Saturday, August 7, 2010

Asterix and the Falling Sky


"Asterix and the falling sky", published in 2005, is the thirty third volume of the most successful European comic book series created by Rene Goscinny and Albert Uderzo. It is also only the eight one since the latter started both writing and drawing the book, which is significant considering that Goscinny died in 1977. To date, it appears that "the Falling sky" will likely remain the last full length Asterix adventure, discounting the two special albums that have been published around it, spotlighting short stories, and acting as the anniversary special, respectively.

Taken on it's own, this album is also quite likely the strangest Asterix story, and certainly the one that most deviated from the classic feel of the series. The cover homages the original "Asterix the Gaul" album and both invites the comparison, and yet reveals very little of the actual details of the plot. The story proper starts as a typical Goscinny/Uderzo adventure, featuring the pair of Gaulish heroes hunting for wild boars, but wastes no time to set up it's controversial plot. Just as the reader is eased into returning to the familiar characters and their typical ways, Uderzo breaks form and adds a completely alien to what might have been a start of just another Asterix and Obelix yarn.

Just seeing a 3d rendering of a simple model hovering above the Gaulish village, and spelling doom for it's defiant residents gives away the creator's intent. There is no subtlety to Uderzo's ideas at work in "the Falling sky", and just how the reader reacts to this will determine their enjoyment of the proceedings. By taking an oft repeated phrase of his characters fearing only the sky falling on their heads, and using it as a springboard to introduce a biting satire on the entire comic book industry certainly seemed as an ambitious undertaking. It's further polarizing how Uderzo gets to depicting it, tackling such a metafictional story at 78 years of age.

As for the context going in what was to be Asterix's most polarazing adventure, "les Editions Albert Rene/Goscinny Uderzo" prefaces the volume with a photograph that briefly describes the artist's start in the industry. Coupled with an endearing tribute to Walt Disney that closes of the volume, Uderzo makes sure the reader understands the impulses that led to introducing such strange and off-putting science fictional elements in what was always a premiere historical comedy, exemplifying the best in European comics targeted at a younger reader.

As many of his generation, young Uderzo was an artist influenced by Walt Disney and others early cartoon pioneers to contribute to the form of the newly established comic book. Thus, while him and Goscinny certainly felt inspired by the American comics Golden age, most notably by producing the western themed "Oumpah-pah the redskin", they have certainly since come into their own as quintessential European comic book authors. With "Asterix the Gaul" they had created something that was at once stylistically their own, as well as working as a period piece set 2000 years in the past of their own country. Despite the date never really advancing in the thirty odd Asterix stories since, a lot of the book's visual language and distinctive humor has since progressed to the point where it was when Goscinny died, and where it has, more or less, remained since, due to his artistic partner continuing the series.

Yet, despite some of Uderzo's ideas seeming somewhat more political and controversial, never has his work been as polarizing as with "the Falling sky". Considering that it was published so late in the author's life, when his output has dwindled to producing a single album every several years, the expectations have likewise significantly lowered. "Asterix" seemed to be defined by his decades old work, much more than the obligatory new volume, that seemed an impulse purchase from his many fans, who have literally grown up reading these charming tales. As such, the impact of "the Falling sky" was even stronger, considering such risk taking was nowhere near what was expected of the venerable, and widely beloved creator.

Yet, he was interested primarily in pointing out the special place Asterix and Obelix, and even broader, the Franco-Belgian comics, had on the comic book landscape, as defined by it's two largest industries, America and Japan. In order to make his points clear, he decided to borrow the narrative vocabulary of these distinctly different school of comic work, and proceeded to incorporate it wholesale in his existing, well-defined Asterix mythos. The result was bluntly putting into play two interstellar races coming to Earth in search of Getafix's magic potion, and stopping at nothing to hide their presence. Such a dramatic departure was potentially meant to be lessened by introducing a Mickey Mouse analogue in "Toon", the ambassador of Tadsilweny (a Walt Disney anagram) empire, as well as showing the reaction of his regular protagonists first and foremost.

And while the reader was to be entertained by just such a diversion, the in-jokes still feel odd and overpowering. And while Uderzo never proceeds to introduce more of emperor Hubs' (anagram of former president George W. Bush) forces beyond the Superman clones, what little there is of the political commentary thankfully quickly gets subdued. Unlike his superhero parody, further cementing the idea that the aliens' search for the magical potion doubles as the commentary on America's campaign for finding the weapons of mass destruction in Middle East would have surely driven the book into a territory simply unsuited to be dealt with using these children's characters.

This is likely for the best, considering that the addition of Nagmas, the Japanese-styled race with a corresponding set of anagrams, further complicates Uderzo's specific viewpoint. As opposed to the Tadsilweny invaders that Asterix and Obelix can somehow deal with, these other aliens are much more hostile, and depicting as possessing none of the whimsy of their interstellar rivals. And while Uderzo certainly plays his homages to Disney and Superman prototypes as both whimsy and dim-witted, not a lot of that spirit remains for their Asian counterparts.

In fact, the mangas are presented as single-minded and malevolent, hostile to both the Gauls and their newfound allies. This hilariously one-sided argument serves to demonstrate manga's rapid expansion of the last couple of decades, but it still seemingly betrays the creator's bias. Simply by paying attention to the somewhat tenious connection between Asterix's magical potion and that of the superclones' powers of strength, Uderzo seems to group them together and against the Asian invasion. The cockroach like armor and a martial arts substitute seem like a poor match for the united Gauls and Tadsilweny, making for an early climax that circumvents the role the Roman invaders have played in the plot so far, to make for the second ending only pages away, that ends the book.

Thus, the manga homages end up playing the role during the book's central act, only to be literally off the face of the Earth during it's final part. Concentrating on making his Disney homage be even more transparent, Uderzo sacrifices some of the book's drama, in order to bring back his own characters in the fray once more. The resulting clash with the Romans is once more a delight to read, if perhaps too brief. Solving the aliens' last minute dilemma, Asterix and Obelix make way for a twist ending, that once again approaches the territory of universally reviled tropes in fiction. In a very polarizing move, the creator solves the problem of having such an unwholesome element in the series' canon, one that truthfully always lept of the page as extraneous.

Thus, making good on the false climax a ten odd pages before, Uderzo finishes with a couple of typical Asterix jokes to round out the volume, and say goodbye to his characters under the computer generated background of the evening sky. Not surprisingly, Obelix the menhir maker ends up stealing every scene he's in, as the richest and organic part of the landscape, with some of his fellow villagers playing their typical roles to entice a pleasant nostalgia in the long time reader.

Uderzo was severely criticized for almost every aspect of "Asterix and the Falling sky", from the obvious clashing tone to the simplicity of the art style that he and his assistants have given the work, but the artist is still to be commanded for the exhibited ambition. The whole volume was certainly an experiment on his part, meaning that it was always going to be polarizing to the conservative readership, but it also seems to speak from the heart of a veteran comics professional, about the phenomena that he finds personally interesting. And while it's always the finished product that bears examination, not the original idea that inspired it, Uderzo's execution still feels typically tongue in cheek and charming as all of the classic Asterix stories. It is perhaps unfortunate that his final larger story was to be such a controversial offering, but despite the oft-putting introductions and a generally disconnected final product, this book proves why it closes the series.

"Asterix" has been good to Uderzo in a ways that even the most optimistic couldn't have expected, and in the end all that was left for the creator was to subvert the dynamic and try to entertain himself in ways that distance him from the fifty years of colorful stories. His subsequent decision to sell his share of the rights for the property, to make way for further stories by his assistants and eventually different creators, ensures that the series continues beyond his involvement, no doubt trying to evoke much more of the familiar Asterix elements beyond the ones featured in "the Falling sky".

Friday, August 6, 2010

Ultimate comics Avengers 2 #1-6 "Crime and punishment"

As part of their continued effort in re-energizing their Ultimate line of titles, Marvel has just concluded the second storyline of the imprint's co-architect Mark ("Civil war", "Wanted") Millar on "Ultimate comics Avengers". His collaboration with Leinil ("Secret invasion", "Wolverine") Francis Yu has also served to mark the halfway point of the writer's scheduled engagement, packaged as four connected limited series.

That the publisher is serious in rethinking their once premier brand, is apparent from every facet of the bi-weekly presentation. The result is nothing less than a very solid action comic, and a surprisingly accessible one. Overall, the "Ultimatum" crossover that preceded the line-wide rethinking of the Ultimate brand seemed to have been conceived with the idea that the company should cancel the most problematic titles and start over with a tighter focus. While in practice this meant limiting the number of writers to a small cadre of proven commodities, and pairing them with some of the most popular superhero artists, with "Ultimate comics Avengers" another very important facet is notable from the start.

By inviting back Millar, the writer of the company's smash hit "Ultimates", Marvel primarily seemed to have been interested in his qualities as an ideas man. And while some of his trademark fan-baiting ideas still come through, the whole of "Ultimate comics Avengers" project feels much less political and ambitious than it's famous precursor. The company seems certainly open to his innovations, with the commitment showing in making these spin-off stories be as startlingly visual as they can be, following Carlos Pacheco's work with the art team of Yu (inked by fellow Filipino Gerry Alanguilan) and celebrated colorist Laura ("Planetary", "Astonishing X-Men") Martin.

The creators open their story in a very intriguing way, by basically having the whole of first issue be a prelude, meant to reintroduce the Ultimate universe version of the Punisher. As such, it reads like a perfectly serviceable "the Punisher" comic, albeit penciled by Yu. And just as the reader familiar with the character starts resenting the set-up as a yet another generic retread of the ground so often covered much the same way in the regular Marvel universe, Millar comes up with a fast and effective way of reminding the reader of the team concept implied by the title. There is not much more to the opener, except for a callback to Matt Fraction's run on the "Punisher war journal" title, demonstrated by Ariel Olivetti-inspired costume the character ends up sporting in "Ultimate comics Avengers".

Similarly, the second issue is devoted to reestablishing the role of the Hulk in the Ultimate Marvel universe, a concept that the writer introduced in his first arc. By having two new characters substituting for the role of the team's uncontrollable strongman, Millar seems to be determined on setting up some kind of reconciliation regarding the issue. The matter is left to be resolved in another mini-series, presumably featuring the original Hulk, who is still supposed to be alive in the Ultimate universe. As for the matter at hand, Tyrone Cash is introduced as a simple idea, that of the Banner's mentor and first historical Hulk posing as a criminal warlord. The inclusion of another identity and the tragic past is there to help give the character a typical Marvel feel (as well as tying in with the mini-series' thematic core). Despite the enormous bulk and the facial tattoos, the character somewhat resembles Luke Cage and is certainly stereotypical, albeit on purpose. Millar and Yu use him in an engaging way, and it is likely that his hinted depth will resurface at a later date.

It is only with the third issue that the writer finally provides exposition on the nature of the threat that Nick Fury has assembled this particular black ops team to deal with. As is his mandate, this ends up being a revitalized version of another longtime Marvel mainstay, the Ghost rider. Despite considerable effort by Millar to establish the supernatural anti-hero as a compelling force in his own right, he faces a very particular problem. Despite his decades old status, coupled with a surge of popularity in the 1990s and a 2007 feature film, the Ghost rider has always been a cult favorite character. Certainly the most popular of Marvel horror titles, his comic has still faced cancellation time and again, making it a particularly challenging to update the concept for modern audiences in the alternate continuity of the Ultimate line.

On his end, Yu responds with a relatively tame version of Johny Blaze's costume, more or less reimagined into a typical biker's outfit. This lets the artist concentrate on Ghost rider's motorcycle and his main opponent, introduced in the last act. And while his designs are fluid and in keeping with the mythos' jagged edge, they seem to concentrate too much on the spikes and chains to be particularly iconic in their own right. This might seem an ironic thing to say when talking about a character that is all but defined by these things, but it's the lack of a strong central designing motif that makes Laura Martin's coloring the chief help in separating the two related hell-powered creatures.

Bearing in mind that it was Millar who famously broke away with the relative restraint of the Ultimate universe's science foundations, to introduce genuine pagan mythology, the addition of an unambiguous take on origins of the Ghost rider does seem slightly overstated and out of place. Certainly, faith plays a large role on the motivations of several of the featured players, but it feels like a fine line has been crossed from having Johny's infernal mentor not be Daimon Hellstrom from the same well of Marvel's supernatural properties, but Mephisto himself.

Getting back to the rest of the cast, the aforementioned the first Hulk and the Punisher naturally benefit the most from an arc that deals with some of the darker concepts touching at the heart of their motivations. Hawkeye the Ultimates mainstay likewise enjoys some convincing character moments by integrating with the Punisher. In this way Millar makes a commendable effort on continuing on with the character after putting him through a very rigorous ordeal in the set-up of the "Ultimates 2"'s final storyline. Unfortunately, just like Pacheco preceding him, Yu is forced to work with Joe ("Battle chasers", "Ultimates 3") Madureira's redesign, that works as a typical superhero costume but creates a disturbing effect when juxtaposed with Hawkeye's emotional disposition. Yu wisely tones down some of Mad's touches, and goes for a style that seems much more suited to a military uniform, albeit still far away from Bryan Hitch's original concept.

The two least developed characters that still inhabit a lot of panel space are the new Black widow and War machine, who once again fades into the background role. But at least the Iron Man mainstay's presence gets felt when it comes to the fighting, which cannot really be said for Monika Chang, who is for the length of another whole mini-series still actively defined by her former marriage to Nick Fury. As is always the case with Millar, both the set-up issues, and the climax of the "Crime and punishment" arc are action-filled, striving to be entertaining first and foremost, and this stays true throughout, despite the problems of exposing Ghost rider's revised origin, such as it is, and some minor art details, such as War machine's armor being too bulky to fit comfortably on the page.

Yet, for a couple of veteran comic professionals (despite Leinil being a mere 33 years old), some very strange mistakes happen during the course of the story. The fourth issue seems particularly problematic, opening as it does with a splash page, that is instantly reproduced as the first panel of the next page, stopping the pacing just a few seconds, but enough to take the reader out of the story. Similarly, a one-panel appearance by a small child, frightened by Mephisto, ends up being possibly more disturbing than the harrowing vengeance perpetrated by the Ghost rider. The reason for this is simply the rush in which the penciller turned out the page, causing him to imbue a pre-school boy with a head far too large and mature for his own age. Similarly, the cameo appearance by Tony Stark feels strangely disconnected and not at all because of the effect of the surprise the character has on the gathered SHIELD agents. The storytelling simply fails at setting up a proper pace and choreography for his intended role, while ironically proceeding with a very effective sequence featuring the mysterious Spider acting as the team's oracle.

As for the somewhat controversial aspect regarding the political background of Ghost rider's direct opponent, it feels tacked on, being foreshadowed by a few lines that fail to properly accentuate their importance. Millar's try for provocation seems similarly half-hearted and is bound to irritate only the most controversial of the readers. Despite his importance to the plot and Johny Blaze's revenge, the villain's impact still seems less direct than the previous storyline's controversial reinvention of Red Skull. Perhaps it's the lack of the connection to the team members themselves, but Ghost rider's opposite number feels very much a character too closely related to his own mythos, and shoehorned into fighting battle-ready Avengers at the last moment.

Regarding the character arcs that build the narrative tissue together, Millar is very careful in pairing up the conversing team members, thus providing both interesting subplots and opportunities for a dialogue that feels somewhat naturalistic, given the circumstances. There is a certain lack of a noticeable female presence in the story, but it can be somewhat understood, as it's dealing primarily with themes of extreme physical aggression. Still, the lack of resolution of Nick Fury shutting off his SHIELD superior Carol Danvers feels unfortunate, if not bordering on parodic, almost as if Millar was drawing a line excluding the presence of pretty girls in serious, otherworldly matters.

As for that wider thematic connection, it deals with justifying zealotry, as exemplified by Punisher, the first Hulk, Hawkeye, and finally Ghost rider. All of these characters have a fair bit of fanaticism to themselves, motivated by personal loss. Yet, Millar decided to go one step further and openly invite religion in a superhero story, intent on making a more precise point than the usual use of the holy symbol against the supernatural threats. To achieve this, he has the Punisher presented with a spiritual epiphany, that of a message from the afterlife. And while this too becomes a plot point by the end, once again highlighting the similarity between the vigilante and Ghost rider. A climatic final showdown even takes place in the church, with Millar intent on making it bear deeper symbolism than the typical use of the fighting on the holy ground being forbidden, as seen in movies like "the Highlander".

And while seeing superheroes discuss religion in such open terms is always somewhat disconcerting, Millar makes the most of introducing the ideas of Hell in his story, by largely forthcoming with his intent. In the end, "Crime and punishment" makes good on it's promise of an action story, in large part thanks to Leinil Francis Yu's contribution. While not concentrating himself on the acting of his talkative characters, giving them serious faces when not smirking or gritting their teeth, the Filipino artist still manages to handle even the most complicated of the set pieces with clarity and an approach all his own. His sketchy style given concrete definition by Gerry Alanguilan (sharing credit with no less than three assistant inkers the final issue), Yu conveys a lot of energy and movement in a way that seems typical of 1990s heyday of over muscular forms and gory details.

His attention to detail varying with the impact of the panel (and one would guess, the constrains of rigorous deadlines), it starts being colored by Laura Martin with shades of grey being broken by touches of blue and flashes of green and red, the palette seems to change for darker with the arrival of her replacement, Dave McCaig for the final four issues of the series. The difference is subtle and mostly noticeable due to addition of bright yellow to signify movement and danger. Even with the addition of Frank Martin coloring some of the pages of the apparently hastily put together final issue, the effect is that of unified coloring scheme, employed to highlight Yu's drawings in a very effective way.

For all their work, it is doubtful that the sum total of Millar and Yu's work on this particular mini-series will interest the potential new readers to the validity of the company's supernatural storytelling possibilities, particularly regarding a follow-up Ghost rider appearance. The character is competently presented, but once he follows through on the logical progression of his origin, there seems little of any inherent value in continuing his story in the Ultimate universe. Thus, it makes sense that the focus continues on Nick Fury's Ultimates black ops team, even as they confront Blade in next arc's yet another superheroes fighting vampires scenario that the writer has teased with such enthusiasm. Still, getting to the readers' good side will no doubt prove easier with the fan-favorite Steve ("Preacher", "the Punisher") Dillon on art, while Millar's creator owned "Superior" project with Leinil Francis Yu gets published alongside.

What is certain is that Marvel seems poised on letting all of Mark Millar's vision for these characters see light in a high quality presentation. The latter two mini-series will no doubt still function as stories that can be read on their own, with the added benefit of subplots working in the background for the reader who choses to read through all of these stories in sequence. This was always the plan for the Ultimate imprint, and it's refreshing to see Marvel stick to it even when publishing derivative work from one of it's strongest voices.

Tuesday, August 3, 2010

Deadpool: Merc with a mouth #7-13 "Marvel zombies"


"Deadpool - Merc with a mouth" is the title of Deadpool's second current ongoing series that was just discontinued in a unique manner, by having the publication of it's final issues run concurrent to the new title that's spinning off it, "Deadpool corps". Although the team title chronologically takes place after #7-13, Marvel still published the second storyline of "the Merc with a mouth" as regular arc, benefiting future readers who sample Gischler's story in it's intended sequence.

The labyrinthine way in which all of these comics are published ("Deadpool corps" was preceded by a 5 issue weekly prelude, and almost managed to complete it's first ongoing storyline before the parent title had ended it's run), actually has a story precedent in this very book, bearing larger plot ramifications. In fact, "Merc with a mouth" debuted as a second Deadpool monthly geared towards humorous stories that had less to do with the contemporary make up of the Marvel universe, as defined by the company's most popular titles. The distinction was that Victor Gischler and Bong Dazo's work featured a completely original supporting cast, augmented by no less than the animated head of "Marvel zombies"' Deadpool, serving as the series' McGuffin.

This bizarre choice served to introduce a continuity spiral using the backdoor of the opening Savage Land story line, setting the stage for what eventually turned out to be it's second and last tale in this configuration. The introduction of the Marvel zombies universe was an idea that opened Mark ("Wanted", "Ultimates") Millar and Greg ("Sojourn", "Uncanny X-Men") Land's run as the creative team of "Ultimate Fantastic Four". It gained further notoriety as a spin off under the direction of Robert ("Walking dead", "Invincible") Kirkman and Sean ("Criminal", "Sleeper") Phillips, the creative team of the first couple of mini-series. Consequentially, "Merc with a mouth" follows the continuity of Fred ("Action philosophers", "Incredible Hercules") Van Lente and Kev ("2000AD magazine") Walker "Marvel zombies" minis.

All of this background going in to set up Deadpool's comedic sidekick pays off in the second storyarc by the regular creative team of Gischler and Dazo. Interestingly, the creators had the idea of having this arc, that was so obtrusively set up and followed upon, stand on it's own, structuring it as a time traveling loop ending right where the story begun. In a typical superhero comic book fashion, this kind of play with popular sci-fi concepts doesn't end there, as the main plot concerns crossing over to the Marvel zombies universe, thereby marrying the company's two premiere black comedy franchises. The expensive seven issue story, sporting Arthur Suydam covers, is bookended by two 32 page chapters, largely dealing with time travel dynamics.

The first of these features Deadpool's creator Rob ("X-Force", "Youngblood") Liefeld, Kyle ("Nat Turner", "Plastic man") Baker and Das ("Kafre", "los Heresiarcas") Pastoras, illustrating alternate dimension sequences, which in turn set up "Deadpool corps". Meanwhile, after drawing the framing sequence featuring the regular cast, the book's regular penciller Dazo continues to illustrate the bulk of the actual story pages. Nominally, the plot mechanics involved having Deadpool and his two new found allies getting the head of his alternate reality doppelganger back to it's native universe, but this is quickly forgotten, once the quarter get to the other dimension. Thankfully, their AIM pursuers from the opening storyline follow suit, retaining their original goal of treating it as an item to be secured.

Meanwhile, Deadpool, Betty and agent Bill spend most of the arc trying to survive the immediate threat of Manhattan besieged by perpetually hungry zombie superheroes, and later on actually change their goals by integrating the animated head's on plan with their return to proper reality. These kinds of rambling plots are a necessary evil of trying to fit in an exotic story into official superhero narratives, and the readers have long proven patient with ignoring various bits of pseudo science involved in order to get to an interesting story. "Merc with a mouth" certainly offers something resembling a complete adventure in the Marvel zombies universe, albeit with a large focus on the plot mechanics involved in bridging narratives.

As for the story Gischler and Dazo offer, it's very peculiar, while limited to a small geographic area. Literally, the arc's central five issues span what feels like no more than a single city block, and even then significantly little world building occurs. Tied to roughly the same location featured in Van Lente and Walker's "Marvel zombies 3", Dazo offers a lot of post apocalyptic paraphernalia, of broken buildings and dirty environments under colorist Matt Milla's scorching sun. The penciller is from the start in an unenviable position, having to produce a large amount of work in a very short time. He responds by producing the quirky yet convincing designs the survivors of the zombie outbreak, yet his work ends up lacking a bit of energy and refinement seen in "Head trip". And while inker Leonardo Ito could be blamed for not giving further definition to Dazo's work, the storytellers do still establish the story's major two locations and the frantic actions going on all around them in a manner befitting Marvel's house style.

The problem is that the confinement rarely feels genuine, as precious few undead react to the rumors of a hidden group of extinct humans hiding in New York's ruins. While producing a humor book starring an indestructible mercenary, perhaps it's to be understood why the creators focused on the more oddball details of the scenario, but there are still some of the glaring flaws. For instance, of the super villains encountered, only a rare few are properly identified, sporting fairly uniform evil hungry zombies personalities. For the benefit of the new reader, their powers are clearly established through the action sequences, but for the reasons already stated, "Merc with a mouth"'s second arc remains firmly aimed at longtime fans of Marvel and their superhero properties.

Of the villains involved, the Absorbing man gets most space, and his conflict with Deadpool and the survivors gathered around him feels genuine, nicely developed, and eventually pays off in a hilarious way that is definitely the book's high point. Commendably, Gischler and Dazo realize that their new characters probably don't have a lot of life beyond this story, and use this to interject drama in the scenario.

To be fair, some of the twists are downright juvenile, even by the standards of the protagonist. And while the character subplots fare somewhat better, some of the plot twists and humor reveal a focus on teenage audience, who would be most likely to sympathize with Deadpool praising of gaming consoles, and constant focus on fast food and rash interactions with women. It goes without saying that the love triangle he so stubbornly tries to create (mirroring nothing less than Archie comics) consists of unusually proportioned Betty and Veronica behaving in slightly illogical ways, but Gischler still injects them with enough personality that their motivations feel adequate considering the post apocalyptic zombie surroundings.

At least horribly scarred Deadpool's fantasies occur in a comedy book, with his bravado and flamboyancy being part of the character's anti-hero charm. Of the supporting cast carried over from the previous story arc, the writer finds roles for all of them, even Bill, agent of AIM, a wholly superficial character ends up with a plot-convenient role of being capable of driving various vehicles the protagonist forces him to use to help their escape. Dr. Betty on the other hand, remains perhaps the best developed character in the book, although Dazo does end up on settling her with a very generic outfit for the final part of the story. With the addition of professor Veronica as a more approachable target for Deadpool, the creators largely avoid making her play the constant oversexed teasing role she had in the previous six issues.

As for the two AIM agents, their role finishes off the final parts of Deadpool's stay in the Marvel zombies' universe, but the diminishing focus renders them a momentary threat at best, eventually turning into nothing more than the targets for a couple of easy jokes. Unforunately, with the ultimate fate of Deadpool and his animated head companion's return to regular reality already revealed in "Deadpool corps", the 32-page finale is sapped of some of both drama and momentum. The "Headpool"'s complicated plan, set up in a very clumsy previous sequence, takes center stage, but Gischler is careful to include the resolution of the tension between the protagonist dr. Betty in tow with the time traveling mechanics.

Thus, at least some of the titles' 13 issues have impact before colliding with an ending that has already been revealed in the "Prelude to Deadpool corps". Thus, the discussion of Deadpool's second ongoing title ending is once again tied with it's follow-up. Marvel's decision for such a radical change of direction seems to make sense once the reader has been privy to Gishler's first two stories in "Merc with a mouth". The relentless tying in to "Marvel zombies 3" does nothing so much as belabor the final issue with a tedious scenario, which isn't helped by Dazo's inability to illustrate the whole episode. Hence parts of it's 32 pages featuring fill-ins by Matteo Scalera and, once again Kyle Baker (this time without the in-story reason for the varying styles) feeling as simply Marvel doing all it can to finally complete the project it has commited to a little more than a year ago.

And despite the ludicrous premise of featuring a cast of four different versions of Deadpool uniting to combat cosmic threats, it still feels a step up from "Merc with a mouth", that never really developed beyond it's creators trying to put their own spin on what Daniel Way has been doing since reintroducing the character. And it's not that the duo have felt redundant by using the tropes the writer introduced in the "Wolverine: origins" arc, like dual narration and Pool-o-vision, it's just that the book felt by covering much of the same ground, despite the different supporting cast and the Marvel zombies connection. Time will tell how the market will react to both Gischler's work on "Deadpool corps" and the overall, rapidly expanding line of Deadpool books, but for now, it's safe to say that his and Dazo's work feels complete, despite the number of other books it connects to. "Merc with a mouth" seemed like trying to offer an alternative to the creative vision behind the core Deadpool title, before actually seeing the creators responsible finish their commitment to the book.

Saturday, July 31, 2010

Spirou and Fantasio: "the Dictator and the mushroom"


"the Dictator and the mushroom" presents the
sixth full length Spirou and Fantasio feature produced by Andre Franquin for Dupuis' "the Spirou magazine". Using Maurice Rosy's plot, Franquin started serializing the story in 1953, which was eventually collected in hardcover album format three years later.

On the face of it, Franquin chose to spotlight an anti-military scenario, while drawing on his own work to provide background context. And while the writer/artist has certainly introduced Palombia as an unstable banana republic from the start, it's doubtful that the simplistic examination of the military coup phenomena featured in "the Dictator and the mushroom" was to be of the primary interest to most of the readers.

The book certainly starts of by pairing the two most of the most memorable over the top ideas Franquin introduced in his work on Spirou, that of town of Culdesac playing host to Marsupilami. The wondrous creative, native to Palombian jungle needed only to be introduced to the Count's newest invention to start wreaking the domestic bliss of the provincial town. And seeing Franquin realize this idea in a series of fast paced comedic sequences could certainly have been used as a basis for a complete adventure in itself.

That Franquin wasn't content on merely marrying two previous ideas in the most obvious scenario, speaks to his commitment to theme first, as the playful antics constitute merely the prologue of the story. The oft endangered Culdesac once again seems such a definite setting for the writer/artist's particular stylings, even if he admits initial skepticism for the Rosy-invented Metomol gas. Despite his propensity for high energy unapologetic storytelling, Franquin still felt that there was a line separating the subjective reality of his characters and the full blown science fiction with little bases in the everyday life that he liked to juxtapose his characters against. Of course, this goes against his having introduced nothing less than a dinosaur to Culdesac in a later volume, but on the whole, speaks of the common ground that his comics had with their chief aesthetic rival that was Herge's "Tintin".

Perhaps this was simply due to the generational gap between the two creators, but as the younger of them, Franquin certainly seemed more interested in satirizing the middle century technological boom that was all around him those days. Thus, Count Culdesac stands as a much more active and progressive scientists, than Herge's absent minded professors, and certainly much more advanced in the biochemistry field. Even then, his aristocratic demeanour still gets shaken as his experiments fail to be contained to the laboratory grounds. Having Marsupilami simply take a canister of his latest invention and run wild around the respectable community is an iconic presentation of the typical Spirou and Fantasio conflict.

As such, it convinces the protagonists that their pet must be returned to the Zoo grounds, but failing that, they resort to return to Palombia with it. As such, in a lot of ways, "the Dictator and the mushroom" is a direct sequel to "Spirou and the heirs", and not so much it's circus-oriented follow-up publication. The journey to Palombia is another chance for Marsupilami to win readers over, with his antics, because right after the characters finally arrive in the fictional South American country, the whole of focus shifts to a much different tale.

If not for the presence of the cover, Franquin would have certainly have succeeded in misdirecting the reader's attention. Without much in the way of foreshadowing Palombian's coup d'etat, the writer/artist suddenly makes it clear that characters once again traveling to secure Marsupilami's voyage was plot point designed to get them back to Palombia, so that he could get to the story he felt the need to tell. Marsupilami's hijinks aside, this is another instance in which the creator demonstrates his use of continuity to tell completely accessible tales. Not only is Marsupilami given a complete introduction and a reason to be taken back to it's native jungle, but the uninitiated reader doesn't really need to know anything about Palombia beforehand.

This is because once Spirou and Fantasio return to it, they are as surprised as the reader to see the signs of new dictatorial regime in place. Even considering that the of Palombia's supreme commander
is another callback to "Spirou and the heirs", doesn't detract from the enjoyment of those unfamiliar with the volume in question. In this instance, they might be even better served, as the character returns in a radically different way compared to his situation when last seen. Even Franquin has gone on record for regretting the creative decision that has made the way for establishing the villain in "the Dictator and the mushrooms".

In any event, the book largely transforms with the promise of the war with the neighboring country. The benevolent humor it starts with gives way to a light hearted war time thriller, as the paranoia starts becoming a pervasive mood. Thus, the antics of Spip and Marsupilami are relegated to background gags, as the secret police agent starts bearing the brunt of Franquin's whimsy. Franquin certainly manages to get across the fear for the lives of the protagonists, and the eventual resolution of the conflict, but this is achieved in a very perfunctory manner.

Spirou and Fantasio are given important military positions, in what what can only be described as an act of madness on the part of their chief enemy so far. And for all of Franquin's satirizing him as a low-rent Hitler, his unexplainable behavior certainly goes a long way from depicting him as a credible threat. Thankfully, the country standing on the brink of war makes up for this, and Spirou and Fantasio's quest to contract outside assistance certainly carries appropriate drama.
That the help eventually arrives in the form of another recent addition to the supporting cast certainly helps cement the feeling that the writer/artist has already created a strong comic, with not it's internal logic and the author's myriad idiosyncrasies, but also a number of recurring characters that strengthen the narrative on the whole.

Yet, seeing the ultimate results of marrying two disparate parts of the story does lead to the feeling that the book is somewhat the less than the sum of it's parts. Certainly Franquin understood that the complicated nature of modern warfare was always going to be simplified in it's depiction in what was a premiere children's comic at the time. Yet, there was no excuse to follow that impulse to it's natural resolution, implying that every storytelling convention is acceptable if the creator has an humane agenda on his mind.

That the reader never gets to really meet the other part of the conflict could have been used to even augment the plot, but it certainly serves to help undermine the story's credibility when coupled with the eventual means of stopping the looming conflict. Such a brief and abbreviated scene is lent some more weight when coupled with the eventual personal showdown with the culprit behind the Palombia's troubles, but it doesn't really go a long way from helping the book cohere as the whole.

As for the epilogue, it could be said that it's much more successful, in that the writer/artist has done everything to prepare the reader for Spirou and Fantasio's final decision regarding Marsupilami's status. Once again, the characterization resurfaces as the real strength of this album, as Spirou and Fantasio leave behind the weak and unconvincing resolution of military conflict. There are certainly whole scenes that effectively drive forward Franquin's urgent pacifistic message, but the work would have perhaps benefited from being wholly focused on those issues, and not splitting the page length with the Culdesac parts, in which the writer/artist definitely felt more at home.

Saturday, July 10, 2010

Spirou and Fantasio: the Horn of the Rhinoceros


"the Horn of the Rhinoceros" stands as the fourth longer Spirou and Fantasio adventure, that Andre Franquin produced, originally serialized in "the Spirou magazine" in 1952. Interestingly, the creator's original intention was to publish two adventures starring his characters, with the eponymous one being the follow-up to the spy caper. Yet, when Dupuis serialized the work in 1955, they bundled the pair together, thus providing for a somewhat richer and more complete experience.

Yet, most of the book's problems stem from that very same decision, as the two parts never really cohere story wise. Through enough, the plot points are followed up and expended upon, but the reader is still left with a very concrete ending point at roughly the two thirds of the collected edition, rendering the continuation contrived in a lot of ways.

It's only the epilogue that brings some much needed closure to Spirou and Fantasio's long voyage, and saves the book from the pulpy Golden age adventure feel, with characters literally stepping from one adventure to another. Plot-wise, this is largely because of the role a particular McGuffin plays in the story actually pays off bringing a slight, and very Franquin-like, change into the book image-wise. Still, "the Horn of the Rhinoceros" is much more notable for the writer/artist's other addition, that of Seccotine, female reporter, and the book's first female character of note.

The narrative framework of having adventure comics starring journalists as the protagonists, often gives way to only so much lip service as needed to justify getting the primaries in contact with an interesting assignment. In "the Horn of Rhinoceros", Franquin starts off by actually focusing on his protagonists' work a moment, if only to provide context for the introduction of the new supporting character. The cartoonist uses the same opportunity to introduce the plot in a dynamic way, making for a very interesting beginning of the Spirou and Fantasio story.

Using a department story as the setting for the whole first act of what was originally "Spirou and the turbotraction", proves very fruitful for both Franquin's sense of whimsy and creativity, especially compared to the previous album's opening at the Zoo, similarly depicted past the closing time. A multi-level building housing a long chase sequence might have ended up serving as merely the backdrop for a lot of high energy action sequences, but in the writer/artist's hands, it becomes so much more.

Franquin relishes the opportunity to draw the budget appliances, but never for the sake of cluttering the background for the sake of getting the reader's attention to his bravado. No, in his depiction, all of the myriad objects end up serving a purpose, first for the sake of comedy, than to set up his plot, and eventually to marry the two in a jovial way. The whole of the first act of the story is "Spirou and Fantasio" at it's best, utilizing the department store setting to it's most, while providing for a typical convoluted mystery that will take the protagonists the rest of the story to get on top of it.

Interestingly, the scheme to steal the blueprints of the automobile prototypes ties into "Spirou and the heirs"'s second act, with the "Turbot" factory being the offended party. Franquin's use of continuity is noteworthy in that it mostly deals with recasting the two drivers into new roles, using their familiarity to entice the protagonists into taking action on their behalf. Other than that, Roulebille and Martin could have easily been recast as the a new couple of spy characters, which is what they essentially are in this story.

Unfortunately, the pair of gangsters instigating the plot never really emerge into any kind of credible foils. Thankfully, Franquin realizes this and centers the adventure around the world wide search for the McGuffin, which enables his stock character adversaries just the sort of nuisances used to appear at the most convenient and trouble Spirou and Fantasio that much more. In a longer work, they would have perhaps had the roles of henchmen to a more important villain that would appear later in the story.

As it is, the second act of the story is it's weakest, consisting as it does of a down time needed to get the heavy exposition out of the way, and set up the final part of Spirou and Fantasio's journey. This is done in a very heavy handed and belaboured way, with Franquin clearly being aware as to the true nature of his plot, and treating it as what it is, basically an exercise in thinking of inventive ways of structuring chase scenes around two distinct settings.

Once in Sidi-bou-bouk, Franquin's latest stand in for a stereotypical African country, Seccotine still doesn't get a lot of panel space. This is absolutely intentional because of the relationship that quickly develops between her and Fantasio. Theirs is a friendly rivalry that still infuriates her colleague to no end, which basically forces Franquin to tailor her role to appear mysterious even to the reader.

In any case, the writer/artist is to be commanded for having his female reporter be every bit as resourceful as his male leads, which translates into not so much as irritating but capable and charming in it's own way. For a first appearance, this is more than enough, as the mostly off-panel character still leaves the impression that she has her whole other adventure outside of Spirou and Fantasio, and achieving the same goals in her own way, which naturally ends up beneficial to all.

Thus her peculiar position makes way for the highlight of the book - a long chase sequence through the Arabian market. Franquin employs the quirky streets to their comedic best, supplementing the ludicrousness with fantastic details, such as his villains' wigs, and Fantasio's cheap souvenir. A lot of heart and energy clearly went into staging these comedic escapades, and their creator clearly feels amused at having constructed them.

And while all of "the Horn of Rhinoceros" can hardly be said to carry some sort of a concrete morale, it's still notable for it's sense of good humor. This is definitely the work of an artist that is still finding his feet with this series (judging by the complete absence of Marsupilami, who was just last volume certified as a credible member of the supporting cast), but Franquin's also continually enthusiastic, which shows best in his art, that continues to tighten up and be more and more unique.

The writer/artist unique brand of caricature is leaping in strides even this early into the series, thus reader can already see little of Jije's Golden age incarnation of the characters that preceded it. Franquin has literally abandoned his mentor's model that he started off emulating and has in many ways made the series his own.

This extends into finishing his stories when he feels that he's already said what he wanted, and this is literally how he follows up the masterful display of comics storytelling that was his Sidi-bou-bouk city-based piece. Spirou and Fantasio are given a new African address, and together with their new friend, they come to the journey's end, which quickly wraps up most of the plot threads.

Seemingly at the last minute, the creator and his publisher felt that the setting deserved another adventure, thus allowing for the immediate continuation. Following some inelegant exposition, Spirou and Fantasio start partaking in a truly African quest, for the horn of rhinoceros, giving the second story, and the whole of the eventual collection, it's name. It is, once again, a typically colonial rendition of the pulpy exotic adventure story, but thankfully, with a little more care given the natives.

That is not to say that they're not wholly insensitive racial caricatures, but they are at least given some differentiation, and more importantly, the whole short has a decidedly light-hearted feeling. "the Horn of the Rhinoceros" has none of the spy trappings of it's predecessor, but embraces the African myth wholeheartedly to deliver some of Franquin's bizarre logic, as it features some truly unique comedic scenarios using what might appear as the typical staple of adventure cliches.

For one, the creator uses a previously introduced souvenir so extensively that it becomes almost a character in the story. The effect is hilarious throughout, and certainly unique to Franquin's oddball sense of humor and his unique point of view.


As is the standard with his art, his designs for animals particularly stand out, and together with his satirical leanings help the reader ignore the overcomplicated plot that sends his characters in motion. It is Franquin's creative vision that takes spotlight front and center, and it culminates in the search for the aforementioned horn that takes on a comedic quality that has to be seen to be believed. Once again, the reader is free to judge the creator's attempts at humor on his own terms, but the wholly original situations that are set up in the comic can't be glossed over.

Once again, the writer/artist expresses in the most over the top way imaginable, that is not only endearing, but so self-assured that it projects a feeling that the creator is really trying to amuse himself first and foremost. And even when Spirou and Fantasio finally find the plans they have spent so much time searching for, having been the sole plot element carried over to address their continued stay in Africa, Franquin finally reveals why he chose to call back to the previous volume.

It is precisely because of the epilogue enables him to once again indulge into one of his obsessions, that was nowhere as apparent as in the overlong second act of "Spirou and the heirs". And having spent so much with these characters and developing their world, he can certainly excused for using every excuse to spotlight his passion for technology of the era. It is precisely because of his own interests and personality that these comics have developed such a following, and even today continue to be wholly original for readers interested in the medium and all of the forms it has taken across the world.

Sunday, June 20, 2010

Spirou and Fantasio: the Marsupilami robbers


“The Marsupilami robbers” is the third extended Spirou and Fantasio adventure produced by Andre Franquin. After serializing it in the pages of “Spirou magazine”, Dupuis published it as an album in 1952. As with “the Sorcerer of Culdesac”, the story features a co-writer credit, this time to Jo Almo (a pseudonym of Geo Salmon).

Salmon was a sports journalist and a long -time friend, who drifted away from making comics to model making of some of the weird inventions Franquin displayed in the pages of "Spirou and Fantasio". His contribution to the third volume consists of a first draft, produced in collaboration with his wife, that served to convince Franquin of Marsupilami's value for the series as a whole. Thus, by having a hand in elevating the venerable character from a one time curiosity to the comic book icon, the Salmon couple have ended up playing a small but crucial role in the history of Marcinelle school of drawing.

Franquin has taken their cue to play upon his own frustrations with the ill treatment the captive animals see at the Zoos and circuses, and that parallel ended up serving as a backbone to the story. Unfortunately, no matter the inspiration, “the Robbers” is certainly a much less ambitious tale than its two predecessors, ending up a transitory volume that helped its creator step back, deciding how to integrate the many new ideas presented thus far.

The first half of the album stands up as some of the strongest work Franquin had done up to that point, with a chase sequence in the ZOO representing his characteristic eye for detail and a penchant for physical comedy. Despite the contrived plot of gangsters faking Marsupilami’s death as the cover for his subsequent kidnapping, once the night falls on the premises, the setup yields the series’ typical charms. This means that, in trying to find their new companion, Spirou and Fantasio are repeatedly beset by a typical incompetent groundskeeper, while the kidnapper is doing his best to get over the wall with his prey.

The writer/artist doesn’t let the gloomy backdrop rob the story of comic relief though. Indeed its early highlight is the pavilion sequence, where the nostalgic Nile monitor steals the show with his perfect comedic timing.

In any event, through the advent of some heavy handed clues, Franquin transitions the plot with a clunky scene, trying to add some ambiguity to the actions on part of one of the kidnappers. The manner in which the writer/artist communicates this idea ends up acting almost as a parody of a social realism drama. Yet, this is quickly forgotten, as mid-section goes on to provide the comedic highlight of the volume, portraying an encounter with the customs that goes horribly wrong.

Our always-rushed reporters are once again unprepared for the bureaucracy behind Franquin’s 1950s France, but the annoyance quickly culminates in a no holds barred showdown that has to be seen to be believed. Unfortunately, it appears that Franquin’s enthusiasm starts waning right after this over the top sequence, as if returning to the straight forward plot structure does not really interest him as a storyteller. Likewise, the protagonists’ catching up with the kidnapper and his subsequent moral decision feel too soon and would certainly have made for a more dramatic moment if placed at the conclusion of the episode.

As it is, the final third of the story, centering around the circus Zabaglione (yet another villain whose name starts with the final letter of the alphabet), seems oddly drawn out and anti-climatic. It’s not just that the ring master feels like a lazy and generic villain, the whole milieu feels tacked on and acts as a weak parallel to the album’s opening pages, set in the ZOO.

True, the writer/artist has Spirou and Fantasio try numerous plays in order to get close to Marsupilami, but the resultant physical gags feel played out and seen before. Interestingly, another recently debuting major player resurfaces in the closing scenes, carrying with him a unique McGuffin needed to finally bring the plot to it’s violent resolution. Still, this signature touch of weirdness does not make up for the weak ending that manifests none of the story's strenghts.

Circus ring master Zabaglione once again fails to establish himself as a proper villain in his own right, and ends up being a minor nuisance, needing the help of the strongman Goliath to take care of the titular heroes. In the resulting match, all of their new found allies show up for the grand brawl, but it nonetheless feels that nothing is really at stake ( with one of the kidnappers already having faced the accusations for his crime beforehand), especially following the iconic tussle with the customs.

On the other hand, Marsupilami’s scenes are succinct and convincing, going a long way to, if not make up for the convulted story that they inspired, at least convince the readers that the wonderfully strange animal is a welcome addition to the series. Salmon's storytelling instincts ended up making a smart choice considering the focus Franquin’s signature creation would end up getting in subsequent stories.

In the end, “the Marsupilami robbers” ends up being a minor “Spirou and Fantasio” volume, despite some of the charming details along the way. It definitely benefits from being read in sequence alongside the whole of Franquin’s 20 years in the making run, but some of it's deeper themes, regarding cruelty to animals feel glossed over and touched upon only in broad strokes, which is perhaps suitable considering it's intended audience.

Franquin certainly emerges as a creator with a much clearer grasp on how to continue the series, basically by following through with the ideas he more or less developed on his own. It is in that spirit of trying to amuse himself that he would definitely reach the most readers, even if it meant leaving the big city reporters angle that never really gelled with his version of Spirou and Fantasio’s adventures.

Sunday, May 30, 2010

Scalped #35-38


With the release of the latest issue of "Scalped", Vertigo's premiere ongoing crime title has finished it's new spell of one-off stories. In preparation for a longer arc that is to come, Jason ("Other side", "Ghost rider") Aaron has scripted three accessible self-contained episodes, illustrated with the help of guest artists. Regular artist R.M. Guera was presumably so busy with the follow up story arc that he only found time to complete the final of these four issues.

Interestingly, the publisher has commissioned the work of expressionistic Danijel ("Plague", "Rex") Zhezhelj, with his issue being the first to open this latest cycle. The Croatian artist's style is so unique that anytime Vertigo uses him, he completely overpowers anyone's idea of a typical fill in. With his layered and painterly disposition, Zhezhelj is perhaps the publisher's most distinctive artist, which fits with Aaron's story providing a temporary break from the series' typical stylings.

Focusing on the farm life of an elderly couple, it brings to mind the independent work of recent Vertigo addition Jeff ("Essex county trilogy") Lemire, a slow, atmospheric work that seems an antithesis to "Scalped". Yet, the far more brutal ongoing still practices a leisurely pace, with it's frequent rotating points of view making such a connection possible. Zhezehlj picks up on this, and starts putting his rough brush strokes, and heavy inks at play, to try and capture a desperate family dynamic. Gulia Brusco's colors never let up from making the problems these people face appear anything less than bleak and unforgiving, while at the same time preparing the reader for the cathartic ending.

Acting as a complete break for the series, this is the most successful of the three latest short stories, yet it still falls short compared to some of the series' previous high points. As usual with these tales, Aaron's main writing contribution ends up being his choice of an interesting narrative perspective, for providing another view of the life on the Rez. This time, it centers on the farm outside the immediate casino surroundings, and it certainly provides for a distinctive experience. Yet, seeing the writer treat such a simple yarn through the medium of two dueling narrations, seems as excessive as some of the background recalled by the characters in captions. As a writing experiment, the story would have most certainly been better of by stepping back and leaving Zhezhelj to handle the bulk of storytelling with his distinctive visuals. Yet, even such an overwritten issue as "Listening to the Earth turn" doesn't prepare the reader for the story that follows.


And while it once again shares the writer's enthusiasm in creating a dense and layered backdrop, the very themes he chooses to spotlight provide for a very uncomfortable experience. On the face of it, by choosing to portray a solo mission the longtime background character Shunka is being sent to, it feels much more at home with the longer "Scalped" story lines. Yet, despite the plot-heavy approach, the writer once again aims for a decidedly simple emotional core, based on a very particular and polarizing aspect of Native American culture.

Davide Fuerno's art capably follows the series' conventions, easing the reader to deal with the controversial themes. Yet, the regular fill-in artist's work is so solid that it calls attention to itself, by reminding the reader of the artist's sheer improvement in technical prowess. Fuerno's soft penciling gives way for much rounder and realistic figures than before, instilling the characters with some much needed humanity and unique designs that are perfectly in tune with Guera's work, yet highly distinctive on their own. Gulia Brusco follows suit, with sepia toned coloring that maintains the pulpy black and white quality of the series' predecessors.

The story they illustrate is the one most adhering to the neo-noir conventions, which Aaron tries to subvert, while remaining true to the form at the end. yet, while the ending serves to bring the escapade in tune with the wider "Scalped" storyline, what precedes it is decidedly polarizing. On the one hand, the fractured narration, and chilling outbursts of violence are the series' forte, and they are used with great care and the precision in the first part of the story. Yet, the second half, with it's over the top narration that was it's only previous distraction leads to some very blunt storytelling choices.

And while the neo-noir trappings serve to round out the whole thing as an unexpected murder mystery, it still feels decidedly ham-fisted in both it's moralizing and the level of violence. Perhaps in retrospect, the excursion could be validated by picking up on the plot points down the line, and further integrating them with the larger narrative. As it stands, "a Fine action of an honorable and catholic Spaniard" is still certainly the most immediate of the short stories, and would likely headline the collection, should Vertigo decide to publish these issues on their own.


Finally, the last side story takes place completely in flashback, filling in the back story for Dash's father, and is once again a completely accessible entry to the series. It goes without saying that opening with a Vietnam war reminiscence takes a special note when taking into account Aaron's own biography. Being the nephew of the veteran combat correspondent Gustav Hasford, the writer was inspired to create his debut Vertigo work with "the Other side" mini-series, so that seeing him revisit the conflict in "Scalped" has much more than the immediate resonance. Even the issue's cover recalls the promotional poster to Stanley Kubrick's "Full metal jacket", that was adapted from his uncle's novel "Short timers".

That said, Aaron uses the opening pages dealing with the fighting to introduce Dash's father, exhibiting an air of the supernatural to his fellow troopers. This he proceeds to deconstruct, by detailing his life in the last days of the conflict. Even before Wade returns to America, Guera is once again set to illustrating the auto-destructive surroundings of a violent man's lifestyle, only set against a lush Asian backdrop, instead of the usual desert setting. Seeing the tragedy centered around a desperate man is nothing new to the series, and in fact the stylistic union proves something of a detriment to the episode as a whole.

The shootout that ends Wade's stay in Vietnam recalls Shunka's similar response in the preceding two-parter, and unfortunately brings to mind the many similar scenes from the accumulated thirty odd issues. That Aaron uses it to build up tension in the final scene taking place in America is a clever device, but one that doesn't make the story distinctive in it's own right. This is certainly fine in an ongoing series that needs to constantly redress it's core themes, but this far in "Scalped"'s history, a random graphic display feels largely inessential.

Moreover, the whole issue seems designed to close the short story cycle by returning the reader behind the typical parameters of Aaron and Guera's work, and it feels strangely limiting. "The Family tradition" ends up being memorable mostly for the regular series' artist returning in time to begin the next issue's "Unwanted" story arc, picking up on the shocking developments of issues 30-34. And with the series entering it's final phase, it seems that the self-contained stores that were so informative in it's beginning have settled into providing local color that is almost superfluous these days.


With three whole years behind it, "Scalped" has long since become the slow boiling neo-noir tale it's creators envisioned, thus making further fragmentation hard to justify. It could be excused previously, with the main character going into an extended seclusion, but certainly not now that he's in a different situation. Of course, the answer to that once again lies with Vertigo's decision to publish it's ongoing titles with no breaks in schedule. The editors count on the writer's fascination with the setting to provide for an entertaining diversion, but in doing so they harm the overall structure.

Faced with the artists increasingly incapable of fulfilling the monthly deadlines when producing highly detailed work, the imprint would do well to break the mold and at least try to publish their creator owned titles as series of mini-series. By forcing Aaron to adhere to a strict storytelling model employed by "the Sandman", the writer responds by saving the important story beats for the larger arcs, regularly bridged by short stories not illustrated by Guera, that seem to increasingly relish their tenuous grip on the series proper. One can't help but feel that with a looser artistic style enabling the artist to work faster, "Scalped" would have ended up a much shorter and more concise book, that still exhibits it's traditional methodical approach, without breaking clear to embrace the trivialities of it's bit players' background.