Showing posts with label stupid ass werehog. Show all posts
Showing posts with label stupid ass werehog. Show all posts

Friday, October 29, 2021

Sonic: Night of the Werehog



Sonic: Night of the Werehog (2008)

It's that time again, Hedgehogs Can't Swim readers. We are a mere 48 hours away from Halloween, the spookiest night of the year and my personal favorite holiday. As I usually do in late October, I celebrate the occasion by writing about something creepy, scary, or at least a little spooky related to the "Sonic" franchise. This is not always easy to do. "Sonic" is a series meant for children, of course, so it tends to shy away from frightening shit... Except for that one time it made a classic horror trope a core gameplay mechanic in a flagship title. 

Now, I love old monster movies. I live for that shit. Yet I'm not really a fan of the Werehog, as I've expressed in the past. There's a couple of reasons for this. Mostly because I think "Sonic Unleashed" is a mediocre game, yet one more in a long series of mediocre "Sonic" games. I also always thought it was weird that Sonic, already a cartoon hedgehog, could turn into a cartoon werewolf thing as well. Even this is not the real reason I dislike the Werehog premise so much.


The truth is... It's not scary. Sega introduced the idea of werewolves into Sonic's world but didn't let him do anything werewolf-like. He pretty much just acts like a slightly grumpier version of Sonic. They even gave the Werehog a bizarre superpower, of rubbery, stretchy limbs. Ya know, like... werewolves are... known to have??? It was simply a stupid game mechanic, that didn't really affect the characters or narrative in any significant way. It just meant the cool, 2D side-scrolling parts of the game had to pause so we could play a tedious, half-assed brawler. If Sega was going to monsterify Sonic, they should've tried a whole hell of a lot harder. 

Nevertheless, my petty old fanboy bitching aside, the Werehog is beloved in certain corners of the "Sonic" fandom. Mostly by people who played "Unleashed" when they were kids. (That game now being thirteen years old is far scarier than any movie monster could ever be.) And "Unleashed" did lead to a number of amusing side-projects. Such as "Sonic: Night of the Werehog," a haunted house-themed eleven minute short film released in, uh, late November to help promote the video game. 


The plot of "Night of the Werehog" concerns a towering mansion somewhere in the countryside, occupied by three ghosts. That would be Lah, a cutesy female spirit, and two buffoonish male ghosts, Su and Uh. The boys try and win Lah's affection by snapping photographs of visitors to the mansion after they've frightened them. For undefined reasons, Sonic and Chip step into this mansion. Upon seeing a photo of Sonic — which Su and Uh snapped some pics of while photographing the easily spooked Chip — Lah is enamored. Su and Uh go into a jealous rage and attack Sonic, who quickly transforms into the Werehog. 

If nothing else, I enjoy the spooky ambiance of "Night of the Werehog." Even though there have been a few vaguely Halloween themed levels over the years, Sega has never truly embraced a spooky aesthetic before in the games. So just seeing Sonic hanging out inside a rickety old mansion, with creepy old portraits and dusty furniture hanging around, is fun. The moment Su and Uh possess old suits of armor and harass the heroes feel like Sonic and Chip have dropped into the middle of an episode of "Scooby-Doo." And I can definitely appreciate that. 


Sadly, "Night of the Werehog" does not focus solely on spooky vibes and goofy, ghost-adjacent tomfoolery. Like all "Sonic" media is cursed to do, this degrades into juvenile action theatrics eventually. Su and Uh fuse together into a beefy cartoon bull guy, that the furverts have definitely drawn porn of, and trade fisticuffs with the Werehog. I didn't quite understand how the ghost could shift in and out of the physical realm in this sequence. The fight mostly seems designed to show off the stretching powers Sonic has in this form. Which I've already declared to be my least favorite attribute of this character. I guess I think it would've been funnier if this spooky dilemma was resolved as a wacky misunderstanding and not an all-out brawl. 

Still, I do like the ghosts a lot. Su and Uh — I'm assuming those goofy names are weird Japanese puns that didn't quite translate — have amusingly cartoony designs. They remind me a lot of the nineties version of Casper's uncles, which strikes me as a likely influence. The mansion they hang out in has a really cool asymmetrical design too. And Lah, of course, is by far the most popular character to emerge from this film. That's probably because she's a kawaii anime girl. I genuinely like her design though. How the spectral body tapering off to a point is made to look like a dress or a mermaid tail, with a big pink bow on the end. How she's done up in these bright purples and pinks, even having a little heart on her cheek. Even though this is Lah's only real appearance in any “Sonic” media, you can still find fan art of her very easily. She's about as popular as a one-off can be. (Funny enough, the far less popular Su and Uh are the ones that actually appeared in “Sonic Unleashed,” albeit only as cameos.)


Another reason Lah might be popular is, well, she has a crush on Sonic. Or, more specifically, the Werehog. Yes, this cute little ghost girl is a certified furry and another potential love interest for Sonic. Even though this is a horror movie inspired cartoon, romance is really what's on its mind. Su and Uh hope to please Lah with their photographs, even after her fixation on Sonic begins. The concluding moment of “Night of the Werehog” has the ghost disguising herself with Chip, so she can get a selfie with the big fluffy werewolf. Some have interpreted this as a “say no to simping” moral, though Su and Uh's experience seems to have done nothing to discourage their attachment to Lah. Honestly, I sort of wish these characters would show up in the comics or something, as I'm curious about what the hell their story is.

Even though this cartoon is thirteen years old, it still looks pretty good. The animation was done by a company called Marza Animation Planet, which is a spin-off of Sega's game studio made to do CGI cartoons. Unsurprisingly, they have mostly worked on video game spin-offs, including last year's “Sonic the Hedgehog” feature film. The textures are pretty good, the lighting looks great, and the characters are expressive. Honestly, the degree of squash and stretch on display here would've been a smart thing to incorporate into the video games. It's pretty lively and nicely captures a feeling that is both cartoonishly silly and boo-haunted-house levels of laid-back Halloween fun.


The only real complaint I have about the animation is that maybe it's a little too detailed. The weird cartoon human designs from “Sonic Unleashed” are maintained, which I really don't like. So much of the plot involves taking pictures of characters' faces as they scream. So we are greeted to countless close-ups of Chip's face as his mouth hangs open and his tongue extends out. I'm not sure I really needed to see that. We probably could've done with a lot less of that. 

I don't know why it took me so long to watch “Night of the Werehog,” though I guess my indifference to “Sonic Unleashed” was probably a factor. It even got a push outside of the internet and gaming circles, as it was available to watch on Comcast's On Demand service back in the day. (It also played at some of those fancy arcades Sega has in Japan.) I bet kids would enjoy it and I managed to have some fun with it, even if it's still a relic from an era of “Sonic” history I'm not eager to revisit. It's probably the second best thing to come out of "Sonic Unleashed," after that one interview John Carpenter gave about the series. I'd say that's probably worth a [7/10.] 


Lastly and most importantly, Happy Halloween to all Hedgehogs Can't Swim readers! Get out there and trick or treat, if you can. If you can't, scarf down as much candy and sweets as possible. Watch spooky movies, read scary movies, carve a pumpkin, and generally revel in the spirit of the season.

Monday, July 8, 2019

Sonic the Hedgehog: Issue 279



























Sonic the Hedgehog: Issue 279
Publication Date: March 2016

With issues 278 and 279, the cover artists for Archie’s “Sonic” book was doing something clever. The two covers compliment each other. They show nearly identical images, except the first has Sonic in his natural state in the center. The second still has Sonic in the center but now he’s in his Werehog form. The surrounding faces in the background are different but are still contained in the puzzle pieces that make up the Shattered World. Matching covers was a clever idea... That was somewhat undermined by the books coming out three months apart, due to the mysterious delays at the start of 2016. In that time, it was easy to forget what issue 278’s cover looked like.


Luckily, the book begins with a reminder of the previous issue’s events, in case you forgot. Werehogged Sonic, Antoine, and Big, accompanied by the local Freedom Fighters team, have sneaked into the desert Gaia Temple. They are here to rescue Ehsan, a scholar who has the next Gaia Key. Upon arriving, they are ambushed by Badniks and the Egg Army, led by Nephthys the Vulture. Since it’s night, a group of Dark Gaia Monsters are also attacking. Out of this chaos, the Freedom Fighters still manage to escape with Ehsan. They leave with the Gaia Key, totally unaware of the secret the Desert Raiders are keeping from them.

As with the last issue, this is largely a fairly mediocre action story focused on grabbing the latest magical MacGuffin. Despite being ambushed by two separate groups of enemies, our heroes don’t struggle much. Big is freaked out by a monster and Antoine is startled by a Flamer but both quickly dispatch these enemies. Later on, Spike makes short work of another Dark Gaia Monster. Sonic tangos with Nephthys but is never in any real danger. You don’t really feel like the good guys earn this victory. Flynn throws in one or two cute character moments - Chip being scared, Big quickly recovering from a shock - but not much else defines this story.


She briefly appeared in the last issue but this is the true introduction to Nephthys the Vulture, a colorful Egg Boss based off the gold-crested Egyptian Vulture with a needlessly difficult to spell name. While she never attracted the following of some of the post-rebot Egg Bosses, Nephthys was fairly well received. (Most likely due to her design, which is admittedly very spiffy.) She is characterized here by the philosophical debate she has with Sonic while fighting him. The vulture believes that fighting Robotnik's reign will only lead to more death and destruction. Sonic believes that injustice must be fought everywhere. The final panel certainly suggest that she has her own reasons for believing in these things. This certainly gives her more personality than some of the other recent introductions.

The most distinguishing thing about this particular story is how it ends. After rescuing Ehsen, the Freedom Fighters leave with the Gaia Key. The Desert Raiders go off on their own ways, returning home... And reporting back to Nephthys. The enthusiastic band of Freedom Fighters are, apparently, double agents. This is an intriguing turn of events! Sadly, Flynn would never get a chance to expand on the Desert Raiders' motivations or whether their fandom of the O.G. Freedom Fighters is genuine. The most interesting plot development Flynn has introduced in a while and it would end up going to waste.













In the back pages, Aleah Baker wraps up her “Hidden Costs” story line. Cassea and some goons has Bunnie nailed down but the rabbot soon escapes, grabbing the emerald. She soon meets up with Sally, the two discussing the things they've learned about their enemies today. Immediately afterwards, while Cassea is recovering from her injuries, Clove learns just how big of a scumbag Dr. Eggman is.

Baker brings her mini-epic about understanding your enemy to a close here. Through their interactions, a mutual respect has formed between the two factions. Cassea lets Bunnie fly away at the end, even though she has the Chaos Emerald. Later, Sally and Bunnie discuss how they realize not everyone working for Eggman is bad. How they are simply good people in a bad situation. This level of nuance and gray morality is really appreciated, especially in the reboot, which has sometimes felt a little thin as far as heart goes. Everyone being a little more complex certainly makes for a more interesting comic book.















To this already appealing mixture, Baker adds a total emotional gut punch of an ending. We learn that whatever the malady affecting Cassea is, Eggman's cybernetics hasn't completely cured it. She'll need on-going check-ups and modifications if she's going to live. So Eggman has got Clove on the hook, the deer willing to do anything for him just so he'll keep her sister alive. This climaxes with the heartbreaking final panel, showing Clove hugging a hopeful Cassea, who doesn't know the true details of her situation. Shit, man, it just got dusty in here.

Helping tell this emotional story is Evan Stanley's artwork. Stanley proves especially good with facial expression here. The close-ups on Clove or Bunnie's faces helps keep the story's emotional heart in clear view. That final page works as well as it does largely because of Stanley's pencils. Adam Bryce Thomas continues to draw the cover story. This also plays to Thomas' strengths, as the actions scenes are energetic and dynamic. Take a look at the panels where Antoine swats away the Badnik or Spike successfully gets the jump on a Dark Gaia Monster.


Once again, for what feels like the twentieth time since the reboot started, I'm finding myself preferring the back story significantly to the cover story. Just like with its first part, I'll be splitting the rating again. The last part of “Hidden Costs” is the best of the three, Aleah Baker crafting an effectively emotional conclusion. It gets a [9/10.] The cover story I can not recommended as highly, as most of the interesting things about it are what it sets up, things that happen off-panel. It gets a [5/10.] Never say I wasn't consistent.

Wednesday, May 8, 2019

Sonic the Hedgehog: Issue 272



























Sonic the Hedgehog: Issue 272
Publication Date: May 2015

Something I applauded Ian Flynn for, quite a while ago, was his tendency to take breathers between big story arcs. Usually, there was an issue or two focusing on the characters in between a big threat being vanquished and another being introduced. It seems that was another element lost after the reboot. The rambunctious “Champions” and the emotional “Spark of Life” just finished. While Flynn had a few issues before the “Worlds Unite” crossover started, he didn’t use that time to decompress. Issue 75 of “Sonic Universe” set up the crossover while issue 272 of “Sonic” is knee-deep in the mechanics of the Shattered World Crisis.























“A Ray of Hope” has Sonic and the gang stopping over in the vaguely Mediterranean Apotos. After smashing some robots, Sonic and Antoine give a pep talk to a discouraged Chip. Soon, the trio is led to an ancient temple. There, a scholar named Gregorios explains the importance of the Gaia Temples and keys. Aboard the Sky Patrol, Amy and Knuckles realize their complimenting super powers can make hunting Master Emerald shards easier. Before anyone can get on their quests, they must all unite to fight a giant Dark Gaia Monster.

Spending nearly three years adapting “Sonic Unleashed” was a mistake for so many obvious reasons. Flynn choosing to adhere so closely to the game’s MacGuffin chase plot was an especially egregious error. I can’t keep track of all the shit the Freedom Fighters are chasing after right now. They need Chaos Emeralds and magical keys and Gaia Temples and in that order, I think. Knuckles, meanwhile, is searching for Master Emerald shards, a quest Amy’s Mystical Melody is helping him with now. The story is getting bogged down in searches for various magical plot devices. This focus on sheer magical mechanics is threatening to choke the heart out of the comic.












With so much of this issue preoccupied with lore-heavy bullshit, you really got to search to find the likable moments. In between bouts of exposition, Flynn finds room for a few little bits I like. Rotor argues with Knuckles and Amy about whether they should focus their energy on saving Angel Island or the rest of Mobius, a potentially juicy plot point that is not focused on enough. Sonic gently pokes fun at Antoine later, which is amusing. Also amusing is the coyote getting freaked by his transformation into the Werehog.

Sometimes, these likable scenes only take up one panel. Like Cream’s annoyance at Rotor’s continued refusal to let her go on missions. Or Cheese’s look of aggravation when Omochao flies into the same panel. After the fight is over, Bunnie carries Antoine over her shoulder which embarrasses him, a scene that’s cute and suggests some interesting things about their sex life. Around the same time, the Werehog hugs Amy, causing her to blush. These are all tiny bits but they end up providing the only emotional resonance in this issue. (Chip also gets some more character development, which I guess is good.)


The whole thing inevitably ends in an action sequence too. However, credit where it’s due, it is a pretty good fight. The Werehog’s stretchy arms are well utilized when dodging the Dark Gaia Monster’s wooden club. When Knuckles, Amy, and Bunnie join in the fight, it gets a little more active. The reveal that the monster has an emerald shard wedged in its chest is a nicely grisly moment. The combined efforts of the Werehog’s stretchy arms and Antoine’s sword dislodge the shard, while Knuckles and Amy finish the guy off. It’s all pretty entertaining and I like how the monster’s pink, slimy innards stand in for blood.

It’s common practice recently for two artists to handle the “Sonic Boom” book. The main book adopts this with issue 272. James Fry handles the first nine pages. His work is nicely energetic, the characters moving in an excited manner. Fry’s animated expressions are also well done. Evan Stanley picks up after that, mostly handling the action scenes. It’s a good trade off, as both artist are good at character work but Fry’s action scenes can border on the incoherent. Edward Huang provides an energetic, if slightly off-model, main cover that probably would’ve been a better fit for “Sonic Universe: Issue 75.”


Weirdly, the issue features very little set-up for “Worlds Unite,” despite being the last issue before the crossover starts. That’s because this issue actually takes place right before issue 75 of “Sonic Universe,” ending with Metal Sonic about to attack the G.U.N. transport. Despite being published a whole month after that issue. As always, Archie’s scheduling is commendable. Anyway, it’s an issue that has one or two cute moments but that really bugs me overall. That’s the post-Genesis Wave continuity for you. Anyway, bring on Mega Man once again. [5/10]

Wednesday, April 10, 2019

Sonic the Hedgehog: Issue 269

























Sonic the Hedgehog: Issue 269
Publication Date: February 2015

One of the main components of the “Champions” story arc is this idea that, during a crisis, the world needs distraction more than ever. In theory, this makes sense. When you’re having a bad day, some senseless entertainment really helps take your mind off of stuff. In practice, I doubt this would work. If the world was literally coming apart, as it is in this comic book, even a nerd like me probably wouldn’t have time for movies or TV. If cities are being destroyed, families separated, and lives torn asunder, I doubt people would have money to blow in Breezie’s casinos or on pricey pay-per-view purchases or arena tickets. It’s just another example of how little sense it makes to do the “Sonic the Fighters” adaptation at this point.


I guess Ian Flynn and Archie didn’t expect us to actually think about the global ramifications of the comic’s events, not when there’s sweet fist fights to look at. “Champions: Part Two - Climbing the Brackets” details the beginning of Breezie’s tournament. Sonic and Amy defeat their opponents in the first round easily. Tails and Espio fall to Honey and Bean thanks to some good old fashion trickery. Knuckles unexpectedly finds himself fighting in the tournament, where he has to wail on Bark. All the while, Eggman plots in the background.

As you’d totally expect from a fighting tournament plot, issue 269 is centered almost entirely around action. For once, Flynn doesn’t sacrifice story for “who would win?” shenanigans, because the shenanigans are the entire point of this arc. What is disappointing is how similarly the fights in this issue play out. It only takes one page for Sonic and Amy to beat their opponents into submission. Tails and Espio are both defeated via tricky ring outs, with Bean actually refusing to punch Espio and Honey quickly dominating Tails. Nack’s battle isn’t even depicted on the page! If fisticuffs and spectacle were the main attraction here, Flynn should’ve worked harder to make the combat more exciting.


Of the melees in this issue, only one feels like a real showdown. Knuckles and Bark are a good match-up, as both are brawlers who primarily rely on brute strength. Fittingly, the two really wallop each other. They trade some crushing blows and Knuckles nearly gets smashed through a glass wall at one point. Focusing on the strength of the combatants, and how it hurts when they hit each other, makes for a fairly visceral fight. Knux is the only victor in this issue who really feels like he’s earned his win.

The action takes up so much of this book that the non-fight scenes stand out. The book opens with another flashback, with Breezie recalling her first betrayal of Sonic. Apparently, she was a homeless orphan before working for Eggman, an interesting insight into her personality that could’ve used more exploring. There’s a dumb scene where Knuckles and Chip snatch a Master Emerald shard off some fat human lady’s neck. (This moment is another reminder of how viscerally wrong it is to see “Sonic” characters casually interacting with regular humans.) Sonic has to race back to his hotel room after his fight, as the sun is setting. The panel of the Werehog chilling in front of his TV, bored, is sort of funny. Reminding us of the comic’s on-going concerns – Chip and the Dark Gaia, the Werehog, the shattered Master Emerald – just reminds us of how frivolous the fighting tournament really is.

















With very little substance to attract the reader, this issue instead doubles down on the in-jokes and obscure callbacks. The flashback features Sonic fighting the Silver Sonic from the Game Gear version of “Sonic 2.” (This continues the hint last time that Flynn has combined the events of the Game Gear games and AoStH.) Wes Weasely gets another cameo, acting as the ring announcer. Weasely announces the tournament’s sponsor – HEXAexo and MeteorTech – which are both obscure Sega references. Amy’s opponent is a Mobian bore based Jane from “Fighting Vipers.”

Most notably, Sonic’s opponent is legendary Sega Saturn pitchman Segata Sanshiro. If you’ve never watched his absolutely insane Japanese Saturn commercials, I highly recommended you do so. Since Segata is massively strong and indestructible, I can only assume he let Sonic win the fight as a show of respect to the more popular Sega corporate mascot. Anyway, these little in-jokes are fun but far from essential.


Diana Skelly’s artwork remains energetic and likably cartoonish, Though her fight scenes are so energetic they can be hard to follow. Still, part two of “Champions” does little to address my problems with this story and introduces a few of its own. [6/10]

Friday, March 22, 2019

Sonic the Hedgehog: Issue 267


























Sonic the Hedgehog: Issue 267
Publication Date: December 2014

A couple of reviews ago, I was talking about how unusual it was for Archie to commiserate the Halloween season with their October cover. I guess the company was feeling especially festive in 2014. While the standard cover for December’s issue focuses on the story’s images, such as the Werehog fighting the Flying Dynamo and Sally looking imperiled, the alternate cover imagines the Sonic cast at an especially awkward Christmas party. It was probably an unwise decision to invite a werewolf and your archenemy to your Christmas dinner, Rotor! Anyway, on with the review.


“Ambushed, Part 2” begins with our heroes, uh, getting ambushed. As Werehog Sonic and Master Moss swing through the Rocky Jungle Zone, they are attacked by Thunderbolt’s latest plot: The Flying Dynamo, an electrified super Badnik that heavily resembles the Zone 1, Act 1 boss from “Sonic 3.” Meanwhile, the Freedom Fighters’ attempt to retrieve a Chaos Emerald has gone horribly wrong, as Sally, Antoine, and Bunnie are hammered by Eggman’s new trio of E-series robots.

During the comic’s early days, when the book would zag from an extremely goofy cover story to a deathly serious back-up feature, it sometimes felt like you were reading two separate series. I got a minor flashback to those days with part 2 of “Ambushed.” The Sonic half of the story is light-hearted. It begins with Sonic and Moss going on a race together and that sense of fast-paced fun never fades. The Flying Dynamo is not much of a threat to Sonic’s Werehog form. All it does is singe his fur. It seemingly only takes Sonic and Mighty a few minutes to devise a successful scheme to take the machine down. This half of the story also depicts Sonic gaining complete control over his Werehog form.


While things go pretty easily for Sonic, the Freedom Fighters are getting their asses kicked. Maybe Flynn was just towing the Sega-mandated company line of “Sonic can never loose.” Or maybe he, like me, secretly finds the SatAM cast way more compelling than the video game one. Either way, watching our heroes struggle and lose is far more interesting than watching them succeed with minimal effort. Sally and the gang are battered, bruised, and barely make it away with their lives. If Rotor, Cream, Big and his weird floating mini bike hadn’t intervene, they probably would’ve been killed.

Sally leading her friends into such an obvious trap throws some serious doubt upon her skills as a tactician. However, this was one of Eggman’s more clever plots recently. Putting a Chaos Emerald out in the open and having it guarded by three new bots – the flying E-108 Iota, the drilling E-109 Kappa, and the scorpion-tailed E-110 Lambda – is standard villainy. The Freedom Fighters probably could’ve overwhelmed them with more firepower. But having the Emerald-containing Egg Prison sprout razor-tipped tentacles? And then it flies away?! And throws a giant, electrified tuna net behind it?!! I was genuinely surprised by the way this plan kept escalating in more unpredictable ways.












For the record, I am ambivalent about the new E-robots. Kappa is pretty cool. His Jeep green coloration and tank treads bring a militaristic angle to mind. (And the drill hands remind me of Grounder.) But the other two are a little goofy looking. An E-robot specifically designed for flight makes sense but giving it bird-like wings and claws seems totally unnecessary. Lambda, meanwhile, bounces around on his claws and tails. While his weapons are clearly fearsome, he strikes me as an otherwise impractical design. While I certainly understand the irresistible desire to assign each letter of the Latin alphabet to an E-robot, the line’s specialization is already getting overly specific. By the time Eggman gets to E-122 Psi, he will surely have run out of assignable features, gimmicks, and terrains.

While it probably would have been an alright issue if it had just focused on the action, do to the actual stakes at hand, Flynn still leaves room for some character interaction. There’s some cute scenes of Werehog Sonic bantering with Mighty, Ray, and Moss. Once Sonic is retrieved by the Sky Patrol, he sees his friends in pretty poor condition. Sonic partially blames himself, knowing things would’ve gone differently if he had been there, if he had taken his Dark Gaia energy infection seriously sooner. This short-lived moment of vulnerability quickly shifts towards Sonic flirting with Sally, which is a scene I also enjoy.


Flynn, always planning for the future, sets up a few plot points to exploit in the future. While Sally and the others are out getting their asses kicked, spoopy ol’ Tails Doll sneaks aboard the Sky Patrol. While I don’t think he’ll be murdering anyone at midnight any time soon, Flynn would continue to portray the plushy as creepy. This issue also reintroduces Breezy, a new/old character we’ll be talking about more soon enough.

It’s a pretty cool issue, all things considered. Jamal Peppers’ artwork is smooth and expressive. It balances action and emotion fairly well. While not an all-timer or anything, considering the uneven quality of the reboot thus far, it’s a solid issue that I enjoyed quite a bit. [7/10]



Wednesday, March 13, 2019

Sonic the Hedgehog: Issue 266
























Sonic the Hedgehog: Issue 266
Publication Date: November 2014

By November of 2014, we were about a year into The Shattered World Crisis and no end was in sight. I guess what bothers me the most about Flynn stretching this story out for so long is the distinct lack of urgency. If you started reading “Sonic” after issue 256, with no prior knowledge of the franchise, you’d probably think Sonic and friends running around a broken up world was an ongoing concern of the overall story. That it had always been this way, that this was the status quo. (And it basically was, considering the comic would get shitcanned not long after the Crisis was finally resolved.) The world is basically ending but Flynn is taking it slow, making a crisis feel more like relaxed road trip.










With “Ambushed: Part 1,” Flynn splits the plot three ways. Deep in the Rocky Jungle Zone, Sonic continues to train under Master Moss, in hopes of controlling his nightly Werehog transformations. Chastised by Eggman, Thunderbolt plots revenge. Meanwhile, the Doctor himself makes devious plans, discovering the advantages of the planet being broken up and flooded with Dark Gaia energy. Lastly, the Freedom Fighters plan to grab the blue Chaos Emerald from the Doctor but suspect they may be walking into a trap. Surprise: They are.

“Ambushed” is another one of those Ian Flynn two-parters were the first half is all about setting up the second half. A lot of time is spend building towards the issue’s dual cliffhangers. The Freedom Fighters explain why they’re heading into an obvious trap. Thunderbolt’s very personal reasons for wanting revenge on Sonic are established. (She feels awful that Sonic humiliated her in front of her husbando.) The obvious plot mechanics showing are not necessarily a bad thing. The scenes of Sally leading her team into an uncertain area are mildly tense. The big reveal – that three E-series robots have been sent to exterminate Team Fighters – makes for a decent cliffhanger.


Usually, this style of writing just stretches out the tedious set-up, delaying us from getting to the actual interesting parts. However, by taking his time, Flynn leaves room for some touching character moments. The Werehog may be lame but at least it’s weighing on Sonic and his friends. Though their going on a mission, the Freedom Fighters’ thoughts are with Sonic. Sally says Sonic needs to focus on “getting better,” as if he’s going through rehab or therapy. Later, the hedgehog is having a good time, goofing around with Mighty, when he notices the sun is setting. He gravely turns towards his fate, afraid and uncertain of how the transformation will affect him tonight. This is immediately deflated because Sonic has complete control over his Werehog form but, just as stand alone moments, these scenes are effective.

There’s also something to be said for just hanging out with these characters. The scenes of Sonic spending time with Mighty and the others in the jungle are fun. The two old friends shoot the shit. Sonic snipes at Master Moss, a little sick of the sloth's aphorisms. Later, it's suggested in jest that Mighty should lead his own Freedom Fighter team, an idea Ray and Moss support but Mighty dismisses. (Whether Flynn was foreshadowing some future event here, we'll never know.) This kind of lived-in dialogue is naturalistic and likable.


I also enjoy the scene where Eggman discovers just how much power the Dark Gaia Energy puts off. That sequence gives us a brief look into the office politics of the Eggman Empire. The Doctor wants to execute Thunderbolt for her failure but is reminded that he doesn't have as many soldiers as he used to. This causes him to bemoan the days when his whole empire ran on robots, which suggests the SWATBots and Roboticization do exists somewhere in the past of the new timeline. I guess I just like this image of Eggman as an especially ruthless corporate boss, annoyed with his employees and delighted at any unexpected breakthrough.

Once again, I find myself favoring the slower, more character orientated issues over the ones that focus heavily on action. I'm sure we'll get plenty of smashy-smashy in the next issue, as that's clearly where the cliffhanger is headed. Occasionally, however, a more slow paced issue is appreciated, especially when it gives us touching and interesting peeks into the inner lives of these characters. [7/10]







Monday, March 4, 2019

Sonic the Hedgehog: Issue 265
























Sonic the Hedgehog: Issue 265
Publication Date: October 2014

Last time, I was pretty critical of Ian Flynn’s decision to hold off on introducing the Werehog for a whole year. However, I might have found a possible justification for this with issue 265. Ya see, this issue came out in October of 2014. As in the spookiest, scariest, Halloween-est month of the year. Over the twenty years Archie published the comics, there was only ever one real Halloween special. While the Werehog undermines everything scary about the werewolf concept by being adorably fluffy and keeping Sonic’s personality intact, there was something cool about picking up a “Sonic” comic in October that had a monster on the cover. If Flynn did that on purpose, he earns some major points.


Keeping that cover’s promise, most of “Control Part Two: Unleashed!” revolves around the Werehog. In this powerful new form, Sonic quickly saves his friends and defeats Egg Boss Thunderbolt and her henchmen. However, now the Freedom Fighters have a rampaging Werehog to deal with. Mighty can match the mutated Sonic with his super strength but it’s ultimately Sally and her empathy that reaches out to the beast.

As I've said before, the Werehog doesn’t really understand what makes the werewolf scary. In this form, Sonic is not a murderous monster that kills everything it sees. Nor are Sonic’s darker inner desires unleashed. Instead, he’s just a bigger, grumpier version of Sonic. He’s more prone to violently resolving problems, though he still doesn’t kill anybody. About the only scary thing about him is his tendency to see friends as mocking demons. Though vividly brought to life by Tyson Heese, these hallucinations are fallible. Sally and Amy eventually make it through to Sonic’s mellower inner nature, causing the snarling Werehog to calm down. Turns out, you don’t need a silver bullet to slay this beast, just some soft words. It’s a disappointing execution of the “Sonic becomes a werewolf” premise. And I must point out again how goofy he looks, with his glorious floof, spiky shoes, and utterly inexplicable ability to stretch his limbs.















Once again, the main attraction of the issue appears to be a fight scene. After making mincemeat of Thunderbolt and her forces, Mighty tries to calm down the Werehog. This does not work and the two end up brawling for a while. Mighty is one of the few characters strong enough to stand toe-to-toe with the Werehog. A memorable panel has Mighty grabbing the Werehog by one of its extending arms and then whipping it back around through some trees. What makes this fight scene really neat is that Mighty is doing the opposite of what the Werehog is doing. Even while getting knocked on his ass, he's attempting to keep his emotions under control.

Issue 265's cover story also gives the proper introduction to what is, I think, the worst new character from the post-reboot universe. Meet Thunderbolt the Chinchilla. Yes, she's yet another small and annoying thing. However, Thunderbolt eclipses previously seen annoyance level. Most Egg Bosses work under Robotnik somewhat reluctantly, as a mad scientist/would-be tyrant is not super forgiving of mistakes. However, Thunderbolt loves Eggman and does everything to please him. Which is a new approach, if you ignore her being directly inspired by Harley Quinn, a way more nuanced character. But Thunderbolt screams every line of dialogue. She's at a constant high energy level, like one of those obnoxiously shriek-y kid's cartoons. Just looking at this obnoxious thing makes me irritated. It's been clear for a while that Ian Flynn is way too susceptible to “lol so random” style of humor and Thunderbolt is the apotheosis of that.


Hey, here's another back story. The book continued to bring new talent on at this point which, as far as I can tell, never worked on the book again. So say hello and goodbye to Eric Esquivel, the author behind “The Grand Tour.” The story, set a few issues ago, has Rotor showing the Freedom Fighters around the newly completed Sky Patrol. While they are initially impressed, they are quickly bored by all the hyper-specific niceties Rotor has included. At that point, Dr. Eggman sends a new super-badnik known as the War Walrus – an extremely weird looking robot version of Rotor – to attack the ship. Rotor then shows off the Sky Patrol's extensive defensive capabilities, quickly destroying the War Walrus. But, don't worry, Eggman did that on purpose.

“The Grand Tour” is mostly a comedic story and one that made me laugh. Among the features Rotor has included in the Sky Patrol are a zen garden, an extensive video game collection, and even a commode. Yes, the star/bumper/beach ball emblem is included on the toilet lid. The walrus' enthusiasm for this creation, and his friends' growing disinterest, makes for a decent comedic device. This goofy atmosphere allows Esquivel to get away with an utterly ridiculous creation like the War Walrus. Not much too this one but I liked it.


Once again, I want to spotlight the artwork a little. Tyson Heese continues from part one of “Control” and, once again, does some excellent work. His aptitude for exciting and intense action scenes are on display here. I really like how he focuses on the Werehog's snarling face even as it does goofy stuff, like stretch it's arms around. It is a little weird that he draws four separate characters, over the course of this story, doing Jesus Christ poses. That probably wasn't intentional. James Fry also returns to the back story. His work here is especially animated and unhinged, in a way that's slightly off-model but still conveys the necessary emotion.

Once again, I've finished up an issue and am unsure how to feel. The book definitely features some fun or exciting sequences. Yet the overall execution of the story still needs some work. I just continue to wish Flynn had found someway to make the Werehog actually interesting, instead of basically just doing with it what Sega did with it. Still, the second half of “Control” is slightly better than the first, if just because we really get to see Mighty be a bad ass. [6/10]


Wednesday, February 27, 2019

Sonic the Hedgehog: Issue 264
























Sonic the Hedgehog: Issue 264
Publication Date: September 2014

“Sonic Unleashed” will forever be known as the game where Sonic turns into a werewolf. (They called it the “WereHog,” even though that sounds more like someone who turns into a monstrous pig under the full moon.) Like all things in this franchise, this concept has its fans. Most, however, thought it was a really dumb gimmick, present company included. Archie and Ian Flynn’s decision to bring the Werehog into the comic struck me as both desperate and unnecessary. Even worst, as with everything concerning the reboot, it was stretched out for far too long. Sonic’s transformation into the Werehog was first teased in October of 2013. He wouldn’t actually transform until issue 264, published in September of 2014, almost a year later.


Even then, we don’t see the full Werehog until the very end of “Control, Part One: Breaking Point.” Sonic and the Freedom Fighters, using Eggman’s pilfered intel, have tracked a Chaos Emerald to the Rocky Jungle Zone. There, they encountered some old friends. Mighty the Armadillo and Ray the Flying Squirrel have been living in the jungle for some time, fighting the Doctor’s forces. Mighty has also been studying with a wise old sloth named Master Moss. Upon meeting him, Moss immediately recognizes some darkness inside Sonic. That darkness is revealed when the Freedom Fighters fall into the local Egg Boss’ trap.

This issue also reintroduces someone way more important than the dumb Werehog. Mighty is back. Oh yeah, Ray too. Since Sega retconned the Chaotix into a trio, the “SegaSonic Arcade” buddies have increasingly become a duo of their own. Though they sport the new outfits they wore right before the reboot, the two have definitely undergone some changes. Mighty’s complexity over his tangled past has been reduced to issues with self-control and anger. Ray’s stutter is gone, a plus for readability but a minus for stutterer representation in pop culture. Still, the important stuff is intact. Mighty is still defined more by his love of his friends than his prodigious strength. Ray is still Mighty’s adopted kid brother, sweet but bland. More than anything else, it’s nice to see these two again.


The situation the two are reintroduced in strikes me as a little odd though. They’re living in a giant onion with a slimy green sloth. Flynn makes no attempt to distinguish Moss from the classical zen master archetype. It probably would have been more interesting to see Mighty’s anger problem play out, with his tutelage under Moss as the concluding chapter. Imagine a dramatic scene where Mighty lashes out at Ray, perhaps that being the moment he realizes he has a problem. That would have been compelling! Instead, we’re tossed right into this as the status quo.

And that’s because Moss is simply a plot device. Flynn knew if he was adapting “Sonic Unleashed,” he had to include the Werehog. But having Sonic be a raging, uncontrollable monster all night, every night, would have really complicated this asinine Shattered World Crisis Flynn is telling. So the Werehog’s introduction comes along at the same time as someone who can teach Sonic to manage his new condition. Never mind that the threat of Sonic becoming a savage beast, who rips friends and enemies alike to shreds, would have made for a hell of a story.














But that’s the problem with the Werehog, isn’t it? It’s not a way to challenge Sonic and his friends in a new, interesting way. It’s not a way to introduce some monster movie tension that comments on Sonic’s personality and the traditional werewolf story subtext. Hell, it’s not even an Incredible Hulk situation, where Sonic has access to a beast mode that decimates his enemies but endangers his loved ones. It’s a game play mechanic, another gimmicky power-up. But at least we’re done waiting for the stupid thing, with its ridiculous shoes and goofy stretchy limbs, to finally arrive. The Werehog’s arrival would make a good cliffhanger, if we didn’t already know it’ll be rendered harmless soon enough.

At least the issue looks good. After previously contributing the cover to issue 258, issue 264 would be the celebrated Tyson Heese’s debut as an interior artist. And, yeah, he’s pretty damn good. Heese’s aptitude for hilarious, goofy faces is on display here in almost every panel. His action is fantastic, with a real sense of movement. He’s an artist who perfectly captures the characters as they exist while also putting a unique spin on them. All of this is well and good since Hesse is a despicable human being who is somehow living the nerd dream and also built like a linebacker, the fucking bastard.


Also, we’ve got a back story, from a new pair of writers. Say hello to Jonathan Bailey and Joey Esposito. “A Nice Day to Start Again” does not feature Billy Idol. Instead, it follows Bunnie and Antoine as they continue to help people in cities still threatened by the world shattering. During the chaos, they rescued a young couple on their married day. The duo managed to salvaged the kids' wedding to a degree. Afterwards, Bunnie and Antoine reflect on their time together as husband and wife.

I was really hoping “A Nice Day to Start Again” would delve into Bunnie and Antoine's relationship a little more. That aspect of their relationship, post-reboot, is still a little underdeveloped. Unfortunately, the back-up is more focused on action than anything else. There's several panels devoted to Antoine and Bunnie flying around, dodging falling debris and a billboard, in order to rescue the newlyweds. Afterwards, there's a short scene were Bunnie wonders about if her and Antoine's love can last, since they're still new to it themselves. I wish this was expanded on more, instead of just one short page shoved into the back. James Fry, after a long break, comes back to pencil and does okay.























So I have a lot of mixed feelings about this issue. I'm happy to see Mighty and Ray back. The back-up story is well-intended, though it stumbles slightly. Then there's all that bullshit with the Werehog, a concept I have so many problems with. At least the artwork is solid overall. [6/10]

Monday, February 5, 2018

Sonic the Hedgehog: Issue 193























Sonic the Hedgehog: Issue 193
Publication Date: October 2008

I don't know if it was a conscious decision on Flynn's behalf but most of 2008 was focused on Scourge the Hedgehog. Maybe Ian was hoping to expand on Sonic's rogue gallery in general? Maybe the writer just wanted to explore an underdeveloped part of Sonic's world? Maybe the writer was capitalizing on Scourge's popularity with fans? Either way, that focus would continue with issue 193, the reader getting closer look at the alternate universe Scourge calls home.
















While Sonic was out playing fist-tag with Scourge and the Metal Sonics, Rotor and Tails were modifying the Star Posts. They have created a portal to Moebius, the mirror universe that started this mess. Sonic is eager to crossover, hoping to ruin Scourge's world the way Scourge ruined his. For some reason, Sally assigns Amy Rose to be with Sonic on this mission. After arriving, Sonic and Amy meet radically different versions of Dr. Robotnik, Bunnie, and Amy herself. Meanwhile, back at Mobotropolis, a Suppression Squad member appears with an interesting proposal.

In the twenty-some years the Anti-Mobius premise existed in the Archie “Sonic” comic, we've gotten a few looks at the alternate universe. However, these peeks have always been rather brief. We'd see Anti-Sonic lounging in his base, get a fleeting glimpse at the mirror Robotnik, and that's about it. In “Other Side,” Ian finally gives readers a more in-depth look at this strange world. We learn that Dr. Kintobor, the benevolent veteran that exists in Robotnik's place, lies inside a peaceful forest within an invisible force field. This is a neat inversion of the polluted wasteland that Robotnik Prime inhabits.


Out of all the appearances that Moebius has had in the comic, Bunnie Rabbot's evil doppelganger has only appeared once before. I have no idea why Bunnie was overlooked so often. Flynn makes this a plot point. In an inversion of Bunnie's partial roboicization giving her super strength, “Buns” developed a degenerative physical condition. Naturally, Scourge had no use for her after that. Kindly Dr. Kintobor built her a robotic suit, armed with non-lethal weapons. (This robot suit is based on E-123 Omega, a Sega character that still hasn't officially appeared in the comic yet.) It's clever writing, utilizing common sense ideas that were previously unexplored. It's fan service but in the best way.

You'll notice I'm talking a lot about the characters and their world this time. Recently, I've complained about Flynn focusing on the fight scenes too much. The first half of “Other Side” is fairly light on the action, in the best way. Yeah, Sonic and Amy tussle with Buns in the Omega Suit after they first make it to Moebius. Other than that, Flynn is focusing on building up this world. I, personally, appreciate this a lot. Nothing against the fight scenes but the characters and their weirdo universe is why I've been reading this book since I was five years old.


The Mirror Universe versions of Dr. Robotnik and Bunnie have been referenced before. Anti-Amy Rose, meanwhile, has never appeared before. She's called Rosy the Rascal, a reference to Sega deep cut “Sonic the Fighter.” The character essentially deconstructs Amy Rose's personality. I make jokes about Amy Rose having a stalker-esque obsession with Sonic. Rosy, meanwhile, literally is Scourge's stalker. Both characters utilized a magical ring in order to get closer to their object of affection. The same ritual totally broke Rosy's mind, turning her into a complete nutter. Fitting this issue's October publication date, Flynn plays all of this for creepiness. Rosy hangs out in an abandoned castle. She sings spooky songs to herself. It's well done.

Back on Mobius, the intrigue continues. Miles, Tails' evil twin, comes to Mobotropolis with a proposal. He explains that the Suppression Squad hates and fears Scourge. He offers a truce to Sally and the others, teaming up to defeat Scourge. What makes this really interesting is Miles' naturally duplicitous personality. It seems likely that the Anti-Tails really would betray Scourge. Yet it's equally plausible that he's hoping to mislead, trick, and double-cross the heroes. (I guess that would be a double-double cross?) Since I can't remember what happens next, that actually creates some mild tension, keeping the reader invested even though Sonic and Amy's adventure is way more interesting.









In the back pages, Flynn once again utilizes the “Another Time, Another Place” setting to help advertise “Sonic Unleashed,” the then-new Sonic game. The story is also entitled “Sonic Unleashed” and basically adapts the game's opening cut scene. Super Sonic races into Eggman's latest doomsday satellite. The villain drains the Chaos Emeralds powering Sonic and fractures the planet below. Somehow, this process also transforms Sonic into a furry, fearsome being called the Werehog. Robotnik tosses the Werehog out the air lock and... Buy the game to find out what happens next, ya' fuckin' schmucks!

Flynn's “Sonic Unleashed” accomplishes what its suppose to: It makes the reader aware of the video game's existence. The comic adaptation does pretty much nothing else, telling a sequence of events that you could also see after putting the disc in your game system of choice. The comic adaptation does not justify why the Werehog, Sega's worst idea since giving Shadow a gun, needed to exist in the first place. (It also doesn't get into the dumb ass, needlessly convoluted mythology inside “Sonic Unleashed” but that's probably for the best.) Inevitably, this story leaves a bad taste in my mouth, since Flynn would adapt the same source material for the weak sauce post-reboot story. Other than that, it's hard to criticize a story whose whole purpose is to advertise a product.


The cover story is a lot of fun, that dives into unexplored corners of the book's universe that fans are eager to experience. The “Sonic vs. Scourge” story arc was starting to weigh on me but this one got me interested in it again. The back-up is utterly forgettable and disposable but I'm not going to hold that against the issue. When the Sega Corporate Overlords demanded something, Flynn had to obey. Otherwise, this is another good one. [8/10]