Showing posts with label patrick goddard. Show all posts
Showing posts with label patrick goddard. Show all posts

Wednesday, October 21, 2015

Sinister Dexter: The Taking of the Michael

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Sinister Dexter: The Taking of the Michael (Rebellion, 2016).


A little over two years ago, I raved about the return and resurrection of Sinister Dexter, and the series has not done a darn thing to reward my loyalty until now. If you're unfamiliar with this series, I covered its peaks and chasms in that review and won't go into them again. Much.

The problem is that Dan Abnett - who, in fairness, seems to be writing a dozen other stories for a dozen publishers and may not have the time to devote to keeping this series vital - often falls back on comedy and cliche in Sin Dex, and that's amusing to a point but what works best for the series is taking the protagonists dead seriously. Donald Westlake could juggle both jet-black melodrama and lighthearted capers, but he used different protagonists in his stories. Ramone and Finnigan work best when they are frighteningly efficient at their jobs, and when their jobs are really, really serious. But after that triumphant 12-week return in 2013, a handful of subsequent stories were back in the safe arms of gentle parody and mild comedy, throwing away the incredible opportunity that came with the "Witless Protection" story.

But now, oh. We're four weeks into "The Taking of the Michael," written by Abnett and illustrated by Patrick Goddard, and it's remarkable. Ray and Finny are dangerous, ruthless, and completely horrifying in a way that they're rarely depicted. In episode two of the story, one of two bent witness protection agents arranges for our heroes to be abducted in broad daylight, and that turns out to be an awfully bad error. I love the way that Goddard draws the violence. It's depicted with cold, brutal realism and just left my eyes popping.

And I am completely loving the structure of this story. It's told in flashback, as two detectives investigate the aftermath of a huge gunfight on the deck of a yacht. It belongs to longtime series villain Moses Tanenbaum. There are many bodies, many chalk outlines. Each episode opens with a few more words from their investigation, a few more clues as to what will happen as the story unfolds. We're not sure who has died, but each episode shows more of the small supporting cast meeting grisly ends before Ray and Finny even make it to the ship. The second federal agent's wallet has been found. It's possible that she's among the fatalities.

For that matter, our heroes may not have made it out of this one alive. Sure, they probably did, but if any comic in history has ever made readers genuinely question the safety of its characters, it's 2000 AD. The brutality and shock of this story is strong enough that I'm perfectly prepared to place one bet on this story quietly concluding the long-running series (almost twenty years!) with the revelation of the leads' deaths, while also placing a second bet on them making it out alive and showing up in another four-part satire next summer. Fingers crossed for the former, but whichever way, I am absolutely enjoying the daylights out of the uncertainty, and reading each episode with relish. Highly recommended.

(Clicking the link in the image will take you to 2000 AD's online shop, where you can purchase the issue that begins the story. PDFs of these issues were provided by the publisher for the purpose of review. If you'd like to see your books (typically comics or detective fiction) featured here, send me an email.)

Tuesday, March 10, 2015

Savage: Grinders

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Book Nine of Savage: "Grinders" (Rebellion, 2015).


Thirty-eight years ago, writer Pat Mills came up with a fun idea for a gritty comic series set in the not-very-distant future. It was 1977, and Mills posited that in the year 1999, the "Volgan Republic" would invade Great Britain, and that the guerrilla resistance would find a home for a former truck driver named Bill Savage and his shotgun. Over the next six or seven years, Mills would set other stories in the aftermath - some in the centuries-later aftermath - of the Volgan invasion of the UK. Since these were stories in 2000 AD aimed at imaginative eight year-olds, there were many contradictions and plot contrivances between all the tales, but it never really mattered at the time.

Except... in 2004, Mills returned to the character of Bill Savage in a more nuanced and mature take on the invasion, and also began filling in the blanks in the very popular cousin series The ABC Warriors. Stepping back to the canvas after so long away, Mills began to see how he'd flung so very many things at the wall to see what stuck, and that it was now possible to actually draw a spiderweb of connections between all of the events that previous stories had only mentioned.

And so, in recent ABC Warriors stories, Mills and artist Clint Langley have been working backward, addressing old questions about what happened to certain characters. And in Savage, which is wrapping up its ninth and final story, we're seeing the 2010 conclusion of the second Volgan occupation, and, at long last, the explanation of how the unscrupulous defense contractor Howard Quartz, got himself transplanted into a robot body.

The first three Savage stories, set in 2004 and illustrated by Charlie Adlard, were an amazing, real-world take on how this invasion might have played out. Starting with the fourth, Patrick Goddard took over art duties and it's there that the wild sci-fi elements of ABC Warriors and the robot wars that it referenced begins. These tales begin in 2007 and see the rudimentary use of robot soldiers and some wilder-than-reality technology.

The six books of Mills-Goddard Savage, despite all the fun technology, weirdness, and great cast of characters, not to mention that great little sidetrack to recruit the former hippie rock star who'd been researching teleportation, never quite made their way out from the long shadow of the original three stories. (Honestly, not nearly enough has been written praising the climax of book two, which is one of the crowning achievements of Mills' long career and One Of The Damndest Things I've Ever Seen In A Comic, Ever.) But they've still got so much to recommend them, and this latest book caps off a great series.

I think one reason that Savage works so well is that, certainly after the first three, 2004-set stories, Mills let the character evolve into something close to Parker, from the Richard Stark/Donald Westlake novels. He's lethally dangerous and frightening, but he keeps his emotions in check and can think his way out of any problem before he needs to pull his gun. Plus, Mills never, ever makes it easy for him. Savage's enemies are not stupid, and keeping the hero one step ahead of them is a remarkable balancing act. When his enemies do make slips - and Quartz makes a big one in this story - Savage is able to quietly step in and change the narrative. There's a brief bit in this story involving a mute button, and one of the rules of comic book foreshadowing tells us that we're going to see this plot point again a few chapters later. When we do, even knowing there was more to come, I still punched the air. It's cold, brutal, and completely wonderful.

A case might be made - though I certainly won't make it - that the surprise return of Bill's brother Jack is one coincidence too far. It's terrific. Readers learn early on in the story something that Bill, for all his cool planning and insight, misses: that Jack cannot be trusted. It builds to an amazing confrontation involving insurgents called "grinders" who've taken on cyborg enhancements in order to override the American combat robots, and Bill losing his temper for the first time in a very long time, and possibly the last time.

"Grinders" is an excellent story, and runs for thirteen episodes. You can get it in serial form from 2000 AD's online shop by purchasing progs 2015 and 1912-23. The smart money's on it being included as a collected edition with books seven and eight, but that's not yet been announced; maybe next year? But yes, this is certainly recommended however you purchase it.

Thursday, January 10, 2013

Savage: The Guv'nor

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Savage: The Guv'nor (volume two, Rebellion, 2012).


Before we get started: not one word of the following review of Savage, a mean action thriller written by Pat Mills, is a complaint. Well, apart from noting the difficulty in comprehending the climax of Book Four when it was first serialized, anyway. The second volume of Savage is completely and utterly terrific. Compared to the awesomeness of the first volume, there's no drop in quality at all, but it is indisputably a very, very different set of stories than what we'd seen before. I hope that it's possible to note how things changed, and speculate on how things might have continued, without damning even a single page of what came next with faint praise. While a large part of me still wonders what a robot- and teleportation-free Savage might have been like, I am completely and totally thrilled with what we got instead.

This is an interesting case where I found elements of the original serialization in 2000 AD bewildering and weird, but everything clicked when I read it in collected form. Each Savage story, typically sixty pages and labeled a "book," first appears across ten or so weeks in 2000 AD, usually once a year. The first three Savage books, illustrated by Charlie Adlard, were collected in the volume Taking Liberties. Patrick Goddard became the artist with Book Four, which is when the series started feeling quite different.

Proving that I just plain don't pay attention like I should, I missed the fact that the first three books take place over a comparatively short period: just about four months. The time was 2004, five years after Britain had been invaded by the eastern European Volgan Empire. After about a year fighting a brutal guerrilla war in the company of some of the entrenched resistance, Bill Savage, a former truck driver, escaped to Canada while escorting an heir to the throne to safety. There, he worked behind the scenes, providing intelligence and directing resistance operations before returning in '04 to turn things upside down. It's all amazing, and Book Two's climax and coda rank among the most startling, unpredictable, and thrill-packed things that Mills has ever written.

Book Three ended with the Volgans in retreat and beginning their withdrawals. What Mills did next was actually pretty confusing, but also amazingly clever. When that first collected volume ended with the British beginning to take back their nation, that appeared to be the end of the story. Book Four - which is where this second collected volume starts - sees the Volgans in charge again. It's set in 2007, after the Volgans reoccupied Britain, ostensibly because their withdrawal had left a massive economic and defense vacuum. And Book Five is set two years later, by which time the Americans are finally ready to enter the conflict, because they've found a way to do so without risking public morale over the loss of life: they've designed robots called ABC Warriors to do the fighting that soldiers once did.

I love this to pieces. It's long been 2000 AD lore that the long-running series The ABC Warriors was borne of the very same conflict with the Volgans that began in the comic's very first issue, when Volgan paratroopers dropped down onto central London in the far-flung future of 1999. A flashback episode that saw print in 1987 explained the development of the war droids, and Book Five of this story ends with the first deployment of the Mark Ones on the beaches of England, coming ashore triumphantly like the Allies at Normandy.

Of course, readers also know that the Mark Ones will be a failure and that the escalating robot war will span decades and devastate Europe. There's still a lot to do behind the scenes, and a lot of intelligence work that requires snap decisions and out-thinking the enemy. Savage, under the cover of a taciturn bar owner named William Carter, is quietly manipulating events from his "manor" while popping out to lead commando raids, even after American E-bombs have knocked out the last several decades of technology - an attempt to deaden the Volgan troops' ability to effectively communicate that also inconveniences the civilian population of London.

Honestly, I might not like the Goddard-drawn Savage quite as much as I like the Adlard-drawn stories, but good heaven, I like it a lot. It's a thrilling series, full of memorable characters and episodes, and great moments. There's a terrific part in Book Five when Savage, having made it to Allied command in Ireland with critical information, is reluctant to share it in front of a civilian: a still-human Howard Quartz. It's not just the tremendous fun of dotting decades-old points of continuity; it's a deeply satisfying and slow-burning scene in its own right. The eighth book of Savage is running in 2000 AD even as we speak; the whole thing is absolutely recommended.

Sunday, March 13, 2011

Chopper: Surf's Up

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Chopper: Surf's Up (Rebellion, 2010).



The good droids at Rebellion are really doing a great job issuing big, chunky, color reprint volumes lately. Hot on the heels of the Al's Baby doorstop comes this complete collection of Chopper, an antagonist of Judge Dredd who graduated to his own solo series after finally eluding capture, for what we hope is for good. He first appeared as a teenage cut-up in three different Dredd adventures in the 1980s, galvanizing the city's bored youngsters with his exploits as a graffiti artist and, later, as a skysurfer, before escaping all the way to the Australian wilderness. These earlier exploits, reprinted within three volumes of Rebellion's Complete Case Files of Dredd, are summarized in an introduction to this book. This definitely starts this collection off right; I can't tell you how many other books I own that would benefit from pages like this.

Chopper returned in a four-week adventure that first ran in 1988, written by his creator, John Wagner, and illustrated in black and white by Colin MacNeil. This proved to be very successful, and paved the way for a really remarkable follow-up, "Song of the Surfer" in 1989-90. Legendary among 2000 AD's fan base, this serial, again by Wagner and MacNeil (but this time in color) truly is a damned incredible piece of work. In it, Chopper follows his destiny back to another skysurfing competition, this one with the stakes raised to absurd levels by a promoter who has decided to return the sport to the dangerous days of its early, illegal years. He has chosen to make it a blood sport again, and, despite the outrage, still finds enough surfers to make it a reality.

It's a terrific story that touches on the tricky subjects of fate and destiny with an assured hand, wrapping them in a brilliant parody of the absurd world of sports (and, perhaps more accurately, sports commentary, prefiguring Wagner's crowning glory of the form in The Taxidermist, due for a reprint from Rebellion in a couple of months). It's a drama of the highest caliber, with a masterful use of pacing as the stakes are raised and the race begins, but the way that Wagner is able to deftly insert moments of comedy and satire as the story rockets forward is just amazing. This would be a very good story even without the parody; that Wagner was able punctuate it with moments of gleeful, sick absurdity like the smiling sports reporter announcing his own injuries without derailing everything, that's proof that Wagner is one of the very best writers in the medium. Of course, the artwork is completely sublime throughout. Twenty-plus years later, and not one artist in comics has stepped forward to paint exit wounds as frightening as what MacNeil managed here.

"Song of the Surfer" reaches an inevitable and tragic conclusion that definitely knocked thousands of readers on their head and still maintains a visceral power. That, arguably, really should have been the end for the character, but the comic's editors wanted to keep a good thing going. Garth Ennis and John McRea took over the character for a story that appeared later in 1990 in the debut issues of Judge Dredd Megazine.

These and some other stories by noteworthy creators, including the late Martin Emond, Alan McKenzie, John Higgins and Patrick Goddard, have appeared every few years until Chopper's final appearance to date in 2004. None of these stories come close to "Song of the Surfer"s power and energy, but they're all quite good in their own rights, and it is very, very nice to see them all packaged so comprehensively in one book. McKenzie's story is perhaps the weakest by comparison, but even it has a good deal to recommend it, from the vibrant art by Higgins to the curious subplot of the Japanese mega-city rebuilding and repopulating the Californian mega-city, which had been destroyed in a previous Judge Dredd epic story. This was evidently intended as part of the groundwork for a planned storyline in Dredd that, with McKenzie's departure from 2000 AD, was abandoned.

In all, it presents a genuinely fun look at a character aging in real time, from his early twenties and full of fire, to his late thirties and ready to turn down the volume and relax. It was great fun to revisit the character, and Rebellion certainly did him right with this splendid collection. Happily recommended.

Note: I've built up enough of a backlog to resume posting again, but entries will be a little sporadic for a while, probably no more than 2-3 a week. Thank you for reading!