Another month, another slice of beautifully rendered, elegantly presented sci-fi comic goodness. John Lynch’s road trip across America and through the secret history of the Wild Storm universe continues as do the ramifications of the cold war between IO and Skywatch turning hot. Last month we saw Lynch meet Fairchild’s mother. Who will it be this time around? Will Lucy Blaze’s single-handed slaughter of two IO Razor CATs go unanswered? And will Jack Hawksmoor finally work out who he is? There is only one way to find out…
Well, it’s here. We’ve had a lot of build-up to this, the issue that marks the half-way point in this series. Nice build-up. Gorgeous build-up. Amusing build-up. Even absorbing build-up. But build-up all the same. Now, it’s time for the members of Jacob Marlowe’s wild CAT (Grifter, Void, John Colt and Kenesha) to put their plan into action, while at the same time Jackie King’s team of IO tech-geeks set theirs in motion, too. Will there be sparks (and blood, for that matter) flying? Will it all go off without a hitch? More importantly, will the patience of this series’ generally enthusiastic readers be rewarded?
Let’s find out, eh?
I’m not sure whether I’ve pointed it out before, but The Wild Storm is what was in the old days called a maxi-series. Each issue’s cover features a strip of numbers below the title running from 1 to 24 with the current issue’s number picked out with an arrow of the kind I used to use when keeping score at snooker as a spotty youth. I mention this simply to remind everyone that we’re currently only a sixth of the way in to whatever Warren Ellis has planned for this reimagining of the Wildstorm universe. Or, to put it another way, don’t let last issue’s explosion of action, glorious though it was, fool you into expecting more of the same this time round. For some, there’ll inevitably be a bit of disappointment at this and I understand that. I don’t want you to think, however, that we’ve returned to an issue of people talking wittily at one another about things of which they’re already aware but about which the reader doesn’t have a clue. Oh, no. This time around, we begin to get… information.
This issue starts pretty much right where the last issue ended. Grifter makes short work of the remaining Razors in a couple of panels that constitute both economical and spectacular storytelling, only to be threatened with nuclear devastation by a bloodied but still operational Razor who has no compunction whatsoever about sacrificing his life in the service of IO. Kanesha pulls the pesky bit of glass out of Adrianna’s head and they escape in a weird snake-like flash of pink light just before the Razor goes off taking the disused IO facility with him. I suppose this is a little bit underwhelming, but I’m prepared to be somewhat forgiving of this resolution to a situation that positively bristled with drama last issue. For one thing, Kanesha later makes it clear that she had no idea that pulling the glass out would work. For another, I’m not convinced that Adrianna’s been entirely unaffected by the experience. As always with this series, we’ll have to wait and see what the ramifications of this moment are, but I’m willing to bet that there will be some.
The rest of the issue is, for different reasons, really quite beautiful. There’s a nice scene between Miles Craven and his boyfriend that rather skilfully starts to fill in some background to Angie Spica, her suit and why her acquisition of it is so problematic for Craven. I can’t stress enough how very good Ellis’ dialogue is here. It is almost entirely naturalistic (the line about Henry Bendix looking at Craven’s black boyfriend “like he wanted to watch [him] hang from a tree that was also on fire” is a bit forced for my tastes) and it portrays both characters as very human with fully-functioning senses of humour. That both men possess the ability to talk to each other without spelling everything out all the time (which is something certain writers working on books whose titles feature the initials ‘J’ and ‘L’ could do with) is impressive, too. Given that Craven is, at the moment, meant to be our ‘bad guy’, I’d suggest this is nicely subtle and enjoyable characterisation.
There are some interesting things revealed in that conversation. IO and Bendix’s Skywatch have agreements in place to share technological breakthroughs, agreements that Craven has broken. Angie’s tech comes at least in part from something called a Breslau II which looks like a classic 50s flying saucer, although the one we see has a big ‘Skywatch’ logo on it, presumably a mark of ownership. While Ellis’ strategy of letting the reader in on interesting conversations between important characters remains essentially unchanged, in this issue readers will, I think, find that approach a bit more rewarding than they did in the first two.
This continues with our first proper look at Henry Bendix. Bendix’s evolution as a character has been quite interesting. From Picard-like efficiency and cool authoritarianism in the first issues of Stormwatch to the master chessplayer and god complex-plagued manipulator of the 90s Ellis run, the character has always been morally suspect. Here, Ellis does something I honestly didn’t think was possible. He makes him hilarious. If the fight in the IO facility was the highlight of the previous issue, the conversation between Bendix and his PA, Ms Lauren ‘Fahrenheit’ Pennington, is undoubtedly the highlight of this one. Ellis portrays Bendix as a cantankerous old man whose aversion to Earth and clearly genuine love of and awe for space form the core of his personality. Pennington is more than just a comic foil too. She speaks to Bendix as equals and there is a sense of affection and playfulness between them that, for this reader at any rate, is totally unexpected. It’s fantastic scripting and it’s capped by a glorious two page spread of the Skywatch satellite.
It’s worth pointing out, incidentally, that, while the Skywatch satellite’s size is truly impressive, its technology is firmly rooted in the reality of our own NASA craft and entirely appropriate for a story whose protagonists tend to wander around in open-necked shirts and turtleneck sweaters.
The issue continues with a rather low-key conversation between Michael Cray and Miles Craven in which the pair discuss Cray’s brain tumour and ends with a simply beautiful page of Angie walking along a night time highway, having plunged into the sea earlier on. This provides a rather melancholy and downbeat ending to an issue that starts with Grifter shooting two IO Razors in the head!
This is an excellent comic. It’s beautifully written and sumptuously drawn by an art team who really are on top of their game. Given that so much of this story relies on dialogue, Davis-Hunt’s deft portrayal of facial expressions is invaluable in helping the reader grasp the nuances of the story its various characters. That said, when he needs to be, he can be spectacular. The panel in which Angie flies over a sea reflecting the light from the setting sun is just wonderful; the image of Angie staring pensively to one side against a backdrop of the star-studded night sky is similarly breath-taking. (I might be falling for Angie, you know. Just a little bit.) That Ellis refuses to hold the reader’s hand means that the characters feel grounded and their relationships feel real and this adds a greater sense of immersion to the story.
The one fly in the ointment is simply that that story is moving so very slowly. As entertaining as this issue is, we’re still not all that far on from where we were a couple of issues ago. All the action of last issue notwithstanding, Angie is still on the run. Marlowe’s ‘wild’ CAT has failed to make meaningful contact with her; IO has failed to apprehend her. Michael Cray still has a brain tumour and is still trying to work out the implications of that. We know a bit more about Bendix, true, but we’re still not entirely sure what he’s doing or about to do or even can do. And there will be some readers who are going to find that frustrating after four issues of storytelling. All I can say to that is… four out of twenty-four.
Ellis is building a world here. He’s weaving a grand narrative that is not going to be resolved in a few issues’ time. This issue continues the leisurely pace established in the first two instalments of this story. While the background we get here is important and very welcome, the lack of impetus moving forward is an issue. That said, I trust Ellis; if you can hang on, I suspect the eventual payoff will be worth your patience. And, in the meantime, you do get some gorgeous artwork and truly excellent dialogue.
(NB: This review first appeared on the Weird Science DC Comics website.)