. Bates keeps the sense of motion going throughout all of this, making it feel like the reader is speeding along with the combat. I also like individual panels here, like the one devoted to Zazz scratching Mega Man up. That’s depicted as a series of frenzied hand movements around his screaming head. I don’t even mind that Bates’ work is slightly sketchy in a few panels. That only adds to the story’s energetic feeling.














The second battle gives us more of a look at Zero and Axl fighting Vile outside Sigma’s fortress, which happened in the opening pages of “Worlds Unite’s” first part. That may not seem very exciting  – these guys fight all the time, right? – but just wait. Zero and Axl attempt to take down Vile for several pages, the traitorous Maverick Hunter countering every one of their attacks. That is until he’s frozen suddenly in his tracks. Silver the Hedgehog emerges from the heavens. He’s not certain of who the good guys and bad guys are in this situation and just wants to close the Genesis Portals... The one Sigma just fled through.

This battle clarifies X’s comments in part two of “Worlds Unite,” about how they got from their world to Sticks’. Narratively, there’s not a lot here. Silver’s sudden appearance is a nice surprise, though one we should see coming. The battle banter between Vile and the heroes is mildly amusing. He calls Axl a pretty boy, confirming my suspicions that he’s the token bishonen. We see more of everyone’s abilities here, including Axl’s shape-shifting and Zero’s mastery of the blade. But that’s about it.

Much like the cover story, this one is all about the artwork. Jamal Peppers’ pencils are not as dynamic as Ben Bates’ but they still look pretty damn cool. The “Mega Man X” characters are really designed to look as rad as possible. So seeing them leap around, trading blows and posing in the middle of combat, is their natural habitat. There are several eye-catching panels, such as Zero’s sword slashing at Vile or the reveal of Axl’s transformative abilities. Peppers is one of the few artists equally adapt at drawing both the “Mega Man” and “Sonic” cast, as Silver looks excellent too. My only issue with the artwork is not Peppers’ fault. Vile’s right arm is an energy mace and that looks awkward as hell.















The third and final story in this book is the only one not to be written by Ian Flynn. It instead comes from an entity calling itself “T. Rex.” (Presumably not the ghost of Marc Bolan.) It details the battle that took place between Sonic Man and the Robot Masters, when the blue hedgehog-turned-robot invaded Mega Man’s city in part two of “Worlds Unite.” Despite their best efforts, the heroic Robot Masters are no much for Sonic Man. He’s resistant to their abilities and takes them out in minutes.

This story has the thinnest script of any in this book. Apparently Fire Man talks with a weird cowboy accent. There’s a few jokes in the Robot Masters’ introductory captions. Sonic Man’s cruelty, which includes tossing Ice Man into Fire Man’s blast of flames, is a nice, villainous touch. Otherwise, this one is all about the artwork. It’s provided by Brent McCarthy, someone I’m not familiar with. McCarthy’s artwork is very stylized. McCarthy focuses on the characters’ stretchy faces and big gloves and boots. However, this approach does create a very dynamic approach. McCarthy’s graphically heavy style, especially when combined with Elaina Unger’s deep and rich colors, makes the reader feel the impact of every punch and special attack. That’s a good approach, since this is a story totally devoted to Sonic Man beating the shit out of the good guys. I think an action-packed story is exactly what McCarthy is suited to, as the early panels of Wily and Eggman talking look a little weird and overdone.














Most of the fights in “Mega Man: Worlds Unite - Battles” have foregone conclusion. If you’re reading this comic, you’re reading the main story. And if you’re reading that, you already know Mega Man looses to the Zetis. That the Maverick Hunters make it past Vile, that Sonic Man decimates the Robot Masters. But watching the wreckage get done has some value. This is not a deep book but it is a fun one. If nothing else, it’s worth reading just to see some exciting artwork from a trio of very talented artists. Was it necessary? Nah. And you won’t miss much if you don’t read it. But it is a decent little extra. [7/10]

Friday, May 17, 2019

Sonic Super Digest: Issue 12



























Sonic Super Digest: Issue 12
Publication Date: June 2015

In June of 2015, the main Archie “Sonic” books were wrapped up in “Worlds Unite.” Yet, just as that big crossover was starting to ramp up, a new Sonic Super Digest hit the newsstands and grocery store check-out lanes. The twelfth issue also included a new Sonic Comic Origins story, forcing me to acknowledge it. Lest you forget Sonic and Mega Man were interacting with each other at the moment, issue 12 of the Digest series reprints the first part of “Worlds Collide.” The Blue Bomber is also stuck up in the right corner of the cover.













The Origins story, however, deals with a humanoid character with a far longer history with this franchise. “The Traitor” is about Julian Snively, the rebooted version of Robotnik’s longest lasting lackey. The doctor is being interrogated by his new employers at G.U.N., following his sketchy behavior during the “Total Eclipse” story arc. He’s asked about the many years he spent working with Eggman, helping to overthrow the Acorn Kingdom and subjugate the world. Snively claims he was acting as a spy the entire time. His story holds up but Abraham Tower is still very suspicious.

“The Traitor” uses the visual format of comics smartly. In dialogue, Snively talks about how he only had the noblest intentions when working with Eggman. In the comic panels, we can see what he actually did during that time: Grinning devilishly when Eggman tells him about his plans for a coup, smiling while building the Chemical Plant Zone, happily helping Eggman banish the king to the Void. Snively is full of shit. This version of Snively may be a better liar and have more success with his plans but he’s still only interested in his own survival and gaining power.











While this is a very clever touch, I’m disappointed in how little we actually learn about Snively’s new backstory here. We don’t learn who his parents are, where he came from, how he ended up meeting Eggman or how he arrived in Mobotropolis. He simply describes his former uncle as a “co-worker.” Mostly, this story is devoted to showing what Snively got up to during the events of the original trilogy of games for the Genesis. Instead of a generic Egg-Robo, Knuckles now fought Snively during his boss battles. Which is a smart alteration of lore... But I would’ve preferred to learn more about Snively’s actual history.

I greatly disliked the way Mobians and humans interacted following the reboot. However, this story does introduce a human I would’ve liked to seen more. Snively is interrogated by Madonna Garnet, an Amazonian G.U.N. agent who is none too impressed with his story. The character combines two obscure supporting players from “Sonic” history. Her first name and general appearance -- supermodel physique, foxy and short blonde haircut -- is taken from Madonna. As in Sonic’s human girlfriend (yes, really) that was planned but ultimately discarded from the first game. Her last name and job in law enforcement is a reference to Topaz, Rouge’s partner/secret girlfriend from “Sonic X.” This was a good way to get Topaz, something of a fan favorite, in the comic without violating Sega’s weird rules. And, hey, I’m always up for more tough female characters in this book. Sadly, this was Madonna’s only appearance before the comic’s abrupt cancellation.


Lemar Wells takes a break from drawing the Origin stories and hands the pen over to Adam Bryce Thomas. Thomas' style adapts mostly pretty well to the more human characters in this story, though Snively's beard looks very silly in a few panels. (Which may be just because it's a lousy design.) The flashbacks look excellent. Thomas makes the interesting choice to illustrate Eggman only in silhouette, which certainly makes him seem like a more sinister figure. The action panels, whether it be King Acorn being sucked into the Void or Super Sonic wrecking the Death Egg, are very dynamic and energetic. Even if it is only a brief five-pager, Thomas at least makes it look really nice.

The digest being what it is, the rest of the book is mostly filled out with reprints. Despite his presence on the cover, Mega Man only appears in the one story, probably because Archie wanted you to buy those paperback collections. Since the pre-boot stuff is clearly off limits now, there weren't many Snively stories to draw from, preventing this from being a themed issue. We get parts three and four of “Treasure Team Tango,” part one of “Shadow Fall,” and part one of “Ambushed” from issue 266. It is not a great selection of stories. Otherwise, we get some covers re-purposed as pin-up art and coloring pages. Not much to write about.


In the past, the digests have been essential stories, because of how they expanded on the Freedom Fighters. This is probably the first truly skippable Sonic Comic Origins entry. Not because it's bad – it's a decent story that I have a few problems with – but because this version of Snively plays such a small role in the rebooted world. I think this might actually be his last appearance, unless there's a brief cameo somewhere I'm forgetting. I wish the new Snively ended up as fleshed-out as the old one.. And that he shaved that ridiculous goatee. Still, I'd probably give the first story in the Digest a [6/10] because it does do some cool things.

Wednesday, May 15, 2019

Sonic the Hedgehog: Issue 273



























Sonic the Hedgehog: Issue 273
Publication Date: June 2015

I love how this cover treats Sonic being turned into a villain like it’s a big deal, as if it’s never happened before. I guess it’s never happened in the rebooted timeline before, so it’s a big deal to the characters. What happens when the sun sets? Does Sonic Man turn into a robot Werehog? I’m sorry, I’m rambling off-topic, what with my reasonable questions and nerdy memory. I know it was obviously a scheduling thing but does anyone else think it’s a little weird that the Sonic/Mega Man Book crossover didn’t involve an issue of the main “Sonic” book until its third part? Just me? Alright, that’s cool. Let’s get on with the review.










“Clash of the Corrupted” – see, that’s a good subtitle, Flynn – begins with Sonic Man and M’Egga Man laying siege to each other’s world. Sonic Man quickly defeats Light’s first wave of reformed Robot Masters. (He says they weren’t built for combat, though Bomb Man seems to have few other practical applications.) He sends in re-enforcements, yet more reformed Robot Masters, but they are also easily stomped. On Mobius Sonic’s World, it doesn’t take M’Egga Man much longer to subdue the Freedom Fighters. They install Sigma’s Unity Engines, which will combine the two worlds and fuel Sigma’s transformation into a physical god.

Obviously, this issue is hoping seeing the heroes, even corrupted versions, wail on the good guys is shocking. For regular readers of the “Mega Man” comics, maybe the scenes of Sonic Man wrecking the Robot Masters are exactly that. For me, M’Egga Man crushing the Freedom Fighters is a little more effective. All of his abilities are taken from Eggman’s various boss vehicles. So he counters the heroes’ abilities with hammers, drills, wrecking balls, and explosive balloons of himself. Aside from him punching people with dinging bumpers, which is just silly, it’s surprisingly effective watching this guy take down the heroes with such ease. And, once again, just seeing the established Archie cast get in on the crossover action is thrilling.


Like I said, as someone not really interested in “Mega Man,” the Sonic Man sequences mean a lot less to me. Sonic Man draws upon the blue hedgehog’s own abilities. So he’s super fast, even for the robots that can slow down time. He shoots buzzsaws, homing attacks, and gold rings. Most of the Robot Masters don’t even get to use their unique attacks before Sonic Man disables them. Seeing an evil version of the hero best up people you’ve never meet before is kind of cool but doesn’t make me feel much. I wish Flynn spent a little more time developing the gang, such as a brief scene where Quake Woman, apparently a comic exclusive character, expresses a weird protective streak towards Roll.

It’s a fairly serious issue but Flynn still has to include some comic relief, most of which comes off as horribly out-of-place. Such as when Big the Cat bodyslams M’Egga Man. It’s literally a scene of a big fat guy sitting on a skinny dude. If even shouts “Hoo-Ray! I’m helping!” as he does it, furthering his image as an annoying simpleton. Then there’s Eggman and Wily sharing an “Silent bro-fist” while plotting behind Sigma’s back, a moment that’s simply embarrassing. Sonic Man and M’Egga Man probably should’ve been kept silent characters, as their quips really don’t add much to the story.



















This issue does make me like Gemerl way more than I did previously. An obscure villain-turned-hero from an underplayed hand-held title, I never gave the guy much thought before. A powerful robot, he seems to mostly act as Cream and Vanilla’s caretaker and briefly appeared right after the reboot started. Here, he’s called in as the last resort against M’Egga Man, which he fails spectacularly at. What makes the robot amusing is how he acts like a perturbed suburban dad. He calls the invader “buddy,” doesn’t like it when people cause “a fuss,” is obsessed with firewood, and cracks lame puns. I bet he has strong opinions about the local softball team, charcoal vs. propane, and those teenagers playing their music too damn loud. Can IDW use this guy? Flynn, please find room for “Not Mad, Just Disappointed” Stepdad-Bot in the new comic.

Once again, Dan Schoening does the breakdowns while Tracy Yardley finishes it up. It proves to be an even more fruitful combination than before. The scenes of M’Egga Man attacking Mobotropolis are dramatically drawn, with the Freedom Fighters looking great. The scenes set on Mega Man’s world aren’t as sharp, as the Robot Masters all look pretty silly. I don’t know if Schoening is getting used to these characters or if Yardley is just handling the action scenes but they’re feeling a little livelier and less pre-posed than before.











Still, “Worlds Unite” is rolling at a decent clip. It’s already better paced than “Worlds Collide” was at this point. Honestly, having more characters and jumping between more worlds is keeping the story energized in these somewhat awkward beginning chapters. I'm going to be talking about some other bullshit for the next two updates but we'll get back to “Worlds Unite's” actual story line soon enough. [7/10] 

Monday, May 13, 2019

Sonic Boom: Issue 8



























Sonic Boom: Issue 8
Publication Date: June 2015

I still have mixed feelings about “Sonic Boom” being rolled into the “Worlds Unite” crossover. On one hand, it seems really unfair to the short-lived series to devote three issues, a third of its run, to a storyline that’s practically unrelated. Shoving this farcical comedy book into a fairly serious crossover crisis was also weird. (Issue 8 of “Sonic Boom” address this tonal inconsistency several times, in a typically a Boom-ian way.) On the other hand, spreading this crossover over four series, as opposed to “Worlds Collide’s” three, seemed to help with the story’s pacing. Most importantly, Sticks is goddamn delightful and her absurd humor was exactly what this big event needed. So I guess including “Boom” in the crossover was good for “Worlds Unite” but bad for “Boom.”




















Part two is subtitled “Broken Heroes,” a phrase that doesn’t become significant until the final pages. On Sonic’s world, Eggman and Wily continue to scheme behind Sigma’s back. They intend on transforming Sonic and Mega Man into especially powerful henchmen... But include a secret command for the two to fight each other, hoping to muck up Sigma’s plan. At which point, they will seize control. Meanwhile, the Maverick Hunters from “Mega Man’s” future – X, Zero, and Axl – arrive in the “Sonic Boom” dimension, following an encounter with Silver that we'll talk about sometime next week. They run into Sticks, who is soon convinced to help the heroes track down Sigma.

A big issue I had with “Worlds Collide” was how it simplified everyone, boiling them down to their Sega approved elements. The previous crossover lacked a lot of personality, I thought. By introducing Sticks into “Worlds Unite,” and letting her be her crazy self, that problem is already solved. Contrasting the wacky Sticks with the serious Maverick Hunters makes for some great comedy. Within minutes of meeting X, Sticks is already rambling about laser bees. She helps them primarily because it validates her insane beliefs. When asked to assemble a team, she grabs Comedy Chimp and Fastidious Beaver, who are obviously unprepared for a dimension hoping adventure. By the time they’ve successfully opened a bridge between worlds, Sticks has already forgotten what their mission is. She’s running on pure adrenaline and it’s adorably hilarious.


This issue is also “Sonic” readers proper introduction to the “Mega Man X” crew, since the action-packed opening last time didn’t really give us a chance to get to know them. Despite their grim ‘n’ gritty appearance, they seem good-natured. X seems as mellow and gentle as his present-time counterpart. He makes sure to reassure Sticks that they mean well. Zero, meanwhile, is rougher and more to the point. He threatens Orbot and Cubot when they won’t cooperate, for example. Then there’s Axl. His design can’t help but remind me of “Kill la Kill’s” salacious super suits. Which makes his habit of giggling like a school girl or holding his chin in his palm more noticeable. Is this guy supposed to be one of those effeminate bishonen that the Japanese love? That certainly makes him a character type this comic doesn’t have.

The Eggman/Wily side of the plot is less interesting. There’s more scenes of them hashing out the details of their plan, which we had plenty of last time. It seems odd to me that Sigma isn’t accounting for these two inevitably trying to betray him. (I don’t know, maybe he does, I don’t remember that far ahead.) These scenes are mostly there to push the plot further along. However, there’s one little moment I really like. Eggman realizes Albert has no memory of “Worlds Collide’s” events. Right before launching into a monologue that catches up any reader that doesn’t remember the last crossover, there’s a small panel of Eggman looking a little hurt that his friend/rival doesn’t recognize him. I don’t know, I thought it was cute.


The second half of the issue is devoted to Eggman and Wily setting up their scheme. It all leads to the issue’s cliffhanger. Sonic and Mega Man are turned into Roboticized Masters, named Sonic Man and the hilariously punny M’Egga Man. Sonic Man is sicced on Mega Man’s world while M’Egga Man marches towards Castle Acorn. The latter also has Sally and King Acorn making their first appearance in this crossover. It’s a decent moment to leave the reader on. It’s also super gimmicky. As with the Roboticized Masters from the last crossover, this feels a lot like an excuse to make very toyetic new characters that no one will make toys of. (Though I probably would’ve bought them if someone had.)

While Dan Schoening handled all the artwork last time, this time he hands his layouts over to Tracy Yardley to finish. It proves to be a good combination. It looks like the Mega Man characters are largely Schoening’s work, which his anime-style artwork is a good fit for. Yardley seems to handle the Sonic crew and the crossover does appear to have energized him some. Everyone looks crisp and animated. It’s a good looking issue, the artist complimenting each other nicely.






















I enjoyed the second part of “Worlds Unite” more than the first and I think that’s primarily because of Sticks being goofy, making sure this epic event doesn’t take itself too seriously. Flynn still has a lot of balls floating in the air, so we’ll see how swiftly he can juggle things going forward. [7/10]

Sunday, May 12, 2019

Sonic the Hedgehog (IDW): Issue 15




























Sonic the Hedgehog (IDW): Issue 15
Publication Date: March 20, 2019

Once again, I have fallen behind on IDW’s “Sonic” on-going. (I still mentally refer to it as the “new” Sonic Comic, even though it’s over a year old now.) I know, you guys deserve better. It’s so easy for me to pick up and re-read old issues of the Archie series, even the rebooted ones, while the IDW releases linger on my to-read pile. With real life, the daily upkeep of this blog and my other projects, it can be hard to find time for another comic. But you are probably tired of hearing my excuses for why the IDW reviews are late again, so just assume they will continue to be late into the future and assume I’m always prostrating myself for your forgiveness.


















So, anyway, issue 15’s story is entitled “Patient Zero.” If that title reminds you of zombie movies, that is very much intentional. As set up last time, Amy and Sonic head off for an abandoned Eggman base. It’s a giant blasted out hole in the ground, the site of one of the worst battles of the war. They descend into the cavern and find an old Eggman computer. However, before they can gleam any meaningful information, Rough and Tumble ambush them in a giant drilling tank. After that is disposed of, the skunks deploy their second weapon: The previously devised nanite goo. Rendered mindless and seemingly indestructible zombies, Sonic and Amy quickly find themselves outmatched. Even after escaping, the danger is not over because Sonic has been infected.

Early on, it’s apparent “Patient Zero” is different from the previous stories published in this comic book. There’s humor in this issue, such as Robotnik’s easily guessed and amusingly retro password. Or Rough and Tumble’s continued insistence on introducing themselves in rhymes. Yet the tone here is surprisingly grave. A better writer than Flynn would make a bigger deal about Sonic descending down into a giant hole in the ground — recalling both a wound and a grave — and having one of his most difficult fights. Going underground is always a symbolic journey. And there’s something subtly Hell-like about the cave and the adventure Sonic has there, especially since the hedgehogs also entered through a cave-mouth carved to look like Eggman’s face.












Or maybe Flynn knows exactly what he was doing. As they first entered Echo Cave, Amy recounts the battle that happened there for Sonic, who was missing at the time. She says they freed a lot of people that day but also lost people too. Her flashlight than crosses over an abandoned Resistance fighter helmet. Is this the first time IDW’s “Sonic” book has acknowledged death, that people have actually died fighting Eggman? It’s a heavy moment that looms large over the issue. This is a story about Sonic tunneling down into a subterranean cavern that stinks of death, fighting zombies, and possibly becoming one himself by the end of the story. Even with the typical quibs, it reads a lot darker, almost horror movie-like, than any previous installment.

But that’s just me reading too much into things, per usual. Taken as a straight-ahead “Sonic” action story, “Patient Zero” also functions well. Rough and Tumble bursting through the cavern wall in their drill tank, Sonic and Amy leaping out of the way, is a cool sight. The confined spaces of the underground tunnels makes for a dynamic action sequence, Sonic and Amy forced to strategize more, instead of just playing smashy-smashy. When the inevitable smashing comes, it's after the heroes have lured the skunks into a dead-end. It's a sequence that is so well orchestrated that I actually felt myself getting pumped while reading it, a first for this particular series.



















The action scene also works as a lead-up to the far darker second half. After their tank is trashed, Rough and Tumble expose themselves to the nanites. They are turned into robotic, zombie-like creatures – Sonic quickly dubs them “zombots” – that cannot be easily killed. If Sonic and Amy spin-dash or bash them apart, they simply regenerate. This is a surprisingly grisly sight for a kids book, the heroes failing to successfully dismember their enemies. It also causes the tension to go up. For the first time in IDW “Sonic” history, the hedgehog seems genuinely uncertain if he can win. Not even Metal Sonic's various super forms put him this on-edge.

Of course, part of why Sonic is on edge is because he's already been infected. Up to now, this version of Sonic has been pretty care-free. The comic has largely provided examples of the hedgehog with 'tude side of his personality. In this issue, as he sees the nanite slime spread onto his skin, Sonic seems scared. He goes about deflecting the skunks, eventually tossing them into a hole in the cavern. Yet even after that, he is not sure of his victory. This leads up to a down-beat ending, Sonic fearful it might already be too late to turn back the infection. It really leaves me wanting to read the next installment. Gee whiz, it's almost as if a hero with doubts and uncertainties is way more interesting to read about.












Issue 15 also brings a totally new artist into the fold, a welcome change since most of his series' art has come from Archie veterans. Jack Lawrence is the guy's name and he does a pretty good job for a first-timer. There's a likably angular, cartoon-y element to Lawrence's artwork. His Sonic has a very large head and spindly limbs but in a way that's fun to look at, not in an ugly “the artist clearly doesn't know how to draw these characters” Ron Lim way. His faces are nicely expressive and his action scenes have a decent zest to him. I hope to see more from Lawrence, he clearly has some talent.

While I've enjoyed a few issues of IDW's “Sonic” book up to this point, issue 15 is the first one to really impress me. There are real stakes here, real weight to the story, the characters actually acting in interesting ways, and new ideas being brought to the “Sonic” series. Issues have had one or two of those attributes before but never all of them. I'm reluctant to say that IDW “Sonic” has finally grown the fucking beard after a year and change. It'll depend a lot on how Flynn and his team handle the rest of this story arc. But it's off to a very good start. [8/10]