Showing posts with label matt herms. Show all posts
Showing posts with label matt herms. Show all posts

Friday, February 23, 2018

Sonic the Hedgehog: Issue 197























Sonic the Hedgehog: Issue 197
Publication Date: February 2009

In the past, I've noted Ian Flynn's strength for pacing out the big event storylines. The “Eggman Empire,” “Order from Chaos,” and “Enerjak: Reborn” stories were all followed up with slower paced issues. After finally putting Scourge away for a while, you'd think the author would do something similar. Issue 197 is a stopgap issue between the end of “Hedgehog Havoc” and the plot turns Flynn has planned for issue 200. But it's not a character based one.

Our cover story, “Consequences,” is essentially split in two. The first half is set on the Cosmic Interstate between zones. Sonic is escorting Scourge to the No Zone, the intermediate world policed by Zonic and the other Zone Cops. Naturally, Scourge escapes along the way. Upon arriving in the No Zone, Sonic is shocked to see it under fire by outside forces. Meanwhile, in Mobotropolis, Sally is on trial before the Council of Acorn. By allowing Sonic to drive Scourge back to Moebius, she broke a direct order from the Council, putting them at risk for treason.


In the No Zone sequences, Ian Flynn is essentially doing away with the Zone War concept Dan Slott introduced years ago. Sonic outright asks why Zonic never arrived to capture Scourge, considering both hedgehogs were leaping through zones all willy-nilly. Sonic also asks why Scourge has never tried to capture Eggman, since he's technically an escapee from another zone as well. Zonic answers the latter by explaining that Robo-Robotnik is basically the same as the old Robotnik and the universal balance something-or-other dictates that Sonic must fight a version of Robotnik. As for the first question, Zonic explains that the multiverse is under attack by some jack-ass named Dr. Nega, meaning the Zone Cops have been too busy to capture Scourge. These are technical plot holes I never even really thought about and I don't think Flynn really needed to waste page space addressing them.

You'd probably expect that business about Dr. Nega attacking the Zone Cops to be set-up for a future story line, right? Well, maybe Flynn planned it that way but Sega had other ideas. Dr. Nega is a more-evil alternate version of Robotnik, who first appeared in one of Sega's handheld Sonic games. For whatever reason, Sega's corporate stooges would forbade Flynn from using the character in the comic. In short, Dr. Nega is introduced in order to prevent Zonic and his Zone Cop friends from making future appearances in the book. It's an another attempt by Flynn to put a cap on a previous writer's overly ambitious plot lines. Considering I've also liked the multiverse idea, I'm a little annoyed that Flynn would throw this one in the trash can so wantonly.


The comic devoted half of 2008 to Sonic and Scourge beating each other up. You'd think that would be enough. Instead, “Consequences” sneaks in a little more hedgehog-on-hedgehog action. At the very least, Matt Herms and Tracy Yardley have some fun with this. The Cosmic Highway certainly makes a memorable background for a fight scene. Once in the No Zone, Sonic and Scourge are vertical due to the zones wacky gravity. The typical theatrics are provided as well. Your standard amount of kicking, dodging, and spin-dashing. The best part of this scene comes after Scourge is captured, when he continues to claim that he's Sonic at his full potential. Because some people never learn.

The political intrigue in Knothole is a little more interesting. If nothing else, I admire Ian for following through on Sonic and Sally going behind the Council's back. He could have just let that one past and I probably wouldn't have noticed. It's mostly a moment designed to show off Sally's strength once again. Only this time her argument is a little weak. It boils down to “Yeah, I broke the rules but I've spent my entire life saving everybody's ass, so trust my judgment.” Which probably wouldn't hold up in court.












When Ian brought most of Sally's Substitute Freedom Fighters back at Council members – except for Arlo who I guess fell down a fucking hole or something – I assumed it was mostly a callback to an obscure corner of the comic's lair. It might still be but Flynn at least maintains their original characterization. Hamlin the Pig is a still a prick for no reason. He's the guy on the Council interested in persecuting Sally. Sally asks the pig why he's such a prick, apparently having forgotten that he's always been this way. His response can be summed up as being bitter over being forgotten as a Freedom Fighter and wanting more influence in Knothole. You know, conflicts of interest like that usually got someone kicked out of politics once upon a time.

“Consequences” is a little too focused on narrative mechanics. However, Flynn does sneak in one or two of those little moments I like so much. Sometimes, it's all of a panel. Such as Sally looking hurt, hugging herself, as Hamlin walks away and Rotor touches her shoulder. After his adventure in the No Zone, Sonic returns home and bonds with his parents. This only occupies one page but it's a nice page. Bernie gives a big hug. Sonic reclines on the couch with both of them, admitting that he's still not used to coming home to a house with his mom and dad.











Speaking of emotional moments! Ian saves some space at the end of this story devoted to Snively's on-going e-romance with a mysterious character known as “Regina,” whose true identity would be revealed soon enough. In a nice touch, Herms/Yardley draws Snively bidding his girl adieu in a panel shaped like a heart. We get a few panels devoted to his interior monologue, bitching about how bad things are. Not only does this set up future storylines, including Robotnik's latest scheme, but it's just nice to see Snively in a better mood than usual. You know, the universe shits on the guy. Throw him a bone.

In the back pages, Flynn throws in another one of those contractually obligated Sega game adaptations. “Knight Time” adapts “Sonic and the Black Knight,” otherwise known as the “Sonic with a Sword” game. Some elf wizard or something summons Sonic out of the sky so he can fight some intimidating knight dude. When the villain wrecks Sonic's chili dog, he gets really annoyed. The bad guy then assembles a trio of warriors, which are obviously Knuckles, Shadow, and Blaze in some vaguely medieval looking armor. By that point, the story abruptly ends by informing the reader they should just buy the damn video game already.


By 2009, I wasn't following Sega's “Sonic” games very closely, having been burned too many times before. I was especially disinterested in the so-called “story book” series, which seemed to move the Sonic series even further away from the aspects that endeared it to me in the first place. So, no, I've never played “Sonic and the Black Knight.” This comic appears to be a fairly close adaptation of the game's inciting incident. Out of context, it comes off as incredibly bizarre. You have these random fantasy elements that are totally at odds with the Sonic universe we know. For some reason, Knuckles, Shadow, and Blaze are knights aligned with the bad guy. I suspect even Yardley was a bit baffled by this, as his artwork is slightly off-model. About the only thing that makes sense to me about “Knight Time” is Sonic's nonchalant response to getting summoned to some other world to help fight evil. He continues to munch on his chili dog and tells the wizard lady that this kind of shit happens to him all the time. That seems in character.

Flynn's scripts are still far from bad but the comic is still in a slight slump at the start of the new year. I seem to recall the next big event knocking the book back on its feet. Devoting an entire issue to wrapping up some plot holes and shifting the mythology around wasn't a terrible idea but it was not executed in the best manner. And just forget about that back-up story, which I can barely make heads or tails off. [6/10]

Wednesday, January 10, 2018

Sonic the Hedgehog: Issue 188























Sonic the Hedgehog: Issue 188
Publication Date: May 2008

Issue 118 of “Sonic the Hedgehog” gets right to the action so I will too. “Beating the House” –  it's a fight story set in a casino so, of course, it's called that – begins where we last left off. Sonic has been captured by the Destructix, taken back to Mogul's lair, while Nack menaces Sally by Freedom HQ. After the Princess and Amy Rose make quick work of the weasel, they head after Sonic. At the casino, they are joined by Geoffrey St. John and Rouge the Bat, both of which are there on prior business. Everybody teams up to rescue Sonic and defeat Mogul but the mammoth has another ace up his sleeve. That's a gambling pun.

Despite what the misleading cover art may lead you to believe, Sonic spends most of “Beating the House” indisposed. For about half the comic, he's in shackles and being pestered by Bean the Duck or the old “Adventures of Sonic the Hedgehog” robots. This allows two of the hedgehog's love interests – Sally and Amy – a chance to play hero. And that's pretty satisfying, not to mention a fun turnabout on who is usually rescuing who in this book. Moreover, Sally and Amy make a good team. Despite technically being romantic rivals, the two have always respected each other. As a duo, Sally is the brains and Amy is the brawn. I wish they got together on adventures together more often.

Last issue ended with Nack the Weasel threatening to murder Sally, as payback for the emasculating knee the Princess gave him all the way back in issue 123. In this brief moment, the weasel actually cuts the figure of an intimidating villain. Since Nack previously murdered his old cohorts in cold blood, we know he has no qualms about killing people. Nack's not much of a chance against Amy Rose but the brief series of panels devoted to Sally fleeing the assassin, barely avoiding being shot, are actually mildly suspenseful. That could've been a cover story onto itself – Sally being stalked through the woods by Nack – but Ian let's it slid to the wayside.












Last issue, we briefly caught sight of St. John and Rouge going undercover together in Mogul's casino. With Geoffrey in a suit and Rouge in a glamorous dress, I thought Ian was maybe aiming for some Bond-esque adventure. But I guess Flynn isn't a Fleming fan. There's no espionage or baccarat in this issue. Truthfully, I'm not sure why Flynn chose to include these two characters. There's a cute panel where Geoffrey references his history of adventure with Sally. There's a mild twist concerning Rouge that doesn't go much of anywhere. I would've loved to have seen a story surrounding these two characters but, again, it's just one intriguing element in this overstuffed story.

The action sequences are pretty cool though. Sally was walled up in Castle Acorn for so long that, even now, it's still a pleasant surprise to see her break loose and kick ass. She lays a bitchin' spin-kick on Drago the Wolf's head in one panel. (This is but one example of the abuse Drago takes in this issue, something Flynn obviously takes delight in.) There's some other solid action moments. Once Sonic is finally free, he slams Bean's head across the bar. Amusingly, the duck seems to enjoy this experiences. St. John gets to fire off his crossbow and Amy smashes shit with her hammer, leading to a comical aside where Grounder recalls the days where Amy was less violent. It's not sophisticated stuff but it'll satisfy.


After that triumphant moment, “Beating the House” ends on a bit of a down note. Our heroes are all ready to confront Mammoth Mogul when the casino owner backs away. He has Sleuth Dawg and the other Destructix arrested. He claims complete ignorance of Sonic's kidnapping, claiming that all of this was happening inside his establishment but under his nose. It's bullshit and obviously so. Disappointingly, Sonic and Sally just accept this line and walk away. You'd think they would investigate further.

Perhaps realizing the comic is running a little short, Ian tags on a few pages at the end setting up next month. On Moebius, we see Fiona the Fox foxing badgering that world's villainous version of the Freedom Fighters. The comic ends by showing Scourge on the throne. I remember most of 2008 being devoted to Flynn building Scourge up as a proper threat and I suppose that begins here. There's some bitchy fan to be had from watching Fiona boss the evil version of Sally around, I'll say that much.














Matt Herms continues to pencil this story line. I liked his work on last month's issue but his stuff here is a little too loose. The overly round quality he brings to the character's faces becomes too prominent. Everyone starts to look a little too similar. In the last few pages, Anti-Sally and Fiona practically look like twins. Nack and the “Adventures of” robots also appear slightly off-model in the handful of panels they appear in. Still, Herms' work isn't too bad. The action scenes are energetic and there's a nice comedic aspects to the way he draws the funny moments.

There's individual moments inside issue 188 I like. Sally's encounter with Nack is good. Amy's reaction to Sonic thanking her is really cute. Yet, over all, the script fails this story. Flynn has a number of good ideas but smashes them all together into an unsatisfying whole. [6/10]

Friday, January 5, 2018

Sonic the Hedgehog: Issue 187























Sonic the Hedgehog: Issue 187
Publication Date: April 2008

The cover of issue 187 of Archie's “Sonic the Hedgehog” features some characters that we haven't seen in a while. To what purpose does Ian Flynn dig up these relics? It could be because he wants to exploit the deep history this comic has. Maybe he wants to toss a Grounder or a Dylan Porcupine out as a nod towards long time readers. Maybe he's just a fucking nerd? If you're looking for answers to this question, this question that nobody but me was asking, do not expect to find them in this comic book. Anyway, on with the review.








“Mister Popular” begins with Geoffrey St. John and Rouge the Bat going undercover in the Casino Nights Zone. The area has been rebuilt by Mammoth Mogul, who has suddenly gotten into the gambling business. In the back room, he meets with the Destructix. He has a new mission for the criminals. Meanwhile, Sonic and Sally explore the Great Forest, mournfully examining the remains of Knothole village. Their heart-to-heart is interrupted when Bean and Bark, soon followed by the other Destructix, attack them. After a scuffle, they capture Sonic, taking him back to Mogul's lair for nefarious reasons.

One of the first things Ian Flynn did when he first came onto the book was make Anti-Sonic an actually compelling character, turning him from a laughingstock into the genuinely threatening Scourge. In 2008, Ian decided to focus on rebuilding Mammoth Mogul as a character. His transformation wasn't as severe, as Mogul gets to carry his previous characterization. However, going from a universe destroying threat (that was somehow always defeated) to the owner of a casino is a pretty severe step-down. It's all part of Mogul's new strategy, to out-think his opponent rather than crush him with brute force.


As I mentioned in the first paragraph, Ian loved to dig up obscure characters. Previously, he stuck Sally's Substitute Freedom Fighter team on the Council of Knothole. In the halls of the Casino Nights Zone, Mogul has employed some of Sonic's earliest enemies. Scratch, Grounder and Coconuts – otherwise known as Robotnik's toadies from “Adventures of Sonic the Hedgehog” - are now working as waiters, bartenders, and bouncers. Flynn takes this even further, by including some of the “Sonic 1” Badniks as lower level workers. Sort of funny that, just last time, I was commenting on how Mike Gallagher killed these guys off just for Flynn to bring them back in the very next issue. I guess that's comics for you.

I've probably made about a hundred references to Ian's tendency to clean up the tangled mess previous writers gave him. It turns out this isn't just a habit of his concerning other people's work. In “Mister Popular,” Flynn also takes the time to clean up some of his own plot points. Merlin Prower briefly appears. He wipes away the curses Mogul left on Sonic, Tails, Mina, and Mighty. He even removes any lingering influence Dr. Finitevus' hex might have had on Knuckles. Was it entirely necessary to clarify this point? Probably not. But it is nice that Flynn cares that much about the little details, about resolving minor plot points that fans might have picked up on.









All of this stuff is fine and good but it's not the reason I really like this story. Instead, that moment between Sonic and Sally makes the whole issue. The two begin by bonding over the mutual guilt they feel over failing to save Knothole. This shows that the scars of the past linger on. These aren't the only scars that haven't healed yet. Sally reflects on the years they've spent fighting Robotnik, how they were only kids when they started.

That's when the conversation turns towards Sonic and Sally's shared past, the stuff we really care about anyway. When the topic turns towards their love life, Sonic forgives Sally for the infamous slap back in issue 134. The character still hadn't lived that down, even by this point. Getting Sonic to forgive Sally was the last step needed for the fandom to forgive her. Ian had done so much to fix Sally's personality recently. Now, with this one scene, he's started towards fixing the comic's one true ship. Sega's mandates would keep Sonic and Sally apart but moments like this, when they draw close, touch, and share intimate whispers made the romance live on, even if it was just as subtext.


Amusingly, this romantic moment is interrupted when a bomb drops down in Sally's lap. Thus begins this issue's obligatory action sequence. The action set pieces are fine, I suppose. Sonic tangles with Bark. Sonic tosses Flying Frog, Drago, and Predator Hawk around. He dodges blows from Sgt. Simian and Lightning Lynx. What makes this action sequence pop a little more are the small touches of humor. Sally temporarily convinces Bean and Bark to fight on their side, by appealing to their nature as mercenaries and Bean's love of shiny things. In an earlier scene, Sonic can't bounce quips off Bark because the bear is mute, something he comments on. Moments like this elevate what would just otherwise be another fight scene.

The previous issue featured Matt Herms working from Tracy Yardley's outlines. Herms goes solo on “Mister Popular,” allowing his own style to shine through. Herms' artwork is superficially similar to Yardley's, featuring enough of the same quirks not to put reader's off. Yet Herms has his own quirks. He's a little more stylized than Yardley's work. The characters have rounder faces and arms. Herms makes Bean looks especially cute. His pencils are a little awkward at times. A panel of Sally back-flipping from a rock is a little hard to follow. Yet Herms still does a good job.











About the only problem I have with this particular comic is that Ian starts the story with Geoffrey St. John and Rouge in the casino, in some sort of Bond homage, and doesn't follow up on it. Otherwise, I really enjoyed this one. My status as a hardened Sonic/Sally shipper is no secret. My bias are clear and I do not care. That moment in the forest bumps the entire issue up a grade and it was already pretty good to begin with. [8/10]

Monday, January 1, 2018

Sonic the Hedgehog: Issue 186























Sonic the Hedgehog: Issue 186
Publication Date: March 2008

Welcome to 2018, dear Hedgehogs Can't Swim readers! I wish I was opening my third year of consistent blogging with something special. Instead, I am beholden to my schedule. So here's a review of another issue from the Ian Flynn years. Happy New Year.












The second part of “Mogul Rising,” “Devil's Due,” begins where the first left off. Tails, Mina, and Mighty are in the grips of Mammoth Mogul's psychic control. First, they attack Sonic, each one speaking with the sorceror's voice. After it becomes clear, the hedgehog won't agree to the villain's demands, he changes strategy. Mogul commands each of his friends to march into certain death. If Sonic grabs a Chaos Emerald for Mogul, allowing him to escape, he'll free his friend. It's a tricky decision for the hedgehog.

And it's a compelling read. Sonic can outrun or outfight most bad guys. While Mogul usually presents more danger than some of the hedgehog's other enemies, the mammoth's grasp of strategy has never been great. In “Devil's Due,” he thinks about his evil plan a little more. He strikes at Sonic's heart, instead of his body. He commands Tails to fly into the upper atmosphere, until he collapses and falls to his death. Mina is forced to run into the middle of the ocean and stop, surely drowning. Mighty is told to march directly into Megaopolis, facing capture or death. Sonic can't save all of them at once. And if you want to hurt Sonic, you have to hurt his friends.


This isn't the only intelligent aspect of Mogul's latest plan that is surprisingly well thought out. Sonic is blackmailed into grabbing Mobotropolis' Chaos Emerald, walking to Mogul's cell, and handing him a new power source. This enables the villain to escape, his power doubling. Normally, this would be a precursor to a big fight. Instead, Mogul calmly leaves. He explains the reason why first. He doesn't expect to beat Sonic, having been bested every time. However, Mogul has realized one important thing. He's immortal. Sonic isn't. So he'll just outlive the hedgehog, waiting to rule Mobius once Sonic and his friends are dead. This is also a pretty brilliant plan, the kind of thinking you'd expect from a villain who has been alive for several millenia.

“Devil's Due” also revolves around pairing Sonic with an unusual partner. After Mina attacks the hedgehog, Ash intervenes. He's disturbed by his girlfriend becoming violent and talking with an old guy's voice. Even though Sonic and Ash hate each other, they are forced to work together on this mission. Flynn doesn't delve into it more than that. There's no heated dialogue about why Ash resents Sonic, about whether some chemistry dangles in the air between the hedgehog and the mongoose. Yet their occasional banter adds a little something extra to the story.












“Devil's Due” is also the debut of a new artist. Sort of. The layouts are provided by Tracey Yardley. Matt Herms completed Yardley's pencils. It's hard to say how much Tracey did on this one and how much is Herms'. The two have similar styles. Occasionally, a face or movement will seem a little different. Otherwise, this just looks like Yardley drew it. Which isn't necessarily a complaint. The artwork is quite good. Mogul looks intimidating when his eyes glow. The night time setting provides an interesting mood for the story.

The back pages feature a Knuckles centric story called “Honor Bound.” A guilt ridden Knuckles surveys the damage he did as Enerjak. He flies over the ruins of Albion, where a large portion of the echidna population has been moved. He meets with General von Stryker, walking the dingoes back to the inner island. Lastly, he approaches the Chaotix, who he is most nervous about meeting. It takes a pep talk from Rouge before Knuckles can stand to face his friends again.








At the end of the “Enerjak: Reborn” story, I complained a little about how Knuckles being under Finitevus' control robbed him of responsibility for his actions as Enerjak. This may be true but Knuckles feels differently. “Honor Bound” shows the echidna as unable to talk to his mom and little brother, who have relocated to Albion. He questions his role as Guardian, if he's cut out for the job. Moreover, he feels responsible for his father's death. It's pretty heavy stuff for a kid's book and I applaud Ian for going there.

“Honor Bound” is also about pointing how Knuckles' world is changing. Flynn brings the comic a little closer to the games, by moving the Master Emerald onto his own tiny island called Shrine Island. A key sequence has him personally apologizing to General Stryker. Considering the dingoes have always been treated terribly by echidna society, it's refreshing to hear Knuckles invite them back to the inner island. The majority of the echidnas moving to what remains of Albion is something I feel less certain about. I always sort of liked Echidnopolis but it seems Ian is really determined to gut Penders' mythology. Loosing Locke, the Brotherhood, and a bunch of other fooey was fine. But I'll miss Knuckles' home town.


Flynn hints at future story lines. Before blowing out of Knothole, Mogul makes some ominous references to his future plans. After she talks Knuckles out of the bushes, Rouge cryptically mentions planning something herself. Regardless of where we go next, issue 186 is a very strong issue. The cover story has some strong emotional stakes and features some smart writing. The back-up grapples with the emotional consequences of recent events. Both are appreciated. [8/10]

Wednesday, December 27, 2017

Sonic the Hedgehog: Issue 185























Sonic the Hedgehog: Issue 185
Publication Date: February 2008

It seems increasingly likely one aspect of Ian Flynn's legendary run on Archie's “Sonic the Hedgehog” will become notorious. He'll be remembered for story arcs that just go on and on, sometimes for years. This is a bit of a shame since, in the earlier days of his run, Flynn was really good at pacing. His event storylines usually only lasted four issues. He often spaced shorter stories between the longer ones. Issue 185 would begin a short, two-parter called “Mogul Rising,” attempting to reestablish Mammoth Mogul as part of Sonic's rogue gallery.


This story is subtitled “Needful Things” and, sadly, doesn't feature Max Von Sydow as a satanic antiques dealer. Anyway, the comic begins with Mina and Ash arriving in New Mobotropolis. After getting a look at the remains of Knothole, something that shocks Mina, Sonic shows her the new city. Next, Mammoth Mogul calls the hedgehog to visit him in prison. He issues a vague threat, which Sonic laughs off. That night, Mogul enacts his latest villainous scheme. He activates latent curses he's marked three characters with in the past, turning them into his sleeper agents. Soon, Mina, Tails, and Mighty the Armadillo are descending on Sonic.

Roughly a hundred times, I've referenced how Flynn devoted himself to clean up the book's mess and reestablish character's personalities. Amazingly, one somewhat contentious character didn't need that treatment. Mina the Mongoose, once an extremely controversial character, had actually found her place in Sonic's world before Flynn's soft reboot. As yet another love interest for Sonic, she was frequently aggravating. As the biggest pop star on Mobius, she suddenly found a purpose. Mina has been on her world tour for a while but this issue brings her back home. The panels devoted to her shock and confusion over Knothole's ruins are quietly touching.


Still, Ian does manage to fix one problem with Mina. One of the silliest aspects of the character Karl Bollers cooked up, in a desperate attempt to give her and Sonic something in common, was giving Mina super speed. It never made much sense and, after music became her life, her quick running was quickly forgotten. Flynn, meanwhile, cooks up a reason while this silly plot point existed. A wizard did it. Mammoth Mogul placed his mark on Mina during the Second Fall of Mobius, gifting her with superspeed so she'd get close to Sonic. It's a little thing but I appreciate it.

We have gotten a peak into the past of the Chaotix before, albeit mostly devoted to how they met Knuckles. While Mogul is activating his latent control over Mighty, we get a little peak into the Chaotix's history. Turns out, Mighty is the child of two professional thieves. He also has a little sister, a plot point that Flynn would eventually get around to expounding on, sort of. His parents were eventually incarcerated, separating Mighty from his family. This explains a lot about his character. His bond to his friends, his need to help people, the balance between his great strength and kind heart. (Mighty's strength was also a gift from Mogul, an interesting choice.)


In the past, Mammoth Mogul's evil schemes have boiled down to saying vague things, making awkward attempts at attacks, and getting his ass kicked. In “Needful Things,” the villain actually cooks up a decent plot. Yes, revealing that the elephant wizard had some sort of magical hold over three of Sonic's friends for years is slightly sloppy. But at least this scheme leaves the villain with some leverage. He's forcing Sonic to fight his own friends, forcing the hedgehog to make some difficult decisions. It shows that, under Flynn's pen, Mogul would rise to a higher level of bad-guy-ery.

Back in issue 170, Mike Gallagher dropped a goofy back-up story about Sonic fighting some long forgotten Badniks. In this issue, for some reason, Gallagher trots out a sequel. In the deeply awkwardly entitled “The Misfit Badniks' Salty, Soggy Sequel,” the Misfit Badniks have found a way to double Pseudo-Sonic to King Kongian proportions. They hope to use this to get their revenge on Sonic. Instead, the Forty Fathom Freedom Fighters swim and dismantle their scheme extremely quickly.


This is a Mike Gallagher joint revolving around the Forty Fathom Freedom Fighters. Archie “Sonic” readers with long memories will know what this means: A shit ton of puns. Get a load of this crap: A robot says “Holy 10W-40!” “Drop in for a bite,” said while someone gets bitten. “Let me show you how you conduct yourself,” said during an electrocution sequence. “Ouch! Rabbit punch!,” which is said after someone is punched by a rabbit. “You must be in shell shock,” said to a creature with a shell. In-between this shit, Gallagher sneaks in references to Bottlenose being a ninja and the secret plankton spy network present in the ocean. Don't act like you forgot about this. Mike Gallagher sure as fuck didn't.

However, “Soggy Sequel” at least ensures we won't see the Misfits Badniks again. After a brief fight, Fluke the Whale floats in, crushes Pseudo-Sonic and the rest of the Badniks. To prove to the reader that these characters are super duper dead, Fluke then folds their remains into a cube. Yes, all that talk about Pseudo-Sonic being a giant now amounts to exactly nothing. While I do have some affection for the comic's earlier, goofier days, I won't be missing these guys. Gallagher being who he is, he still ends this story by asking the reader if they want to see the Forty Fathom Freedom Fighters again. Surely, this was a story that had been sitting on a shelf somewhere, for years, right?















So anyway, the cover story is solid. There's some good story telling there, expanding on the mythology in meaningful ways. It certainly made me want to pick up the next month's issue, though I probably would've done that anyway. Hey, the back-up story is totally useless but, eh, sometimes those are the brakes. [7/10]