Wednesday, July 31, 2019
Sonic: Mega Drive
Sonic: Mega Drive
Publication Date: July 2016
2016 saw the 25th anniversary of the entire “Sonic the Hedgehog” franchise. It is pretty impressive “Sonic” was still a viable thing two and a half decades after its creation, considering the series never recaptured its early nineties peak popularity. Honestly, it’s nothing short of a miracle that “Sonic” has suffered so many indignities and failures and still survives. (Or refuses to die, depending on how you look at it.) Sega was obviously aware of this and treated the anniversary as a big deal.
Mainly, they commissioned a bunch of “Sonic” fan game programmers to create “Sonic Mania.” This was basically the game long-time “Sonic” fans had been begging Sega to make for years: A continuation of the 2D platformer style seen in the original Genesis games. The announcement of the game in July of 2016, and the accompanying teaser footage, sent ripples of massive excitement through the “Sonic” fandom and the wider video game world. It was the first time Sonic had been perceived as cool and interesting by regular humans since at least 1999, probably earlier. When “Sonic Mania” was finally released the next year, it was hailed as the first unequivocally good “Sonic” game in many, many years. Sega being Sega, they immediately squandered this good will by releasing another mediocre 3D title a few months later. (And some fans still hated “Mania” because the “Sonic” fandom is terrible.)
I suspect Ian Flynn and the other people working on Archie’s “Sonic” comics were aware of “Mania’s” development, or at least the decidedly retro direction Sega was taking the 25th anniversary in. The same month “Mania” was officially announced, they would release “Sonic: Mega Drive.” A one-shot done in the Genesis-era style, it would be drawn by Tyson Hesse, the closest Archie “Sonic” had to a super star artist. It was a fun idea to celebrate the 25th anniversary with. And as a long time comic reader, I got a kick out of Archie publishing another “Giant-Sized 48-Page Special” No. 1 issue. (The previous one was “Sonic Blast,” released exactly twenty years before “Mega Drive.”)
Chronologically, “Mega Drive” places itself after “Sonic & Knuckles” and “Sonic CD,” seemingly taking the place of the much-loathed “Sonic 4” in Archie continuity. After rescuing Tails from a giant crab robot, Sonic learns that Eggman is hunting a new MacGuffin called the Ancient Gears, in service of a new doomsday device called the Mega Drive. The Gears are located on Eastwatch Island. Sonic runs into a new friend on each island, teaming up with them to wreck Eggman’s latest weapons and grab the Gears first.
Flynn pitched “Mega Drive” as if it was an adaptation of a lost classic “Sonic” game. This is a fun idea, conceptually. Flynn certainly gives the reader an exact idea of what this game, that exist only in his imagination, would look like. We begin in the Green Seaside Zone, a classical “Sonic” starter zone but with a heavily-wooded Pacific Northwest look. Next is the Flower Park Zone, a colorful garden zone that seems comparable to bumper heavy acts like “Casino Nights” or “Carnival Nights.” We conclude in the Cascade Temple Zone, which seems similar to the Labyrinth Zone but with more of a mineshaft aesthetic. Flynn includes Badniks, mini-Bosses, and Eggman encounters too. Flower Park has the best ones, with its gardener revamp of ”Sonic & Knuckles’” Hei Hou and Eggman’s giant snake Egg-Mobile.
However, “Mega Drive’s” plot construction is also too beholden to that classic game structure. Things get repetitive almost immediately. The same thing happens three times in this book. Sonic enters a new zone, meets an old friend, and teams up with them to easily defeat Robotnik’s new gimmick. The thin plot, involving Eggman gathering more old and super-powerful plot devices, is hardly inspired. “Mega Drive” would probably be a fun video game to play. But we’re reading a comic book, not playing a video game. This book sometimes feels like someone describing a video game to us, which is considerably less fun than playing one.
The similarly structured “Genesis” didn't have this problem. So what's different about “Mega Drive?” I would argue tone has a lot to do with it. While not without its goofy moments, “Genesis” was a relatively serious story. “Mega Drive,” on the other hand, represents the “Sonic” franchise in one of its aggressively wacky moods. Any time there's any sort of mildly serious moment – Tails gets attacked by a giant crab, a room slowly fills with water – Sonic and the other characters react with a quip. Including an obvious reference to the ancient “Giant enemy crab” meme. Or Sonic bitching about how traveling via bubble is too slow. Eggman is never a threat and is easily defeated by the heroes every time they encounter him, in increasingly goofy manners. The humor just drains the stakes.
Now, I'm not saying the jokes in “Mega Drive” aren't occasionally funny. There's a cute gag where, when trying to explain to Amy they don't need her around, Sonic runs right into a spike and looses some rings. (The book never tries to justify how the game mechanic of Sonic loosing rings when injured fits in with the comic's established lore, where that doesn't usually happen.) By far the best joke in the issue occurs when the gang meets Knuckles. Once again, as in the past, Knux has been fooled by Eggman. The echidna's highly biased memory of the events are depicted through scribbled crayon drawings, a hilarious touch that gives us a peek into Knuckles' slightly childish worldview.
That moment and other little background events, like Tails flailing in pain, heavily recalls Tyson Hesse's popular “Sonic” fan strips. Hesse's artwork is, naturally, excellent. Most of the jokes land strictly because of the artist's strength for goofy facial expressions. Like Sonic bouncing back from a blow, arms crossed sternly, face blank, big goose egg on his head. Hesse's panels are incredibly energetic. All the action scenes feature a lot of moving parts, debris spinning around Sonic as he tears apart his robotic foes. You can tell Hesse really relish the opportunity to draw these characters in the classic Sega style. What an asshole.
Still, for all its pluses, I was disappointed in “Mega Drive” when it was new. This was another moment where I felt really isolated from the rest of the Archie “Sonic” fandom, as this issue received unanimous praise from most readers. It's a fun idea but the script feels like it was written in ten minutes, overly reliant on humor and with a repetitive plot. And despite being advertised as a one-shot, “Mega Drive” ends on a cliffhanger and promises to be followed by a sequel, “Mega Drive – The Next Level,” in the fall. [6/10]
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Monday, July 29, 2019
Sonic the Hedgehog: Issue 283
Sonic the Hedgehog: Issue 283
Publication Date: June 2016
We are headed into the home stretch, guys. Archie’s “Sonic the Hedgehog” comics would be rebooted in September of 2013. Though heavily foreshadowed over the next few issues, the Shattered World Crisis wouldn’t officially begin until the end of issue 256, published in January of 2014. Two years and six months later, we are finally approaching the end of that particular story arc. Issue 283 is the buffer issue in between the rest of the Shattered World Crisis and the four part arc that would conclude it once and for all. (And, of course, the comic would end shortly after that, meaning this retrospective is heading into the home stretch too.)
But before we can get around to that, this situation calls for some set-up. “The Mission” sees Sonic and Sally aboard the Sky Patrol. They broadcast a message to all the world’s Freedom Fighters teams. They have all the Gaia Keys and Chaos Emeralds. Big and Cream have secretly relocated them to the vault under Castle Acorn. Eggman is still unaware of the significance of the Gaia Temples. The plan is to have all the Freedom Fighters coordinate a massive attack on Eggman’s bases, distracting him while Chip performs the ritual necessary to restore the world. It’s a great plan... Except Tails Doll is hiding inside the Sky Patrol, broadcasting the entire thing to Eggman.
Do you know what “The Mission” is? It’s a fucking Skype conference call. Sally, Sonic, and Chip are broadcasting a prepared speech to their various associates over the world, about their next course of action as a
And let’s be real here. There’s a good reason Flynn had to take a whole issue to catch the readers up on everything that’s happened. The lore behind the Shattered World Crisis is so needlessly convoluted that even the writer has trouble keeping track of it. I know this is a point I’ve harped on in the past but, seriously: That’s what happens when you translate stuff directly from a video game to a comic book. In between the Chaos Emeralds, Gaia Keys, and Gaia Temples, this entire bloated arc has been overflowing with plot devices. I couldn’t remember what role each of these things had to play and I doubt I was the only one. So it’s only natural Flynn took a whole issue to touch on everything again and get the details straight. But it’s frustrating things were allowed to get to that point.
I don’t know if Flynn realized you can’t publish an inventory rundown and call it a story or if Aleah nudged him in the shoulder and told him to include some actual personality in here. Because there are a few attempts to make “The Mission” more than just the heroes detailing their plan. It actually starts with a really cute moment, of Sally suffering from some stage fright before going on-camera. Awww, ya see, royals are just like us. In Yurashia, Dulcy has to quietly agree to the plan because Cinders is asleep in her arms. While in Knothole, Cream and Gemerl have some amusingly dad/daughter like interactions. The broadcast ends with Chip thanking everyone for showing him the beauty of the world, a moment that would be touching if it wasn’t sandwiched between so much boldfaced exposition. These tiny character-driven moments are not enough to make this story actually good but at least some attempt was made to inject life into this.
“The Mission” is really only one half of this “plot” and the back story of issue 283, “Zero Hour,” is devoted to showing us the second half. In the Death Egg, Eggman has managed to hunt down Phage, who he is quite annoyed with him. Before he can unleash his full wrath on the sentient virus, Orbot interrupts. Eggman watches Tails Doll’s pirated broadcast of Sally’s announcement. He quickly mobilizes a counter strike to the Freedom Fighters’ master plan.
“Zero Hour” has a lot of the same flaws as “The Mission.” Both stories are long dialogue scenes devoted to characters detailing their plan to their underlings. Eggman even refers to it as a conference call. What makes this even more irksome is that part of “Zero Hour” is even devoted to Eggman watching Sally’s broadcast, essentially in live time. Kind of feels like Ian was just trying to fill page space there, doesn’t it?
However, I do slightly prefer “Zero Hour” over “The Mission.” Flynn wouldn’t have his characters detailing his plans if both of them weren’t destined to go awry. That creates a bit of suspense, in seeing how Eggman will counteract the Freedom Fighters’ plans. Mostly, this one is more enjoyable because of how angry Robotnik gets upon hearing he’s been played. He stews in his rage for a few panels before that genius intellect kicks in, and he starts to strategize. (Also, his chat with Phage includes a Nigerian prince joke, which made me laugh.)
The artwork is nice, by the way. Jamal Peppers, on the cover story, and Jennifer Hernandez, on the back-up, do fine work. Ultimately, there’s only so much I can say about this issue. I suppose an extended first act like this makes sense, when heading into a four-parter that concludes a three year long story. But, geez, I can’t help but assume there was a smoother way to present this information to the reader. Issues like this do little to change the “let's get this over with attitude” I’ve been approaching most of the reboot with. [5/10]
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Wednesday, July 24, 2019
Sonic Universe: Issue 86
Sonic Universe: Issue 86
Publication Date: June 2016
During the weird hiatus that afflicted Archie’s “Sonic” titles at the start of 2016, preview images were still coming out for upcoming issues. While fans waited for the latest comics to actually come out, all they had to go on were new covers, occasional peeks at interior art, and plot synopses in solicitations. I was especially confused by the shots of Falke Wulf we got on these covers. (He also shows up on the “Brady Bunch” inspired variant cover for this issue.) Who was this OC-looking purple wolf motherfucker? And the sight of Eggman in transparent green battle armor made some wonder if the Chaos Emeralds would play a role in the final part of “Eggman’s Dozen.” I don’t know about you guys but I think it’s kind of cute when nerds are wrong about shit.
Given the rather opulent name of “Eggman’s Dozen: Finale - Synergizing,” the issue begins with Eggman’s team of bosses and the Naugus siblings’ forces facing off. The Egg Bosses proves more than able to take down the Badniks while Lord Hood’s hypnosis renders the Witchcarters useless again. Eggman himself takes on the crystallized Metal Sonic, subduing him with his spiffy hard light energy armor. The trolls defeated and his refinery regained, the Dozen return to their corners of the globe while Eggman plots his next move.
I know I constantly bitch about Ian Flynn’s over-reliance on action sequences, especially towards the end of a story arc. But I actually like it here! “Eggman’s Dozen” wraps up on a fittingly action-packed note. So why is it okay this time? As previously noted, Flynn has done a good job of building up the characters throughout the four-parter. You actually care about whose butts are being kicked here. More pressingly, this entire arc has been building towards this confrontation. We’ve been waiting to see Eggman, his team, and the Naugus twins throw down. The issue pays off nicely on those expectations.
And, yeah, Eggman gets a cool power-up here. In the long history of Archie’s “Sonic” comics, we saw Robotnik or Eggman fight a foe hand-to-hand three or four times, I think. He’s more of a thinker than a brawler. Nevertheless, there is a certain fun novelty in seeing the rotund one use his fists and his brain at the same time. The Hard Light Armor is a pretty cool sight, as holographic weaponry like that is always a neat visual. After using a big ass laser cannon to burn away the corrupting crystals on Metal Sonic, Eggman says the armor can never be used again. I can see why Flynn would make this choice. It would kind of take away Eggman’s main gimmick if he did stuff like this all the time. But it does seem like something of a shame to toss such a cool gadget after one use. (Similarly, one of the few other times Robotnik went hand-to-hand with an enemy. the “Sonic Quest” mini-series, also had him donning a cool battle armor that was used once and never again.)
Interestingly, the story’s central conflict is resolved about halfway through. Eggman drives off Naugus. Wendy is captured and Clove is ordered to decapitate her, when the witch convinced the fat man to make her an Egg Boss instead. After that, we get a long series of pages devoted to the Bosses returning home. Some of these set up plot points that have already happened: Thunderbolt having Master Emerald shares, Axel chasing Sonic around Efrika, the business with the Dark Phoenix Spirit.
Mostly, I like to think Flynn wanted to keep developing these new characters. Some are exhilarated by the adventure, Abyss rallying her troops and Ahklut ready to crush his rival again. Others, like Clove and Nephytes, are more concerned with their friends back home. (How Cassea greets her sister is pretty cute.) A scene where Tundra admits the losses of this war are starting to weigh on him is also very effective. It’s nice that the character development doesn’t end when the storyline does.
Naturally, Flynn uses these extra scenes at the end to set up some future plot lines too. Wendy’s first job as Egg Boss is to track down some unseen object relating to the Zetis, presumably that weird conch shell trumpet thingy. Maw is apparently tasked with testing out a new Roboticezer, with poor Tassel Boy as his subject. Nephthys also reveals that her gold mask covers a hideously robotic face, a Doctor Doom-esque attribute that would’ve presumably been further explained in future story. All of this set-up would be squandered by the book’s in-coming cancellation. I definitely would’ve liked to have seen some of these play out. (Probably not the Zeti one.)
Thus concludes “Eggman’s Dozen,” one of my favorite post-reboot story lines. I like the story so much probably due to my aforementioned fondness for “men on a mission” stories. Yet I also think this one is tightly plotted, balances character development and action excellently, and is generally fun to read. Ah, what the hell? I’ll crack out an [8/10.]
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Monday, July 22, 2019
Sonic the Hedgehog: Issue 282
Sonic the Hedgehog: Issue 282
Publication Date: June 2016
In summer of 2016, did Archie just decide to burn through all their holiday-related variant covers? The delays had fucked things up so badly that the Valentine’s Day cover came out in May. The June issue, meanwhile, features a spooky horror movie variant that would’ve been ideal for October. Realizing how much things were in disarray, maybe there was an executive decision to just stick this one randomly on issue 282.
Naturally, I approve of this variant. It actually embraces the whole point of the werewolf concept, showing Tails and Amy cowering from a rampaging Werehog that clearly means them harm. Gee, wouldn’t that have made an interesting story! Instead, Tyson Hesse’s (pretty good) main cover is the one that actually reflects the comic’s content. Even if the Werehog using his stretchy arms to fight some random phoenix thing isn’t anywhere near as interesting.
So, anyway, “Wings Of Fire: Part Two - Fighting Fire with Fire” – you think you could’ve squeezed the word “fire” in there a few more times, Ian? – begins with Sonic wolfing out and the combined Freedom Fighters/Shijin Warriors heading off to the local temple. They know the Phoenix Guardian has been corrupted into a dark spirit and that Conquering Storm has set up an ambush. But, because the local Gaia Key scholar is pinned down there, they head out anyway. Everything goes surprisingly well.
What I most liked about the previous part of “Wings of Fire” was the little tidbits of character interaction we got. Instead of building on this stuff for a more emotionally satisfying story, Flynn more or less disregards this stuff in part. And in favor of what? Action scenes, of course, that old standby of Ian's. So the Werehog tangles with the Dark Phoenix Spirit, tossing some pottery at him. Conquering Storm and her band of ninjas drop in on the Freedom Fighters, feuding with them inside the temple. And it's... Fine. I don't know, Cinders can throws sparkles at people.
Listen, I like fight scenes as much as any comic nerd but it's not like we haven't seen this kind of stuff before. So, once again, the passing interactions between the cast members prove more compelling. When Conquering Storm gets the jump on Dulcy, the script hints at some long-standing rivalry between the two. Dulcy even has a humiliating nickname – Connie! – for her opponent. The lynx being a ninja and all that, one can't help but assume that some betrayal of honor or some shit happened in their past. That would've been something the book could've built on in the future if, you know, it hadn't gotten canceled.
Beyond that, what else does this issue offer us? Well, the plot continues to move to forward. After the Freedom Fighters rescues the Gaia temple expert – with his hideously bean-shaped head – they leave the Orient with the final Gaia Key. Meaning this exhausting Shattered World Crisis is nearly over. Naturally, this reveal brings with it some mystic mumbo-jumbo. Apparently among Chip's newly rediscovered Light Gaia abilities is the power to resolve plot points with just a paragraph and a flash of light. He says a speech and the Dark Phoenix – not that one – is cured. Ho-hum.
Anyway, there's a back-story too. “Shards and Sparks” returns us to Soumerica, where Knuckles and Amy Rose have been chilling with Mighty and Ray. The quartet decides to infiltrate Thunderbolt's Egg Base. The chinchilla has recently come into possession of a few more Master Emerald shards, which is exactly what Knuckles is looking for. Once again, Thunderbolt is humiliated when the heroes break in, smash their defenses, steal the plot devices, and head home.
This comic book has always had a bad habit of leaning on MacGuffin Quests too hard. Here of late, it has been especially bad. Both of issue 282's stories are about the good guys retrieving some magical something-or-other from the bad guys. So, once again, it's the banter between the characters that make this interesting at all. So Knuckles and Mighty try to outdo each other's feats of strength, chatting (flirting?) all the while. Amusingly, Amy Rose uses her girly side as a cover for being a hammer swinging bad-ass. And even Thunderbolt seems to be growing on me, as her hopeless need to impress Eggman is growing more desperate.
But I liked the artwork! Jamal Peppers is still doing that thing where he copies Tracy Yardley's style. Some of the characters look a little bland and squished. Still, Peppers knows his shit and the action scenes are well drawn. Jennifer Hernandez actually outdoes Peppers in the back pages. Her facial expressions look fantastic here. Knux and Mighty's cocksure smiles are effective, Thunderbolt's looks are fittingly crazed, and Amy's various expressions – including shock and put-on glee – all look pretty damn good.
So I wasn't really feeling this one much, guys. Once again, I feel like the personality of the book is being crushed by the need of the story. This remains the fault of Flynn trying to build a long-running plot around a video game's structure, that is heavy on shit for the player to retrieve. But at least it'll be over with soon. Let's look at that bitchin' variant cover one more time and imagine the cooler story that could've accompanied it. [5/10]
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Friday, July 19, 2019
Sonic Universe: Issue 85
Sonic Universe: Issue 85
Publication Date: May 2016
In the past, I’ve mentioned my tendency to take breaks from writing these reviews, just because reading a comic and writing a 1000 word long review of it every single day can get tiresome. (It’s very much by design that you guys never notice this, as I started banking reviews a full two years before I started posting them. So I’m not even sure why I’m mentioning it all.) Inevitably, I always end up doing this midway through an arc. So I come back to the comic after a cliffhanger I can no longer recall. But I’m back to the grindstone now, dear reader. There’s only thirty updates left to write before the Archie Sonic retrospective is over forever.
So where were we? Oh, yes, “Eggman’s Dozen.” Last we left – *checks notes* – Eggman and his team of Bosses were getting thoroughly hosed by the Naugus siblings’ defense. However, supervillains have a way of turning shit around at the last minute. Axel rescues Eggman from careening into a pool of lava. The other bosses manage to turn the tables on the various Badniks and Dark Gaia Monsters attacking. Their defenses shut down and Eggman closing in, Wally and Wendy look screwed. But the wizards have a trump card up their sleeves.
As previously established, most of Eggman’s lackeys hate him. Some, like Tundra and Ahklut, even hate each other. Yet there’s an interesting element of team work here. After Axel yanks Eggman’s metaphorical yolk out of the rather more literal fire, he explains that, back home, everyone on the team watches out for each other, regardless of how they feel about one another. The survival of the whole outweighs the petty squabbles of the few. Eggman likes this advice so much that he parrots it to the entire team. And there is something satisfying in seeing these bad guys display some courage and common humanity towards one another.
As with the previous issue, the interaction between the team members remains the highlight of this story. What I really like is how dorky these dudes are. Lord Hood is a coward but his partner, Conquering Storm, couldn’t even be bothered to read the mission dossier. Tundra and Ahklut’s fighting discombobulates each other, forcing them to pause and put aside their differences. Most amusingly, Clove takes pity on Thunderbolt’s obsessive love for Eggman, explaining that she doesn’t want to compete with the overzealous chinchilla. That interaction actually makes me like Thunderbolt. Flynn extends this to the Nauguses as well, as Wendy ends up mocking her more serious brother.
As fun as it is to watch these nerds play off each other, this is still an action comic based off a highly gimmicky series of video games. Flynn, once again, does that annoying thing where he pauses the plot to show off everyone’s superpowers. Some of these are carried over from the preboot verse. The Battle Kukku can still hurl an infinite supply of bombs. Lord Hood has a hypnotizing cobra gaze. Most of these are new though. Tundra has freezy breath. Ahklut has super sonar. Most bafflingly, Maw has the ability to swallow all his enemies in a burst of blue energy or something. (I can only assume this was inspired by the thylacine’s ability to open its jaw really wide.) That’s a mystery Maw promises to explain later but, of course, the book never got that chance.
I don’t really give a shit about any of this stuff but I do appreciate Flynn’s attempt to deepen the mythology some. While Naugus and Witchcart are arguing, he mentions that the big ominous god of dark stuff he worships is named Ixis, proving that Penders didn’t get that particular phrase in the law suit. (Though not explaining why Flynn hassled him with a name like “Wally.”) This seems to put Dark Gaia and the like in the same category as comic book Lovecraftians like Shuma-Gorath and such. Though I doubt Flynn was planning on introducing a Cthulhu expy into the Archie Sonic-verse, this one line of dialogue at least hints at something bigger, weirder, and creepier out there. Bummer we never got to see it either.
It must be said that this also continue to be a pretty well paced story too. It's very neat and orderly how all the pieces come together. Our villainous anti-heroes overtake the forces that oppose them and accomplish their goals of knocking out various broadcasting towers. Eggman's Dozen then flocks around the Naugus siblings, all the pieces having come into place for the final show down in the last part. It's very satisfying to watch stuff slot into their correct position like that, ya know? It's something Flynn is really good at when he brings his A-game. I'm actually excited to read the final installment of this story.
Adam Bryce Thomas' artwork is strong too, even if his action scenes veer a little too abstract at times. Over all, it's another fun issue. I enjoy watching these characters bounce off each other and Flynn's story construction is pitch perfect, which is something I feel like I haven't had a chance to say in a while. I'm not a fan of everything here - the Witchcarters remain an utterly underdeveloped band of generic baddies - but this one gets a positive rating from me. [7/10]
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Wednesday, July 17, 2019
Sonic the Hedgehog: Issue 281
Sonic the Hedgehog: Issue 281
Publication Date: May 2016
Here’s how fucked-up Archie’s release schedule was by 2016. Issue 281 features a pretty cute and amusing variant cover drawn by Diana Skelly. It features Sonic being chased by a bevy of love struck female characters, with Omega playing the trigger happy Cupid. If you hadn’t guessed, this cover was obviously meant to tie into Valentine’s Day. As in, February 14th. And the book wouldn’t actually come out until May, cause shit was all fucked-up. It’s a good thing the book’s primary cover featured a big event – the reappearance of Dulcy – to cover up that embarrassing faux-pas.
(By the way: Among the variant cover’s fawning females, in her sole Archie appearance, is Lah. That’s the cute little ghost girl from the “Night of the Werehog” short film. The “Sonic” fandom being as obsessive-compulsive as it is, Lah is fairly popular despite being a minor character. I attribute this largely to her super adorable design. I have no idea if Lah’s cameo here is a hint that Flynn planned to utilize her at some point in the future. If so, it would’ve been neat to see how a cutesy ghost could’ve fit into the Archie-verse, the kind of stories that could’ve been built around that. Alas, it was not to be for obvious reasons.)
Anyway, our cover story is melodramatically called “Wings of Fire, Part One: Slow Burn.” Sonic and the Freedom Fighters are in Yurashia, on the look-out for Zonshen, the local Gaia Temple guardian. After running into Silver Sonic and some Badniks, the team is assisted by Dulcy the Dragon. A long ago ally of the Freedom Fighters, Dulcy has returned home to start her own team. Since then, she’s only managed to gather three others to her cause: Cyborg tiger and Egg Army deserter Jian, studious tortoise Bunker, and childish pheasant Cinder. The problem emerges when it’s discovered that a phoenix, driven crazy by the Dark Gaia energy, is preventing anyone from entering the Gaia Temple.
After Lupe was re-introduced, it was only a matter of time before that other SatAM exclusive female cast member, Dulcy, appeared post-reboot. Dulcy’s redesign is more radical than Lupe’s, largely due to her design always being an odd fit for the Sega style. I think the compromise, making her tall and gangly instead of tall and chubby, is still awkward. (And the book never addresses why a western-style dragon is in an eastern setting.) Nevertheless, it’s nice to have her back. The sweetness at the core of the character is focused on, in a cute flashback showing how she first met the Freedom Fighters, how she was immediately welcomed into their ranks.
Part one of “Wings Of Fire” is largely devoted to introducing Dulcy, her team, and the world they inhabit. The Shijin Warriors are, as you might’ve guessed, another reference to the Four Guardian Beasts of pan-Asian mythology. Flynn uses these three to set up the fractured area. The tough and short-spoken Jian points out that Eggman has a strong grip on the psyche of the local people. The tribe the chipper Cinder comes from are isolationists. Bunker gets the least development, though he’s as steady and observational as you’d expect a tortoise to be. As for the characters, I immediately like Jian – she gives me some Julie-Su vibes - but find Cinder a little annoying. It’s not like the comic needs another enthusiastic child character, not when Cream is already on this mission. As for the setting, it’s already a more interesting take on Central Asia than the ninja/Monkey Khan version that existed previously.
The second half of the book is devoted to “Homesick.” While the other Freedom Fighters are screwing around in Yurashia, Tails and a Bunnie are in Adabat – seemingly based Southern Asia – to look for another Gaia Key. They find the guardian, Teanchi, who is distraught. His home, which has been in the family for generations, was lost when the world was shattered. He’s been squatting on the wreckage ever since. It takes Tails and Bunnie getting his kids over there to convince him to take help.
While Tails and Bunnie are trying to get Teanchi out of his funk, we flash back to when Bunnie first came to be with the Freedom Fighters. Confined to a wheelchair and still adapting to her robotic limbs at the time, Bunnie was feeling depressed. Like she would never belonged. It took Tails and Ben Muttski, still adorable little kids at the time, to perk her up. It’s a big change to Bunnie’s history, as preboot Bunnie adapted immediately to her cybernetics. (Though they were still a big source of angst for her, from time to time.) Still, it’s nice to see the book focusing on the characters’ feelings so much. Feels like that’s been lacking in the last two years.
This connects loosely to Teanchi’s own loss, though in a round-about way. Loosing your home is devastating but I think loosing limbs is probably worst. Flynn did a better job last month of having the Freedom Fighters help out some common folks and reflect on their past. Nevertheless, I’m fond of this format. If Flynn had been connecting the search for the Gaia Keys or whatever to small, personal issues all along, this extended MacGuffin chase would’ve gone down a lot smoother.
Remember how I said I didn’t start to warm up to the reboot until near the end? This issue and the “Eggman’s Dozen” arc in “Sonic Universe” seem to be the turning point. It’s not a gold star issue or anything. The stories are still weighed down by the laborious lore that haunted the entire reboot. Yet I do find myself liking this one a bit. The cover story provides the kind of slower, character centric story I’ve been preferring lately. And everyone gathering around to eat noodles and dumplings is adorable. While I’m not sure I like all the new info the back-up gives us, at least its focused on people we know and love. That sounds look a [7/10] for me.
Oh, by the way, I had planned on reviewing the 2016 Free Comic Book Day edition of “Sonic” today. I reviewed all the others, even the ones that were reprints. Yet, checking my collection, it would appear I don’t possess 2016’s FCBD book. I guess I wasn’t in the comic shop much that year. Moreover, from what I’ve read online, the freebie was just a digest sized reprint of issue 280 and “Sonic Universe” issue 84. In other words, the books I just reviewed, that were brand new at the time. The only extra content was previews of some upcoming issues. So it sounds like Archie didn’t expend any effort that year. In turn, it doesn’t sound worth my time to track it down. It pains me that my Archie Sonic retrospective won’t be one hundred percent comprehensive because of this but I think you guys will let it go, even if I won’t.
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Monday, July 15, 2019
Sonic Universe: Issue 84
Sonic Universe: Issue 84
Publication Date: April 2016
With the first part of “Eggman’s Dozen” having established the conflict, the next part can leap ahead to assembling the team and sending them on their mission. “Power Meeting” is smartly split into two parts. The first has Eggman gather his Egg Bosses around a table, telling them what they need to do and why. Flynn wastes no time after that. The second half has the Dozen split into eleven teams, each with specific objectives. Instead of showing the characters being deployed, each leaps right into action while Eggman explains what they should do in narration boxes. That keeps things very speedy, pulling the readers right into the action.
And by “action,” I don’t necessarily mean monster bashing and robot smashing. The main attraction of “Power Meeting,” for me anyway, is the orderly way Flynn organizes these duos for maximum conflict. The hyper loyal Thunderbolt teams up with Clove, immediately noticing that the deer does not share her intense love of the Eggman. Flynn quickly establishes that Tundra and Ahklut are tribal rivals, as orcas and walruses apparently have a bloody history of fighting over the frozen wasteland. While Tundra is content to do his job, Ahklut just has to keep pushing his buttons until a fight explodes. Conquering Storm believes in survival of the fittest, while Lord Hood believes in a sneaky, opportunistic seizing of power. It certainly makes these characters going about their business fun to watch.
Such character based writing allows Flynn to develop his cast, many of which are still new additions. Maw and Abyss are completely new characters. Maw is apparently an Eggman true believer, thinking the doctor will save the world by subjugating it to his rule. Teaming him with Nephthys, whom we already know works for the doctor to decrease the bloodshed, is a smart decision. Abyss is a pirate, in it solely for the thrill of the catch. She’s teamed with the Battle Kukku, a parrot driven by a belief in his own royal legacy. Reboot Ahklut already shows more personality than the original orca, who was largely defined by his anger. His baiting let’s us know that Tundra takes his wife’s death and son’s betrayal very personally. In other words, none of these guys are cackling villains. They each have their own motivations and personalities.
In fact, I’m beginning to wonder if his Egg Bosses don’t have more complexity than Eggman. Beyond his megalomaniacal thirst for power and years of resentment towards Sonic over thwarting his plans, what exactly drives Eggman? It’s another example of how Sega insisting everyone’s pasts stay vague weakens them as characters. But “SatAM’s” Robotnik, and his early Archie counterpart, often showed a sadistic side. Flynn reminds readers of that in this issue. In order to convince the Egg Bosses to obey him, Eggman trots out the Foreman from issue 255, whom he derisively names “Tassel Boy.” As punishment, he’s locked up all the guy’s cybernetics, trapping him in his own body. Eggman seems to especially relish this torment. I guess that’s the rest of Eggman’s personality: He sees everyone as machines he can control, take apart, or break.
Another reason I like “Eggman’s Dozen” is that it’s basically a heist story. It gets together a bunch of people, each with their own skills, sneaking into an isolated location. In his narration, Eggman describes the details of his plan. But, if you know the heist genre, you know that the best laid plans will inevitably go awry. That occurs here, as Eggman and Axel are riding into the base. The doctor predicted that Dark Gaia Monsters wouldn’t be a problem. Instead, they are a big problem, as the beasties swarm the villain and his toady. This leads us to our cliffhanger, which is among the issue’s least interesting aspects. But you gotta draw in those seven year olds, I guess.
The Naugus siblings, weirdly, have a very small role here. In fact, they only appear in the opening flashback. But I like that sequence a lot. It shows Naugus having captured both Eggman and Sonic, encasing them in crystal. He rants at Robotnik, showing Naugus’ rebooted past is not that different from SatAM origin. Eggman promised him the throne during his coup and instead tossed into the Special Zone. The wizard is pretty pissed about it. This flashback takes place during the events of “Tails’ Skypatrol,” showing Flynn’s smart decision to stick pivotal background information into the largely forgotten Game Gear titles.
There’s another reason to like that opening flashback. It’s beautifully drawn by Adam Bryce Thomas, who seems to especially love trying his hand at the SatAM style. Thomas handles the book’s first ten pages and they look fucking great. He even makes me like Thunderbolt, during the scene where she comically tries to sneak her giant battle armor through the confines of the refinery. Or her pure fan girl glee at Eggman acknowledging her. His takes on Tundra and Clove are similarly detailed and expressive. Thomas’ illustrations are so strong that you really notice when Yardley, whose work is way looser, takes over halfway through.
I have something of a weakness for “men on a mission” stories which, as the title’s riffing on “The Dirty Dozen” makes clear, this is obviously an example of. That might another reason I like this one so much. However, I think Flynn tends to do his best work when building up previously underwritten elements. And sometimes that means fleshing out and defining his own creations. While we are obviously headed for some mindless action, part two of “Eggman’s Dozen” gets joy out of simply letting its cast members interact. [8/10]
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Friday, July 12, 2019
Sonic the Hedgehog: Issue 280
Sonic the Hedgehog: Issue 280
Publication Date: April 2016
While reading issue 280 of Archie’s “Sonic the Hedgehog” comic. Since the reboot started in November of 2013, it never felt like the plot was moving much. The heroes would, from time to time, grab one of the ten thousand magic MacGuffins they need to save the day. But the World remained Shattered and the Freedom Fighters took on a lot of side-missions. With issue 280, it finally feels like we are moving towards a conclusion. And it only took Flynn two years and five months to make the plot progress in a meaningful way!
“Keys to Victory” has Sonic, Tails, and Chip hanging out on the Efrika continent which is, go figure, basically Africa. Sonic gets Axel and his team of bikers to chase him around a tree. Meanwhile, Tails and Chip sneaks into the local Gaia Temple. The two locate the second-to-last Gaia Key. Chip also flies into a glowing green doorway and a floating ball of light informs him of his duty in life for the first time.
“Keys to Victory” is another one of those rare Archie “Sonic” issues that Sonic barely features in. While Tails and Chip are doing the actually plot relevant stuff, Sonic leads Axel and his men on a wild goose chase around a big-ass tree. This allows Flynn to get the required action beats in, as Sonic slaps around some of the bikers and gets slapped himself. I could nitpick here and point out that Axel probably should’ve realized something was up, especially after Sonic casually leaves at the end. But mostly I’m amused by the way the writer constructs the story that barely features the star character.
Instead, this issue is focused on Chip. Since his introduction, I’ve had a lot of mixed feelings about Chip. On one hand, he’s a sweet kid. His confusion about his own origins was occasionally semi-touching. However, he rarely contributed to the actual plot and was mostly just another small, cute, flying thing in the book’s universe. Here, Chip finally learns about his special purpose, in an amusingly psychedelic sequence. Its not that seeing Chip reach some self-realization means much to me but it is nice to see this plot point finally start to come around.
A lot more touching is the interaction between Tails and Chips. See, the two have something in common. Before he met Sonic, Tails felt like an outcast. It’s all of one panel but his reminiscence about their friendship is pretty cute. So is the way Chip, who still feels like an outcast, extrapolates from there. Remembering the interactions he’s had with the Freedom Fighters since coming aboard the Sky Patrol. It’s a little bit of emotion but it makes this story stronger than it would’ve been otherwise.
Issue 280 continues the recent trend of sticking stories focusing on the Freedom Fighters into the back pages. In “A Special Occasion,” Sally and Rotor have taken Professor Pickles to the university in Spagonia, that vaguely Mediterranean part of Sonic's world. The professors put them in contact with Lucia, the young woman who protects the latest Gaia Key. Lucia, however, has other matters on her mind. Tonight is her mom's birthday and getting a reservation at her favorite restaurant is proving impossible. Sally decides to help the girl, using her royal status to pull some strings.
Over the course of “A Special Occasion,” Professor Pickles and his diminutive rival get into a petty argument. Rotor shouts “Hey old guys!” – is that a “Men in Black” reference? – and later expresses his frustration to Sally that people are still letting their petty differences get in the way when the world is literally in pieces. While I find myself agreeing with Rotor, Flynn makes a good case for the little things with this one. Watching Sally and Rotor go about helping normal folks, doing small favors to make sure people are happy and healthy, is pretty cute. Lucia also strikes the reader as a likable character, a forgetful girl with a lot on her mind. It's a nice way to cover up another story about retrieving some magical object.
Honestly, a tale with deliberately low stakes like this doesn't seems pretty uncharacteristic of Ian Flynn recently. Though Flynn gets credit for this one, I suspect Aleah Baker helped out a lot. This is further evident in the story's conclusion, where the emotional heart is revealed. While having dinner with Lucia and her family, Sally mentions that her mother died when she was young, that she only has the vaguest memories of her. This causes Rotor to have a flashback to his own mother, laying sick in bed. It's a small moment but it provides a lot of heart to a cute, more character focused story.
It's a decent issue but there's one small thing about it that still bugs me. Sonic and the gang really are going to be hanging out with normal humans for the rest of the reboot, aren't they? While my grievances with this are pretty well known by this point, I have another issue with this factoid. Why are they all so damn ugly looking? Lucia is kind of cute but Pickles has those awful eyebrows. His professional rival looks like some sort of hideous hobgoblin. The African tribesman they meet in Efrika have weirdly giant heads. You know, Mobians interacting with regular people is weird enough but must they be so visually unappealing as well?
Still, this is a minor nitpick. Truthfully, issue 280 is a pretty good one. Though the back-up stories have been strong recently, this is the best overall issue in quite a while. It got that way by focusing on characters over action and finally moving the plot forward. (The solid artwork, from Jamal Peppers and Jennifer Hernandez, certainly doesn't hurt any.) [7/10]
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Wednesday, July 10, 2019
Sonic Universe: Issue 83
Sonic Universe: Issue 83
Publication Date: March 2016
When I first started reviewing “Sonic Universe,” my memories of the series certainly overvalued its quality. I recalled “Universe” being a light in the Archie Sonic books even when the main line was lacking. The truth is, “Universe” was an incredibly uneven publication. Its highs were very high but its lows were pretty damn low, especially right after the reboot started. “Sonic Universe” would start to find its footing again with “Spark of Life” and the series’ last year featured two story lines I’m especially fond of. In fact, “Eggman’s Dozen” might be my favorite story out of everything in the reboot.
A couple of stories recently have ended with Eggman summoning some of his generals for a previously undisclosed mission. Part one of “Eggman’s Dozen,” “Hostile Takeover,” provides the reason for that. Eggman and Metal Sonic arrive at Eggmanland, his amusement park/power refinery, only to see it encased in magic crystals. He immediately realizes the Naugus siblings – Wally and Wendy – must be responsible. Empowered by some Master Emerald shards, Naugus quickly takes out Metal Sonic. Robotnik realizes he needs a team of organic henchmen if he hopes to retake Eggmanland.
“Hostile Takeover” is basically a comedy issue about Eggman being increasingly flummoxed by the events happening around him. He’s annoyed to see his masterpiece covered in crystals. He bitches under his breath about Snively. When the Witchcarters – Wendy’s trio of enforcers – show up with impressive new abilities, he’s comically baffled. By the time Naugus is ruining his inventions, he’s graduated to a full-blown temper tantrum. Eggman is usually pretty cocksure so there’s definitely value in seeing him undermined and unprepared. If he can be caught off-guard or even slightly childish, it makes for a more rounded, compelling villain.
Though we got a brief look at him at the reboot’s beginning, this issue is truly our reintroduction to Naugus. Since most of his backstory was from previous writers, Flynn had to largely rework the character. Now he’s a rat-tailed troll, instead of a bat/rhino/lobster. He’s been given the humiliating first name of Wally, because Bollers invented the Order of Ixis and to give him alliteration with his new sister, Wendy. She’s based off Witchcart, the villain from obscure handheld title, “Tails’ Skypatrol.” (I guess she was different enough to skirt Sega’s “game characters can’t have blood relatives” policy. Or even Sega forgot she existed.) The video game Witchcart was a stereotypical, cackling witch in a minecart. The only personality Flynn adds to her thus far is mocking her brother and being sexually attracted to Eggman. Eww.
Witchcart brings with her a trio of henches. While the witch herself is loosely defined, Flynn slots her servants into easily understood archetypes. Bearenger is the big aggressive bruiser type, who has to be reigned in by his bosses. Carrotia reclines seductively and fires her magic fireballs as if she’s blowing kisses, putting her in the same area of Rogue as a vampy female.
As much fun as this is, the first part of “Eggman's Dozen” is ultimately an act of extended set-up. The comic ends by collecting together what will be the principal players for the rest of the arc. Most of these faces are familiar. Tundra, Axel, Thunderbolt, Lord Hood, Clove, and Nephthys are all summoned. Some of these characters are even lingering cast members from before the reboot, like the Battle Kukku and Conquering Storm. There's also our first glimpse at the rebooted version of Akhlut, now a bipedal Mobian, instead of a proper orca. (A change I have issue with and will talk about more soon enough.) There's also totally new characters here, a plucky squid named Abyss and a mysterious thylacine named Maw. There's even some humor in these moments, as Eggman gets increasingly tired from having to repeat the same information to each new recruit, most of whom respond with bemusement and confusion.
It's an amusing issue overall but Tracy Yardley's artwork is a little off. His character seem just a little too loose at times, everyone's outlines bending in overly cartoonish ways. The Witchcarters seem to get it the worst, somewhat generic designs only looking more unimpressive when paired with Yardley's underwhelming pencils. The actions scenes are a little too rubbery as well. Now, once again, I'm not saying it's a bad looking book. Yardley's work is always solid. But you can tell he was either rushed or phoning it in a little with this one.
Still, “Eggman's Dozen” is off to a fun start. An issue that's fifty percent set-up probably shouldn't be this amusing but Flynn throws in lots of colorful characters and decent comic relief. That gets a plus from me. [7/10]
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