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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Thursday, 7 January 2016

Comic Review - Transformers: Spotlight Grimlock

Spotlight: Grimlock was published in uncertain times; word had not long leaked that Shane McCarthy would be taking over the title of main writer from Simon Furman with a soft reboot series while Furman's planned Expansion miniseries was dropped. The  process does actually seem to have been surprisingly cordial, as Furman was given a total number of nine comics to tie up selected plot threads and seems to have been given the chance to heavily revise this one as a trail for the Maximum Dinobots mini - Spotlight: Grimlock was originally intended to be published the month before Spotlight: Mirage but inexplicably arrived a month after it.

The result is that this issue actually has a clarity in the plot that has been missing from several issues. It gets off to a poor start when Skywatch decide that the best response to losing control of Ravage and Laserbeak the second they were in the field during Devastation is to let a bigger robot loose in the form of Grimlock. Amazingly he breaks loose almost immediately - the last we see of Skywatch is of their incredible backup plan to send the other four Dinobots after him, because surely there can't be anything wrong with using the same plan a third time even after all this, right? To be fair I think there's an element of just wanting to hurry the process here and as dumb as it is once it's done the issue improves dramatically. 

At the time of publication myself and quite a few others had become a bit fed up with Grimlock. Furman latched onto the Dinobots in general and their leader in particular early in his time writing for the British comic, using him a lot before American series writer Bob Budiansky took him in a funny weird unpopular direction and then killed him off. One of the first things Furman did after taking over the American book was bring him back (alright, the reason was the release of the Classic Pretender figure but he was probably going to resurrect the character anyway) and went a long way towards restoring the character's standing in  subsequent issues. However when Furman returned again for the Dreamwave era it felt like the character had become a simplified Wolverine style "badass", an ever-present never-wrong Mary Sue. From memory that seems to be something of an overreaction awoe Furman only wrote for him during the War Within prequel minis, the bulk of the appearances being authored by Chris Sarracini or James McDonough & Adam Patyk. At the same time he was woeful in War Within, so yeah.

Basically when the character made an early doors appearance in Spotlight: Shockwave and was then shoehorned into the Beast Wars mini for no good reason many were braced for more of the same. Indeed,  Furman's incredibly slow-burning style means it could well have still been the plan for Grimlock and the gang to ride in and save  Optimus and everyone who isn't a Dinobot from the implausible number of Decepticons floating around, probably nutting Nemesis Prime to death while throwing an insult at Prowl. It all worked out better, short-term at least let,  as here we have the unusual experience of Grimlock being likable. 

It might be the mechanism of the internal dialogue but this is the best writing the character has had for a decade or more as he examines his misleading of the Dinobots while retaining the headstrong attitude that made the character interesting in the first place. The battle with Scorponok indicates his power levels will be sensible too, and the use of a minor grudge as motivation is a nice touch. The whole business also folds him into the Machination storyline in a nice natural fashion. 

It's not a classic, no comic that opens with that sort of device can be, and IDW let it down with an awful colouring job and their usual inability to point speech bubbles at the right characters. But it is a promising start to Furman's final stint on the main book - and once again indicates that the best way to get results out of him is by constraining his focus.
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Tuesday, 5 January 2016

Transformers - Spotlight: Mirage

Oookay. Spotlight: Mirage is not a bad comic, but I have no idea what it's for. And not in the way that Furman's Spotlights have more than once meandered off on a tangent and further cluttered up the overall story.

The only issue of the third batch of Spotlights not written by Furman,  this one was instead penned by George Strayton - an RPG writer who did some hazily defined work on IDW's movie tie-in comics and presumably displayed enough affinity to be given a try-out. 

With the main material a complicated mess he was no doubt directed to do something as standalone as possible. The choice of Mirage was probably a matter of finding a character well-known enough to shift a Spotlight but not tied up in Furman's masterplan; as a first year character with a single notable appearance as a murder suspect in Spotlight: Blaster he fits the bill.

The approach to avoiding story discontinuity however is a little odd as the issue either takes place in an alternate timeline of some abstraction or entirely in Mirage's head (though the final page depicting the apparent reality of Mirage driving around Earth as a Ligier is still enough to take this out of mainstream continuity until John Barber apparently found a home for it several years later). The plot mines out the character's apparent flexible loyalties via a dream or fantasy of helping the Decepticons kill the last handful of Autobots in an alternate future that has no particular anchor with the rest of IDW's material. That's a bit of a shame for two reasons. 

Firstly,  just about the only attention anyone official has ever given him has revolved around whether his sympathies lie. This story takes a slightly different approach by portraying the internal struggle rather than someone  (i. e. Cliffjumper ) leaping to conclusions but still, it would be nice if the opportunity had been taken to have a different look at the guy.

Secondly what we see of the alternate or imaginary future is so abstract from everything else that you're spending as much time trying to figure out the purposefully fractured plot at the same time you should be focusing on Mirage. A What If style storyline with Mirage betraying the Autobots at some crucial juncture like the battle in Brasnya would oddly have more impact than the downfall of a group of effective strangers. 

Nevertheless taken in isolation it's a nice read, well written and illuminating. The lack of context gives it an odd transcendent feel like the one achieved by the better Mosaics, a universal character study that could ring true for any Mirage. But it's also a dashed odd thing to come out at this point, and it's understandable many readers were nonplussed when it first appeared.
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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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Robot Archie

Robot Archie was one of the trademark characters from Lion, one of IPC/Fleetway's longest running weeklies. An invention of Ted Cowan and Ted Kearnon (who would remain on the strip for most of its' duration), Archie appeared in the very first issue as 'The Jungle Robot'. In 1957 he would return in a self-titled strip which would run until 1974, lasting as long as Lion itself, and even after this he would continue to feature in annuals until 1983 (again, as long as the publication, though by the last years he was represented through text stories and reprints of old strips).

The mechanical man was always accompanied on his adventures by Ted Ritchie (nephew of the robot's inventor, Professor C. R. Ritchie) and Ken Dale. Formative years were spent causing massive property damage in various colonial backwaters in the search for lost treasures (where native tribes invariably mistook Archie for a god), before in 1968 Ritchie invented a time-machine, incongruously disguised as a giant chess knight, and the two 'pals' and 'Ol' tinribs' got to cause massive property damage throughout history. Initially, Archie couldn't speak, and was reliant on Ted for directions, but soon a voicebox was added (giving him a wonderfully boastful personality), and with time he was basically independent. He also received upgrades physically, gaining telescopic arms and flame-throwing fingers, amongst other additions. Archie tended to carry a sword as well.

Archie was also a considerable success in Holland, and artist Bert Bus redrew many Archie strips, even adding some of his own. Despite the fact this material recoloured Archie (making him silver; as the flagship character, Lion always had him red when he appeared in colour) and morphed Ted and Ken into Color Climax-era pornstars, these stories were used to represent the character in Vulcan's formidable roster (no doubt due to being in colour), with the Dutch dialogue switched back to English.

The character's iconic nature means he usually gets chunky roles in anything reviving the old Fleetway inventory, and thus he appeared as Acid Archie in Zenith, and getting turned into a killing machine by Bad Penny in Albion. While the latter is something of a perversion, it made for a nice T-shirt transfer... Thankfully 2000AD avoided him for their notorious Action Special, meaning we were robbed of an army of Archies artificially inseminating the Queen, or somesuch shit.

I'd love to have a full-blown section on Archie as the stories I've read have nearly always been fun (especially from about 1967 onwards, where his personality really starts to come to the fore), but the material's so hard to get hold of I couldn't hope to do justice to his two-plus decade career. 


However, here are a few Archie adventures for you to enjoy (nearly all from the annuals, as they're easier to find).



Sunday, 3 January 2016

Transformers - Spotlight: Arcee

Christ almighty. Okay, let's get the good stuff laid out first. And there is some really good stuff in here; structurally the issue does a fine job of naturally dovetailing several plot threads from previous Spotlights in an organic way as opposed to Furman's recent habit of just skipping from one to another with no narrative connection.

Firstly there's the appearance of Banzaitron's secret service-y unit from Spotlight: Hot Rod, clearly acting on information passed on by Doubledealer. It's nice to see the guy get something solid to do even if all those years haven't made that name any less wince-inducing. He makes for a nice clutter-free villain, though it's a shame the Combaticons, one of the better defined Special Teams, are reduced to generic Decepticon psycho-saddhists.

Also followed up on is the fate of Monstructor from Spotlight: Optimus Prime, being examined at the Autobot prison on Garrus-9 by - in a nice callback to Stormbringer - Jetfire and the Technobots. They're a bit of a plot device here as the reason for Banzaitron's attack but it's still nice to touch base. Other elements worthy of praise here are a good flashback showing for Ultra Magnus and the decent recasting of Fortress Maximus as a no-nonsense warden, meaning the guy's name can make sense without him having to turn into a city. 

Now the problems. You'll notice how Arcee herself wasn't mentioned in any of the positive sections - that is because here she is terrible in every possible way - as a character , as a concept, as a narrative device. It's hard to know where to start.

The most immediate I suppose is that this is another issue where narrative clarity is sacrificed so that Furman can bang on about a hot potato from the line's history - in this case gender. It's not actually an area I'm too fussed on personally; I'd rather the female characters weren't sexualised or stereotyped  (much like the handling of gender in Challenge of the Gobots, of all things) but I really don't think it's worth getting steamed up about or bogged down on - something on the level of the Transformers - Prime cartoon, where some Transformers are male and some female and that's about it for depth is fine by me.

However, thanks to the semi-humorous UK strip "Prime's Rib" and the asexual reproduction shown in Generation 2 we already know what to Furman thinks and it's really not worth yet another element being added to the straining IDW continuity to find out that he still basically thinks the same - that Transformers aren't gendered. It especially isn't worth it when it's done this badly.

The twist here is that Jhiaxus has introduced gender to the species by experimenting on Arcee. The why isn't so bad - because he could, he's a mad bastard playing God. It's the how that's really wrongheaded. The issue never really bothers explaining what precisely Jhiaxus does to Arcee - adds a reproductive system that has no male counterpart as the rest of the Transformers are gender neutral? Adds female character trails cribbed from observing other species to Arcee's neural network? A half-hearted mention of CNA doesn't even start covering this. Because on what the comic shows us, all he's actually done is painted Arcee pink, added curvy bodywork and told his experiment they're female now. 

At the risk of sounding offensive it's more a case of forced transvestism than a gender swap, straying into non-consensual sissification. Surely Jhiaxus can't introduce gender into a whole genderless species in this way anyway as he's changed nothing about anyone else to make them male. I'm not especially versed in gender politics but surely at best he's somehow changed the species to however many million gender neutral members and one female than however many million males and one female, otherwise we're left with the crass idea of male gender being defined as anyone not male. And the whole thing is muddied by Arcee effectively choosing to identify as female by going around telling everyone she's female rather than claiming to be a genderless robot mutilated by a mad scientist.

Arcee's characterisation is that of a vengeful action chick from an exploitation flick (though given Furman's propensity for being slightly behind the pop culture curve a homage to Quentin Tarantino's Kill Bill seems more likely). It's possible to read a bit too much into this and say the writer is trying to convey that being female is something to be angry about or that she's a balanced example of what a female Transformer would be like. In the context of the insane mechanics of gender as per this story though it makes some sense - Arcee is the result of an enforced change through Jhiaxus and no attempt at some sort of empathic female archetype is seriously attempted. While it's unimaginative the idea of a discarded experimental subject out for revenge is simply a dull old trope, and Arcee's quite openly presented as being completely mental. And anyone know why Jhiaxus also made his creation insanely powerful? No?

Annoyingly there was a perfect alternative to much of this literally right there on the page. If Furman had needed a revenge-crazed powerful loose cannon hell-bent on tracking down Jhiaxus, why not Monstructor? No part of the issue wouldn't work with this switch - they'll get nothing but used by the Decepticons and could have some development in putting their faith in Jetfire's honest scientific graft, so they could even be Garrus 9's last resort. Instead Furman introduces another 'new' character to carry out this function, opening an unpleasant can of worms in the process while also answering a question surely nobody was asking. A look at gender in this continuity might have been interesting some point down the line, but the question once again is why the Hell Furman's just throwing so much shit at the title when there are already a preposterous amount of things going on.

One final point should be made - the dialogue in this issue is appalling. It's never really been Furman's strong suit - yes, there have been memorable lines over the years but actual frame-to-frame dialogue's always been a bit of an area to work for even before he found out about the Furmanism thing and prolapsed into self-parody. But here is a low - everything Arcee says is a ridiculous level-breaker only matched by the Combaticons' Saturday morning cartoon evil speeches.

Oh, and Arcee apparently has a homing instinct which means Jhiaxus can't hide from her but is unaware that he's in the next room in the flashback. Rubbish.
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Saturday, 2 January 2016

Transformers - Spotlight: Blaster

Spotlight: Blaster is a good demonstration of the way the format found itself between a rock and a hard place. On the one hand it's been irritating to have ongoing plots sneak into the Spotlights but on the other something like this standalone character piece feels like a waste of pages now the box has been opened.

In this case the focus is firmly on the Autobot communications officer and his role in the war as a propaganda broadcaster,  boosting the morale of the Autobots with his rousing speeches. The speeches we hear admittedly aren't very inspiring but it's a nice bit of thinking for Furman, albeit still in the frame of reference of the civil war rather than the full blown Cybertronian culture James Roberts would later explore, and that sort of thing is difficult to write anyway. So Furman gets a pass there and the scenes of bustling Autobots listening in gives a good background canvas with lots of fun cameos to spot. 

The bulk of the plot revolves around a second attempt to assassinate Blaster (the issue opens with his deactivated body floating in space before being returned to the Autobots after the first), the twist being that the would be killer is - duh duh duuh - a fellow Autobot. The resulting attempt to lure said killer into the open is good hokey fun, even though if Blaster was half the asset the story makes him out to be it would never have been considered. 

The traitor is found in short order to be Beachcomber, and this is where the issue falls down. Obviously the irritating Minibot was being mentally controlled in what feels like a Saturday morning cartoon climbdown. Wouldn't it have been much more exciting to play with the pacifist aspect of Beachcomber's character and have him reluctantly resolve to assassinate The Voice for his stirring propaganda prolonging the war? Instead the resolution is used to set up an obvious rivalry between Blaster and Soundwave that to the best of my recollection never bore fruit.

Underwhelming (but truth be told competent ) conclusion aside this is an interesting look at Blaster taken in isolation. However,  in the wider context of the IDW universe and the way the recent Spotlights have been heading you have to question if this story had to be told here and now.
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Friday, 1 January 2016

Transformers - Spotlight: Galvatron

A couple of thoughts came to me on re-reading this issue which made me think considerably less of the thing.

Firstly there's the superficially fresh idea of having Galvatron himself be a totally different character to Megatron. Despite some minor confusion regarding some promotional material for the Japanese Scramble City OVA back in the early days of fandom and the intentionally non-committal wording of the original toy's Tech Spec (to avoid spoilers for the 1986 film) this has never really been done before. However, when you think about it, it basically has.

Furman's own time travel material for Marvel muddied the water by purposely playing up the pair's differences while having them team up against everyone else and by the time of the second clear cut Galvatron on Furman's American run it's even more abstract. Following Unicron's defeat in "On the Edge of Extinction " that Galvatron becomes a future version of "our" Megatron that can't come to pass in "our" timeline as Cybertron's destruction is averted, or at least the same destruction seen in "Rhythms of Darkness". Which doesn't make that Galvatron a different character, but does lessen the impact here - we're used to situations being contrived to allow Megatron and Galvatron to co-exist.

The Marvel USA Galvatron does bring up a second familiar element of this Spotlight - the character as a reluctant, rebelling herald of a dark force threatening life across the universe - just as he was in relation to Unicron. Now, this might be a little uncharitable (but considering the general quality of Furman's work on IDW I'm not feeling particularly charitable) but isn't Nova Prime actually a lot like Unicron? The heralds, the plan to consume everything, the dire astral warning given to Optimus in Escalation... It might be hard to remember now, but between Dreamwave's output, the potted myths of the Ultimate Guide and the Armada cartoon Transformers fans in general were really getting fed up with Unicron's over-exposure at the time IDW's material got started up and it's worth speculating whether the whole Nova Prime/Dead Universe thing was pitched as a Unicron arc before being overruled and tweaked. Or it could just be that Furman's got a limited imagination when it comes to having a great darkness threatens everyone.

That said, while Galvatron isn't as fresh as he could have been he does at least make an interesting subject, both in terms of his new back story  (the idea of him being the one to plunge the Ark-1 into the Dead Universe is a great mirroring of Optimus Prime's fateful decision to set the original Ark on a collision course with Earth in the Marvel series ) and in terms of his resulting personal conflict. His power level is nicely handled too, and it's nice that his agenda to regain his independence for once gives a good reason for him not just killing everyone. As yet the Dead Universe plot is intriguing but it's difficult to get too hyped when there's so much else already going on.

Talking of which the issue takes a page or two to touch base with the Earth plot, establishing that Sunstreaker and Ironhide are still missing after their problems in Escalation and that Verity really deserves to be stepped on.  The absence  of Sunstreaker leads to the issue's other thread - his brother Sideswipe is stationed at Galvatron's destination (a small pocket of artificial environment on Cybertron) as part of a unit led by Hound guarding Thunderwing's body. Naturally he wants to be posted to Earth to help the search but he's being kept away to keep things simple. Both the fraternal relationship and Sideswipe's character actually deserve more space than this comic can afford them, and it would have been a better use of pages to follow this up than what the next three Spotlights served up.

As it is we get a few frames of introspection before Sideswipe has to battle Galvatron and it's difficult hard to tell if some of the Autobot's dialogue is character work showing he's taking Leadfoot's death personally in response to his brother's disappearance, if Sideswipe and Leadfoot were friends or if it's just bad melodramatic dialogue. The rest of the Autobots get even less space though the redesign of Hound is nice and the Generation 2 fan in me is delighted not only to have Skram and Road Rocket show up but also not dying instantly as cannon fodder.

Overall despite the intended freshness falling flat this is a largely enjoyable read and therefore nudging its' way towards the higher end of Furman's work with the format. 

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