Monday, August 21, 2023

Sonic the Hedgehog (IDW): Issue 63



Sonic the Hedgehog (IDW): Issue 63 
Publication Date: August 16th, 2023

There was a time in my life when looking forward to the newest “Sonic the Hedgehog” comic book took up a lot of my time. I would re-read the issues I already had endlessly, pondering about the backstories of these characters and the world they live in. Wondering what might happen next. When a new issue arrived in the mail, I would jump up and down with glee, ready to see where the story went next. That time has long since past. That specific “Sonic” comic book isn't even being published anymore. More pressingly, I have a lot more bullshit in my life to deal with now than back then. I don't want to suggest that I plan to stop writing about the adventures of Sega's blue hedgehog. Perhaps my passions has cooled a little but I intend to keep Hedgehogs Can't Swim going for as long as possible. Instead, I'm merely trying to explain my most recent absence. Life got in the way. I forgot a new issue of IDW “Sonic” even came out. But I'm back, back again, now that the latest crisis is resolved. Hopefully you'll be seeing more of me around here soon enough, to the half-dozen or so people who still read my deranged rambling. 

Anywho! Hey, you know something those old “Sonic the Hedgehog” comics had the new ones have been lacking? Back-up stories! Archie was famous for packing as many fucking stories as possible into their pages. While IDW has mostly ignored this tradition, issue 63 represents a bold return to this oft-overlooked format. The first 11 pages is devoted to a cover story from Evan Stanley, centered on the Diamond Cutters, while Ian Flynn provides an 8-page back-up story about Sonic and Blaze. This strikes me as a good way to let both writers play to their strengths, allowing the comic to grow its unique cast while also making sure Sonic still gets something to do in his own book. It's a good strategy so now let's see how it played out.


Stanley's “Misadventures, Part 1” picks up where we left off last time. Mimic, in the guise of Duo the Cat, has successfully integrated himself into the new, improved Diamond Cutters. A chance encounter Whisper and Tangle have with Silver encourages the future-flung hedgehog – who is still struggling with what to do in the present day – to also become an in-training Diamond Cutter. While exploring a robot-infested part of Green Hills, Silver and Duo are attacked by an enormous Badnik... And the undercover villain makes a duplicitous move. Meanwhile, in Flynn's “Speed Sightseeing,” Sonic and Blaze race through Spagonia. The high-speed race and subsequent hang-out allows the Sol Dimension princess to talk out some of the things she's been feeling here of late.  

Literally a year ago, in 2022's annual, Evan Stanley introduced the idea that Silver is feeling adrift in the current timeline. With no impending apocalypse to overturn, he doesn't know what to do with himself. The book had to table that particular plot point as it spent a year with Scourge's quest for power and the overly long “Urban Warfare” arc. With that out of the way, Stanley can pick up essentially where she had left off. This story doesn't really dig any deeper into what or why Silver is feeling. It more-or-less reiterates what that Annual story did. But if the book is going to continue to utilize Silver in the cast, I'm glad that the story reasons for this time traveler to be around are being integrated with his personal character growth. Silver is always best utilized when he's an awkward nerd anyway, so having him be looking for his place in the world is as good of a use as any for him.


While Silver's uncertainty about his purpose is the definite heart of this story, it does not occupy the plot very much. Instead, this cover story is really focused on Mimic's on-going betrayal. As soon as Silver shows up at the training grounds, “Duo” is on-guard. Instead of observing the situation and plotting what to do next, Mimic/Duo takes the first chance he can to murder Silver. After a giant robot fish randomly attacks – not the smoothest of plot points, by the way – “Duo” immediately attempts to leave Silver in the machine's jaws, effectively murdering him. Or at least manslaughtering him. This comes after he trips the hedgehog while he's showing off his telekinesis by lifting some big-ass rocks. 

All of this raises an obvious question: Is Mimic a good assassin? One assumes that a proper death merchant would wait until he was alone with his intended target before attempting to kill them. Mimic just goes for it, the first chance he gets. He trips Silver out in the open and then leaves him to be crushed by the robot well within shouting distance of the other Diamond Cutters. I guess any professional killer worth their salt would leap at an opportunity when they see one but these moments suggest that Mimic might be a little too eager to knock someone off. If his job is to infiltrate the Restoration and steal some weapons for Clutch, maybe he shouldn't be so trigger-happy with the murderous impulses? 


Perhaps this is nitpicking. If “Duo” didn't try to not-that-subtly sabotage Silver, no one would notice. It's clear that the tension of the “Misadventures” story will revolve around the suspicions Silver has of the new recruit. Whisper does see Duo trip Silver and she immediately joins him in suspecting something is up with the new guy. By the final page of this story, Whisper has already deduced that Duo is probably Mimic, a revelation maybe we should've taken a little longer getting too. What really bugs me here is that Lanolin accuses Silver of being too hard on the newbie, when he points out that Duo left him to die. There's a way to play this where Lanolin and the others don't seem like complete idiots for dismissing Silver's very valid concerns so casually. Unfortunately, for that to happen, Mimic will have to be a much better spy. 

If the goal of this story is to have Silver and Whisper team up on rooting out a mole (or, in this case, an octopus), that's fine! I love to see an unexpected pairing of characters like that, watching the unique ways they play off each other. We already get a little bit of that here, when the naturally sneaky Whisper startles the nervous Silver. If this story is mostly going to be devoted to the other Diamond Cutters constantly giving the obvious murderer-in-their-midst a pass, in order to keep the plot rolling... That is going to get tiresome quickly. I guess it all depends on how long Evan wants things to play out before “Duo” is revealed as a turncoat. 


If Stanley's story smuggles Silver's on-going character development in among action beats, Flynn's story has the action take a backseat to character development. Proving once again that this issue is a sequel to last year's annual, Blaze is still having her own personal crisis. Instead of just framing Blaze's decision to spend more time in Sonic's dimension as a work-life balance issue, like the last story on this subject did, Blaze is clearly wondering if it's her duty to protect both realms. That's a heavy premise with a lot of room to explore, baked into the question of how responsible those with power are in keeping everyone safe. Sadly, Sonic just reduces it again to the fiery princess needing a vacation. A little bit of angst isn't bad sometimes, Ian!

Having said that, I really do appreciate an entirely character-based story like this. There's no fighting at all here. No evil robots appear, no eldritch abominations or contrived MacGuffins of doom threaten the world. It's eight whole pages devoted to Sonic and Blaze running around a scenic location, chilling atop a clock tower, and talking about what's on their minds. Especially in the aftermath of a numbingly action packed arc like “Urban Warfare,” I enjoyed just being able to hang out with these two. It's nice that Sonic's friends are allowed to have doubts and emotional concerns. It's even better when they get to actually talk about them, without being sidetracked by a bad guy barging in.


Which brings me to my last, most trivial point... The way Sonic and Blaze interact in this story seems very familiar. The cat references the two spending a lot of time together lately. We see them eating in a restaurant and going on a shopping excursion. The way they race alongside each other in a way that's clearly more playful than competitive... Is it just me or are these two flirting? We know any sort of explicit romance is off-the-table in this book, on direct orders from Sega. But this also isn't the first time I've picked up on some romantic chemistry between Sonic and Blaze in this book. Am I just an old Sonic/Sally shipper, desperate to see the hedgehog dating a princess? Maybe. If nothing else, the possibly unintentional hinting at romantic feelings does elevate the story more, making it even more pleasant and relaxing. 

Two artists handle both stories, further allowing each tale to have their own personality. Stanley does the pencils herself for “Misadventures,” while Valentina Pento provides the colors. The slightly thicker lines and somewhat more muted color palette allows Stanley's facial expressions more room to breath, while making sure the action sequences are coherent too. Pento's colors are especially nicely used in the final scene, where Silver and Whisper meet up in what looks like a misty graveyard. Aaron Hammerstein does the pencils for “Speed Sightseeing.” His high-energy artwork and crisp lines are well suited to a speed-centric story like this. I also like the goofy faces Blaze and Sonic make when the clock tower dongs late in the story. Rik Mack's inks and Reggie Graham's colors make sure the story feels vibrant. Good looking issue!


Whether the cover plot will play out in a way that amuses me or pisses me off remains to be seen.  However, I really enjoyed this issue balancing personality-expanding dialogue with its more pertinent story decisions. The back-up, in particular, is really good. Moreover, I like splitting the book in two like this, as it seems like it allows a little more room for everyone to focus on the smaller stuff. It seems like anytime I like the beginning of an IDW arc, the positive qualities are fumbled by the end. Yet issue 63 is a good one, so I'm going to try and stay upbeat about the future for once. [7/10]

Wednesday, August 2, 2023

Sonic Prime, Episode 2.04: No Way Out



Sonic Prime, Episode 2.04: No Way Out
Original Release Date: July 13th, 2023 

Picking up where the previous episode of “Sonic Prime” left off, “No Way Out” begins with Knuckles the Dread and his crew pretty pissed at Sonic. Convinced he's going to steal the Prism shard – that the echidna has very quickly gotten extremely attached to – they begin to pursue the hedgehog. At the same time, Dr. Deep and Dr. Done-It continue to pursue both parties. Only a temporary truce is formed when it becomes apparent that the Eggmen want to destroy both parties. Soon enough, the mother ship arrives in No Place and this becomes even more of a race against time than before.

A fictional troupe I really can't stand is when characters end up at each other's throats over a misunderstanding that could be totally avoided if everyone just stopped for one minute and explained things to each other. It is the definition of contrived to me. That's exactly what the end of the last episode of “Prime” seemed to be setting up. “No Way Out” remains totally committed to this completely asinine plot turn. Sonic even somewhat explains what he's doing but Dread remains obsessively fixated on regaining the Shard. The script tries to cook up a facile excuse here: It seems Dread has immediately been corrupted by the Shard's energy, the minute he charged it through his sword and shot a lightning bolt out of it. If that's the case, why does the crew totally go along with a clearly unhinged plan? Even the cold and logical Rusty Rose – who just joined up with the pirates and presumably doesn't have the sense of loyalty to the captain that everyone else does – never questions this strategy. 


It is, simply put, writing that lacks much depth. Yet this is not surprising, as the characters in “Sonic Prime” aren't really characters. They are bits, gimmicks designated to a specific cast member with one defining characteristic, never meant to be expanded beyond that. Dread is a pirate, which means he's absolutely fixated on getting his treasure and willing to cross any moral boundaries in pursuit of that goal. You see this commitment to one-note character descriptions in pretty much every cast member here. In this episode, we learn that Dr. Deep does yoga to center and calm himself. Because, of course, he's an exaggerated parody of hipster stereotypes, something you can tell just from looking at him. Similarly, Dr. Done-It is a craggy old man who is utterly dismissive of the younger doctor's new age practices. Dr. Don't is a gamer kid, Dr. Babble is a baby. So on and so forth. Referring to this show's characters as “archetypes” seems insufficient. They are more like thin sketches that the show is stubbornly refusing to expand past.

While I'm here, can I just point out that making fun of hipsters is a horribly passe joke? The type of stereotype Dr. Deep is obviously meant to invoke doesn't even really exist in this form anymore. Yes, people who lord their own esoteric knowledge over everyone else, and are especially proud of their supposed mastery of exotic techniques, will always exist. Yet the specific person this character is making fun – the elaborate facial hair, the man-bun, the quirky tattoos, the vintage style clothing – is at least ten years out-of-date. I don't know what 2023's version of the hipster is – film bros, I guess? – but it's culturally irrelevant. Designing a character around the thesis of “What if Eggman was a hipster?” and then refusing to go any further than that is representative of “Prime's” entire problem: An unwillingness to allow its one-note character to become actual people.


Maybe this is an unfair criticism. After all, Sonic the Hedgehog himself is a fairly simplistic character. He's a quibby, super-fast, mascot with 'tude who is devoted to his friends above all else. Yet even that seems a little too complex for “Prime.” Their Sonic isn't really all that sarcastic or radical. He's kind of depressing, honestly. Throughout this show, he's gotten in over his head, runs fast when all else fails, and repeatedly emphasizes how much he cares about his buddies. There's potential with that. We almost see a brief spark of something deeper, when the Chaos Council threatens Nine unless Sonic gives them the Shard. Sonic instead finds a third option, which is a very Sonic-y thing to do, yet it's basically just set-up for another action scene. 

In a series where the characters are so static, Rusty Rose remains the one cast member seemingly allowed to evolve any. Over the course of the last two episodes, her and Black Rose have gone from resenting and distrusting each other to discovering they have a lot in common. This is the standard buddy cop movie arc, where two mismatched partners go from hating one another to being in love. Since Rusty is also a largely emotionaless cyborg, this also shows the way she's continuing to become a little more human. Once again, this is not incisive and extremely well thought out writing. It's basic stuff. Yet in a show that is this anemic on the heart meter, I'm latching onto what I can. 


It's not just the character work that is leaving something to be desired. Season two of “Sonic Prime” is proving to be even more formulaic than the first. Almost every episode this season has followed the same outline. Sonic and the chosen gang from this dimension go chasing after the Prism shard. They are pursued by members of the Chaos Council. Lots of fighting ensues but, despite the best efforts of the good guys, the Council makes it away with the shard. This has happened twice now. It's clear that this is building towards a dramatic climax, where the villains almost win. Yet, in effect, this isn't just predictable. It also makes Sonic and the gang look wildly unqualified to be saving the multiverse. 

I know I keep returning to this point but there's really only one thing that distinguishes “Prime” in my eyes. Yes, you guessed it: The action sequences. The animators really flex during the scene where Sonic and Dread's crew are fighting off a fleet of Eggforcers, the camera focused on the shard as it bounces from person to person. Yet the best moment doesn't even involve Sonic. Instead, while floating around the Void, Shadow starts to mess with Dr. Don't by throwing big rocks at their ship. It's a funny moment that invokes a different mood than sheer spectacle, invoking humor and just a bit of suspicion. Need more shit like that!


I feel like I'm repeating myself but I guess it's this show that is repeating itself. I don't know, you guys. I swear I'm not trying to shit on “Prime.” I know there are plenty of Sonic fans out there who are enjoying it. Yet, every time it feels like this show might become something I enjoy, it pulls back again and relies on more lazy writing. Most incarnations of “Sonic” have won me over eventually and there's still time for this one to do that. Yet “No Way Out” is not the point where “Prime” has found its voice, if that point is to ever come. [5/10]

Monday, July 31, 2023

Sonic Prime, Episode 2.03: Second Wind



Sonic Prime, Episode 2.03: Second Wind
Original Release Date: July 13th, 2023

Much like the previous episode of "Sonic Prime," "Second Wind" begins with a quick recap of what the resident heroes in the chosen dimension have gotten up to before Sonic shows up again. We quickly learn that Knuckles the Dread has held onto the Prism shard. His crew quickly commandeer the Chaos Council's submarine — which has the cool name of The Kraken — and they get back to pirate business. Dr. Deep and Dr. Done-It arrive and abandon Rusty Rose, deeming her a failure, which pushes the cyborg to switch sides. Once Sonic (literally) drops in, the gang gets to defending the Shard from the invading Eggman forces. 

I was bitching in my last review that Prim Rouge and the others completely changing their stance on the whole "defending the forest" thing off-screen bugged the shit out of me. It broke the number one rule of writing, by telling and not showing. It also underserved the character development that probably should've been the heart of the episode. At the very least, "Second Wind" does better in that regard. We see the disappointment on Rusty's face when her bosses abandon her. A proud warrior type like her takes that personally and it makes sense that such an event would prompt a heel-feel turn. 


It is, I'm proud to say, an honest-to-God character arc that makes sense and actually happens on-screen. Now, don't get too excited. The switch happens way too quickly, Sonic and Dread just accepting Rusty as on their side now with no suspicions. Once the robot makes the choice to turn on her masters, that's the end of it. She's just part of the action scenes after that. Yet considering how skimpy "Prime's" treatment of all its characters have been so far, I'll happily take this over nothing. (And it confirms my earlier inkling that Rusty is going to be the MVP of this show.)

After that, the episode settles into the typical smashy-smashy action scenes. There is an element that gives "Second Wind" a little novelty, if not depth. Black Rose is the only one suspicious of Rusty. Not because she was trying to kill everyone just hours ago. Instead, she forms a natural rivalry with her interdimensional counterpart. This manifests as the two Amies trying to beat each other's destroyed robot tally. Similarly, Dr. Deep and Dr. Done-It don't have the best working relationship, the younger hipster dismissing the doddering old man. They squabble throughout. It's not a lot — it's not much at all — but it gave me a little more reason to be invested other than the machinations of the plot. Also, Dr. Done-It's tennis ball walker shoots lasers, which is officially the first thing he's done that has amused me.


Otherwise, this is a typical episode of "Prime." There's really only one other non-combat related moment that sticks in my memory. It's when the Kraken first descends and Sonic gets a look at a familiar sight: The loop-de-loop from Green Hill, where it would normally be if this reality hadn't suffered from climate change. It fills Sonic with a sense of melancholy, reminding him of what has been lost and what he is fighting to regain. Again, this accounts for a minute out of the whole episode. Yet it's a good example of what this program is fully capable of and needs to feature much more of. 

Still, mindless action characterizes most of this episode. And it's not like I dislike mindless action. "Commando" is one of my favorite movies! And this episode does feature some clever moments. I like how Sonic and the pirates toss the shard back and forth, like a game of hot potato, in order to keep it away from the bad guys. That adds a little dynamism to the typical laser shooting and robot smashing, Which there is still a lot of. There's no denying that these scenes are well done. That the show is decently animated, especially compared to the stiff CGI animation of "Sonic Boom." Though one thing this show's animation has in common with "Boom" is that water still looks kind of shitty. I suppose that's to be expected from CGI animation on a TV budget.


I guess I just have a hard time giving "Prime" a break. Something else did bug me about the extended fight scenes here: Is Sonic too powerful? How much of an advantage the blue hedgehog has over his mechanical enemies wildly varies from episode to episode, which is not unexpected for this genre. I mean, specifically, in this episode, Sonic rips through the Eggforcers with a little too much ease. It makes this fight for the fate of the multiverse seem like a good time and not a battle to the death. Yeah, I know. Sonic has always been light-hearted during his crusade against evil. But there's a difference between cracking wise while fighting goons and curb-stomping those goons with such ease that any tension is totally sapped from the show. I wasn't a big fan of the last episode but at least it did a good job of showing Sonic struggling, of making the hero seem like he might not immediately win. 

Recently, a quote from Ian Flynn's podcast has been getting some attention on Sonic Twitter. Essentially, he says that, if you think "Sonic" media is lacking depth, go watch something written for adults. And, sure, that's fair. I'm well aware that I'm a 35 year old man bitching about the quality of a cartoon designed for eight-year-olds. Yet there's a lot of great children's entertainment out there that doesn't use the fact that it's for kids as an excuse to skimp on depth. Another one of my favorite movies is "My Neighbor Totoro," which is arguably designed for an even younger audience than "Prime" but is still a deeply moving, incredibly well thought out narrative. Say what you will about "SatAM." It's a super flawed and dated show. Yet any skimping on character development there was a side effect of a lack of time, both in creating the script and how much airtime they were allotted.


I don't think Ben Hurst ever said to himself "It's just for children, let's not worry about it that much." Ultimately, this is what frustrates me the most about "Prime." It clearly has the potential to invest its story with more heart, its characters with more soul. Instead, it repeatedly falls back on repetitive action scenes and even more repetitive writing to fill time. Here's another example: Any good will this episode managed to build up with me, from its handful of clever moments, is squandered by a really stupid twist at the very end. For reason that I honestly can't remember, Dread and his crew become convinced Sonic is looking to steal the Paradox Prism shard for himself. Instead of everyone talking this out reasonably, the pirates super-quickly accuse Sonic of being a traitor and threatening to kill him. I get it. They are pirates. Greed motivates them and they aren't great at feelings. Yet you just know that this twist will be resolved immediately at the start of the next episode. It's a piss poor excuse for a cliffhanger, a contrived bit of melodrama introduced at the last minute so the episode can end in an exciting place. I hate it. 

Shit like this makes me want to send an E-mail to the "Prime" staff that simply reads, in bold letters: YOU CAN DO BETTER. I know they can do better, because the "Sonic" franchise has done better in the past. This show has, in its best moments, shown a capacity to be more than it is. Instead, "Prime" continues to frustrate me with its unwillingness to work a little harder at giving its cast and world a little more meaningfulness. Instead, it's content to be simply motion and light and colors, meant to distract the kiddies for a few minutes. Perhaps this is a result of Netflix's "second screen" policy. If true, it's all the more reason to hate Netflix and the Peak Streaming era. Anyway, I'm rambling now. You are dismissed, cartoon show. Work harder next time. [5/10]

Friday, July 21, 2023

Sonic Prime, Episode 2.02: Battle in the Boscage



Sonic Prime, Episode 2.02: Battle in the Boscage
Original Release Date: July 13th, 2023

Before picking up where we left off last time, "Sonic Prime" gives us a peek at the normal lives of the Boscage Maze's residents before the Chaos Council invades. Sonic soon arrives and finds the natives disinterested in helping. When he encounters Thorn Rose, she remains defensive of her shard of the Paradox Prism. A fierce battle ensues. During the fray, Sonic discovers that Nine has been enslaved by the Council... But he's working to undermine them and help out the blue hero. 

I've got a theory about the two seasons of "Sonic Prime." The first season was devoted to establishing the different realities Sonic has bounced between. Since this is a CGI show, and has to conserve its budget by limiting the number of characters, I don't think we'll see Sonic exploring further alternate worlds. The ShatterVerse is likely to be limited to New Yolk City, Boscage Maze, and No Place. Season one was mostly devoted to establishing these worlds and their residents. With that out of the way, season two can actually... Ya know, advance the story. Now that the Chaos Council is traveling the multiverse, an actual threat is driving the plot and giving Sonic a clear directive beyond just trying to return home. 


This is a valid enough structure, especially if it leads to season two being more compelling than the first. But I already have reason to worry. Most of "Battle in the Boscage" is devoted to Sonic and the gang trying to keep the Paradox Prism shard away from the Eggmen. The bad guys are crossing realms to reassemble the crystal and rule the multiverse. If the last scene of this episode is any indication, it looks like Sonic will be pursuing them across realities in hopes of stopping them. In other words: Season two will be as much of an uninspired MacGuffin hunt as season one. It's certainly possible "Prime" will throw a curve ball at us and do something different. Yet I can't shake this sinking feeling that this show is going to remain strictly formula from now on.

Still, I did have a minor reason to be interested in this episode, going into it. Of the various alternate realities Sonic visited in season one, Boscage Maze was probably my favorite. This might just be because "jungle dwelling savages" is a more dynamic gimmick than "cyberpunk rebels" or "goofy pirates" to apply to Sonic's friends. Yet I like to think it was the conflict between Rose Thorn and the others that made this setting a little more memorable than the others. This episode quickly reminds me of the ups and downs of this setting though. I had forgotten that most of the Boscage Maze gang are indistinct goofballs. Gnarly Knuckles and Hangry Cat just act like annoying idiots in their brief scenes. At least there aren't any jokes about eating tree bark this time. 


If nothing else, at least there's the vague outline of a character arc here. When Sonic arrives, he tries to warn the locals about the trouble that is coming. They are reluctant to help him, thinking it's probably for the best just to stay away from this whole mess. It's an interesting idea — what if the plucky natives don't want to help fight the evil empire? — but it's not developed much here. Prim Rouge decides, totally off-scteen, to join the fight midway through the episode. Would've been nice to have seen her and the others deliberating on what they need to do, instead of coming to the rescue with minimal explanation. 

Maybe the biggest problem facing "Prime" is that it's indecisively positioned between light-hearted kids' show and something a little more serious. The premise is relatively grim, even with the formulaic story lines. Yet the characters remain a too goofy for us to take anything seriously. This is most apparent in the bad guys. The Chaos Council have yet to impress me. Dr. Don't being a snotty gamer kid Eggman is not that compelling. His tendency to complain about the wifi or use the term “hashtag” is not clever nor funny. Meanwhile, Dr. Babble actively irritates me. Once again, the creators of this show find the idea of a babbling, fussy baby Robotnik a lot funnier than I do. When Dr. Babble has a temper-tantrum, I went from finding the character unpleasant to hating him. I don't know, man, "baby that's also a supervillain" is an idea that's not really worth exploring to me. (I also don't find “an Eggman that's also an old man” worth exploring either, which makes Dr. Done-It's one scene annoying too.) 


The simple fact remains that these two are mediocre at their jobs. Babble destroys his own robots during his childish fit. Dr. Don't only begins to suspects that Nine is secretly communicating with Sonic at the very end of this half-hour. Even though he does it directly within hearing range of the bad guy earlier. It's hard to think the multiverse is in too much peril when these are the guys doing the imperiling. Worst yet, the villains actually make it away at the end with the Prism, really suggesting that Sonic and the gang aren't too qualified to be saving this multiverse. 

But I'm overthinking it. Of course I am. Once again, "Prime" establishes very quickly where its priorities lie. This is an action packed episode. Most of the runtime is devoted to Sonic and Thorn Rose fighting off a fleet of Eggforcer robots. Yes, some of these action scenes are well done. The moments devoted to Sonic dashing around the machines as they attack him, the camera tight on the hedgehog as he careens around his opponents, is neat. There's a cool sequence where the Boscage gang take the fight to the robots, depicted in one smooth, sliding shot. Yet, after a while, it only becomes so much noise and motion. "Prime" needs more moments like Sonic and Nine's conversation or a brief, meaningful pause between Sonic and Thorn to make these action scenes more impactful. Right now, it's a lot like watching someone else play a video game. You may be enjoying the display of pixels and graphics but you can't really be invested in who wins the fight. 


Once again, there's certainly room in future episodes for "Prime" to break out of its uninspired plotting and give a little more depth to its colorful cast. But season one barely did that and, thus far, it doesn't seem like season two is going to challenge that trajectory much. Once again, I am forced to conclude that "Sonic Prime" has a lot of potential that is being squandered and is totally disinterested in expanding outside the limits of an action show aimed at the kiddy crowd. [6/10]

Monday, July 17, 2023

Sonic Prime, Episode 2.1: Avoid the Void



Sonic Prime, Episode 2.1: Avoid the Void
Original Release Date: July 4th, 2023

What was the general consensus on the first batch of “Sonic Prime” episodes? It seems to me that most corners of the fandom was receptive to the series. If the folks on “Sonic” Twitter are anything to go by, a lot of people enjoyed it. I, if you recall from my reviews late last year, was mostly underwhelmed by the show. Seemed to me that the show didn't really start to get moving until the very end of that nine episode run, while it's multi-verse hopping premise left little room for character development or meaningful relationships. I've seen similar reactions from other blue hedgehog devotees, so I know I'm not totally alone in that opinion. So I guess you would average that up to a “mostly positive, slightly mixed” reaction on the whole? 

Regardless of how I felt, I've saw a fair bit of hype concerning the new episodes – initially referred to as the second half of season one but not being called the second season – in the lead-up to their release this month. “Sonic Prime” left off on a cliffhanger that promised to give fan-favorite Shadow even more screen time, which was probably enough to whet the appetites of certain corners of the fandom. Premiering on Youtube on the fourth, with the rest of the season arriving on Netflix on the 13th, “Avoid the Void” kicks off the new set of eight episodes and “Prime's” latest chance to either surprise or disappoint me. 


“Avoid the Void” begins with Shadow in the titular space between realities. We learn that he's been watching bounce around the multi-verse from the beginning and that he lost his Chaos Emerald deep within this dimensional sink hole. After confronting Sonic, he takes the blue hedgehog to a lifeless version of Green Hill, populated with repetitive holograms of the cast. After some exposition, Shadow makes it clear that he intends on cleaning up Sonic's mess. A brawl ensues, where Shadow attempts to steal Sonic's dimension hopping tech. Yet the gruffer hedgehog soon learns things are a bit more complicated than he assumed. 

If I felt season one of “Prime” was overall a little aimless, I did enjoy that the last episode actually upped the stakes with the Chaos Council invading No Place. The first episode of season two does, if nothing else, continue this upward trajectory. Sonic is, at first, happy to see Shadow and assumes his presence means Green Hill is still intact. The blue hedgehog's angsty counterpart informs him that their home dimension, as far as he can tell, no longer exists. If true, that would be a pretty big deal. Sonic now has the weight on him of having inadvertently destroyed his home and all his friends. The thought that Green Hill is gone is certainly a lot more dramatic than Sonic just being adrift in the multi-verse. 


Not that I expect Green Hill to actually-actually be destroyed. First off, this is a kid's cartoon. There's no way that it'll go that grim. Moreover, “Prime” as a series is obviously extremely invested in the core cast of Sonic's friends. I mean, every other character is a Tails, a Knuckles, a Rouge, or a Big. If the prime versions of those guys are all gone forever, it seems unlikely to me that this show would constantly be giving Sonic reminders of his definitely dead friends. Even by the halfway point of this episode, it seems Shadow has forgotten his assertion that the prime zone has been destroyed. If nothing else, he seems fairly certain it can be restored in some way. 

Yet the idea that Sonic might believe his home is gone and his friends are dead is a good foundation for his character. When Netflix first released a plot synopsis for “Prime,” there was some reference to Sonic having to atone for past mistakes. Watching the hedgehog grow from the carefree adventurer he is now to someone more burdened by his responsibilities could be fruitful. We get a brief taste of this during the scenes where Sonic and Shadow first visit the lifeless version of Green Hill. The look on the hedgehog's face as he realizes these are just echoes of his friends produces some pathos. I hope the show leans into Sonic feeling some regrets for his actions in future episodes.


“Sonic” media is always finding excuses for Sonic and Shadow to punch each other, sometimes extremely flimsy ones. “Avoid the Void” does, if nothing else, find a compelling angle for their conflict here. Shadow essentially sees this as a mess Sonic has made. He considers the blue hedgehog to be a capricious, irresponsible adventurer while seeing himself as the hero likely to put wrongs back to right. Sonic, meanwhile, is determined to make it back home to his friends and he's not going to let Shadow get in his way. Definitely a much sturdier reason for them to fight it out than “There's a misunderstanding about who's the bad guy.” Both hedgehogs think they are right and deserve to do things their own way, making this among the more natural scuffles the show has presented us with so far.

Since this is “Sonic Prime,” that action sequence is what makes up most of the episode. Again, I have to say that it's pretty cool. Especially once the fighting spills back out into the Void and the two take advantage of the floating debris around them. If “Prime” has done nothing else well so far, it's been capturing the sense of speed Sonic and his adversaries have when fighting. Watching these two race around each other and trade fisticuffs is entertaining. About the only moment that sticks out is when they briefly splash under the lake, which features some mediocre water effects. 


As I finish up this review, I realize most of the positive things I'm saying about this episode mirrors what I've said about past “Prime” episodes. This could go in an interesting direction. This might set-up a strong event later on. Hope springs eternal, I suppose, but I guess it should be obvious by now that “Prime” isn't that kind of show. This is a punchy-punchy action show for babies, utilizing the most simple versions of Sonic and his supporting cast that you can imagine. Maybe I should stop hoping the show will turn into something it's not and instead accept what it actually is. 

Well, maybe. Nevertheless, “Prime” has so much potential that remains untapped into at the moment that I can't help but hope it turns into a more promising show eventually. Now that the tedious set-up is out of the way, perhaps season two will actually go further in developing its cast and the conflict? If nothing else, I don't think any more alternate versions of the primary cast will be introduced soon – probably owing to the expense of making character models for a CGI show – so the show better start getting stronger writing, or else it'll be rendered entirely tedious. I don't want to be too negative. This is a decent episode but whether or not it's another tease of unfulfilled promises or the start of something better very much remains to be seen. [6/10]


Monday, July 10, 2023

Sonic Boom, Episode 1.50: Cabin Fever



Sonic Boom, Episode 1.50: Cabin Fever
Original Air Date: October 31st, 2015

Ya know, you would think I would’ve learned by now. When I saw that the fiftieth episode of “Sonic Boom” aired on October 31st of 2015, I got excited. Everyone knows that is Halloween and, if you’ve read this blog for any amount of time, you know Halloween is my favorite time of the year. When I read that this episode involved a dark and stormy night and tensions arising inside Amy’s cabin, I thought maybe this might be an episode befitting its air date. No such luck. “Cabin Fever” is just an ordinary episode of “Sonic Boom,” with no spookiness included. Considering how much Cartoon Network jerked this show around, I guess it shouldn’t be surprising that this episode airing on Halloween was a complete coincidence and not a deliberate move. 

Anyway... The Boom team are having a sand castle building contest on the beach, judged by Amy, when a storm starts to blow in. They decide to take shelter in her cabin. The pink hedgehog's micromanaging tendencies kick in immediately, quickly annoying her rowdy friends. Sonic soon uncovers a play Amy has written called "A Rose Without Thorns," where all the characters are clearly based on Amy and her friends. Feelings hurt by their mockery, Amy hides in the kitchen and the situation quickly spirals out of control. Only after the storm passes does Sonic realize his mistake. 


"Cabin Fever" is one of those Reid Harrison episodes of "Boom" that is trying to do a couple different things at once. Ostensibly, this is an episode about how you get sick of people after being stuck inside with them for too long, even if they are your good friends. That's what the title refers to. Since "Boom" only has eleven minutes to explore its premise, and is a farce anyway, tensions arise between the gang almost immediately. Soon, they are squabbling and arguing, to the point where there's genuine antagonism at one point. It all works out, because this is a goofy kids' show and these characters are all exaggerated to begin with. Yet I do wish the unfocused nature of the script didn't cause "Cabin Fever" to wander off to other topics so quickly. I wanted to see more of the Boom Team annoying and aggravating each other. 

The reason the episode's premise of friends slowly turning on each other never quite works out is because... That's not what it's really about. Instead, most everything that goes wrong in this episode is Amy's fault. The minute she sequesters all her friends in her cabin, she demands they play by her rules. She serves frilly snacks that the gang doesn't take seriously. Her attempts to get everyone to do girly arts-and-crafts with her goes off the rails immediately. I guess it is pretty rude when Sonic accidentally breaks the horn off Amy's glass unicorn. Nevertheless, I think she should know her own friends better than that. Amy should probably realize that these wild and crazy guys will not share her passion for quiet hobbies like this. 


In fact, Amy is kind of shitty to her friends. She demands they play along with these activities she suggested, expecting them to perfectly follow her orders. When Sonic and the others instead start goofing off, she gets increasingly offended. In fact, she spends the whole second half of this episode offended. Instead of acknowledging it's a little weird to essentially write fanfiction based on her real friends, Amy just whines at her friends reading her play at all. The climax of the episode is based on Sonic and the gang apologizing to Amy, via putting on a performance of her play. But I'm not sure Amy deserved an apology! She's kind of a bitch for no reason in this episode. 

Even this is not the true sole focus of this all-over-the-place episode. A large section in the middle rambles off with a totally different idea. After Amy storms into the kitchen, Society within the cabin immediately degrades into feudalism. Each friend sets up a base in a different part of the cabin, giving them old-timey names and trading goods for access. Sticks invades and conquers Tails' "Workbenchia" while he's visiting Sonic's Kingdom of Television. Knuckles becomes a tyrant and uses his control of the thermostat, from within his cozy blanket fort, to turn the rest of the cabin into a frozen wasteland. To see polite, modern society fall apart into medieval factions so quickly is a pretty good absurd joke that Harrison easily could've build the entire episode around. 


Instead, "Cabin Fever" remembers its premise of Amy's play and centers the last act around that. This is also a fascinating idea that could've been explored more. By writing about her friends, Amy is showing how she perceives her closest pals. Which is at odds with their own conceptions of self. The joke is that Amy's versions are right on the mark. "Sonar" is an egomaniac, which Sonic derides while proving what an egomaniac he is. "Shoulders" is a dullard strongman, "Taylor" is a fearful fox in Sonar's shadows, and "Twigs" is a delusional conspiracy theorist. 

The idea that the version of us that live in our friends' heads is different from how we define ourselves is a fascinating one, ripe for comedy. Harrison gets at a little bit of that but mostly just plays with the joke of the gang not recognizing their own flaws. Or, when they do – such as Tails leaping between Sonic's legs after thunder strikes, just as "Taylor" was written to do – it is sarcastically acknowledged. Yet more wasted potential! (Though I guess Tails having a fear of lightning is consistent across all "Sonic" media.)


Honestly, this episode probably would've been funnier if it had just presented Amy's play in full. In the finale, we see snippets of it – with Dave the Intern going in drag as "Annie Rose" – but I think an episode displaying Amy's own weird fixations would've accomplished what this script clearly wanted to do better. Despite its unfocused quality, the cast does get some laughs out of the material. Travis Willingham's doofy reading of Knuckles repeatedly asking if he's the topic of discussion or Roger Craig Smith's embittered defense of TV got laughs out of me. 

It helps to have such a strong cast is delivering funny one-liners when the script is as scattered as this one. A funny idea, "Cabin Fever" probably needed more time in the workshop to really be sharpened into an amusing eleven minutes. [6/10]


Wednesday, July 5, 2023

Sonic the Hedgehog (IDW): Issue 62



Sonic the Hedgehog (IDW): Issue 62
Publication Date: July 5th, 2023

Something I've observed about IDW's "Sonic the Hedgehog" comic, and maybe all other "Sonic" comics, is that sometimes they are better when Sonic is barely in them. I often suspect this is simply a practical matter for the writers. Sega closely guards how Sonic is used these days, since he's both their star franchise and their corporate mascot. I can imagine it's easy to write a compelling protagonist when you have execs breathing down your neck, demanding their I.P. conforms totally to their expectations for it. 

Similarly, "Sonic" fans are fucking deranged​ exceptionally passionate and no two seemingly agree on who Sonic even is as a character. Once again, it's gotta be nerve wracking trying to make a fictional character your own, as every writer inevitably does, when everyone and everybody is willing to tell you all the different ways you're doing it wrong. (I guess Ian Flynn must like that, since he's been doing it for over sixteen years at this point.)















Thus, the temptation must be overwhelming to just eject Sonic altogether and focus on the supporting cast. IDW has done this before with their various mini-series and the freedom afforded by that has obviously been a boon. The mainline book has done it a few times too and looks to be partially doing it again starting in issue 62. The blue hedgehog appears nowhere in this installment. He might not even be mentioned. I'm sure this'll ruffle some folks' feathers but I'm totally fine with it. If various factors prevent the comics from exploring Sonic's world directly, let his supporting cast do the exploring instead. 

So who are the focal points in this story, if not Sonic? Depends on which page you open up to. Amy lands on Angel Island to give Knuckles the echidna relic Rouge casually handed her at the end of last issue. The two quickly stumble into some traps on their way to return the bust to its proper resting place. Meanwhile, Clutch the Opossum recruits Mimic in his latest scheme to infiltrate the Restoration. Mimic agrees to do it as another chance to get revenge on Tangle and Whisper. Funny enough, the Restoration is, at that very moment, looking to expand their numbers. Lanolin is debating the merits of adding more people to the team with Tangle and Whisper when some guy named Duo walks in... Hmmm, I wonder who that could be??? 


For years, Sega has refused to elaborate on the backstory of Angel Island and finally explain what exactly happened to the echidna race. It's sort of crazy to think that the story of Pachacamac and Chaos, from the first "Sonic Adventure," is the only real addition to the echidna lore we've gotten we've gotten in the video games ever. (Except for "The Dark Brotherhood," I guess, but we don't talk about that one anymore.) That was 24 years ago. The lack of an in-game canon concerning Knuckles' race is why Ken Penders went hog fuckin' wild back in the Archie day. And I'm sure how all that worked out has been another factor in why Sega is reluctant to explore this stuff, beyond their general strategy of keeping characters vague to maximize public appeal and leave their corporate mascots unsullied. 

We are possibly, finally moving past that reluctance now. "Sonic Frontiers" provided a definitive origin for the Chaos Emeralds. This issue suggests perhaps, maybe, we might be getting some information about Angel Island and what the hell happened to the echidnas soon. That a big chunk of this issue revolves around Knuckles returning an ancient echidnan relic to an altar certainly suggests we might get more stuff like that soon. There's no answers now and I'm skeptical any will come quickly. We've been teased many times before. But the fact that issue 62 features this stuff at all is surprising. Surely Flynn is going somewhere with this, right?












Honestly, Knuckles having a main role in the comic again is kind of surprising. Aside from a story in last year's annual, the echidna has been largely unseen around here since the Metal Virus Saga ended. I assumed this was another example of Sega really insisting the characters toe the corporate line. Thus, Knuckles must always be focused on guarding the Master Emerald and nothing else. His presence here might be another clue that these regulations are starting to loosen up. 

Whatever the reason, I'm really happy Knux is back. Most of this issue is built around him and Amy talking while exploring the island. The need for action beats – in the form of the ground giving out under Amy's feet not once but twice – interrupt the conversational flow. That's awkward but the slower paced, character focused approach is really appreciated otherwise. (Especially after the underwhelming, action heavy last arc.) This issue really emphasizes what a good pair Knuckles and Amy are. Amy is supportive, outgoing, friendly. Knuckles is a shy loner, which he covers up with tough guy bravado. She gets him out of his shell. His gruffness is a nice contrast to her sunniness. Even if the dialogue here is a little too focused on putting plot points to bed, Flynn writes some likable banter for these two.  













The other plot thread in this issue also does something "Sonic" comics are always in need of. That would be expanding the non-Eggman related rogues gallery. I thought Clutch was just a gangster previously but it turns out he's something much worst: A businessman. We find out in this issue that he runs a company devoted to cleaning up the aftermath of Eggman attacks and salvaging whatever weapons they can. He wants Mimic to sneak into the Restoration to get at their hidden horde of Eggman tech. That makes him a different type of villain than what we've seen thus far. He doesn't want to rule the world or conquer anything, like Eggman, Starline, or Zavok. He's not motivated by personal grudges, like Surge or Mimic is. He just wants to make himself more powerful. Giving Mimic more depth – further establishing him as Tangle and especially Whisper's archenemy – is also much appreciated. 

I do have to question the Restoration's recruitment process though. This guy they know nothing about walks in, gives them very little information about himself, and he's immediately accepted on a trial basis. I get that this is a kids comic and that nobody wants to bore the audience with a job interview and resume process. Let's get into the story as quickly as possible, right? Yet it does strain believability a little that Mimic, as Duo, more-or-less just walks into the Diamond Cutters' office and immediately gets accepted. You'd think the good guys would be a little more cautious about that, especially when they have a known enemy who can shapeshift! 


I also can't help but wonder if this particular plot thread would be a little more compelling if we didn't know Duo was actually Mimic. That would've made for a nice reveal a little later on, ya know? In general, it remains to be seen if Flynn can bring these divergent plot threads together in a satisfying way. Right now, Amy and Knuckles' business on Angel Island and Mimic's attempt to infiltrate the Restoration are totally unrelated. The next issue looks to be bringing Silver into things and adding another storyline with Sonic and Blaze, so maybe these events won't tie together at all. Is that sloppy or naturalistic writing? I can't tell yet. 

Overall, I liked this issue. Yeah, the dialogue is a little heavy on the exposition. Yet Flynn sneaks in enough cute character interactions to keep it from reading like a checklist of plot points. Single panels devoted to Knuckles and Amy bantering, or Lanolin getting annoyed at Tangle's incessant paddle-balling goes a long way. Thomas Rothlisberger's artwork is spirited and expressive, in a way that really enlivens the proceedings. Whether it comes together into a satisfying whole, or leads to bigger and more meaningful moments, remains to be seen. Flynn is, in general, much better at setting up a story than bringing it all together. Yet we are off to a likable, intriguing start here. [7/10]