Torchwood Season One

It took a while, but we recently finished the first season of Torchwood, the Doctor Who spin-off about a team in Cardiff, England defending the planet against alien incursions, and featuring Captain Jack Harkness, the occasional guest-star of Who. As I’ve done with Who, I’ll list the first season episodes in order of most to least favorite, and as usual my comments below will contain spoilers.

  • Captain Jack Harkness (written by Catherine Tregenna)
  • Ghost Machine (Helen Raynor)
  • Out of Time (Catherine Tregenna)
  • They Keep Killing Suzie (Paul Tomalin & Dan McCulloch)
  • End of Days (Chris Chibnall)
  • Countrycide (Chris Chibnall)
  • Random Shoes (Jacquetta May)
  • Greeks Bearing Gifts (Toby Whithouse)
  • Combat (Noel Clarke)
  • Everything Changes (Russell T. Davies)
  • Small Worlds (Peter J. Hammond)
  • Cyberwoman (Chris Chibnall)
  • Day One (Chris Chibnall)

A friend of mine said on Facebook that you have to look at Torchwood as a guilty pleasure. That would be fine – since much of this season is very poorly written – except that I already tend to see Doctor Who as a guilty pleasure, and Torchwood is a big step down from it, so where does that leave it?

The most frustrating thing about the show is that the Torchwood team are mostly incompetent, which is a big change from most shows of this type where the government organization protecting us from the unknown is instead highly competent. But this isn’t really a theme of the show, it’s just a lever used for the stories: The characters are incompetent, so they do stupid things, and that results in problems.

So, for example, in “Cyberwoman”, Ianto has been hiding his half-cyberized girlfriend in the basement of Torchwood since the Battle of Canary Wharf back in Doctor Who season three. He doesn’t really have a plan to reverse her condition, and he certainly doesn’t trust that his co-workers would help him. Naturally it all goes disastrously wrong once she gets loose. Or the first episode, “Everything Changes”, when the characters are making selfish use of the alien artifacts that Torchwood has access to even though Captain Jack’s told them not to. All this would make more sense if the team were more of a research organization, but that’s not really what they do, and it’s certainly not what they’re set up to do. This pattern continues through the season finale, “End of Days”, when the whole team turns against Jack to do something remarkably stupid which puts the whole world at risk. I can’t count the number of times I said, “Maybe next time you’ll listen to Jack!” at the television during the season.

Not that Jack is a whole lot better, since he’s written very erratically. He’s certainly the most competent character in the group (although Tosh is okay; she’s a fair sight better than Gwen, Ianto and Owen), but he also swerves from being empathetic to being very callous and uncompromising. It’s like the writers couldn’t decide if they wanted him to be a tough-as-nails leader, or more of a heroic figure like the Doctor.

The season’s rocky start has one good episode, “Ghost Machine”, and a decent one, “Countrycide”. The former is an atmospheric story about a device that can show echoes of the past, while the latter is a creepy horror story whose punchline is very different from what you’d expect. But neither of these are episodes to build a season on; in a better show, they’d be meat-and-potatoes episodes rather than the standouts. And they’re amidst dumb episodes like “Cyberwoman” or the immeasurably stupid “Day One” with its sex-obsessed alien killer (gah!), or the faerie-inspired but muddily-plotted “Small Worlds”.

The series does get better as it goes on, though. “They Keep Killing Suzie” features the forgotten Torchwood member from the first episode coming back to cause trouble, a well-constructed episode that unfortunately peters out with a pointless chase sequence at the end. “Out of Time” involves some people from 1953 brought forward to the present and having to adjust to a very different era. It’s one of the more thoughtful episodes in dealing with this premise seriously. And the best episode of the season is “Captain Jack Harkness”, in which Jack and Tosh are thrown back to 1941 during the dawn of World War II and have to figure out how to get back even as Tosh is the subject of anti-Japanese sentiment. They also meet, well, Captain Jack Harkness of that era, who’s not at all what they were expecting.

That episode sets up the last episode, “End of Days”, in which the mysterious goings-on turn a promising set-up into the team turning against Jack pointlessly and resolving into another stupid monster story. It’s a bombastic story but it’s frustrating and not very satisfying. And it ends with Jack disappearing to adventure with the Doctor at the end of his third season, which makes the series feel even more like a spin-off which is subordinate to its original series.

Torchwood has all the ingredients to be a solid series, perhaps a little derivative of The X-Files, but with a flaboyant, unusual star character, an inventive visual look to the team’s headerquarters, and an unusual pedigree. But the writing just doesn’t follow through on the series’ premise, and rarely delivers stories that either make much sense on their own terms, or involve characters doing things that seem sensical. Overall, it’s mediocre, and never truly great.

This Week’s Haul

Powered by the love and affection of the Wizard convention circuit, it’s time for another round of reviews:

  • Doom Patrol #4, by Keith Giffen, Justiniano & Livesay, and J.M. DeMatteis & Kevin Maguire (DC)
  • Secret Six #15, by John Ostrander & Jim Calafiore (DC)
  • Astonishing X-Men #32, by Warren Ellis, Phil Jimenez & Andy Lanning (Marvel)
  • Immortal Weapons #4 of 5, by Duane Swierczynski, Khari Evans, Victor Olazaba & Allen Martinez, and Hatuey Diaz (Marvel)
  • Nova #1, by Dan Abnett, Andy Lanning & Andrea DiVito (Marvel)
  • The Secret History book six, by Jean-Pierre Pécau & Igor Kordey (Archaia)
  • Absolution #3 of 6, by Christos Gage & Roberto Viacava (Avatar)
  • The Unknown: The Devil Made Flesh #2 of 4, by Mark Waid & Minck Oosterveer (Boom)
  • Age of Reptiles #1 of 4, by Ricardo Delgado (Dark Horse)
  • Witchfinder: In The Service of Angels #5 of 5, by Mike Mignola & Ben Stenbeck (Dark Horse)
  • The Boys #36, by Garth Ennis & Darick Robertson (Dynamite)
  • Star Trek: Romulans: Schism #3 of 3, by John Byrne (IDW)
Doom Patrol #4 I admit it: I’m a sucker. I signed up with my comics shop for DC’s Blackest Night promotional ring giveaway. It’s not like I don’t have enough random crap around my house that I need a bunch of plastic rings, but something about the idea appealed to me just enough to sign up. The catch is that I’ll buy single issues of a bunch of comic books I don’t usually buy, so we’ll see if any of them are good enough to me to keep buying them. And you get to go along for the ride with me!

And I’m far from the only one jumping on this bandwagon: Lots of other people have, too, which means a big sales spike for some DC titles. Which probably means more of this promotional gimmick in the future. But that’s okay, I don’t have to buy into any more of them if I don’t want to.

Doom Patrol is the latest incarnation of the venerable Silver Age comic featuring normal people who acquired super powers which made them outcasts from the rest of society. At its best, the series plumbed the depths of this premise better than its Marvel counterpart, The X-Men; at its worst, it was routine superhero fare. Not a bad legacy for a book that was – aside the bizarre Grant Morrison run in the 80s – a B-list title. But as with many such titles from DC, the book has a history so convoluted I really can’t figure out its continuity, including a re-launch by John Byrne (which I skipped) which seemed to throw all previous continuity out the door (which, honestly, is fine with me) and return to the original cast of Robotman, Negative Man, Elasti-Woman and the Chief. Apparently Infinite Crisis restored the team’s previous continuity, which makes absolutely no sense to me, and it appears from the Wikipedia article that DC went to greater-than-usual lengths to explain away the inconsistencies. Sigh.

So this issue – which features the deceased members of the “new” Doom Patrol of the late 70s coming back to fight the “new original” team of this decade – makes my head hurt, since I understand just enough of the continuity to know who these people are, but not enough to be able to make any sense of how these two teams could coexist in their current state. Would it be easier for a new reader to make heads or tails of this book, or harder? I really have no idea.

Is the story any good? Well, it’s not awful, but it’s little more than a collection of disparate fights, and I don’t have enough attachment to any of the characters to feel the emotions that I’m presumably supposed to feel about the dead characters coming back, and honestly the main Blackest Night title has pretty much gone the distance with that premise anyway. The issue ends on a cliffhanger which is interesting enough that I just might buy the next issue, but it’s a close thing. As an introduction to the series, this issue isn’t a very good one. The art by Justiniano and Livesay (what is it with single-name artists these days, anyway?) is pretty good, solid, dynamic, stylistic enough to grab my attention, especially in the last two pages. If you like Doug Mahnke’s or Ariel Olivetti’s art, you’ll find the art here to your taste.

The issue features a back-up story by the creative team of Justice League International introducing a set of fembot villains for the Metal Men, another B-list team of Silver Age heroes, and who barely appear in the story. I wasn’t a fan of the jokey nature of the JLI era, so this story didn’t do much for me. (As back-ups go, the Blue Beetle story in the back of Booster Gold has been much better.)

So I can’t recommend Doom Patrol #4 for anything more than the promotional ring.

Age of Reptiles: The Journey #1 Ricardo Delgado published two Age of Reptiles mini-series a decade or so ago, and as an unreformed childhood dinosaur lover, I loved them. They’re serious “this is what it could have been like” stories of the giant lizards hunting, eating, fighting, protecting their young, only a little anthropomorphized to give the story a plot. Delgado’s artwork brings the creatures to life like nothing else I can recall seeing. They’re well worth seeking out.

Now the reptiles are back in The Journey, the first issue of which has left me slightly baffled. As you can see from the cover to the left, all the animals seem to be heading somewhere, and there are hints inside that they might be looking for warmer climate as the earth cools, and the mix of beasts could be from the late Cretaceous period. But the story seems a little buried in the set-up. Still, as I recall from the first two series, it’s the whole that matters, not just the individual issues.

Delgado’s art is still great, although it seems a little less detailed than in the past. Maybe my expectations for this series were so high that I was bound to be disappointed by the first issue. But I’ll still be picking up the whole thing, so check back in a few months to see if the whole outweighs the sum of the parts.

Witchfinder: In the Service of Angels #5 I’ve been on the Hellboy bandwagon for so long that I guess I’m just jaded. Some of the stories are very good, most are okay, few are bad. When push comes to shove, Witchfinder is closer to the “bad” end of the spectrum. Sir Edward Grey was a (fictional) occult investigator in the Victorian era, much like Hellboy in the 20th century. His adventure in this 5-issue series just didn’t make a lot of sense to me, trying to stop a demon killing people in London by reuniting it with its bones, and with various occult stops along the way. The story was too convoluted for me to sink my teeth into, and there wasn’t a single character worth caring about. Overall I think the series was just too clever for its own good, and it lost sight of telling a good story.
Star Trek: Romulans: Schism #3 John Byrne’s Star Trek Romulans series apparently comes to an end this month, a bit to my surprise as I’d thought this was going to be another 5-issue series.

As I’ve said before, Byrne’s telling easily the most entertaining Star Trek stories I’ve read in years, maybe decades, and he has the visual look of the classic Trek series down pat. His Romulan story has been a shadow history of the Klingon/Romulan alliance implied by the third season of classic Trek. The Hollow Crown described how the Klingons engineered the death of the Romulan Emperor to put their own puppet on the throne to get around the Organian Treaty forced on them with the Federation. Schism is the other end of that story, as hostilities among the Klingons, Federation and Romulans come to a head in a fairly nifty (and wonderfully well-illustrated) space battle.

The only real downside to the story is that it ends rather abruptly, with a literal deus-ex-machina with no believable explanation for why it didn’t arise previously. The story ends seemingly setting up yet another arc in the same storyline, but I understand this is the last chapter, so I’m not quite sure what’s going on.

That’s really the achilles heel in Byrne’s Trek stories: They’re entertaining, but the endings are abrupt, ambiguous, and/or perplexing so it’s hard to see what the point of the story is. It’s frustrating, even as light adventure fare (which after all is what Star Trek is). All the pieces are intriguing enough that if Byrne keeps writing ’em and IDW keeps printing ’em then I’ll keep publishing ’em, hoping that eventually all the pieces fall into place and he produces a truly great one.

This Week’s Haul

And… we’re back! A bumpy ride for the server the site’s hosted on has slowed down getting much done around here, but it doesn’t stop me from buying new comics, no sir!

  • Astro City: Astra #2 of 2, by Kurt Busiek, Brent Anderson & Alex Ross (DC/Wildstorm)
  • Blackest Night #4 of 8, by Geoff Johns, Ivan Reis & Oclair Albert (DC)
  • Green Lantern #47, by Geoff Johns, Doug Mahnke & Christian Alamy (DC)
  • Justice Society of America #32, by Bill Willingham, Matthew Sturges & Jesus Merino (DC)
  • Madame Xanadu #16, by Matt Wagner, Amy Reeder Hadley & Richard Friend (DC/Vertigo)
  • Guardians of the Galaxy #19, by Dan Abnett, Andy Lanning & Wesley Craig (Marvel)
  • The Incredible Hercules #137, by Fred Van Lente, Greg Pak & Rodney Buchemi (Marvel)
  • Nova #30, by Dan Abnett, Andy Lanning, Kevin Sharpe & Nelson Pereira (Marvel)
  • FreakAngels vol 3 TPB, by Warren Ellis & Paul Duffield (Avatar)
  • Ignition City #5 of 5, by Warren Ellis & Gianluca Pagliarani (Avatar)
  • Abe Sapien: The Haunted Boy, by Mike Mignola, John Arcudi & Patric Reynolds (Dark Horse)
  • Dynamo 5 #25, by Jay Faerber, Mahmud A. Asrar & others (Image)
Astro City: Astra #2 One way to look at superhero comics history in the so-called Marvel Age of Comics is that Stan Lee and his bullpen humanized heroes by giving them down-to-Earth problems in the 1960s (Spider-Man being the prime example), and creators of the late 70s and early 80s took the next step by – essentially – turning team comics into ongoing soap operas involving the relationships among the crimefighters (the new X-Men and the New Teen Titans). One could see that the next logical step in that progression might be for heroes to have lives and problems which are directly reflective of those of real people, whether they’re your everyday Joe or a worldwide celebrity. But instead comics went in a different direction, moving towards stories based primarily in shock value (violence, sex, gore, and zombies) and incestuous continuity for the hard-core fan. Rather than bringing the content of comics closer to the mainstream, this served to get comics noticed by the mainstream, and then marginalized as commercial art form more than ever before, as sales over the last 15 years have been at historic lows.

Disregarding any oversimplifications I’ve made, the two part Astro City special featuring Astra is arguably a glimpse of how comics could have gone. Astra is a worldwide celebrity with the problems of being a worldwide celebrity – problems you rarely see, say, the Fantastic Four having to deal with – such as trying to figure out what to do with her life after college, under intense media scrutiny which doesn’t always regard her in a heroic light. The genius of Kurt Busiek‘s series is that he considers the natural implications of what a world full of superheroes means, without making it a grim and depressing world as one sees in Watchmen or its legions of descendants. As Astra gives her boyfriend a tour of a slice of her life, we see both the wonders she’s experienced and the downsides of being a famous superhero. Busiek is the best in the business at presenting such nuances with a minimum of authorial judgment, resulting in a rich world full of crunchy notions for the reader to think about. There’s really nothing else like it in comics.

That said, the Astra story was a little disappointing in that Busiek took what I thought was a disappointingly cheap shot in the development of Astra’s relationship with her boyfriend. I saw it coming pages away, and thought, “Geez, I hope that’s not the way this story is going”, but it was. Even making what I thought was this poor choice, Busiek still handles it elegantly, but it still made the story less than I’d hoped.

Nonetheless, any week with a new Astro City is a good week!

Guardians of the Galaxy #19 Guardians of the Galaxy wraps up its various ongoing storylines this month – but unfortunately it’s not good. Star-Lord’s team returns from the future to learn that Adam Warlock managed to prevent the rift opened at the end of War of Kings from dooming that future, but the price he paid is of being transformed into his own evil future self, the Magus, whom the Guardians must now defeat to save the future again. They do so, but at a very high price: About half of the team is dead by the end of the story.

Boy, where to begin? Guardians as a series has been wrecked by crossovers with Marvel events, especially War of Kings. The characters have never been able to develop as a result, the team having been fragmented for months. The initial promise of Vance Astro arriving from the future and the murky threat of the mysterious Universal Church of Truth have been completely swamped by these later, largely unrelated, developments. The story’s developed so haphazardly that there’s really been no dramatic payoff to any of those elements, and killing off half the cast is a poor reward for fans following the series to this point. (And bringing them back would be even cheaper.)

The artwork in the series has gone steadily downhill, too, with Wesley Craig’s work here being its nadir: Simple, angular linework, extreme facial grimaces, minimal backgrounds, it’s very cartoony in appearance and just doesn’t work for me in the Marvel space milieu.

Its fellow title Nova has held up much better through the various crossovers, moving both its main character and its background forward a little bit each year. Guardians seems to have fallen completely apart, having lost its focus and not replaced it with anything. It’s one high-stakes action sequence after another, and that gets tiresome after a while unless there’s something more coherent holding it all together. But just typing the synopsis of the recent issues made me shake my head at how disjointed it all is. It may be time to bail on this series.

(Incidentally, although Kang the Conqueror appears prominently on the cover and does impact the storyline, he does so as a deus-ex-machina and isn’t even the adversary in the book. Talk about misleading!)

Ignition City #5 Warren EllisIgnition City wraps up this week. Cynical and violent, it’s been sort of interesting in pulling together analogs of old SF heroes into one rather depressing milieu. The story works out a little better than most of what I’ve read from Ellis’ series for Avatar, as I don’t really want to read what Ellis comes up with when a publisher lets him unleash the grotesqueries of his mind, but it’s still a so-so read. The world Ellis has concocted is interesting – after the golden age of spaceflight in the 1930s comes to an end, the remaining spacemen are stranded on the island of Ignition City in the 1950s – but we really only scratch the surface of it. The most interesting bit is a Buck Rogers character who’s depressed because of his glimpse of the bleak 25th century. Mary Raven’s quest to avenger her father doesn’t really measure up to the implied backstories of the other characters.

Gianluca Pagliarani’s artwork is okay, although his characters don’t always have a consistent look and their expressions tend toward the vacant; his renderings of the gritty setting are solid, though.

Overall, not one of Ellis’ stronger works, and I doubt I’ll be on board for any sequels.

Dynamo 5 #25 Jay Faerber is I suppose the reigning king of superhero soap opera comics, first with Noble Causes about a famous team of superheroes and the people they slept with, and now with Dynamo 5, about a team of young heroes who each have one power inherited from their father, Captain Dynamo, who fathered each of them with a different woman, and none with his actual wife, who’s now the team’s mentor. I bailed on Noble Causes early in its run due to an erratic publishing schedule, even more erratic artwork, and a story I couldn’t quite follow. I only gave Dynamo 5 a chance recently, and it’s a much better series, with a consistent artist, Mahmud A. Asrar, who’s entirely capable of drawing a fun, dynamic superhero series, with a bit of a Bryan Hitch look to his style but more of a fluid Alan Davis approach to his layouts.

This issue is apparently Asrar’s last, and the series is going on hiatus while Faeber brings a new artist up to speed. But the first 25 issues are a lot of fun, with characters from different backgrounds with powers that don’t always match their personalities, and the usual frictions among the members. This issue culminates the recent storyline in which the team were stripped of their powers, but in a twist reminiscent of Power Pack, they regain them but each member has a different power than they’d had before. So this is a natural breaking point between Asrar’s run and whatever comes next. It might also be a good jumping-on point for a new reader, save for the aforementioned hiatus, which may well see the series cease to be a regular series and go to some different format. Which would be a shame since that’s one of the things that put me off of Noble Causes.

Drawing comics art is hard work, no doubt about it, especially given the high standards artists working at a modern major company are held to by the company and the readers. (Just look at some of the criticisms I level at artists of comics I read.) So I respect both Faerber and Asrar for trying to figure out how to position Dynamo 5 to continue publication in the future. But on the other hand, options like a “series of mini-series” are very hard to pull off, and I think Robert Kirkman’s Invincible has demonstrated how important it is to have a regular artist who can work a regular monthly schedule and produce quality work as well; there’s really no substitute for it. Heck, the musical artist chairs afflicting some series at DC and Marvel have really hurt those series, too (I’m looking at you, Guardians of the Galaxy). Honestly I think finding such an artist ought to be Faerber’s highest priority for Dynamo 5.

All that aside, if you’re looking for some quality science fiction soap opera, check out the paperback collections of Dynamo 5. And then we can see what direction the series takes from here.

This Week’s Haul

Bloom County: The Complete Library volume 1: 1980-1982 Berke Breathed’s Bloom County was one of the most popular comic strips of the 1980s (the previous “most popular” strip being Garfield, and the next being Calvin & Hobbes). What always perplexed me about its popularity is that, well, for most of its run it wasn’t very good. And most of the best stuff is collected in this volume, the first of five from IDW collecting the whole series.

At the beginning, Bloom County was essentially a satire of small town America, as well as a satire of the rest of America as seen by people in that small town. Rather than commenting on American politics, as Doonesbury did, Bloom County focused on the quirks of pop culture (our inexplicable fascination with the British royal family, for example) and elements of local culture which had gained more visibility in the age of mass communication. But ultimately it shared qualities with many of the best comic strips: It was about its characters, especially smart-alec Milo Bloom, who was a young boy with a weird man apparently struggling to get out, and Michael Binkley, his insecure friend. The early cast also featured Steve Dallas, Cutter John, Bobbie Harlow, Binkley’s penguin Opus, Milo’s grandfather the Major, the perpetually-drunk Senator Bedfellow (maybe the best character name in the history of humor strips), Binkley’s father, and town busybody Otis Oracle. The strip was frequently off-the-wall, with a manic energy unlike most other strips in history. Breathed’s art both conveyed that energy and was more sophisticated than your traditional humor strips of the day (contrast it with the simplistic, repetitive art of Garfield, for instance).

For me, though, the series’ downfall arrived early, in the form of Bill the Cat, a self-conscious parody of Garfield which seemed to utterly miss the point that taking something that wasn’t very funny to start with (yet was inexplicably popular) and making it a little disgusting besides was, well, not very funny, yet still disgusting. Bill showed up in June 1982, and was immediately not-funny. Breathed would eventually use Bill to explore the excesses of popular culture, and he continued to be shocking unfunny, a character purchased after his sell-by date. Over time, Breathed phased out Bobbie Harlow (the character most responsible for character-based humor in the early strips), as well as Oracle, Bedfellow and the Major (three of his best tools for satirizing the narrow-minded right wing), leaving the cast with a group of eccentric characters largely devoid of warmth or meaning. Occasionally Milo would show signs of his early life, but the strip revolved around Opus and Bill, which just wasn’t as much fun. (The less said about the sequels to the strip, Outland and Opus, the better; both were largely unreadable and completely unfunny.)

Despite all this I’ve been looking forward to this volume since it was announced, as it collects many strips which – as far as I know – haven’t been printed since their first newspaper run, and are from the period of the strip I enjoyed the most, those earliest years: Steve Dallas and Cutter John competing for Bobbie Harlow’s affections, Binkley’s insecurities, Milo as both the voice of reason and the journalistic hack hunting for Senator Bedfellow’s head, and the weird individuals inhabiting the rural community of Bloom County.

I doubt I’ll pick up more than one volume after this one, but really, this one is all you need. It holds up pretty well 30 years later, its dated subject matter feeling more quaint than irrelevant, and it’s funny stuff. And as usual for IDW, it’s an attractive hardcover book, with an introduction and occasional strip comments by Breathed. A wonky chronicle of an unusual era, for both America and for comic strips.

This Week’s Haul

What does a mediocre week at the comics shop look like? A lot like this.

Fables is an A-list title whose story isn’t really exciting me, and The Marvels Project feels like a well-done re-hash of any number of Marvel history navel-gazing series from the last 20 years. All the rest are solid meat-n-potatoes titles which I enjoy but I don’t necessarily look forward to. The best series here is probably Booster Gold, whose ongoing storyline is quite interesting, but it fights against Dan Jurgens’ awkward storytelling and dialogue.

So why do I buy all these books? Well, honestly they are all entertaining “enough” to keep reading. Green Lantern Corps and Secret Six are relatively new additions to my list so I’m still trying them out, but neither is yet rocking my world. (GLC‘s early issues, which I read in collection, were quite good, but the series has lost its focus because of all the damned crossover events.) The Unwritten has a lot of potential, but is only starting to explore it, and I fully expect it’ll be a year or two before I decide whether it’s worth it. And I am honestly running out of steam on the Hellboy/B.P.R.D. line, and am really hanging on at this point because apparently it will be reaching a climax within the next year.

Still, even mediocre comics are better than no comics!

  • Booster Gold #25, by Dan Jurgens & Norm Rapmund (DC)
  • Fables #89, by Bill Willingham, Mark Buckingham & Steve Leialoha (DC/Vertigo)
  • Green Lantern Corps #41, by Peter J. Tomasi, Patrick Gleason, Rebecca Buchman, Keith Champagne & Tom Nguyen (DC)
  • JSA vs. Kobra #5 of 6, by Eric S. Trautmann, Don Kramer, Neil Edwards & Michael Babinski (DC)
  • Secret Six #14, by Hail Simone, Nicola Scott, Carlos Rodriguez, Doug Hazlewood & Mark McKenna (DC)
  • The Unwritten #6, by Mike Carey & Peter Gross (DC/Vertigo)
  • The Incredible Hercules #136, by Greg Pak, Fred Van Lente, Reilly Brown & Nelson DeCastro (Marvel)
  • The Marvels Project #3 of 8, by Ed Brubaker & Steve Epting (Marvel)
  • B.P.R.D.: 1947 #4 of 5, by Mike Mignola, Joshua Dysart, Gabriel Bá & Fábio Moon (Dark Horse)
  • Hellboy: The Wild Hunt #7 of 8, by Mike Mignola & Duncan Fegredo (Dark Horse)
Secret Six #14 Secret Six wraps up its latest story arc, “Depths”, in which the team was hired as muscle for a maximum-security prison and slave trading operation by a shady character named Mr. Smyth. The prison has imprisoned Artemis (the former substitute Wonder Woman) and a group of Amazons who attacked the US a few years back, and is operating with the blessing of governments who want to get such dangerous individuals out of their hair. There are some other nasty secrets around, too, as the team learns when Wonder Woman shows up to rescue her sisters and is defeated by the Six, leading to a schism among the team as to whether they should fulfill their contract or not sell their souls quite so cheaply.

Gail Simone’s script is pretty intense: The Six are all mercenaries with their own sense of morality, but who often find the people who hire them or fight them are a little too nasty for even their hardened sensibilities. As the Six one-by-one turn against the man who hired them, you get a sense of how callous each member is – or how much a sense of obligation outweighs a sense of morality for each one. As he was in John Ostrander’s Suicide Squad, Deadshot is usually the most entertaining character, as he seems utterly amoral most of the time, but every so often (perhaps too inevitably) he says “fuck it” and changes sides. He’s given a run for his money in this series by Ragdoll, who seems equally amoral but less intense.

Simone does a good job navigating the plot and unstable characterizations, but it feels like something’s missing from the series. Unlike Suicide Squad, these characters are unlikeable to a man; a few are perhaps borderline admirable in their convictions, but it’s difficult to see them as “heroes in their own minds”, and honestly if they all got killed off it would be hard to shed a tear for any of them. Maybe it’s the fact that the series works so hard to keep all six in the gray area between good and evil, the lack of a sense that any of them are moving in one direction or another, makes it less satisfying than it might otherwise be.

Incredible Hercules #136 This month’s Hercules is pretty funny – a welcome change for a series which often tries to be funny, but isn’t really all that funny. For instance, the set-up to get to this issue was pretty uncomfortable at times. But the payoff is hilariously silly: Hercules pretending to be Thor fights Thor pretending to be Hercules in a big fight scene filled with great facial expressions (penciller Reilly Brown does a bang-up job on the art) and very silly sound effects (helpfully scanned by Greg Burgas for his own review – go take a look).

This issue is a high point in a series which has been dragging lately (by contrast, Chris Sims thinks it’s “the single best comic on the stands today”, although it’s unclear whether he means the series or just this issue): It started out a couple of years ago as a quirky “two buddies against the world” series, but it’s become progressively more lighthearted and this difficult to take its dramatic side seriously. Currently it’s alternating issues between Herc and his sidekick Amadeus Cho (the seventh smarted person in the world, also a teenage boy), which doesn’t work so well when you’re only reading an issue a month. The series feels directionless, and this issue an aberration in being so entertaining.

This Week’s Haul

  • Batman and Robin #5, by Grant Morrison, Philip Tan & Jonathan Glapion (DC)
  • Planetary #27 of 27, by Warren Ellis & John Cassaday (DC/Wildstorm)
  • Criminal: The Sinners #1, by Ed Brubaker & Sean Phillips (Marvel/Icon)
  • Astonishing X-men #31, by Warren Ellis, Phil Jimenez & Andy Lanning (Marvel)
  • Absolution #2 of 6, by Christos Gage & Roberto Viacava (Avatar)
  • Irredeemable #7, by Mark Waid & Peter Krause (Boom)
  • Witchfinder: In The Service of Angels #4 of 5, by Mike Mignola & Ben Stenbeck (Dark Horse)
  • The Boys #35, by Garth Ennis & Darick Robertson (Dynamite)
  • Star Trek: Romulans: Schism #2 of 5, by John Byrne (IDW)
Planetary #27 Once upon a time there was a little comic book series called Planetary. It was part of the Wildstorm universe, nominally (it crossed over with The Authority, for example), but really it was a series that stood on its own: A group of adventurers bankrolled by a large corporation whose head stayed in the shadows explored the secret history of the world.

Okay, I’ll fess up: Ten years ago Planetary was my favorite comic book being published. Well, maybe I liked Astro City as much (and I like Astro City an awful lot), but for a while Planetary was the one I looked forward to the most. In addition to weaving a clever tapestry of a world with an exotic and mysterious background, it was a pastiche of various pop culture settings. The preview was a dark take on the Hulk, and the first issue featured Doc Savage and six other characters of the pulp era, having tried and failed to save the world through superscience in the 1930s, and who were then lost for 50 years. The second issue put a new spin on 50s Japanese monster films, and the third was a spooky Hong Kong action film. And so on. They were smartly written by Warren Ellis, and lavishly illustrated by John Cassaday, both names which were new to me at the time (I’d seen an X-Men mini-series Cassaday had illustrated before, and I hadn’t read Ellis’ Transmetropolitan yet).

The series started out monthly, then went bimonthly. At some point I learned that it was planned to run for 24 issues. The 24th issue came out, then the 25th, then the 26th, which seemed to be the climax of the series, except that it left one dangling thread. Now, several years later, the 27th and final issue is out, resolving that last thread.

The issue itself is a bit of a disappointment, but then, I’ve been waiting for it for almost 3 years, and it is really just the denouement to the larger story, so really it would have been hard to live up to expectations, just because of circumstances. Placed in context with the rest of the series, it’s fine. The issue itself revolves around theories of time travel and time manipulation, as one of the supporting characters was able to warp local time around himself, prior to his disappearance. The team builds a time machine hoping to save him, which leads to some fairly heavy discussion of the nature of time travel (in particular the recently-popular notion that it’s impossible to travel to the past earlier than the invention of the first time machine, and what that implies about the invention of that first machine). It’s a pretty crunchy story with a heartwarming ending.

While Warren Ellis has some reservations about the series, mainly due to some bad things that happened during its run, I think it’s actually one of the two archetypal Ellis stories; it and Transmetropolitan, although superficially quite different, have almost exactly the same themes, and in a broad sense the same approach: They’re both about grumpy old guys who are supremely pissed off at all the wrongs in the world and do whatever they can to try to right them, but under their crusty demeanors they’re both dreamers. While one should always be cautious of reading a work of fiction as representing the views of an author, from everything I’ve read by Ellis, how these attitudes and themes keep reoccurring, I think Spider Jerusalem and Elijah Snow both contain an awful lot of Warren Ellis in them.

At its core, Planetary has been about wonders both known and unknown, and railing against people and forces that would keep those wonders reserved for the elite when they could do so much good – or at least ought to be enjoyed – by everyone. I’m sure a great deal could be written about the fact that one group of privileged superpowered characters – the heroes – are fighting against another such group to bring these wonders to the world, and why should either group have the right to make those decisions for everyone? (There’s a hint of such disagreement being raised at the start of this issue.) To some extent I think Ellis is putting such a point of view out there so it can be debated, but the story itself is espousing that point of view because, well, it’s his story.

You could also view Planetary as Ellis’ argument for why a world full of superheroes wouldn’t have been fundamentally changed: Because someone’s been conspiring to keep the really good stuff from getting out. In this sense, Planetary is the comic book equivalent of Vernor Vinge’s novel The Peace War.

In any event, Planetary has been a great series, lavishly illustrated by Cassaday, beautifully envisioned, and with great re-read value. If you haven’t read it before, start with the first collection. There are 3 collections available, and hopefully a fourth will collect the last 9 issues of the series.

By the way, this final issue has a trifold cover featuring characters from throughout the series. Here’s the whole thing (click to enlarge – it’s big):

Planetary #27 full cover

Liz Williams: Banner of Souls

We read Williams’ novel Nine Layers of Sky for our book group a few months ago. I thought it was pretty good, but it hadn’t been my first choice for books by her to read. That was Banner of Souls, and I finally read it recently, and it’s quite a step up from Layers. It fits in with my high-tech, far-future space opera preferences.

In the distant future, human males are extinct, and women reproduce through the use of technology. (This isn’t an essential part of the book – or if it is, it went over my head – but rather a piece of the setting’s color.) Most of Earth is now under water, and is ruled by the Matriarchy from Mars. The third player in the solar system is Nightshade, a renegade colony at the system’s edge which has either been given or developed very high tech called “haunt tech” which allows certain forms of contact with the afterlife. Their tech has also created the Chain, allowing fast travel to certain points in the system, and they are able to create Kami, which are either souls or constructs which can inhabit a living (or dead) body and make it do Nightshade’s bidding.

Dreams-Of-War, a Martian warrior, is sent to Earth, charged with protecting the young girl Lunae, who was created by her Grandmothers to server a special purpose, and who is being nursemaided by Tersus Rhee, a kappa, one of the underclass on Earth. Lunae needs protection because on Nightshade another girl, Yskaterina Iye, has been created and bonded with a demon-like creature and charged with going to Earth to kill Lunae. None of these players knows why Lunae is special, but we learn that she holds the key to the survival of the human race, beyond these sunset years.

Banner of Souls is an unusual mash-up of SF adventure, horror, and dark fantasy, with high-tech armor, resurrected souls, and genetically-engineered monsters. The fantasy is glossed over with a science-fictional description, which works well enough. In its overall tone, the book feels like it’s just a step removed from Alastair Reynolds’ early work, such as Chasm City.

But Banner mainly an adventure story, with a little bit of mystery as to why Lunae is so important and what the big threat to humanity she’s supposed to stop is. Most of the story involves her and her guardians staying one step ahead of Yskaterina, who’s pursuing her own agenda rather than acting as mere assassin. Yskaterina has resources the others can barely imagine, so at first they don’t know what they’re running from, and then they don’t know what they’re really up against.

The characters are entertaining but not the driving factor, either: Dreams-of-War is the most vivid character, a hard-nosed warrior whose mind has been slightly altered to feel protective of Lunae, but who is still cold and uncompromising. What makes her interesting is that she’s highly skilled, but also vulnerable for having too much reliance on her high-tech armor. To the extent that any of the characters have an arc, Dreams-of-War learns to rely on her own smarts and skills and gain a sense of worth through accomplishment rather than accolades, lessons for which she’s ultimately rewarded.

The other main characters are less compelling: Lunae is little more than a cipher, a fairly generic heroine for whom this would be a coming-of-age story except that there’s no real sense of the transition from childhood to adulthood, as she was fairly mature at the beginning, and seems hardly more mature at the end. Yskaterina starts off as an interesting anti-hero type, but becomes more villainous as the story goes on, and ultimately has her story cut short, for a perfectly good reason given where the plot goes (she’s not what she seems), but it still means her character arc doesn’t really work.

The story doesn’t have any deeper meanings behind it, but Williams’ writing pulls off the dark and melancholy atmosphere of the setting quite well. The pacing is on the slow side, but it mostly works in this setting as there are a lot of details in the background worth savoring. Readers who prefer more action-packed fiction might not enjoy it as much.

Banner of Souls falls short of being a great book: The ending is a little too abrupt, and the fates of the characters lacked emotional resonance, for me. But the world building is quite good, and Williams carries off her ideas convincingly. By contrast, Nine Layers of Sky had a more satisfying conclusion, but most of the book lacked the sense of wonder present here. Between the two books, it seems like Williams has all the pieces necessary for a great SF novel, and I wonder if she puts them together in one of her others.

Michael Swanwick: The Dragons of Babel

I came to this book in a roundabout manner. While I enjoyed Swanwick’s earlier novels In The Drift and Vacuum Flowers, his later ones Stations of the Tide and Jack Faust didn’t do it for me. But Swanwick published excerpts of this book in one of the SF magazines, and I enjoyed both of the ones I read, so I sought this out, only to find out that it took place in the same milieu as his novel The Iron Dragon’s Daughter (though it’s not a sequel), which I hadn’t read, mainly because I’m not a big fan of elves-and-dragons fantasy. So I read Daughter and thought it was, well, okay, but not great (I reviewed it here). Nonetheless, I picked this one up – and liked it a lot!

The high concept of the setting is that even a medieval fantasy setting would progress and go through the industrial revolution, and by the time of Dragons technology has reached something close to modern standards, with big cities, subways, and modern warfare alongside the fantastic creatures of fantasy. Class differences exist not just among individuals, but among different types of creatures (with elves being at the top, of course). Into this world is born Will, a young elf who is being raised in a woodland village until a dragon (basically a flying tank) from the ongoing war is wounded and crawls into Will’s village and takes over. The creature disrupts Will’s life so severely that he’s forced to leave the town, and he joins a pack of war refugees where he befriends a young girl, Esme, and an old confidence man, Nat. The trio make their way to the city of Babel, where Will joins a revolution, becomes an aide to a politician, and works with Nat to pull off what for Babel might be the ultimate confidence trick.

The Dragons of Babel is a coming-of-age story, of course, and also a traditional fantasy arc wrapped in a rags-to-riches story, but Swanwick crafts it so artfully that the clichés are just the structure on which the story is hung. A structure which is also largely episodic, which is why he could carve out pieces to publish in magazine form, and which also serves to mask the simpler structures.

Individual episodes are arresting. The opening sequence with the dragon is as tragic for Will as it is enabling of his character. He gains confidence by joining the mysterious Lord Weary in his revolution against the ruling powers, by working inside the political machine (the episode “A Small Room in Koboldtown” during this phase is a locked-room murder mystery as it could only happen in a fantasy world), and he has to grow beyond his mentor Nat and confront his own identity in order to reach the culmination of his story.

Swanwick’s writing style always has a hint of mythical wonder about it, but he can get down-to-Earth when he wants to, when he does more often here than in anything else I’ve read by him. Will is a fundamentally grounded, practical character who confronts the fantastic things in his life with level-headedness, even though he’s constantly dreaming of a better life for himself. He bridges the gap between the technological side of his world and the fantasy side, bringing everything together more successfully than in The Iron Dragon’s Daughter.

Altogether, Dragons is perhaps Swanwick’s most nuanced, and maybe best, novel. Swanwick seems to approach each novel differently, so it’s probably too much to hope that his next book will deliver more of the same. But it’s got me interesting in seeing where he goes from here.

This Week’s Haul

Actually 2 weeks’ worth of stuff, since I was on vacation for a week:

  • Astro City: Astra #1 of 2, by Kurt Busiek, Brent Anderson & Alex Ross (DC/Wildstorm)
  • Green Lantern #46, by Geoff Johns, Doug Mahnke & Christian Alamy (DC)
  • Justice Society of America #31, by Bill Willingham, Matthew Sturges & Jesus Merino (DC)
  • Madame Xanadu #15, by Matt Wagner & Michael Wm. Kaluta (DC/Vertigo)
  • Power Girl #5, by Jimmy Palmotti, Justin Gray & Amanda Conner (DC)
  • Sleeper: Season Two TPB, by Ed Brubaker & Sean Phillips (DC/Wildstorm)
  • Wednesday Comics#12 of 12, by many hands (DC)
  • Immortal Weapons #3 of 5, by Rick Spears & Tim Green II, and Duane Swierczynski & Hatuey Diaz (Marvel)
  • Guardians of the Galaxy #18, by Dan Abnett, Andy Lanning & Wesley Craig (Marvel)
  • The Incredible Hercules #135, by Greg Pak, Fred Van Lente & Rodney Buchemi (Marvel)
  • Nova #29, by Dan Abnett, Andy Lanning, Kevin Sharpe & Nelson Pereira (Marvel)
  • Echo #15, by Terry Moore (Abstract)
  • The Pound #1, by Richard Moore (Antarctic)
  • The Unknown: The Devil Made Flesh #1 of 4, by Mark Waid & Minck Oosterveer (Boom)
  • Invincible #66, by Robert Kirkman & Cory Walker (Image)
Astro City: Astra #1 If you haven’t read Astro City before, or the long delays in publishing The Dark Age have put you off it (or if you just didn’t like it, which I could believe), then this 2-part special Astra is a good point to jump on. Astra is the daughter in a Fantastic Four-type team of superheroes, having previously appeared as a young girl in a good 2-parter a decade ago. Well, now she’s all grown up and is graduating from college, trying to figure out what she wants to do next. You’d think this would be easy for a world-famous superheroine and theoretical in-line-for-the-throne of two exotic kingdoms, but it’s more complicated than that for Astra. This story is very much in keeping with Kurt Busiek’s explorations of the personal nature of living in a world with superheroes.

As Mike Sterling notes, the cover of this issue isn’t a great advertisement for people seeking out the comic; it’s a cute idea, but for a series now trying to reestablish itself on a regular schedule, they should have gone with something more traditional.

Sleeper: Season Two I quite liked the first volume of Sleeper, so I snapped up the second volume as soon as it came out. The first was about a superpowered character, Holden Carver, who was put into deep cover by his spy organization into an international crime organization, but when his boss went into a coma he was left on his own and had to grapple with the fact that he probably wasn’t going to come in from the cold but he wasn’t one of the bad guys either, even though he started to befriend several of them. At the end of that volume, two things had happened: He had pretty much given up on ever coming back to the side of the good guys and had risen in the ranks of the crime group, and his former boss came out of his coma.

So while the first volume followed Carver’s descent into darkness as he adjusted to being on the side of the devils, the second volume dangles hope of redemption in front of him, even as he realizes that the guys he used to work for weren’t exactly angels themselves, and that the only way out is to somehow get away from both of them – a good trick since the leaders of both groups are highly talented planners and manipulators who are using him as a double agent to get at each other.

Although the novelty of the idea has worn off by this volume, Ed Brubaker still spins an intense yarn as Carver plays both ends against the middle in an intensely dangerous game, trying to out-think the thinkers, and bringing the series to its conclusion. As I said in the first volume, it required a big finish, and it gets one, although Carver’s ultimate fate ends up being a little disappointing (Zack Overkill’s ending in Incognito was much more satisfying). But Brubaker’s hard-edged plotting means he really has few options available unless he decides to change some of the rules at the last minute, which isn’t the sort of thing he does; Brubaker always does his best to play fair with his readers. Sean Phillips’ art is terrific, as always, not too flashy (and the super-beings in the story don’t have flashy powers), and very, very dark, as befits the story. If you like Michael Gaydos’ artwork (e.g., on Marvel’s Alias), well, Phillips’ is all that and a lot more.

Sleeper might be Brubaker’s best work, but not by much; Criminal and Incognito were both very good, too. In any event, if you like dark superhero stories and criminal noir yarns, then you should definitely check out Sleeper. It took a while, but Brubaker’s definitely won me over as a fan.

(Hmm, I wonder if this means I should check out Brubaker’s mainstream work for Marvel? I read X-Men: Rise and Fall of the Shi’ar Empire and thought it was okay, but his Captain America series has been very well received and I haven’t done more than thumb through that.)

Wednesday Comics #12 With the final issue of Wednesday Comics, I’ll run down the series, in order from what I think was best to worst:

  1. Flash: Clearly the top of the class of the series, Karl Kerschl played around with story structure, sometimes a little too much, and the ending felt abrupt and a little confusing. However, his artwork was solid-to-excellent, and his handling of the characters of Barry and Iris evoked the Flash’s adventures of the 60s and 70s without feeling dated. I’ve never seen Kershl’s work before, but I’ll keep an eye out for it in the future.
  2. Strange Adventures: I’ve had mixed feelings about Paul Pope’s work in the past, and the first half of the story here felt pretty pedestrian, a straightforward “back to basics” yarn for Adam Strange (who originally was just a step away from being a rip-off of John Carter of Mars). Pope won me over with the second half, with the twist he threw in (Strange is an aged archaeologist on Earth, a young hero on Rann) and how he worked it into the story. He brought it in for a graceful landing, and made me think I’d be happy to read an Adam Strange (or Doctor Fate) series by Pope. Well done.
  3. Supergirl: Jimmy Palmiotti’s story was light and amusing, and had no pretensions of being more than that. Conner seems to be the ideal artist for Palmiotti’s flights of fancy, as we’ve seen in Terra and Power Girl. The last page has a cute twist to it. It’s a big step down from the two stories above, but I still enjoyed it.
  4. Kamandi: I’m not a fan of Jack Kirby’s DC creations, as I’ve said many times before, and Dave Gibbons’ story is trivial and generic. What raises this series above the others is Ryan Sook’s amazing artwork. I’ve seen him develop for a few years now, since his work on Mike Mignola’s Jenny Finn, and this is hands-down the best work he’s ever done. If he’s up for a monthly book, someone ought to pair him with a top-flight writer and put him on a top property, because he’s really that good.
  5. Deadman: An uneven story by a couple of guys I’m not familiar with. It seemed to evoke the Dini/Timm animated cartoons in its look, and it was a pretty straightforward Deadman story overall; it would have fit in well with his shorts in Adventure Comics circa 1980. Pretty good, not great.
  6. The Demon & Catwoman: This story meandered all over the place, and felt like a rehash of any number of Demon stories I’ve already read. Brian Stelfreeze’s art was interesting, since I’ve don’t think I’ve seen him do line art before, just painted work. I’d be happy to see more of it. A few nice moments sprinkled through the otherwise pedestrian script, though.
  7. Green Lantern: A yawner of a script by the usually-reliable Kurt Busiek, although Joe Quinones’ New Frontier-esque art was good. Like the previous story, it had a few good moments sprinkled in, but this was a run-of-the-mill series.
  8. Metal Men: Also run-of-the-mill, which was probably more than most people expected from Dan Didio, whose fiction writing I don’t think I’ve ever seen before. Jose Luis Garcia Lopez is always good for some boffo artwork, though.
  9. Sgt. Rock: Utterly routine story by Adam Kubert, with art that looked like it was phoned in by Joe Kubert. Too bad.
  10. Metamorpho: Neil Gaiman and Mike Allred mostly play around with story structure, very self-consciously. The basic story wasn’t very much, and the structural experiments weren’t very interesting to me, so I don’t count this as a big success. A nice try, though.
  11. Hawkman: Mostly-lovely artwork by Kyle Baker completely sunk by his wretched story and awkward script, complete with an abrupt ending. Probably the biggest disappointment in the series.
  12. Teen Titans: A “nice try” of the story with a twist that came too late to save it, and artwork in a style that doesn’t appeal to me, with an unsympathetic coloring job. The last page doesn’t even feel like an ending, and it ends on a cliché.
  13. Batman: Nice Mazzucchelli-esque art, but Azzarello’s script meandered around the edges of the story, going for a noir feel without any of the impact I expect from noir-ish stories. And ultimately I just didn’t care about the story being told, as the characters were too superficial.
  14. Superman: John Arcudi’s story, about aliens making Superman doubt his identity, just felt completely wrong for the character, so wrong that even revealing what was going on didn’t make me believe in it. Lee Bermejo’s art didn’t work for me at all, with a coloring job that made the pictures look ridiculous. This one just missed on every level, and it didn’t even feel like a Superman story. An Atomic Skull story would have been a step up.
  15. Wonder Woman: Ben Caldwell seems pretty talented (this is my first exposure to his work), but his approach to this story didn’t work for me at all: Way too many panels, very little detail, too many words, and layouts that rendered the whole thing basically unreadable. He seemed to be actively working against the format. I think I gave up after the second page.

So what about the package as a whole? Well, it was very uneven, and it was disappointing that only 3 of the 15 stories were more than mediocre, and there were so many that were just blah, indeed that fully a third of them were downright bad (okay, Sturgeon’s Law applies, but still, disappointing). The art in the series was generally good, but the writing really fell down, time after time, either trying and failing to be meaningful (Superman), being too lightweight (Green Lantern, Metal Men, Sgt. Rock), or trying to be clever about working with the format but failing (Batman, Hawkman). The best strips told stories with their own unique twists or structure, which worked within the page-a-week format but weren’t self-conscious about it.

If DC tries an experiment like this again, I doubt I’d pick it up unless it looks like they’re putting a new twist on it, or the stories appear to be significantly better. Overall I don’t think Wednesday Comics was a successful experiment, and I think it will be quickly forgotten. So far DC hasn’t come close to the artistic success of 52 in their later weekly series.

The Unknown: The Devil Made Flesh #1 Last month, I was disappointed in the ending to the first series of Mark Waid’s The Unknown, as the story ended in an unsatisfying manner. But this first issue of the new series has me excited for what Waid is doing.

In the first series, James Doyle is hired as an assistant and bodyguard to Catherine Allingham, the world’s greatest detective – who has six months to live. Naturally she’s become fascinated by things involving life extension, death, and the soul, perhaps obsessed. In this issue, Doyle is on his own, being hired as a security guard for a park where Allingham will also be present – but Doyle has no memory of meeting her. Moreover, it’s a year later. And Allingham is hiring a new assistant. Doyle starts to regain his memory, and realizes that many things are not right, and he starts investigating why.

This is quite a hook for the series, and explains why the first series was merely set-up; in its way, it’s as big a revelation as the big surprise in Invincible ten issues in, only here it’s the set-up for the story going forward. On top of that, this issue ends on a big cliffhanger.

Waid’s got me. I’m hooked.

This Week’s Haul

  • Batman and Robin #4, by Grant Morrison, Philip Tan & Jonathan Glapion (DC)
  • Blackest Night #3 of 8, by Geoff Johns, Ivan Reis & Oclair Albert (DC)
  • The Brave and the Bold #27, by J. Michael Straczynski & Jesus Saiz (DC)
  • Ex Machina #45, by Brian K. Vaughan & Tony Harris (DC/Wildstorm)
  • JSA vs. Kobra #4 of 6, by Eric S. Trautmann, Don Kramer & Michael Babinski (DC)
  • Hercules: Prince of Power HC, by Bob Layton (Marvel)
  • Wednesday Comics #11, by many hands (DC)
  • Unthinkable #5 of 5, by Mark Sable & Julian Totino Tedesco (Boom)
  • Star Trek: Romulans: Schism #1 of 5, by John Byrne (IDW)
  • Atomic Robo: Shadow From Beyond Time #5 of 5, by Brian Clevinger & Scott Wegener (Red 5)
The Brave and the Bold #27 J. Michael Straczynski starts his long-awaited run on The Brave and the Bold this month. The comics blogosphere’s reaction to this assignment was basically, “Wait, DC signs one of the biggest names in comics and assigns him to a book whose sales were in a slump the last time big name creators were on it, and has been slogging along through limbo ever since?” B&B was thoroughly Mark Waid’s book, and honestly it should have been cancelled when he left it (although some of the interim stories have been decent). But why put Straczynski on it? Did he request it, to be able to have his own sandbox to play in? Who knows?

The story itself is merely okay. It features Batman and the extremely obscure character from the original Dial H For Hero, and it’s a thin story with a rather simplistic moral about doing something with one’s life.

I’ve written several times before about my criticisms of Straczynski’s comics work, as much as I loved Babylon 5, and this issue is towards the lower end of his comics work. If all he’s going to do in B&B is write a few unconnected stories, then I don’t think it’s going to be worth it. Meanwhile, we’ll see how well he keeps up with the schedule, inasmuch as Thor was consistently shipping late and The Twelve – perhaps his best comics work – seems to be on hiatus. And, more importantly, whether he has a plan for what to do with a series with such a scatterbrained premise.

Wednesday Comics #11 It’s a little hard to believe that Wednesday Comics is coming to an end after one more issue, given that some of the stories feel like they’re not even close to being done after this issue. Superman, even though it’s been a terrible story, feels like it’s about to turn into the second half of the story after the cliffhanger here. Supergirl has been much better, but with her facing down aliens as her super-pets arrive on the scene seems like it’s setting up for several more pages, too. And then there’s Hawkman, which has a climactic moment this page, but then Kyle Baker’s over-the-top writing in this story has featured a climactic moment every other page. But I don’t see how Baker’s going to pull together Hawkman, Aquaman, an alien invasion, and DInosaur Island together into a satisfying finish in one more page. Of course, the writing’s been on the wall for weeks that Hawkman would be a terrible story.

In other episodes, Strange Adventures has a neat touch in dealing with its villain this issue. And although I haven’t read Wonder Woman in weeks, this week’s page finally makes good use of the large-page format with a nice 2/3-page spread. Too bad I’ve long since stopped caring.

Next week we’ll see how things finish up, and I’ll revisit all of the stories in their totalities.

Hercules Prince of Power HC Among the most fun comics I can recall reading were Bob Layton’s two Hercules mini-series from back in the 80s. Hercules, the Greek demigod of myth, had returned to Earth and adventured with The Avengers for quite a few years; although a good guy, he also had a tendency to get drunk and pick fights, and – being a god – was able to shrug off the consequences of his actions much of the time, sometimes leaving a trail of carnage and/or sadness behind him. In short, having Hercules on Earth didn’t seem quite fair to everyone else.

Layton tackled this challenge in novel fashion: Hundreds of years in the future, Hercules angers his father Zeus – again – and Zeus exiles him, but this time he exiles him to outer space, where there are plenty of beings who are Hercules’ equal, or more. This helps Hercules gain perspective on his place in the universe, but Layton also uses it for a series of absolutely hilarious adventures. Accompanied by a Recorder, a robot charged with observing everything he does, Hercules wades through a series of entertaining adventures, before finding himself suddenly aging, and learning that things have recently gone quite poorly for the gods of Olympus, forcing him to return home before he dies of old age to find out what’s going on.

Although at times a moving drama, Layton never relinquishes his light touch on the material, and Hercules generally comes across as a nicer guy – and a more mature one – than the one currently appearing in The Incredible Hercules (although that series is not bad). And now that Marvel’s collected this in a handsome hardcover volume, I highly recommend checking it out. It’s a good time.

(It looks like Layton’s other Hercules-related stuff, including the sequel to these stories, will be collected in a second volume later this year.)

Unthinkable #5 Unthinkable was one of three series from Boom! Studios that piqued my interest this year, but I didn’t enjoy it nearly as much as either Irredeemable or The Unknown. The premise was that author Alan Ripley joined a government think tank after September 11 to try to come up with other unlikely scenarios that terrorists might use to attack America or other countries. Which sounds fine until the think tank is disbanded and some of their scenarios come to pass.

It’s a nifty high concept, but a tough one to pull off, since it plays its premise largely straight, which means having to thread a needle to make it seem plausible in the face of, well, doing the impossible. Writer Mark Sable gives it a good try, but I don’t think he pulls it off; the ultimate story behind the unthinkable events feels a little too simplistic, really in much the same way the climax to Watchmen didn’t quite hold up. I guess when you’re being compared to Watchmen – even flaws in Watchmen – you’re doing something right, but still the story didn’t really work for me. A worthy try, though.

Artist Julian Totino Tedesco isn’t really my kind of artist; his sketchy linework over highly realistic layouts remind me of Jackson Guice, but darker. I think he could have used an inker with a strong sense of line coherence, a Tom Palmer sort, to pull the pencils together. But that’s just me.

Star Trek: Romulans: Schism #1 I’m not sure what to make of John Byrne’s Star Trek series for IDW. Assignment: Earth followed the adventures of Gary Seven and Roberta Franklin in the early 1970s, and then Crew followed the career of Number One prior to becoming Captain Pike’s first officer on the Enterprise. Now Romulans: Schism appears to involve the shaky Klingon/Romulan alliance circa the end of the classic Star Trek TV series (or maybe a couple of years after that, although not much later since Star Trek: The Motion Picture takes place at most 5 years after the end of the series, and the designs here are mostly classic Trek). Number One appears to be back, a little grayer, and the Commodore commanding a Constitution-class ship.

What’s confusing to me is that Byrne usually has a method to his madness, a larger story that the smaller ones fit into, but it’s awfully hard to see how these three series fit together. Assignment: Earth was a set of mildly entertaining short stories, but the characters and plots weren’t really all that exciting. Crew was considerably more entertaining, but seemed to end just as it was about to get really good. Now we’ve jumped forward to focus on the two main villainous races in classic Trek. So where’s it all going? Or is Byrne just content to tell a few independent short stories, and enjoy playing in the Trek universe on his terms? Maybe it’s not going anywhere.

On the bright side, Byrne captures the visuals of classic Trek perfectly; the thing looks beautiful. And Crew was a very well-told set of stories, while Romulans: Schism is off to a good, if rather ominous, start, with a solid cliffhanger at the end of this first issue. Despite being perplexed by Byrne’s ultimate goal – if there is one – this is some of the best Trek material I’ve read in decades, and that makes it worth the price on its own.

(Hmm, on further review, it looks like this might be a sequel to an earlier two-part Byrne story, The Hollow Crown, which I hadn’t heard of before. So apparently I’m missing at least one piece of the puzzle.)

Atomic Robo: Shadow From Beyond Time #5 I’ve been conflicted about Atomic Robo since it began. I appreciate the premise – Nikola Tesla creates a sentient robot who lives into the present day and fights big monsters – and also Brian Clevinger’s wacky sense of humor in setting up the situations and writing the dialogue. Of course, the parallels between Robo and Hellboy are obvious; Robo’s personality is a little more extroverted, but they’re both strong monster-fighters with flippant tongues. The problem is that while Mike Mignola’s stories for Hellboy can be a little erratic, each individual story holds together pretty well, and when the story trails off at the end, it’s usually evident that that’s what Mignola was going for. The first Robo mini-series was a collection of vaguely-linked short stories, and the second one purported to be a single story but scattered to the four winds at the end.

All that said, Shadow From Beyond Time is a solid step forward for Robo. It starts with Robo, Charles Fort, and H.P. Lovecraft in the 1920s fighting a Lovecraftian creature. The problem is that this creature comes from outside time, so Robo fights it over and over in the following years until it all comes to an end in this issue when he figures out a way to deal with it, and even loops back to the beginning to bring some closure to the first chapter of the story. It’s easily the best-told story in the series so far, and it makes me optimistic that things will keep getting better.

Which is good, because as amusing as Robo can be as a character, it’s difficult to get invested in a series which is largely told in retrospect, and whose setting (Robo’s team and organization at Tesladyne) is left, at best, fuzzy. Madcap adventure can only take you so far.