Showing posts with label relic the pika. Show all posts
Showing posts with label relic the pika. Show all posts

Monday, March 18, 2019

Sonic Universe: Issue 70



























Sonic Universe: Issue 70
Publication Date: November 2014

Do you think Ian Flynn planned this whole “Dark Trilogy” thing out? I mean, I know he says he plans shit out a year or so in advance. But, it seems to me, the “Shadow Fall,” “Great Chaos Caper,” and “Total Eclipse” arcs linking together was probably a happy accident. After all, the middle chapter doesn’t really connect that much with the other two. Either way, “Sonic Universe” would never do anything this ambitious again. Which is for the best, as this title always thrived on variety.














You know this is the story where Knuckles cuts his Emerald into pieces cause it’s subtitled “Last Resort.” The echidna and Shadow resume their brawl after crawling out of a river. Once the island starts quaking, Knuckles realizes Eclipse has absconded with the Master Emerald. After getting yelled at by Rouge, both boys put their differences aside to pursue the Darkling. As the alien comes close to leaving the island, and Shadow and Knuckles get more exhausted, the Guardian realizes he only has one option left.

The last part of “Total Eclipse” is, first and foremost, devoted to action. Shadow and Knuckles continue their fight in the opening pages, yelling and screaming at each other when they aren’t trading punches and blows. The back half of the book is devoted to a three way fight with Eclipse. Eclipse shows off his wisp power-ups, including some sort of sound cannon, but it doesn’t add much variety to the conflict. All three combatants are completely worn out and so is the reader. You can only look at cartoon characters punch each other so long before getting bored.


The things that are unrelated to the title brawl prove more entertaining. Eclipse’s journey to the Launch Pad Zone is delayed by the various booby traps hidden in the island, which Rouge and Relic activate from a secret location. This is a fun call back to the “Sonic 3” instructional manual, which referenced traps being hidden all over the island. It allows Flynn to tease out the mysterious past of Angel Island, as Relic notes the technology is clearly older than even the echidna civilization. (Not that Ian would ever get around to expounding on this, assuming Sega would have even allowed it.) Mostly, this subplot is amusing because of Eclipse’s increasingly exasperated reaction to these inconveniences.

It’s all leading up to the big, climatic moment. Knuckles realizes that to protect the Master Emerald, he must destroy it. He shatters the Emerald with some sort of super punch, the shards immediately teleporting around the globe. This might have been a shocking moment if the cover didn’t spoil it. Oh, also, if the Master Emerald being shattered and splattered all over the planet wasn’t Knuckles’ plot line in three separate video games. The Island is kept floating due to the world being broken up, meaning there’s little urgency to Knux retrieving the shards. So his big sacrifice is more for show than anything else. If he had just done this in the first issue, the entire arc would’ve been resolved then and there.


Truthfully, I’m left feeling like this entire arc has been a waste of time. What are the lasting ramifications of “Total Eclipse?” Mostly, Knuckles is sent on another fucking fetch quest, one he’s gone on several times before in the games. Other than that, what has been resolved? Eclipse escapes at the end, foiled but alive, so he’s still out there plotting nefarious deeds. (Though what deeds exactly, we’ll never know. Flynn never got back around to the character before the comic’s cancellation.) G.U.N. has not gained anything. Snively’s obviously evil schemes go undiscovered. Knux has learned nothing new about himself or his duty. I guess Shadow and Knux have a little more respect for each other now but that’s about it. Aside from creating another plot point the comic can stretch out for two more years, “Total Eclipse” added little to the world.

Once again, the only thing I really like are the cute shenanigans of Relic and Team Dark. When Omega snaps Rouge’s shoulders back in place, Relic just about faints. Later, her enthusiasm at the ancient tech gets a snippy response from Rouge, a funny moment. At the end, once the action is over, Relic tells Knuckles she’s staying on the Island. Further proof these two dorks are an adorable couple. Oh, there’s also a funny moment when Knuckles recognizes Snively as a former Eggman lackey, chasing the cowardly henchman away. That made me chuckle.


Honestly, I wish Flynn had just written a Knuckles/Relic storyline, as that’s clearly where his interest lies. I would’ve happily read four issues of these two nerds flirting and getting into some adventure together. Instead, Flynn had to get in his own way again by piling on pointless fight scenes, more teases for plot points that will never be resolved, and an insistence on tying everything back to this dumb-ass “Sonic Unleashed” overarching plot. What a waste. At least “Sonic Universe” will be focusing its attention elsewhere for a while. [5/10]

Friday, March 8, 2019

Sonic Universe: Issue 69
























Sonic Universe: Issue 69
Publication Date: October 2014

Part three of the “Total Eclipse” story arc is subtitled “Shadow Boxing.” Which is, admittedly, a pretty good pun. Knuckles and Shadow’s conflict over the Master Emerald gets heated very quickly. The so-called Ultimate Lifeform attempts to teleport the Emerald away. However, Knuckles instead tosses the hedgehog hella’ far, taking their fight to an obscure corner of Angel Island. Rouge has the brilliant idea to just let the boys wail on each other for a while, instead of actually doing anything. This allows Eclipse, armed with his super powers-lending Dark Arms, to march right in and grab the Master Emerald.

The first two issues of “Total Eclipse” flirted with allowing the whole story to collapse into a mindless fight fest. Both issues were better because of it. Issue three, however, fully gives in to temptation. Most of issue 69 is devoted to Knuckles and Shadow beating the crap out of each other. It looks like the issue may be side-winding this entire tendency, when Shadow Chaos Controls out of Knuckles’ way early in the issue. But nope. The next twenty issues are filled with punching, kicking, special attacks, choke holds, and gritted teeth. It concludes with both fighters stumbling over a waterfall like a pair of jack-asses.

What makes this fight even more useless is the comic’s flagrant admission that it’s all a pointless dick-measuring contest. Shadow is fighting Knuckles either because Eclipse is still messing with his head – a plot point that should’ve been explored more, if this is the case – or because his ego is still stinging over the alien getting away. Knuckles, meanwhile, has become unreasonably protective of the Master Emerald because it’s been stolen or destroyed five separate times. (That’s a side effect of all the Sega games being canon with the comics now. You suddenly realize Knuckles sucks at his job.) So the fight is less of a real conflict and more because of bruised male egos. Rouge just standing back and letting this huge waste of time progress is some seriously lazy writing. But she’s probably right that the big, strong, baby boys just need to get this out of their systems.












Sadly, the book’s tendency towards mindless fighting does not cease there. While Shadow and Knuckles homoerotically wail on each other, Eclipse sneaks in and steals the Master Emerald. He effortlessly disposed of Team Dark with his new superpowers. Confirming my suspicions that they’re meant to be evil counterparts to the Wisps, we learn that Eclipse’s Dark Arms siblings were deliberately crossbred with the aforementioned alien power-ups. So each one can fuse with Eclipse, giving him a new ability. One gives Eclipse super hard skin, one gives him wings, and another turns his hand into a natural laser blaster. This allows him to tear a huge hole in Omega and dislocate Rouge’s shoulder.

This stuff just bores me. If the villain decimated the heroes because he genuinely outmatched them, mentally or physically, that’s one thing. The bad guy temporarily coming out on top because he just grabs new superpowers out of the air is not compelling writing. Moreover, it takes away from what’s interesting about Eclipse’s personality. Up to this point, Eclispe protected his Darkling offspring not just to ensure the survival of his species but because he genuinely loves them. This tender side, his need to nurture his siblings, made him more complex. By taking them into battle with him, using them as power-ups and weapons, that makes Eclipse look a lot more callous. Subsequently, that makes him way more boring.



There’s really only two things going for this issue. First, there’s some likable comic relief here. Relic doesn’t get much to do but she have a few spotlight moments. She meekly attempts to protect the Emerald by proclaiming she’s “read about many forms of martial arts.” This is just one example of how Relic’s personality, a completely non-physical academic, adds some variety to the cast. Also, Omega and Fixit’s antagonistic relationship continues to be a decent source of humor. Finally, there’s a panel where Eclipse calls Snively “lunchbox” and that made me laugh.

Being a fight heavy issues, Tracy Yardley does get a chance to show off. The sequence where Eclipse is fighting around with his new red wings, making short work of Rouge, is especially dynamic. I also like Yardley’s character work. Like Eclipse’s warm expression when the Wisps cuddle up next to him. After reflecting on his failures, Knuckles makes a big, scream-y, defiant face. Which is a nice touch. So the book looks good.























“Total Eclipse” has been tittering in this edge of being interesting and being tedious. With part three, it plummeted over to the tedious side. From the looks of it, more fighting and bickering is forthcoming in the finale. Oh boy, can’t wait. [5/10]

Friday, March 1, 2019

Sonic Universe: Issue 68
























Sonic Universe: Issue 68
Publication Date: September 2014

I wanna talk about “Sonic & Knuckles.” Yes, that video game might just be the second half of “Sonic 3” but I loved it as a stand alone game as a kid. I also loved the box art. The stylized, logo-like figure of Sonic and Knuckles’s heads in an oval on a black background was immediately iconic in my eyes. It exuded cool on the same level of other nineties advertising icons, like the 1989 “Batman” poster and the Steelers’ logo, both possible inspirations. Yes, kid-me held onto the fold-out poster of the logo that came with the game and, yes, it was up on my bedroom wall.

If you ever get me drunk enough, I’ll probably get the “Sonic & Knuckles” logo tattooed on my body. Archie’s “Sonic” comic understood that image’s power and paid homage to it a few times over the years. Like the variation at the beginning of “Battle Royal.” Or the cover to “Sonic Universe: Issue 68,” which renders Knuckles, Shadow, and Eclipse in a similarly minimalistic manner.













Let’s get right to it, shall we? “Total Eclipse, Part Two: Tipping Point” is focused on fighting and exploration. At the Master Emerald Shrine, Shadow and Eclipse wail on each other extra hard. Once it looks like the alien might win, Shadow remembers he’s standing next to a giant plot device, quickly turning the tide. Meanwhile, Knuckles, Rouge, and Omega search for Eclipse’s ship. Just as they find it, Relic’s distress call brings them back. At that point, a new conflict begins.

As suspected last time, a large part of issue 68 is devoted to Shadow and Eclipse fighting each other. The book treats this like a big deal, even though these guys fought less than five issues ago. The fight is mostly worth reading for two details. Eclipse hulks out again and uses his temporary superior strength to smash the shit out of Shadow. Seeing the so-called Ultimate Lifeform brought down a peg or two is always nice. The way Shadow beats Eclipse back is kind of bullshitty. He gets a power boost from the Master Emerald and kamehamehas Eclipse a mile away, which he could have done at any time. But the image of Shadow blasting Eclipse out of his beefed-up body, which then sags and melts in an especially gooey fashion, is highly amusing.












The stuff going on outside the fisticuffs is more interesting. While Knuckles and Rouge search for Eclipse’s ship, they have a debate about Knuckles’ purpose. Rouge believes Knuckles is wasting his potential guarding a largely empty island. That he deserves to see the world and have a full life outside his destiny as a Guardian. Knuckles, meanwhile, believes this is Rouge’s selfish nature talking. That she can’t comprehend having a greater purpose. The truth is both are right. It’s a good thing Knux is there, guarding the world’s most powerful MacGuffiin. Yet he also deserves more than this provincial life. As much as I rag on the reboot, this is probably a sturdier depiction of Knuckles being torn by his destiny as a guardian than the bullshit Ken Penders cooked up.

Of course, if you’re inclined to look at things from a shippier perspective, this debate has another meaning. Maybe Rouge wants Knuckles to leave the island behind because she wants him all to herself. Maybe she’s threatened by the echidna’s obvious attraction to a Relic. By the way, that potential romance gets a big boost here as well. After returning to the Shrine Island, Knux seems especially relieved that Relic is okay. He comes very close to giving her a big hug. Maybe he’s just happy that the only company he has on the island is safe. But I think Flynn knew what he was doing.














With the fight with Eclipse temporary resolved, the book has to fill its last few pages with another conflict. Shadow believes the Master Emerald is too powerful to be left out in the open. It should be under G.U.N.’s protection, in a secure, secret location. That, due to the effects of the Shattered World Crisis, Angel Island will float until things are settled. Knuckles, naturally, is very much against the big glowy gem that has directed his entire life being removed. So we’re headed towards another fight scene, this time between Shadow and Knuckles. Flynn’s mechanical way of setting up big fights really makes me miss the pro-wrestling level of pageantry Mike Gallagher brought to similarly juvenile melees back in the day.

There’s a problem with this, besides it being belabored preparation for another bland fight fest. (And besides the fact that I’ve never seen a single “Sonic” fan ask for this match-up, which Shadow could easily win.) On the surface, again, both parties are sort of right. However, Snively - still overseeing everything via drone - is adamant G.U.N. receives the Emerald. The one peak we get into his lab shows that he obviously has something sinister planned. So Flynn spoils the juiciness of the conflict, by showing that Knuckles really is right about this one. Which makes another bland showdown even more bland.













Issue 68 proves something that I’ve been harping on for a while. Interpersonal conflicts, that are more complex than punchy-punchy, that are tested out with words and emotions, are compelling and also grow everyone’s personalities. Ian seems to sort of understand that. At the same time, it feels like he’s meeting some executive mandate to include one big fight scene every issue. Considering all the stupid rules Archie and Sega forced on the book, I wouldn’t be shocked if that was true. But I’ve been reading Flynn’s work long enough to know that, unfortunately, this is just what he does. [6/10]

Monday, February 25, 2019

Sonic Universe: Issue 67
























Sonic Universe: Issue 67
Publication Date: August 2014

Is it appropriate to open a review with a sigh? The very first issue of Archie’s “Sonic” comic I read was issue 17, published in September of 1994. Which means, by the time issue issue 67 of “Sonic Universe” came out in September of 2014, I had been reading these comics for exactly twenty years. That’s a long time to stick with something. Sadly, I think pure fan inertia was more responsible for this than anything else. Because, post-reboot, very little of the comic I loved still existed. The prospects of reading issue 67 fills me not with elation but dismay. Flynn’s really going to run with this “Dark Trilogy” thing, isn’t he? All right, let’s see how it goes.










Part one of “Total Eclipse” – of the sun? Of the heart? – begins with Eclipse crash landing on Angel Island. He survives and so do some infant Black Arms. Days later, G.U.N. has determined that the alien is somewhere on the island. Shadow is preoccupied with tracking down and destroying Eclipse but Rouge insists they meet with Knuckles first. After everyone meets and argues, a decision is made. Knuckles, Rouge, and Omega will find Eclipse while Shadow and Relic will guard the Master Emerald. Eclipse, however, has other plans.

Plot wise, part one of “Total Eclipse” is focused on set-up. Most of the issue is spent determining which characters will go in which direction. The differing goals of the heroes are quickly set up. The importance of the Master Emerald is re-emphasized. The parallels between Shadow and Eclipse’s deadly obsessions with each other are established. This is a boldfaced first act, designed to put all the players and plot points in place, so that Flynn’s story can progress just as he needs it to.


Normally, this would bug me but it works out all right here. Flynn padded the first issue of “The Great Chaos Caper” with comic relief from the Chaotix, which was obnoxious. He pads this issue with interaction between Knuckles’ gang and Team Dark, which is delightful. We begin with some awkward banter between Knuckles and Relic, suggesting the echidna really likes having her around, even if it conflicts with his lonely duty. Once Rouge appears, she immediately begins flirting with Knux, as is her nature. This escalates, in a really cute way, into Rouge suggesting Knuckles and the pika are keeping each other company in a less than platonic manner. The young guardian is embarrassed, Relic is annoyed, and Rouge is amused that she can manipulate both of them so easily.

I am all for blatant ship-teasing like this. Not just because I think Knuckles and Relic would be a cute couple, the nerdy academic complimenting the lonely brawler. And not just because characters this age should obviously have romance on their minds, no matter what Sega thinks. I approve because it shows that these guys and gals are more than just their superpowered attributes, their status as corporate mascots, and their roles as plot points in a comic book story. It shows that they’re people, with feelings and opinions. Flynn is also really good at this kind of flirty character interaction, as displayed many times in the past. I wish he would focus on it more, instead of mindless action and uninvolving world-building. (Also, there’s a hilarious and adorable panel where Omega and Fixit, two very different types of robots, compare attributes.)












When not focusing on wholesome banter, the issue pays attention to Eclispe’s latest plight. I’ll admit, the Darkling is growing on me. When not plotting revenge on Shadow, he takes care of his younger Black Arms siblings. I care not for the little aliens’ designs, which are obviously meant to resemble the Wisps but, like, evil and shit. However, Eclipse caring for them in a very parental manner is cute. He feeds them when they’re hungry, scolds them when they misbehave, and cuddles them when they’re good. That Eclipse loves and cares for these little critters makes him a little more complex than the one-dimensional villain he appeared to be initially.

This issue, at the very end, also bends slightly towards horror. While Shadow grimly guards the Master Emerald, Relic attempts to make polite conversation. As Shadow turns to face her, the pika’s face has transformed into a hideous insect maw. Shadow then hears Black Death’s mocking voice in his ear, making it clear that Eclipse is fucking with him psychically. It’s a cool, kind of creepy sequence that, disappointingly, seems to be building towards another tedious fight scene. Eclipse’s ability to mess with Shadow’s mind is way more interesting than his status as a physical threat.













Before we go, I have to talk about Snively, who gets his proper reintroduction here. He’s now known as Dr. Julian Snively, since Sega forbade video game cast members from having blood relatives. That rule is really dumb and I’m glad Flynn found a way around it, so he could keep Snively in the book. However, I have some concerns about the former Colin Kintobor. First off, his new design is awful. Snively now has a hideous goatee and wears one of those “Dragon Ball Z” power scanners. He’s been changed into a G.U.N. employee, shown here shepherding Team Dark via drone. We’d eventually discover that Snively 2.0 has a past with Eggman and might still harbor loyalties to him. Wherever this was meant to go, we’ll never know. Flynn was too busy stretching the Shattered World Crisis out for three years to get around to it. So, essentially, a fan favorite was brought back with a ugly new design, hung around the peripherals for three years, but never actually did anything. Great job, Ian.

Aside from totally fucking up Snively, I’m happy to say this issue fills me with less existential dread than anticipated. That’s mostly thanks to some really cute and charming banter between Knuckles and friends. I’m even sort of, kind of interested in what’s happening with Eclipse. I remember “Total Eclipse” being an overall lame story arc but, at the very least, the beginning is better than I remember. Also, check out this cool 16-bit style variant cover from Ryan Jampole. I like Omega’s burning orange eyes. [7/10]



Wednesday, February 20, 2019

Sonic Universe: Issue 66
























Sonic Universe: Issue 66
Publication Date: August 2014

Welcome to my review of issue 66 of “Sonic Universe.” Here we are at the final part of “The Great Chaos Caper,” thank god. The fourth entry in this arc is subtitled “Water a Way to Go,” in reference to the characters nearly drowning to death in a flooded mine shaft. That is maybe the shittiest pun to ever be featured in these comics. Which is saying a lot, since Mike Gallagher was a regular writer at one point. Then again, I guess it’s sort of charming that the book still features such crummy jokes, so many years into its lifespan. Some things never change, I guess.













Anyway, “Water a Way to Go” begins with Knuckles and the Chaotix trapped in said flooded mineshaft with a giant, pissed-off Dark Gaia monster. Meanwhile, the Hooligans are getting away with Chip and the Chaos Emerald. Thanks to some quick thinking and sloppy writing, the Chaotix escape the caved-in area. They pursue the baddies, the monster following them. Soon, another three-way battle ensues, with Chip and the Emerald as the prize.

“The Great Chaos Caper” continues to focus on pedestrian and juvenile humor. The less said about a disgusting panel of Chip hiding in Vector's mouth, the better. Flynn has used aggressively wacky characters as a crutch far too often throughout this story. Bean’s exhaustively goofy comic relief becomes the main focus in this issue. In the beginning, when it looks like the Hooligans might get away with it for once, he bitches that this adventure was insufficiently wacky. Later, Bean is baited by Charmy into attacking the Dark Gaia Titan. This leads to two pages of the duck yelling random bullshit as he bombards the monster with bombs. Enough already.


Yet this is not the only way the writing in this comic is insufficient. How do the Chaotix escape the tight squeeze they’re in at the issue’s beginning? Vector notices one of those beach ball switches, pointed out in the first part of this story, that regulates the mine’s water level. They flip it, opening a drain that allows them to escape. Gee, funny that nobody noticed that sooner? It’s almost as if Flynn placed that switch there suddenly because he wrote himself into an inescapable corner again. It’s another sloppy resolution, coming too soon after the overly convenient appearance of Chaos and Tikal over in the main “Sonic” book. You’ve got to stop doing this, Ian.

Worst yet, it’s a resolution that feels especially hollow. After devoting almost a whole issue to introducing him, Flynn reduces Chip to plot device status here. The wolf-chipmunk-bug contributes nothing to this story, other than being an object traded back and forth between the heroes and the villains. This issue is full of shit like that. After struggling with the Dark Gaia Titan for so many pages, Knuckles just beats the thing to death in the span of a few panels. That definitely feels like the kind of thing he could have done sooner. The issue also ends with the totally baffling decision for the Chaotix to let Knuckles watch over any Chaos Emeralds they find in the future, saying he’ll keep them safe. That... sounds like a scam. What kind of racket are you running here, Knuckles?











About the only thing I find compelling about this issue is the overriding melancholy of Nack the Weasel. As I said earlier, he very nearly completed this mission. He fails partially because of the incompetence of his partners. This is a guy who’s clearly skilled. He has his gun up against Knuckles’ head at one point. In the past, we’ve seen him outsmart Sonic and murder his foes. Yet the universe keeps shitting on him. This climaxes in a panel where Nack has a minor breakdown, going on about how sick he is of nothing ever going his way. That kind of angst is relatable. Flynn is pretty clearly playing Nack’s pain for laughs. He’s a goofy bad guy. We’re not suppose to relate or even root for him. Yet that relatable side makes the weasel way more interesting.

Another way that “The Great Chaos Caper” has been weak is how much it feels like an advertisement for future story lines. Relic’s subplot has been all about setting up the next arc, focusing on Eclipse making a home on Angel Island and plotting revenge on Shadow. The comic even turns its focus on Eclipse for one scene. The last page is set up for the forthcoming “Champions” storyline, the obligatory and tedious fighting tournament arc. Even though that’s several months away. Simply put: Why is this shit in this issue? Flynn, you could barely write this arc in a functional manner. Why are you trying to get us excited for your next disaster? I really wonder if all this isn’t just filler, as this arc was clearly a two issue plot stretched out to four.


It should be evident that I wasn’t much of a fan of this one. “The Great Chaos Caper” exhibits many of my problems with the post-reboot comic: A preoccupation with a lame mythology largely based off Sega’s vague and half-assed plots, established characters reduced to childish and annoying versions of themselves, simplistic A-to-B writing, a focus on weak action and even weaker comedy, and a general sense that the writer is either clueless, hopelessly overwhelmed, or totally phoning it in. The result is a four-parter that was a chore to get through and another comic book that, with the exception of one or two cute scenes, made me nothing but contempt. [4/10]

Friday, February 8, 2019

Sonic Universe: Issue 64
























Sonic Universe: Issue 64
Publication Date: June 2014

We’re nineteen issues into the reboot and, guys, I’m tired. It was around this point in 2014 that it really dawned on me that we weren’t getting the preboot universe back. Back then, I felt like the comic I loved was stolen and replaced with a more mediocre product. Four years later, I still more-or-less feel that way. In my eyes, the original continuity is the real Archie “Sonic” comic. The rebooted ‘verse is a facile replacement that feels empty and dead behind the eyes in comparison. But I’m almost done with the whole retrospective, so I’ve got to power through. Onward with the review.


Part two of “The Great Chaos Caper” is subtitled “The Usual Suspects.” No, Keyser Soze does not put in an appearance. Instead, Knuckles and the Chaotix are cornered by the Hooligans. Both parties believe the other has the Chaos Emerald each are seeking, leading to our obligatory fight scene. After both groups realize the Emerald is in the mines underneath Pumpkin Hill, they each go searching for it.

The first part of “The Great Chaos Caper” felt aimless. It was mostly composed of Knuckles and the Chaotix goofing off around the Pumpkin Hills, the objective feeling lost. The second part at least introduces some urgency to the story. The Hooligans don’t just provide the corporate mandated fisticuffs. They also put a time limit on Knuckles’ quest. The good guys have to find the Emeralds before the bad guys do. In theory, this should provide a little dramatic tension, some narrative drive.














In theory. In execution, “The Great Chaos Caper” still feels listless. Upon arriving in the underground mines, which feel very shiny and modern for something that’s ostensibly hundreds of years old, the pace grinds to a halt again. As the foursome explores the area, Knuckles feels the need to explain every facet of the location. There’s these magic switches here, and this tunnel there. And here’s some ghosts and the different types that exist. Suddenly, the script feels less like a proper story and more like a guided tour. And not an especially enthusiastic or interesting one.

If the last “Universe” issue introduced us to the new versions of Knuckles and the Chaotix, this issue introduces us to the new Hooligans. Out of all of the cast members to survive the reboot, the Hooligans are among the least changed. Flynn basically created Bark and Bean and would continue to write them how he always wrote them. Nack is reduced to their level. And, yeah, Nack has frequently been written like a buffoon. But he would also do shit like successfully disable Sonic and murders his former partners in cold blood. I’ll miss that occasional and unpredictable ruthlessness.















My main issue with “The Great Chaos Caper” continues to be the comic relief, which is poorly handled. Any tension the story might have had is constantly torpedoed by the characters cracking quibs or performing goofy slapstick. As always, Bean is totz random which is fine, as that’s how Bean is. But Nu-Charmy remains a real pain in the ass. Original Charmy was youthful but this was tempered by his backstory, as he was running from royal responsibility. After Robotnik fried his brain, he became a tragic character, reduced to childish blabbering. Reboot Charmy is just an obnoxious brat, jumping in fear at every noise and teasing everyone when he’s not doing that.

Knuckles introducing all these elements in the mines feels like a desperate attempt to expand the mythos. Someone put these powerful doo-hickies here but we don’t know who. And we’ll never know, as Flynn has no intention of explaining that. He’s just taking Sega’s lead, by introducing these mysterious elements as if they’re meaningful, even though they aren’t. (As that would interfere with Sega’s weird mandate of never giving their characters proper origins.) We can also see this in Relic’s subplot, which involves her attempts to further decode the technology on Angel Island and damaging Fixit in the process. It’s artificial depth, backstory without backstory. And that’s lame.


The issue ends by introducing Chip and throwing some more Dark Gaia monsters at the heroes, further drawing this weak story into the even weaker “Sonic Unleashed” bullshit. I’m increasingly feeling like I’m no longer invested in this comic book I’ve spent the last three years writing about. I don’t know, I guess the artwork is good and the fight scene is pretty amusing. Meh. [5/10]

Friday, February 1, 2019

Sonic Universe: Issue 63
























Sonic Universe: Issue 63
Publication Date: April 2014

As I’ve mentioned before, the rebooted Archie “Sonic” comic verse was not really about the same characters as the preboot book. It was about characters that happened to look like the preboot cast but had totally different histories and personalities. (Some of them didn’t even look the same.) The comic now usually defaulted to the Sega versions of the characters. Which were frequently very different. Take, for example, Knuckles the Echidna. The difference between Sega Knuckles and Archie Knuckles couldn’t be more vast.

Archie Knuckles started out as the same gullible brawler as his video game counterpart. Quickly, however, he developed an introspective and even melancholic side. He was among the comic’s most complex characters. He also had a huge supporting cast: friends, a lover, a family, a secret society composed of his nosy grandfathers, and an entire city populated by his race. A fair criticism of the old comic was that it actually made Knuckles too significant to the book’s world. The echidna often threatened to eclipse the blue hedgehog the book was actually named after.














In contrast, Sega Knuckles never grew much beyond that gullible brawler. The games would shrug off the thing many fans were most intrigued by: The mysterious past of Knuckles and the Floating Island. He was tricked by Robotnik so many times that the games eventually began to treat him like a big strong dumb-dumb. Sonic would refer to him as “Knucklehead,” which was increasingly accurate. This continuing Flanderization of Knuckles would peak with the “Sonic Boom” spin-off series, another 2014 debut. That series would turn Knuckles into an utterly moronic buffoon gifted with Hulk-like strength. Meanwhile, Shadow would take over the role of a fan-favorite tough guy with a mysterious past.

Switching to a totally different version of Knuckles so suddenly is awkward to say the least. The introductory text page refers to Knuckles as “the last echidna.” This is a firm refutation of Ken Penders’ mythology, which has been soundly ejected from the comic forever. Angel Island’s Master Emerald shrine is now tethered to the countryside, as in “Sonic Adventure.” Within the opening pages of this comic, as Knuckles watches the world shatter, we see a watery Chaos bail out of the island and Knuckles communicating with the invisible spirit of Tikal. No explanation is provided for either of these events, if you happen to be unfamiliar with game lore. Once again, Ian Flynn’s insistence on jumping right into things gives the reader some serious whiplash. Things aren’t just different. They’re really different. And the book just expects us to roll with it.


















I guess I should actually talk about this comic’s plot. This story is entitled “The Great Chaos Caper - Part One: On the Hunt.” What a mouthful. After seeing the globe shatter, Knuckles decides he should investigate. He tells his archeologist friend Relic to watch the Master Emerald. Knuckles’ investigation soon brings him to the Pumpkin Hill Zone. There, he runs into the Chaotix. Princess Sally has hired the detectives to find the seven Chaos Emeralds. Knuckles can sense another Chaos Emerald nearby, which quickly leads him and the Chaotix into trouble.

Issue 63 of “Sonic Universe” also introduces us to the rebooted Chaotix. The book centers in on the goofy Sega plot point of the trio being detectives. However, Vector and Espio aren’t too different. Vector is still a money grubbing, big ol’ idiot. Espio is still mysterious and sardonic. Charmy Bee, however, has definitely been changed for the worst. The bee is now obviously childish. He sings and brags in an overly enthusiastic manner. When Knuckles mentions ghosts, which inhabits the Pumpkin Hill Zone, Charmy freaks out. He nearly kills Espio and Vector, practically dropping them into a canyon. The whimpering bee then has to be coaxed out of a pumpkin patch. Flynn even introduces Charmy by having him quote Scrappy-Doo, which seems to confirm that the bee has been transformed into an obnoxious kid appeal character. Another shout-y character is definitely not something the book needed.


Apparently the only person living on Angel Island with Knuckles is Relic the Pika. (A pika is a short-earred rabbit-like creature that, yes, inspired Pikachu. No, I had never heard of them before either.) An archeologist that’s studying the Island’s mysteries, Relic is one of the few reboot characters I immediately liked. First off, she’s got a really cute design. Secondly, a super nerdy academic like her is something the book didn’t have before. Relic tends to get so excited by her passions that she sometimes rambles, a tendency she’s insecure about. I even like her inexplicable British accent, which Flynn has admitted was inspired by Minne Driver’s portrayal of Jane in Disney’s “Tarzan.” I’m fairly ambivalent to her robot sidekick Fixit though.

Relic also obviously has some romantic tension with Knuckles. When Knuckles asks her to watch the Master Emerald while he’s away, she gets so excited that she basically hugs him. The pika obviously makes Knuckles a little nervous, in a cute and precocious way. When Vector suggests there might be some attraction between Knuckles and Relic, the echidna becomes defensive. Just like a little boy that doesn’t want to admit he likes a girl. It’s cute and represents the kind of personal connection that sometimes felt like it was missing from the rebooted book. She’s might not be Julie-Su but I like her just the same.
















Aside from Relic, there’s not too much else I like about this issue. The jokey business with Charmy seems to be here just to pad out the issue’s length. The last minute re-appearance of the Hooligans, and everyone being after a Chaos Emerald, is giving me unfortunate flashbacks to “Treasure Team Tango.” The issue also introduces the Dark Gaia monsters, misty creatures that arise from the shattered earth when the sun goes down and whenever Flynn needs to inject a random action scene. I’m deeply unmoved by this development. Tracy Yardley’s artwork is even a little off. Charmy is introduced diving into a monster, ass first, which looks really goofy. Knuckles and Vector are both kind of shaky in a few panels.

In short, it’s another issue right after the reboot that I don’t like very much. Aside from the introduction of Relic – who, by the way, wouldn’t put in that many appearances before the book’s death – there’s very little that doesn’t annoy me. [5/10]