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REVIEWS: The X-Axis - 13 April 2008

by Paul O'Brien <paul@[EMAIL PROTECTED] > Apr 13, 2008 at 11:35 PM

THE X-AXIS
13 April 2008
=============

For more links, cover art, archived reviews, and information on the 
X-Axis mailing list, visit http://www.thexaxis.com

                            ------------

This week:

WOLVERINE #64 - Get Mystique, part 3 of 4
   by Jason Aaron and Ron Garney

NUMBER OF THE BEAST #1 of 8 - "To Raise Up"
   by Scott Beatty, Chris Sprouse and Karl Story

                            ------------

It's an exceptionally quiet week for the X-books, with only WOLVERINE 
#64 reaching the shelves.  For once, this isn't the schedulers' fault. 
They had X-Factor and Uncanny X-Men down to ship this week too.  But 
neither book has come out, so we're left with Wolverine.

This is the penultimate chapter of "Get Mystique", a storyline built 
around Wolverine chasing Mystique around the Middle East - or at least, 
the bits where Americans are.  At first glance, it's a slightly odd 
choice of setting.  Neither character has any particular connection with 
the area.  Granted, the story has one of those "Ah, Logan, my old 
friend" scenes, where Wolverine turns out to have a tremendously close 
friendship with a local guy we've never heard of.  But that happens 
wherever he goes.

But this works very well.  By way of illustration, compare the Deadpool 
storyline currently running in Wolverine: Origins. That's also basically 
an extended chase scene, and yet it's rather flat.  What is this book 
doing right, in comparison?

Well, for one thing, there's a sense of epic conflict between these two, 
which Aaron has largely manufactured from scratch over the last few 
months.  This is where the setting turns out to have been a smart choice 
by Jason Aaron.  It works partly because Wolverine has pursued Mystique 
to the end of the earth; and partly because, by putting them, in a 
vaguely alien and barren landscape, the emphasis is firmly on the two of 
them.

That lack of familiarity also allows plenty of opportunities for 
Mystique to do her shape-changing tricks.  It makes the most of her 
gimmick: she can be anyone, and anyone could be her.  It's an odd 
coincidence that Aaron is doing this at the same time as Secret 
Invasion, which has plenty of shape-changing impostors running around, 
but has yet to produce the sort of clever set-pieces that we're seeing 
here.

Aside from that, the story allows artist Ron Garney to cut loose with 
some over-the-top explosions and fight scenes.  Some of this stuff is, 
technically, very silly, but the story gets away with it through sheer 
bravado.  Garney is doing some of his best work on this arc.

Alongside all this, there's a running series of flashbacks setting up a 
previous relationship between Wolverine and Mystique back in the 1920s. 
On one level, this is an attempt - somewhat successful - to manufacture 
a relationship that the characters didn't actually have until now.  But 
it also breaks up the desert scenes, and illustrates other sides of the 
characters in a more low-key environment.  Aaron isn't seriously 
inviting us to see Wolverine and Mystique as opposite sides of the same 
coin, but he's certainly keen to stress their similarities, as 
characters for whom the game has almost become an end in itself.

It's a shame that Aaron and Garney are only contributing a single 
storyline to the series.  But this is a very strong contribution, well 
up to the standards that both creators have established for themselves.

Rating: A

                            ------------

NUMBER OF THE BEAST is a new miniseries from WildStorm.  Told you it was 
a quiet week.

The WildStorm Universe titles have been floundering for quite a while 
now, lurching from relaunch to relaunch without ever seeming to achieve 
a great deal.  The imprint presents a real problem for DC.  How do you 
market it?  In its early days, WildStorm was the vehicle for the hot 
stories of the early 1990s; but that style is long gone.  Then, for a 
while, it was a smaller publisher where writers could take a slightly 
different approach to the superhero genre, resulting in hits like 
Authority and critically acclaimed cult books like Sleeper.

But for the last few years, WildStorm's been looking a bit downtrodden. 
The last major relaunch was a fiasco, with most of the new titles 
vanishing almost immediately.  Subsequent crossovers have sunk without 
trace.  The theory that the WildStorm characters have a built-in 
audience waiting for a relaunch has been convincingly disproven.  So 
where now?

Well, DC's usual answer is to re-tool the patched and beleaguered 
property one more time, in another Crisis-Lite.  The solicitations for 
Number of the Beast make it sound like such a series, as does the cover 
which proclaims its connection to Armageddon and Revelations, two 
earlier WildStorm events that didn't exactly set the world alight.

But Number of the Beast doesn't feel like that sort of comic at all.  On 
a first read through, I was largely baffled as to what it was trying to 
do.  Second time round, it seemed to make more sense... as issue #1 of a 
Paladins miniseries.  The familiar characters of the WildStorm Universe 
are more or less absent.

The issue opens with a couple of henchmen in an hidden lair dealing with 
the remains of the High, a Superman analogue who appeared in a Warren 
Ellis StormWatch story a decade ago.  That scene ends with a couple of 
footnotes referring to other recent WildStorm books you haven't read, 
and generally seems to set the book in the direction you'd expect.

After that, however, we switch to an issue about the Paladins, 
WildStorm's newly retrofitted quasi-Silver Age superteam, cheerfully 
defending their generic city against thoroughly arbitrary and equally 
retro attackers.  And that basically continues for the rest of the 
issue, as the nice heroes bounce around town, villains are taken out, 
and bad guys just keep showing up in order to provide more fighting.

What makes this a tough sell, in storytelling terms, is that the big 
idea seems to be that the Paladins are appearing in a story that doesn't 
make a great deal of sense - it's literally just a string of random 
fights - but that they and their opponents seem largely oblivious to 
this.  One member tentatively raises his concerns that something's a bit 
off, but that's literally it.  And in order to make this story concept 
work, writer Scott Beatty ends up devoting a fair chunk of the issue to 
events which, on a first reading, are largely nonsensical.  On 
subsequent readings, they're also largely nonsensical, but at least the 
nonsense seems to have a point.

I'm not generally a big fan of Silver Age retro teams, which are all too 
frequently bolted onto nascent superhero universes in imitation of 
Marvel and DC.  However these are guys are quite fun, and beautifully 
designed.  Some are echoes of existing characters. Others are 
intentionally dated, such as Johnny Ray-Gun, whose power is that he has 
a ray gun.  But they feel like the sort of characters who wouldn't be 
out of place in Kurt Busiek's Astro City.  Chris Sprouse's art brings 
out their Silver Age tendencies without going for Silver Age homage, and 
gives the issue the charm it needs to work.

That said, I'm not altogether convinced that this device works - it's 
still a very choppy issue, in which the second half is endearing but 
ultimately baffling.  As such, it doesn't really get the plot under way, 
at least not in any readily comprehensible fashion.  But against my 
better judgment, I'm coming round to this issue.  Meta-superheroes have 
been done many times before, but these guys seem like they could be fun 
to read about.

Rating: B+

                            ------------

Also this week:

CRIMINAL #2 - Ed Brubaker and Sean Phillips are beginning their 
relaunched series with a smart move: a series of self-contained 
standalone stories, which happen to tie in to the characters we've met 
already.  This issue, for example, Teeg Lawless returns from his 
military service to find that, thanks to the miracle of compound 
interest, he's in even worse debt than he thought.  Done right, this 
should satisfy everyone, not so much by providing a jumping-on point, as 
by giving new readers the clearest possible opportunity to see what 
Criminal has to offer them.  Non-superhero genre comics are a tough 
sell, and Criminal's characters tend to hover on the verge of being 
unsympathetic (to put it mildly, in some cases), but nobody does this 
sort of story better than Brubaker and Phillips.  It takes skill to make 
these convoluted noir double-crosses seem believable, and not just a 
homage to earlier crime novelists.  Criminal always manages to make it 
work. If you haven't tried it before, and you have even the remotest 
interest in the genre, you really should give it a look.  A-

ECHO #2 - Terry Moore picks up the pace considerably after the 
relatively laid-back first issue.  On the one hand, that reassures me 
that the series is going to work in serial form; on the other, it does 
mean that we're now in rather more conventional storytelling territory. 
But this is still excellent work, taking a plot that could easily have 
been bog-standard sci-fi thriller territory, and bringing it to life 
through the little human details.  An excellent series.  A

THE LAST DEFENDERS #2 - Well, this is weird.  The first issue seems to 
have been a feint, teasing a Defenders team that implodes almost 
immediately under the weight of its own artificiality. Really, this 
isn't a Defenders story so much as a story about poor Nighthawk trying 
to put together a new Defenders team in the face of general 
indifference.  On that level, it's quite successful; Casey and Giffen 
generate a lot of sympathy for the poor guy.  On the other hand, I'm a 
bit confused as to where the rest of the plot is heading, and the whole 
thing has a general air (perhaps deliberately) of splattering the page 
with concepts drawn at random from the Official Handbook.  Beneath the 
conventional superhero veneer, this is actually a thoroughly odd comic, 
but in quite an interesting way.  B+

                            ------------

There's more from me at If Destroyed, and if you're desperate for more 
Article 10 columns, you can always hunt through the archives on Ninth 
Art.
http://ifdestroyed.blogspot.com
http://www.ninthart.com

Next week, X-Men: Divided We Stand #1 is the first of two anthologies 
about former X-Men.  Wolverine: Origins #24 guest stars Deadpool again. 
And X-Factor fight Arcade.


-- 
Paul O'Brien

THE X-AXIS - http://www.thexaxis.com
IF DESTROYED - http://ifdestroyed.blogspot.com
NINTH ART - http://www.ninthart.com




 5 Posts in Topic:
REVIEWS: The X-Axis - 13 April 2008
Paul O'Brien <paul@[EM  2008-04-13 23:35:48 
Re: REVIEWS: The X-Axis - 13 April 2008
Jason Michael <jwmicha  2008-04-14 08:53:53 
Re: REVIEWS: The X-Axis - 13 April 2008
"YKW (ad hoc)"   2008-04-14 22:24:08 
Re: REVIEWS: The X-Axis - 13 April 2008
Jason Michael <jwmicha  2008-04-14 15:41:39 
Re: REVIEWS: The X-Axis - 13 April 2008
jimbairn <jim@[EMAIL P  2008-04-15 08:03:36 

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