Showing posts with label Nick Roche. Show all posts
Showing posts with label Nick Roche. Show all posts

Monday, 22 May 2017

Comic Review: Transformers - Dark Prelude

PUBLISHER: IDW (2012-2013)
WRITERS: JAMES ROBERTS, JOHN BARBER, NICK ROCHE
ARTISTS: STEVE KURTH, CHEE, NICK ROCHE, DAVID DAZA, MATT FRANK, AGUSTIN PADILLA

Almost forgot this one. After 2009 the Spotlight series all but ceased apart from the release of Spotlight Prowl, issued entirely to placate the title's educationally subnormal fanbase, a group largely of adult age who will actually pay triple rates to get a toy a short while ahead of other people. Then in 2012 Hasbro decided actually they'd wade full-on into the comics (later collected as a prelude to the prelude to "Dark Cybertron") and reactivating the series for pack-in titles would avoid any weirdness like Crosscut popping up and talking about himself for three pages before fucking off into the crowd. Six new issues were slung out and with careful care wouldn't involve explaining largely obvious past events to thick shitheads or forgettable peripheral cast getting shunted off in Red Dwarf rip-offs. At all.

[Spoilers Follow]
[or would if anything unpredictable was involved]

Saturday, 20 May 2017

Comic Review: Transformers - Dark Cybertron

PUBLISHER: IDW (2013-2014)
WRITERS: JOHN BARBER, JAMES ROBERTS
ARTISTS: ATILIO ROJO, PHIL JIMINEZ, JAMES RAIZ, LIVIO RAMONDELLI, ALEX MILNE, BRENDAN CAHILL, NICK ROCHE, ANDREW GRIFFITH

It's that time again! The big IDW big plot big clusterfuck in which the poor hapless writers again try to live up to the hype generated by the company's psychotic PR as once again the lives of the Transformers and/or Cybertron will be CHANGED FOREVER or at least for another 12 months or so. While the storyline ran through both Robots in Disguise and More Than Meets the Eye (not to mention bracketed by a pair of one-shots, like a proper comic event) with both the usual writers handling whatever they usually did "Dark Cybertron" feels much like "Chaos" did - the story of one writer (in this case John Barber) with script input from another (James Roberts). In theory this set-up should work - Barber can plot almost as well as a proper comics writer while Roberts is more suited to a smaller soap style.

[Spoilers Follow]

Thursday, 27 April 2017

Comic Review: Transformers - More Than Meets the Eye, Volume 1

PUBLISHER: IDW (2011-2012)
WRITER: JAMES ROBERTS
ARTISTS: NICK ROCHE, ALEX MILNE

IDW had stepped Transformers up to two issues a month using parallel stories for the last few issues of the ongoing series, all part of preparation for two series by separate creative teams as they tried to relaunch the franchise for the 64th time. John Barber stayed on Cybertron while James Roberts cherry picked his favourites and set off into space on a quest for the Knights of Cybertron for More Than Meets the Eye. MTMTE has since gone on to gather a small but psychotic fandom of around the same since of Hartlepool United's but for now we're going to focus on the first batch of issues. Or episodes; among MTMTE's many, many eccentricities is that it's not a comic but actually a TV show with seasons that last a couple of years. In which case this first collection is the free DVD you get with Sunday newspapers that contains a couple of trailers, some potted character bios, several wallpapers and a screensaver.

Wednesday, 12 April 2017

Comic Review: Transformers - Infestation

PUBLISHER: IDW (2011)
WRITERS: DAN ABNETT & ANDY LANNING
ARTIST: NICK ROCHE

In 2005 zombies were pretty damn hot in comics thanks to Marvel Zombies and with typical decisiveness IDW decided they wanted a bit of that several years later when it was all very much played out with Zombies v Robots, written by that twat Chris Ryall. In 2011 it was decided to use this as a springboard for IDW's cross-company "Infestation" event, which used their in-house titles CVO: Covert Vampire Operations and Zombies v Robots to launch zombies at their licenced properties, meaning a big crossover between Transformers, Star Trek, G.I.Joe and Ghostbusters that absolutely no-one reading those titles wanted to see. Handling this were Dan Abnett and Andy Lanning, just ahead of writing "Heart of Darkness" but published at more or less the same time (and taking place at around the three-quarters mark of that series). The full crossover included a two-part Infestation series then several cadet series which I will not be reading under any circumstances, apart from the two-issue Transformers - Infestation mini.

Sunday, 2 April 2017

Comic Review: Transformers - Revenge of the Decepticons

PUBLISHER: IDW (2010-2011)
WRITER: MIKE COSTA
ARTISTS: NICK ROCHE, DON FIGUEROA, ALEX MILNE

Mike Costa's schizophrenia continues in the third batch of ongoing issues, consisting of a prelude-style one shot and then a five-part story. The real story though is again IDW's lack of editorial direction and forward planning; just like the Dead Furmanverse and All Hail Megatron the ongoing is set into that pattern of a bold new direction that didn't go down too well and then furious backpedalling when the fresh stuff failed to find the expected crossover audience, instead forcing pandering to the fandom in order to keep the numbers up. The main events of the first year's issues were that the war was over, that Megatron was out of the picture, that Optimus Prime had abdicated and that Bumblebee was the leader of the Autobots. Basically all of these things are undone in deed if not word.

Friday, 24 March 2017

Comic Review: Transformers - Last Stand of the Wreckers

PUBLISHER: IDW (2010)
WRITERS: NICK ROCHE, JAMES ROBERTS
ARTISTS: NICK ROCHE, GUIDO GUIDI

It's fair to say that in 2010 people were fed up with IDW. Simon Furman had been given unprecedented control and freedom when the publisher got the licence at the fag-end of 2005 and squandered it with a meandering three-year pile-up of dreadful storylines. Replacing him with Shane McCarthy upset the deluded who felt Furman's work was ever going to go anywhere and then upset the people who were up for a change when his All Hail Megatron arc rapidly went from being stupid fun to stupid stupid, and then successor Mike Costa's tenure got off to a very wobbly start. Something was needed to get the fans onside; the result was the recalling of fan-turned writer-artist Nick Roche, whose debut on Spotlight - Kup had been one of the few universally acclaimed pieces of output since IDW picked the licence up. Roche then roped in fellow Transmasters alumni James Roberts to help out on the script, to focus entirely on the Wreckers.

Saturday, 14 May 2016

Comic Review - Transformers: All Hail Megatron Coda

Having already blundered with the format and possibly the content of All Hail Megatron in the first place IDW decided the best way to deal with the troubled Maxi-series was to extend it by four issues and throw out a series of semi-related short stories while re gearing for the upcoming ongoing series. Mostly this involved catering to whiny Simon Furman fans who were used to having every single dot painstakingly joined for them and undoing as much of Shane McCarthy's work as possible. In short the treatment of McCarthy and AHM underlines that the company would have been fine with whatever if they'd had a blockbuster on their hands but now that the disappointing figures were in they were suddenly all about respecting loyal readers. 

The problem is that most of these stories really didn't need to be told. The Denton Tipton story showing Perceptor's transformation is nicely done and probably one of the more worthy subjects but at the same time is indicative of IDW's habit of capitulating to the pedestrian intelligence of their readers. Within the context of AHM it's entirely plausible and obvious that Perceptor needed to tool up to survive in the current situation and did so, something Sean McCarthy showed amply in two frames. Here we have ten pages for the angry idiots who need everything drip fed. It looks nice and it reads nice but it's like a rogue Mosaic. 

Same with Nick Roche's return to Kup; despite continuing the excellent work on Prowl and formally introducing future cult leader and shipping devotee James Roberts it's just spinning out a story from the evident fact that Kup got better.

It's basically a grab bag of unnecessary epilogues and worrying previews. There's an unnerving start for incoming writer Mike Costa as he resets Megatron and Starscream  to exactly where they've always been and undoes one of the few positive progressive elements of AHM; the first try out for Don Figueroa's appalling live-action influenced art style, a pointless return for Simon Furman...

Basically this is four issues of marking time in the most banal fashion imaginable. And part of  that is an indictment of IDW's ever-slapdash handling of the franchise on an editorial level. But it's also a tacit condemnation of a readership and fandom incapable of filling in the blanks and pathologically afraid of change.

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Sunday, 17 January 2016

Comic Review - Transformers: Maximum Dinobots

PUBLISHER: IDW, 2008
WRITER: SIMON FURMAN
 ARTISTS: NICK ROCHE, JAMES RAIZ

As IDW wanted Simon Furman far, far away from their main Transformers title but presumably still around to fuck up the movie tie-in stuff and the awful ReGeneration One he was allowed four Spotlights and the five-part Maximum Dinobots to finish off as many storylines as possible before the decks were more or less cleared for Shane McCarthy's All Hail Megatron relaunch. 

The template was simple - use one for the Earth-based stuff and the other for all the bits in space. The problem is that he got it wrong. Whereas the four part Revelations has more plot than a George R R Martin novel, the five part Maximum Dinobots is deathly dull and features pages and pages of padding. 

There's an interminable attempt to play to Skywatch's idiocy for intrigue when they once again unleash some captured Transformers which they then rapidly lose control over. Naturally the captivity of the other Dinobots was something that was going to be addressed sooner rather than later but at this stage at least having Grimlock break in and free them would have been a change. And as for giving one of their inept agents a bigger role in an attempt to address their idiocy - examining the issue only makes it even more glaringly dumb. And then it's all topped off by the organisation choosing to lob Shockwave out there. It beggars belief.

The Dinobots themselves are also poor. They drown in a sea of late-Marvel angst as Grimlock moans about betraying his team, Swoop moans about Grimlock betraying the team and The Other Three take turns at having a perfunctory line from time to time. If this is the crack team at their maximum it's obvious why no-one really missed them for aeons. Swoop especially is a pain - after a long history of being an interesting character in the Marvel material here he's a whiny stuck record. Nick Roche is a talented artist but his Beast Wars-influenced character models are a disaster with Swoop the worst culprit - allied to his bitching it's hard not to want to reach into the page and mash your thumbs into his stupid emo steampunk goggles in the hope you'll kill him or at least shut him up.

But then the comic isn't really about the Dinobots. It's more concerned with the Machination storyline which has been awful from the start and gets no better here. As with Skywatch there's an attempt at lampshading the absurdity of it all by having Scorponok spend what feels like 20 pages explaining his plans to Hot Rod (whose dramatic commando operation ends hilariously when he parks outside Scorponok's stupid factory and is promptly beaten to a pulp) in a fashion that's meant to be a spoof of badly written villainy but reads as badly written villainy.

Into all this Furman throws the Monsterbots for no good reason. Like the Dinobots they talk a good game, being bigged up by the script in a way that makes McCarthy's writing of Drift look subtle but do absolutely nothing necessary - like Cloudburst and company in Revelations, you lose any sympathy for the writer's compacted plans when he's throwing stuff like this in of his own volition. By the time Soundwave, Shockwave and Ultra Magnus have been worked in you're just numb to the contrivances and convolutions. 

Even worse is the last rushed gutless coda as it's revealed that basically everyone is fine - Sunstreaker's fine despite having a hole blown in him (are CR chambers the single worst idea in Transformers fiction or what?), Hot Rod is fine, Hunter is fine, Sludge is fine despite being picked at random for death in a sad attempt to ramp up the stakes and look here's Verity and Jimmy and Optimus and Ratchet and some crap jokes and let's make sure Furman's never given a gig like this again please.

Maximum Dinobots? Minimal Excitement.
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Friday, 15 January 2016

Comic Review - Transformers: Revelation

PUBLISHER: IDW, 2008
WRITER: SIMON FURMAN
ARTISTS: E.J. SU, NICK ROCHE, DAN KHANNA


Revelation was originally published as four Spotlights  (Cyclonus, Hardhead, Doubledealer and Sideswipe) but was really a hurried rewrite of Simon Furman's mooted Expansion mini-series; as all four run sequentially it makes more sense to review them as a whole than separately. For a start none are really genuine Spotlights; each title character gets a thread which goes some way to exploring their internal drive complete with the usual narration but each issue has a lot of other things going on which doesn't have any real connection to them.

In short, Furman across four issues makes a valiant stab at resolving two years of plotlines , and the result is a far from perfect story which somehow remains breathlessly enjoyable. Simple law of averages means it's impossible to like every single plot thread, with some getting too much space, some getting too little and some getting it just right. 

You do have to wonder why exactly the Spotlight format was used, however, as Furman clearly feels obliged to give the lion's share to the subject even if it is less attention than that received by, say, Wheelie or Ramjet on their big days out. It's probably the biggest flaw in the storyline - Cyclonus gets a role that would have worked better for Galvatron, the obvious payoff of Dealer is shown via a pace-sapping McGuffin quest and Sideswipe's personal realisation is oddly placed in the middle of a cross universe death struggle (which is beautifully illustrated by E J Su, signing off from Transformers in style). Quite why IDW didn't just pack it as a four issue mini I don't know, but then at an editorial level they've always been basically incompetent. Only Hardhead's chapter (helped by fantastic art from Nick Roche) feels particularly organic. 

Still, in among all of this there's payoff for myriad plot elements - Arcee quest for revenge, Nightbeat's lobotomy, the betrayal of Hot Rod's team, Jetfire and the Technobots' research into Thunderwing, Banzaitron's unit, Monstructor,  Sixshot,  Galvatron, Nemesis Prime - aside from the Earth -based stuff held over for Maximum Dinobots there's hardly a thread from the past few years that isn't resolved and most of the defining faces of the era make some sort of showing.
Some of the resolutions are clumsy and unsatisfying, and on occasion Furman makes a rod for his own back - you can give him the benefit of the doubt for the sudden appearance of Straxus and Grindcore as further heralds of Nemesis Prime as the former had a toy out around about then while the latter probably did and I just don't care (though their easy defeat at the hands of Sideswipe is a bit much ). 

But the Pretender stuff is handled poorly - the debut of Cloudburst, Landmine, Waverider and Groundbreaker mere pages before Jetfire's reworked Pretender tech is ready just feels silly, like Furman feels obliged to make the unloved eighties guys Pretenders out of sheer anal neatness and lack of imagination. It worked composing Bludgeon's cult out of eighties Pretenders but in the cramped confines of Revelations putting the Technobots in the suits would have been cleaner and more satisfying. Elsewhere, other characters - such as Sixshot and Monstructor - do just disappear in the press, their fates vaguely implied rather than outright tackled.

On the other hand some are done very well indeed - Hardhead executing Nightbeat in one simple frame is still one of the peak moments of IDW's entire output, an unexpected and clever solution to the problem that convincingly causes Jhiaxus' plan to begin unravelling. The takedown of Nemesis Prime is some of the best Optimus Prime writing Furman has done for some time. 

The phrase "a mixed bag " doesn't begin to cover it, but the flawed and frantic Revelations retains a curious readability that little else of Furman's IDW work possesses. 
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Monday, 4 January 2016

Transformers - Devastation

It didn't have to be like this. Even after the horrors of Escalation there was a chance to carve a decent action adventure from the ruins, even if the brave new world and hard sci-fi of Infiltration was a distant memory. But Furman manages the not inconsiderable feat of making Devastation even worse than its predecessor. 

Sadly - and I apologise for sounding like a broken record, but keeps happening - it's the same old failing of too many plot threads choking the story,  though the latter isn't that good anyway. As well as the stuff left dangling on Earth - Megatron's Decepticons, Sunstreaker and Hunter's abduction by Scorponok and the Machination, Skynet and their pet cassettes,  Ironhide's fate,  the imminent arrival of Sixshot on Earth - yet more elements are drawn in from the Spotlights - the Reapers, Galvatron, Soundwave,  Sideswipe... Alan Moore wouldn't be able to pull this together in six issues, let alone Simon Furman. The difference is that Moore would never put himself in this position,  whereas this whole mess is the fault of Simon Furman and Simon Furman alone.

Overriding all of this even is instance after instance of bad writing - anti climactic climbdowns, villain decay, cheap drama, padding,  contrivances, obvious twists and plain outright stupidity abound.

Let's start with the two human organisations with their ominous epithets. The Machination rapidly become absurd and impossible to take seriously. Firstly there's their insistence on keeping Hunter alive - we're talking about an organisation that has enough state of the art tech to abduct an Autobot without being traced, infiltrate Decepticon bunkers and stay off the government's radar while doing so. They can mass produce and crew a platoon of Sunstreaker clones in the time it takes the Ark to track Ironhide,  so why do they need to brainwash some random kid as part of the operation? Slit the nerd's throat and chuck him in the furnace or something. It's one of the most obvious villain fails around, the sort of thing you get in a kids' comic where you're not allowed to off anyone.

And then they get worse. The aforementioned Sunstreaker clones go after Hot Rod and Wheeljack as part of some half-baked training exercise, revealing their presence and weaknesses to the Autobots in record time. Just to make sure when the pair are finally cornered the first thing the Machination agents do is separate from their powerful mech bodies to lecture the pair at from a worm's eye view while wearing deformed Sunstreaker faces. If it wasn't all so mercilessly serious you'd think you were being had. It is possibly the best yet explanation Western media has given for the Headmaster concept,  yes, but then all it needed to do for that was not feature any Autobots tearing their own heads off as a peace gesture and once again you have to wonder why Furman felt the need to examine that particular flawed idea all over again. 

And then it gets either worse (if you're still somehow taking this nonsense seriously) or better (if you're enjoying the total car crash this story is). As glimpsed in Escalation,  the Machination is a front for Scorponok - okay, fits his MO as seen in Spotlight: Ultra Magnus, though we're kind of reaching a saturation point for the number of Decepticons with different agendas springing out of the woodwork on Earth at the exact same time. With him being a head - presumably his escape in the Spotlight was a close one - the Sunstreaker bodies make sense there too. However,  when Scorponok does reappear (with Dante as his Headmaster because eighties) it's back in a copy of his Cybertronian body as obviously when you're pulling the strings from behind your human front operation the best thing to be is a gigantic green and purple robot scorpion. 

Skywatch, who sound like a cold-calling scam company, don't really do any better,  wheeling out that other crap villain standby of letting loose alien technology and then being surprised when they lose control of it. It was a tired development even before Dreamwave regrettably introduced it to Transformers seven scant years before this story, and it's not any more welcome here.  Amazingly their response to having Ravage and Laserbeak immediately bugger off to find Soundwave is to start thawing Grimlock out because... Furman really likes Grimlock. Really it's hard to see why, with so many thematic and narrative overlaps,  the Machination and SkyNet weren't merged into one storyline. Or just not used at all really - neither serve any purpose beyond rushing another batch of big names into the Earth theatre.

Sixshot manages to be even more of a disappointment. I can take him having some idiotic off switch because there was always going to be some stupid way of stopping him from killing everyone and seeing as Furman's only other ideas were likely to involve someone turning up Quickswitch or Metroplex in the hands of a shady Men In Black agency I'll settle. It's everything that goes before that's really bad.

In both the character's Spotlight and his briefing by Megatron he's portrayed as an unstoppable killing machine capable of wiping out worlds, yet here he doesn't kill a single Autobot  (and it's even inferred not a single human either). Instead the ultimate weapon, a guy who is built to kill swiftly and indiscriminately, plays cat and mouse with Ratchet until the rest of the Autobots turn up, at which point half a dozen Autobots who've just bailed out of an exploding spaceship into the sea keep him busy until, what do you know, he's recalled to face some other problem. Sum casualties from a Phase Sixer being mercilessly unleashed on an unexpecting, undermanned team of Autobots? Bumblebee gets shot but basically seems alright and Jazz loses an arm. The Autobots' orbital bounce teleport system does more damage by at least briefly killing Verity and Jimmy. Imagine the dramatic punch if - as much as I like the guy - he'd killed just Ratchet,  our guide and companion since Infiltration #1. But no, it's another cop out.

That other problem he gets called away for is the Reapers, who have followed him to Earth in order to reiterate their offer and decide to do so by attacking the Decepticon base rather than going straight to him and asking because then there would be no need to call him off the Autobots. Really the group had already served the closest thing they had to a purpose has been served. Here they're just another contrivance, though they at least get to off Runabout and Runamuck before serving their always obvious real purpose of being killed off to show how tough someone else is - Galvatron finally getting the job of euthanising them. 

Megatron himself continues his slide from the calculating military commander seen in Infiltration to the moron seen in the original cartoon. Yes, the comic acknowledges how rubbish he is with another mini-rebellion in the ranks but it really is disappointing. At least we don't have a predictable revival of Starscream,  though. No, wait, I'm thinking of a different comic that's good. Well, at least Megatron punishes his troops for plotting behind his back for the second time in three arcs. No wait etc etc and so on.

The Autobots generally do better - their consistent individual characterisation is the closest thing to a plus point in this miniseries (yep, the best thing to say about Devastation is that Furman doesn't fuck up every single character featured), aside from welcome fill-in work from Nick Roche and Robby Musso for the middle issues, handling most of the action with an energy E J Su never managed. They're effectively a reader surrogate, hapless innocents with no real choice but to weather what appears to be a complete mental breakdown on the part of the writer with some sort of dignity. However, even they can't escape from the disaster without getting engulfed in the brain fade. Firstly there's a lamentable subplot where for some dumb reason the easiest way to rescue the deactivated Ironhide from being crushed at a scrapyard (as a blown up Autobot in car mode is indistinguishable from a blown up human car because it wasn't like the opposite was a plot point in Escalation or anything) against the clock is to have Hot Rod and Wheeljack drive there rather than use the orbital bounce. So basically the whole plot line is devised so they can run into the Machination. Best of all, after six issues of this repetitive dross Hardhead just beams down as they find Ironhide and tells them to get their shit together,  and the never in doubt rescue happens off-panel.

The reason for Hardhead dropping in is to let the pair know that the Autobots are abandoning Earth in order to follow up on the raid on Garrus-9. This is a poor move for two reasons - one, it's a disappointment on a dramatic level to see Optimus and the boys bug out at such an odd point in the narrative at a point where you'd rather they were tooling up for a do-or-die raid on the Decepticon bunker. Secondly, one of the undeniable strengths of the IDW material is giving the impression that the war is truly galactic rather than taking place on just Earth and Cybertron. But in this case it fails to convince - sure, someone needs to be pulled back to find out what's happened with Monstructor but Prime's crew are in the middle of a pitched battle on an alien planet at outright war with Transformers, a planet that's the current base of the Decepticon leader and (as far as the Autobots know) a Phase Sixer. Are the Wreckers or the post-movie guys Prime was hanging with before arriving on Earth really doing something even more important?

Amongst all of this there's even space for a quick bit of cheap drama when Verity and Jimmy are killed being beamed to the Autobots' spaceship; in typical style they go from being blue to getting resuscitated without brain damage, presumably (and why the Hell is Jazz letting Ratchet know the time they've been dead in "Earth minutes" anyway?). It's just such a random thing to be thrown in at that point, a shock frame and then a simple "no, wait, they're basically alright" resolution within a few pages. The same goes for Hound's team - including Sideswipe - getting called up as Earth reinforcements but then getting rerouted before they've even packed their bags.

In some sort of mitigation for Furman somewhere during the production of Devastation IDW took the long overdue decision to demote him to rhythm guitar and lined up Shane McCarthy as the main writer. This could possibly have compressed Devastation's narrative and forced a few late changes to be made to switch the focus, but this seems overly charitable and Furman's still throwing in random stuff in the last issue so simple bad writing is the most likely cause. There was probably some follow-up planned in terms of Earth, however, with Hot Rod and Sunstreaker/Hunter likely to be at the forefront of the resistance, but at the same time nothing in the past twenty-odd Furman-penned issues gives much hope that this would have been any good.

There's a chance that it might have gone better than Devastation, however. It really is an absorbingly bad comic; Escalation was crap, but it was just crap. This is a horribly readable, a comic so bad you keep turning the pages to see how much worse it's going to get, and it rarely disappoints. If Furman had known IDW were effectively binning him for McCarthy he couldn't have written a story more likely to destroy the readership and the title's continuity. This is an experienced writer self-destructing, tearing down 25 years of hard work on the title in a rabidly masochistic fashion.
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Sunday, 27 December 2015

Transformers - Spotlight: Kup

Spotlight: Kup was an early experiment for IDW in several ways. The most obvious is the break given to Nick Roche, handed an issue to write and draw as well as two characters to properly play with. It's actually surprisingly big of Furman to let a possible future competitor effectively determine the long term fate of a character who has always been a bit of a favourite from the Marvel days.

The big thing that hits you about the issue the most - especially on an in-context read through - is the remarkable density. Not just the lengthy internal dialogue of Kup but the sheer amount crammed into 22 pages. As well as the lengthy nightmarish scenes on Kup's planet there's a lot of good work for others on the recovery end - Prowl's scheming and politicking via communicator (moving him away from the jobsworth seen in Infiltration to a nuanced necessary bastard), Springer's bravado tempered by his doubts, an impassioned cry for sanity from Siren... If anyone suffers from a characterisation it's Kup himself as we only see him out of his metal skull. But then even that is handled well - we're shown what Kup means by even the straight-talking Springer being clearly passionate about his fate. It reminds me in a way of a particular issue of Captain America by Mark Waid, where the character was absent and his meaning was perfectly explained by his Avengers team-mates.

The actual situation Kup's stuck in is very inventive and brings with it a very interesting moral dilemma which is teased out perfectly by the script - the ethics of wasting Autobot lives in saving a half-dead Kup are debated but there's no pat resolution. While those killed in the story are sadly nameless and faceless (probably simply due to a lack of space), Outback - with form as a genial if minor character in past media - adds a little poignancy and black comedy as Kup alternates between joking with his remains and berating them. The added bonus here is that being very dead eliminates him from a possible future as a joke character, probably making him the best used of the '86 Minibots despite being half a corpse on a chair. There's a good resolution that makes fine use of Trailbreaker's special skill too.

Roche's art is also magnificent. He renders Kup's nightmares as sinewy viscera,  an approach only even half-tried before on the series by Derek Yaniger. It makes for as welcome a change as the writing does, a nice break from the usual clean lines and bright colours of most 21st century Transformers books. The skeletal Kup design is especially brilliant, a perfect way of illustrating age, decay and a determination to survive. Not that the stuff set in the real world isn't great either, with the emotion of the art matching the tense discussion. 

On the one hand it's perhaps harsh to compare this to Furman's concurrent work - the whole story is clearly a much-drafted labour of love from Roche, the work of someone not doing monthly franchise work as bread and butter, and it's just one issue anyway. However, Roche's love for the project shines through, and he takes the opportunity given to him with both hands. In short, up to this point this was the best thing IDW had put out - a state of affairs that would take a long time to change.

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Tuesday, 18 August 2015

Transformers - Spotlight: Hot Rod

One of the more interesting "prequel" Spotlight issues, this gives a bit of backstory for Hot Rod while laying a couple of seeds for future stories. 

The lead's trademark rashness is examined in light of a raid for a MacGuffin called the Magnificence on an alien planet; however, it's only a qualified success - Hot Rod gets out with the object but apparently the rest of his team don't after a series of unpredicted mishaps. As team leader he blames himself despite evidence pointing to simple bad luck and jumps at the news that one of his troops - Dealer - apparently survived, setting off on a solo rescue mission.

While his motivation is simple stuff - he's trying to redeem himself - Furman plays a little with the predictable twist of Dealer actually being Decepticon undercover agent Doubledealer and rather than playing the cause of failure for impossible suspense tags on a coda where the true reason for the mission going wrong and the whole rescue being a complicated way of getting Doubledealer to infiltrate the Autobot ranks are laid bare. 

It's not a bad little story due to its' willingness to play to how obvious this all is to the reader while convincingly showing that Hot Rod himself could have no idea without making the Autobot look like an idiot, as his blinding desperation to make things right comes across well. The only problem is there's really not 22 pages of interest here - the actual rescue comes across as strung-out padding and if the format had required it to be closer to 15-16 it would be an easy job to cut this part down. However, it's a good read and Nick Roche's art once again excels, catching the bouncy enthusiasm of the more naive Hot Rod on the original mission and the grittier version breaking into the Decepticon prison.
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Sunday, 9 August 2015

Comic Review - Transformers Spotlight: Shockwave

Simon Furman's IDW run was never afraid to stick to safe old favourites and even whole dynamics and that's something which marks out Spotlight: Shockwave like few other titles. The plot is slight, covering Shockwave's attempt to independently seed prehistoric Earth and other planets with Energon after foreseeing Cybertron's energy crisis, neatly providing a good excuse for the present day stuff revolving around our home planet.