Showing posts with label creator: andrew currie. Show all posts
Showing posts with label creator: andrew currie. Show all posts

08 October 2025

Star Trek: Enemy Unseen by Keith R.A. DeCandido, Scott Ciencin, Andrew Currie, Peter Pachoumis, Lucian Rizzo, et al.

Star Trek Classics #2: Enemy Unseen

Collection published: 2012
Contents originally published: 2000-01
Read: September 2025
Written by Keith R.A. DeCandido, Christopher Golden & Tom Sniegoski, Scott Ciencin
Pencils by Peter Pachoumis & Scott Benefiel, Dave Hoover, Andrew Currie
Inks by Lucian Rizzo, Jason Martin, Troy Hubbs, Bryan Hitch & Chris Chuckry
Colors by Jeromy Cox, Chris Chuckry
Letters by Ryan Cline, Rob Robbins, & Nagmeh Zand

I got this "Star Trek Classics" collection from Hoopla; it contains three Star Trek: The Next Generation comic stories from the early 2000s, originally published by Wildstorm. The first is Perchance to Dream, a four-issue miniseries; this is set shortly before Star Trek Generations (it even features the film's mismatched uniforms), with the Enterprise-D coming to a Federation member planet where the aliens have three genders—but the new governor is being attacked by terrorists because she only has one partner, not the traditional two. It's a good premise for a TNG episode, but it's not a great comic: way too much dialogue and narration, plus art and coloring that makes the aliens largely indistinguishable from one another. Too many side characters on the Enterprise as well. There's a clever conceit here, in that Picard is sort of like a victim of multiple personality disorder (he also has the minds of Sarek, Locutus, and Kamin in his head), but this feels a bit tacked on as the resolution to the central maguffin, as opposed to being the central conception of the story.

The second story, "Embrace the Wolf," is set during season seven of TNG, and has the Enterprise encountering Redjac, the incorporeal alien from the original series's "Wolf in the Fold" which was supposedly Jack the Ripper. The story's best part is that it has Data battling Redjac in a holodeck simulation of Victorian London, with Data as Sherlock Holmes... but it just doesn't do very much with this idea, which really ought to have been the crux of the whole plot! The art is hit or miss; the artist seems to do particularly poorly with Troi and Crusher.

Also, Worf is randomly in this, but I kind of liked that—it was just how you told an Enterprise-E story in the late 1990s and early 2000s, you had to have Worf randomly pop up.
from Star Trek: The Next Generation: The Killing Shadows #3 (script by Scott Ciencin, art by Andrew Currie)

Lastly, there's The Killing Shadows, where the Enterprise-E (in the year before First Contact) battle evil alien ninjas. It's kind of incoherent and ridiculous, but I sort of admired that about it; it felt like a comic book in some ways, not just an attempt to render an episode on the page. But unfortunately it got dumber as it went on; I found it hard to believe that Riker could defeat a bunch of alien superninjas just because he stole their outfit. The inclusion of Sela is totally random. And I didn't really follow the climax at all.

So, yeah, "classics" may be a bit of an exaggeration, but as a Hoopla borrow this was fine. Glad I didn't pay for the print edition, though.

30 October 2017

Review: Smax by Alan Moore, Zander Cannon, and Andrew Currie

Comic trade paperback, n.pag.
Published 2004 (contents: 2003-04)

Acquired and read October 2016
Smax
Writer: Alan Moore
Artist: Zander Cannon
Inkers: Andrew Currie, Richard Friend
Coloring: Ben Dimagmaliw
Lettering, Logo and Design: Todd Klein

This is the last Top 10 spin-off (at least, the last one collected in trade paperback format). This takes Top 10 cop Jeff Smax back to his home dimension, a parallel Earth governed by the rules of fantasy stories, not superhero stories, accompanied by his partner, Toybox. Unlike Top 10, which smashes superhero stories and cop dramas together, this isn't really about genre collision; it's mostly an affectionate riff on the conventions of fantasy fiction, especially the Hobbit/Lord of the Rings/Dungeons & Dragons-based quest stuff. Smax finds out that the only dragon he ever ran away from is still rampaging, and Toybox guilts him into confronting his responsibilities.

Two things I like at once: jokes at the expense of Tolkien lineages, and jokes at the expense of the socially clueless.
from Smax #2 (art by Zander Cannon & Andrew Currie)

There's no deep insight into the fantasy genre, but there are good jokes: I appreciated the "politically correct" take on fantasy races, the idea of a bureau to authorize quests, Smax's inability to read emotions and utter conviction that he is reading emotions, the tedious dwarf funeral, and the fact that dwarves play RPGs based on being in middle management. And of course, I have to love any page that has jokes based on both Victorian poetry and Homestar Runner:
To be honest, it's a pretty high references-per-panel ratio throughout. It's interesting that Moore's post-Watchmen attempts to return to genres earnestly still do so self-consciously. Having deconstructed genre, can he only perform genre via reconstruction?
from Smax #3 (art by Zander Cannon & Andrew Currie)

I do wish that Smax played a bigger role in the resolution of his own story-- the ending is probably the only part of this that didn't work for me, as Smax is outshone by Toybox, and the romance subplot is resolved in a pretty rushed way, too. This isn't as good as Moore's work on Top 10 proper, but it's an entertaining diversion with a couple of its key characters.

24 September 2015

Review: Star Trek: Captain's Log by J. K. Woodward et al.

Comic trade paperback, n.pag.
Published 2011 (contents: 2010)

Acquired May 2012
Read May 2015
Star Trek: Captain's Log

Written by Stuart Moore, Scott and David Tipton, Marc Guggenheim, Keith R.A. DeCandido
Art by J. K. Woodward, Federica Manfredi, Andrew Currie
Colors by J. K. Woodward, Andrea Priorini, Moose Bauman
Color Assists by Chiara Cinabro
Lettering by Robbie Robbins, Neil Uyetake, Chris Mowry

This collection consist of four tales of Starfleet captains from the edges of the Star Trek universe: Christopher Pike of the original Enterprise from "The Cage" and "The Menagerie," Hikaru Sulu of the Excelsior from The Undiscovered Country, John Harriman of the Enterprise-B from Generations, and Edward Jellico of the Cairo from "Chain of Command." It's an okay set of okay stories, on the whole-- nothing great, nothing terrible, all pretty disposable.

The stories vary in quality and interest. The Pike tale, by Stuart Moore and J. K. Woodward, could be decent, but feels compelled to show up Pike's last mission on board that training vessel for the umpteenth time, and in a way that doesn't even really seem consistent with what "The Menagerie" establishes about it. Because it crams both that and an unseen "Cage"-era mission into 20 pages, there's not really time to do much of interest, though I appreciated seeing Yeoman Colt, long a favorite of mine from "The Cage" itself and the old Early Voyages comics. But thinking of Early Voyages just makes me regret that they didn't get Dan Abnett and Ian Edginton to do this one!

The Sulu story by the Tipton brothers and Federica Manfredi is decent, a showdown with the Tholians that lets old Hikaru show some backbone and gumption. Decent stuff, let down by Manfredi's inability to use the right starships in the artwork; the other Federation starship is Oberth class but suddenly becomes a Constitution in one panel, and one panel of the Excelsior streaking into warp is blatantly the original Enterprise, lifted from The Motion Picture.

The Harriman tale by Marc Guggenheim and Andrew Currie could be good, but it's let down by too much focus on a visiting Doctor McCoy and rehashing of old events, especially The Search for Spock and Generations. There are a lot of Harriman tales where he "proves" himself by overcoming someone's expectations; I'd rather Harriman tales just get on with him being awesome, as any captain of the Enterprise must be.

Finally, there's Keith R.A. DeCandido and J. K. Woodward's take on Jellico. Jellico defenders like to point out that he's just following protocol... while that might be true, good leaders don't act like assholes to their subordinates in the pursuit of protocol, either. I'm not convinced this is the redemptive take on Jellico it wants to be.

12 September 2014

Review: Doctor Who: The Ripper by Tony Lee et al.

Comic PDF eBook, 90 pages
Published 2011 (contents: 2011)
Acquired May 2014
Read August 2014
Doctor Who: The Ripper

Written by Tony Lee
Art by Andrew Currie, Richard Piers Rayner, Horacio Domingues, and Tim Hamilton
Colors by Charlie Kirchoff and Phil Elliott
Lettering by Shawn Lee and Neil Uyetake

Rory is added to the mix in this next installment of IDW's Doctor Who comics, which sees the ubiquitous Tony Lee back on writing duties. The first story here, the one issue "Spam Filtered" (art by Andrew Currie) is good fun, as the TARDIS is overrun by banner ads and spam e-mails when Rory links his smartphone into its systems. Lee captures the voices of the main cast perfectly, and the story is the kind of delightful thing that really shows off what Doctor Who can be in the comic book medium.

Less successful is "Ripper's Curse" (art by Richard Piers Rayner, Horacio Domingues, and Tim Hamilton), which just never engages; it's all a bit too rote. I did like the bit where the Doctor and Rory figure out where the Ripper's next victim is by hopping forward and asking a tour guide, but Doctor Who already has too many boring takes on Jack the Ripper, and this is just one more; I've never gotten the fascination.

02 April 2012

Faster than a DC Bullet Special: Superheroes and Utopia, Part II: The Absolute Authority

Comic hardcover, n.pag.
Published 2002 (contents: 1999-2000)
Borrowed from the library
Read March 2012
The Absolute Authority

Writer: Warren Ellis
Penciler: Bryan Hitch
Inker: Paul Neary
Colorist: Laura DePuy
Letterers: Bill O'Neil, Ryan Cline, Ali Fuchs, Robbie Robbins
Additional Colors: David Baron
Additional Inks: Andrew Currie

The title of The Absolute Authority is a fortunate congruence: this is simply the "Absolute Edition" of a series called The Authority, but unlike the case of, say, Absolute Green Lantern: Rebirth or even The Absolute Watchmen, the title actually has a meaning apart from that. The Authority is about a group of superheroes who have set themselves up as Earth's utmost authority, since that's the best way that it can be protected.

It's fascinating in the way that it chooses to depict utopian violence. Peter Paik, as I've said many times, argues that you can't get a utopia without violence. What then interests me is the way that utopian stories elide violence to make the utopia more palatable. Superhero comics were originally utopian, and the original Siegel and Shuster Superman stories solved this problem by simply being very cartoony. Superman is making the world a better place by putting arms lobbyists in war zones, trapping corrupt mine owners in dangerous mines, smashing used car lots, and destroying entire neighborhoods, but somehow no one ever gets hurt. This isn't a gritty, realistic world, so you believe it. Watchmen moves Superman's fantasy violence into a gritty, realistic world, and shows you the consequences of one man using his power to shape the world: mass death. But possibly also world peace? Moore's depiction is surprisingly nuanced, in that I think it's completely impossible to see who in the story he agrees with (if anyone).

The Authority continues the tradition of these earlier texts, but weirdly merges the optimism of the 1930s Superman stuff with the realism of Watchmen. Which is to say that this is a comic book about people who do very violent things to make the world "a better place" but the narrative seems to be endorsing their perspective entirely. Some folks argue that the comic wants you to take the Authority as the actual villains, but if so, it's pretty subtle, which perhaps makes the whole thing more clever. But regardless, at its best, The Authority is a very intriguing depiction of utopian violence.

The first story is "The Circle." Grant Morrison likes to talk about how this story's opening was a big deal, about how it made him sit up and pay attention to superhero comics again. (He says this in both this book's foreword and Supergods.) I don't know about that. Maybe I just have the benefit of another 13 years, but it's all pretty normal stuff: bad buys destroying a city, the civil authorities having no idea what to do, a villain who's a pretty terrible racist caricature. The Authority doesn't show up in time to save Moscow, but they do intervene in London during the Gamorran terrorists' second attack. There's a lot of violence; what makes it noteworthy is how fun the comic makes it. One of the characters, Jack Hawksmoor, says at one point, "I've been waiting to punch someone in the brains all goddamn day." And then he does just that. (Though he does it a couple pages earlier because the narrative is out of sequence.)

Eventually, the Authority beats the Gamorran terrorists to the punch, and they're waiting for them when they attack Los Angeles. But not only do they defeat the hundred of clone warriors flying into Los Angeles, one of the Authority (the Batman analogue "Midnighter") plows a spaceship through the capital city of the Gamorra Island to wipe out their base of operations, grinning while he says, "I love being me." Between Los Angeles and Gamorra, I am certain that millions lie dead at the end of the story.

One of the Authority, Swift (who we are told used to be a pacifist, only "it's just not a good enough world that you can work for it without hurting people badly") asks at the story's end, "How many people you think we killed?" Jack Hawksmoor replies, "How many people would've died if we hadn't been here? It's not a great answer, I know; but it's the best answer there is. We saved more people than we killed." There's something jarring but sort of energizing about a superhero comic that's willing to be so blasé about death. Millions just died, and hey, you should just roll with it. The utopian stuff comes in pretty explicitly on the next page, when Jenny Sparks, the leader of the Authority, points out that with what the United Nations captures from Gamorra, they'll have the capability of performing mass cloning and the key to instantaneous mass transit. Plus the UN will know that the Authority knows they have it, so they'll be sure to use it for good-- or else. Through the threat of violent action, "the world will be a better place." Awesome!, right?

This right here is the single best page of The Authority. It's the last page of chapter two of "The Circle." The issue doesn't end on a bad guy threat or an attack. It ends on a character-- our protagonist-- declaring that "there had to someone left to save the world. And someone left to change it." Jenny Sparks isn't the first superhero to say something like this, but usually when one does, they're going evil. Think of Superman in Red Son ("I could take care of everyone's problems if I ran this place and, to tell you the truth, there's no good reason why I shouldn't"), or maybe Hal Jordan when Coast City is destroyed. When they say things like that, it means they're going bad. The imagery shows them as deranged, mad. But here, we see a beautiful image of a wistful Jenny Sparks looking out a window, the light of the multiverse playing off her face, as she declares her intention to change the way people live. And that's it-- end issue. What an idea! Not to mention, what great art, from Bryan Hitch's pencils and Paul Neary's inks down to Laura DePuy's consistently amazing colors.

The rest of The Absolute Authority is not as good as "The Circle." Or rather, it's just as good, but that's a problem; the stories keep on doing the same thing again and again. These are "widescreen" "decompressed" comics, which would be fine if something happened. The second story, "Shiftships," has Earth attacked by people from an alternate reality, but the first three of its four chapters are taken by information gathering. Information gathering that's ultimately pointless, as the Authority just bombs the crap out of the other world.

The story gets interesting right then, as Jenny Sparks tells its inhabitants:
Albion is free of the Blue. Sicily and the Italian capital infrastructure are gone. If needed, we can annihilate the Hanseatic regions within the hour. If we're asked to, we will go into China and Japan. If we have to, we will personally expunge the royal blood and military rape culture from the face of the planet. We're here to give you a second chance. Make a world worth living in. We are the Authority. Behave.
Then, when the Engineer expresses reservation about what they've done (and I would argue that this is actually an authorizing move for a writer), Jenny Sparks says, "Maybe we just did what we said we would, all along. Changing things for the better. One Earth down, one to go." Oh, now this is getting interesting!

Wait, the story's over? That's where "Shiftships" comes to an end; all the ideas raised by that ending go entirely unexplored. How would they actually enforce their control over this world? Why don't they do this to their ("our") world? In his foreword, Morrison claims that The Authority is more realistic than other superhero stories, but it's making the same elision of violence that the original Superman made. The massive, violent change happens on a world we'll never see again, so there's no real consequences.

The last story, "Outer Dark," is maybe entertaining in a comic book kind of way-- the Earth is attacked by globs of stuff that actually lived there first and want it back-- and moves faster than the previous stories, but is otherwise unimpressive. There is an interesting bit where we see Jenny Sparks's all-guns-blazing approach to reform be overridden, but that's about it.

The Authority has the temerity to raise more interesting problems than it's capable of dealing with. I don't want it to be dark and Watchmen-type serious, but on the other hand, it doesn't have to be as splashy and inconsequential as it sometimes is. There's good writing, good art, and good colors here, but they're not always being harnessed to something that actually needs their potential level of power.