Dan Dare (2007) #7

Dd7

I’m going to assume Dan Dare had a future-sword in the original comics or whatever, because otherwise, writer Garth Ennis has even more to answer for.

This final issue is oversized, which I’d been gleefully anticipating, but it turns out it’s too long. It’s fluffed up with lots of double-page spreads and it’s still too long. Worse, Ennis reuses entire bits from previous issues for that fluffing. The issue flops around quite a bit, with Ennis and artist Gary Erskine both at fault, but Ennis not having enough story is the real problem.

Erskine draws some repetitive space battle scenes—all the ships look alike, so while occasionally visually impressive, it’s not visually interesting. There are occasional fighter spaceship scenes, which end up being where Erskine comes through. It’s nice he’s got something he clicks with because—pretty much everything else—he doesn’t.

The issue’s split between Dan boarding the Mekon’s ship for the final showdown, which Erskine renders like Luke and the Emperor in Jedi because Ennis doesn’t give him anything else to do, Dan’s newest companion, Lieutenant Christian, commanding his flagship in the space battle, and Jocelyn back on Earth, getting drunk and waiting to hear whether humanity’s conquered.

The best subplot is Christian’s, which has her butting heads with an admiral who’s never been in a space battle but thinks he ought to be in command. The Dan plot, before it goes Jedi (without a Vader), is essentially a repeat of a couple issues ago, just with the same characters in different parts. Erskine utterly flubs the showdown between Dan and the Mekon, too, though—again—it’s not his fault Dan’s got a sword, and it’s not his fault Ennis doesn’t have a showdown.

Then Jocelyn’s whining is weird because it’s all about future history after the original Dan Dare and before this series when the newly formed British Neo-Nazis want his support with Brexit or something. It’s utterly superfluous world-building just when the comic’s closing up.

Ennis and Erskine still get in a few good scenes and moments, mainly when it’s a war comic, sometimes when it’s dealing with the “Dare as legend.” Most of the issue is just hoping it never gets too bad or too visually confusing. Erskine lacks continuity between panels, first occasionally, then all of them. It’s like the pages got lettered in the wrong order.

I’d forgotten how Dare ends—I do remember waiting forever for the final issue, which would’ve been one of Virgin Comics’s last publications—and I know why I’d much rather remember the series’s successes than its failures. It’s not a terrible last issue, but it’s not a good one, either.

Dan Dare (2007) #6

Dan Dare  6

As I feared, Gary Erskine continues to fall apart on the art this issue. As I assumed, it doesn’t really matter. Writer Garth Ennis is doing such a phenomenal job with the script, Erskine gets a pass. He’s got exceptional problems with depth—I don’t even know how to describe it but somehow, although Erskine’s figures are three-dimensional, they’re not three-dimensional in relation to one another. It’s actually disquieting, looking into Dan Dare’s now soulless eyes.

Which are better than busy eyes, which Erskine and colorist A. Thiruneelakandan give acting Prime Minister and former Dan Dare companion Jocelyn Peabody and then one of the admirals. Dan Dare: The Revival companion Christian escapes the busy eyes—you have to see them, it’s like the person’s supposed to be surprised, but Erskine draws it like they’re staring so hard their eyes are watering—but mostly because she’s not in the comic enough. And when she is in the comic, she’s background or conversation fodder. The aforementioned admiral talks smack about Dare putting her in charge.

Half the comic is resolving last issue’s cliffhanger—the Mekon’s got Dan and is going to torture him, then conquer Earth—then the other half is the final battle getting underway. Ennis works up a rather interesting juxtaposition for the two arch-enemies: they’re the only competent person on their respective side. Well, besides Christian and Peabody, but they’re just lassies, aren’t they? The Mekon’s army is at least genetically predisposed to being easily led (and distracted), while the British admiralty no longer trusts their sailors. Or whatever they’re called in space. Ennis gets in some good military culture digs.

There’s also a lot of sci-fi stuff as the humans figure out how the aliens have harassed a black hole and so on, along with some battle tactics. Ennis paces this issue beautifully; it feels double-sized, but it’s not. However, the next issue will be, and I imagine it’ll feel like at least three comics. Three great comics.

Can’t wait.

Dan Dare (2007) #5

Dan Dare  5

Writer Garth Ennis has a good issue with this Dan Dare, but artist Gary Erskine seems to be struggling to keep up. The issue downshifts the series a bit, with Dan and newly appointed companion Ms. Christian butting heads with the Royal Space Navy or whatever they’re called. Back on Earth, Home Secretary and former companion Jocelyn is getting a briefing. Lots of talking heads, which Ennis and Erskine have been executing successfully to this point. But, here, Erskine just seems to fall apart. He’s got the composition but not the pacing, and something’s off with his eyes, but only on the ladies (the Home Secretary and Ms. Christian), which is bad since they’re the protagonists.

There’s some awesome space stuff. Most of it’s too hurried, but Erskine does an excellent double-page spread of the Royal Space Navy. Cracking stuff. But even with Dan’s subplot, when he goes off on an ill-advised (by the stuffed shirt admirals, anyway) solo mission, Erskine gets in some okay (rushed) pages before he loses the thread again. The whole issue seems like it’s off-kilter like Erskine stumbled and never regained his footing. He cracks on with a confused but effective finish, but damn.

Otherwise, it’s an excellent issue. Ennis works character development on Jocelyn, Ms. Christian, and Dan before doing a military operation, but a Silver Age comic book’s military operation. It’s a bridging issue for everyone, even the Mekon and his lackey Prime Minister when we check in on them. Bridging issues tend to be a little redundant; done well, it’s character development (as here) in addition to efficient plotting. Ennis has two issues to go; presumably, all the pieces are set after this one.

I really hope Erskine turns it around on the art. I want Dare to be an unqualified success. Iffy art on a bridging issue is one thing; a flubbed finale is another.

Dan Dare (2007) #4

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I’ve never read any Dan Dare besides this series. I assume it’s some British Silver Age book about British derring-do in a sci-fi setting. So I don’t know if writer Garth Ennis is doing some homage with the pacing of this issue or just the plotting of the series in general.

Here’s what the first issue promised: retired space adventurer Dan Dare coming back to save the galaxy (colonized by the British, natch) from the Mekon, his old enemy (and presumably the main villain in the original Dare comics).

So far, the series has delivered: a traitor Prime Minister, Dare, and sidekick Digby stranded on a hostile alien world full of monsters. No galaxy saving from Dan, just people saving.

In this issue, Ennis reveals that anti-whatever plotting is intentional and will continue. He leans heavily on using talking heads scenes to fill in the backstory. The issue opens with the Prime Minister and the Mekon, who’s a silly-looking fifties alien but terrifying in his brevity. He seems to have some psychic control over a sizeable percentage of the population (both aliens and humans, including the PM), but it’s unclear. You wouldn’t want to ask him.

Ennis splits the issue between the Mekon, the Home Secretary on Earth, as she uncovers the plot to sell out humanity, and Dan on the alien planet with the monsters. Things are getting grim for Dan, which is precisely where they’re supposed to be but also not. The plan needs Dan to be somewhere else; no one could predict he’d try to save some dumbass colonists because they haven’t read the old Dan Dare either.

It’s a fantastic mix of wild sci-fi, political thriller, and British colonial action, with one heck of a tense finale. Ennis and artist Gary Erskine deliver a dynamite (no pun) close to the first (informal) arc. Presumably, the series will reset itself going forward, though I also have no idea because Ennis is very unpredictable here. Delightfully so.

Erskine seems rushed at times—though the incredibly boring alien ships don’t help; hopefully, it doesn’t trend. Dan’d survive it just fine (even rushed, Erskine’s solid), but still. He’s got some very enthusiastic panels; the more, the better.

Dare’s a damn fine book.

Dan Dare (2007) #3

Dan Dare  3

It’s an absurdly good issue, starting with Dan Dare having a showdown with the little shitheels currently calling themselves British officers. He and companion Digby are on a desert planet, trying to evacuate the civilians before they and the garrison have to shoot it out with literal monsters, and some officers are whining about their tours being over soon.

Ace start from writer Garth Ennis. The issue is a mix of talking heads and action, with some history lessons in between. As Dan and Digby walk the remaining colonists (including some of the Venusian Treen aliens) through the desert in hopes of a more defendable position, Dan gives the Dan Dare: The Original Series recap in a page or two. There aren’t any scenes, just a pin-up and great writing from Ennis, who gets to a sad and sweet finish with the scene touching on Dan’s failed romance with previous companion Jocelyn.

The action unexpectedly goes to Jocelyn back on Earth. Her boss, the Prime Minister, has sold out humanity to the enemy, only she doesn’t know it. She does find out, however, there’s something extraordinary going on, and she’s going to figure it out. Her scenes are entirely talking heads; giving an assignment, getting a report, making decisions, but it’s all incredibly tense because the reader knows she’s on the right track and she’s got to save the world–excellent, efficient plotting from Ennis. The series is so far along at this point; despite literally being a handful of conversations and an interrupted space voyage, I thought we were on issue four, not three.

Ennis toggles the tone again when the sci-fi military action starts. Dan gets the soldiers into an infantry square to protect the civilians, and even though they’re doing better than they thought, they don’t have an infinite ammo cheat code.

The cliffhanger’s nice and dry, nice and British—the first time I read Dan Dare, I’d never read any 2000 AD; now I have an Ennis and Gary Erskine’s format homage is cool. It’s good either way, but it’s cool to see what they’re doing and where they got it.

Dan Dare delivers. Erskine’s art is his series best this issue; he’s got the pacing for the talking heads, which usually aren’t in close-up, so there are just lots of panels of people walking and talking, and it’s captivating.

Damn good comics.

Dan Dare (2007) #2

Dan Dare  2

Writer Garth Ennis starts distinguishing what makes Dan Dare different this issue as Dan and Digby get underway with their mission to save the galaxy. Or at least the human colonists. Though the humans and some of the alien race, the Treens, live together on some planets.

The issue opens with Dan and Digby reunited, on their way to meet up with the fleet. They’re onboard the ship from last issue, commanded by Sub-Lieutenant Christian, who gave the order to retreat, meaning hers was the only ship (and only crew) to survive. Apparently, the boys have been talking shit about lady Christian behind her back, which Digby tells Dan, so Dan reassures her she made the right call. Even if the boys are also wondering how old-school Dan Dare will be able to save today.

Dan quickly gets the opportunity to show his style too. They intercept a distress signal, and while their orders say to ignore it and meet up with the fleet, Dan countermands; you never ignore a distress signal.

They find a colony with missing colonists. The humans think it’s the aliens, the aliens say half the missing people are aliens, the local constabulary says they’re all a bunch of drunk miners who go missing all the time. Only, of course, it turns out to be something else, something tying into the main plot.

It’s a good issue. Maybe Gary Erskine’s faces are occasionally rushed, like he did them last, but it adds to the very British charm. Ennis works his ass off on the dialogue; you can just hear Digby’s accent (without resorting to phonetic spelling). Dan Dare feels finished but not slick. There’s a personality to the creators’ collaboration.

We also get to check in with the Prime Minister and former Dan Dare sidekick Jocelyn. Is it sidekick or companion? Anyway, it initially seems like Jocelyn’s the focus of the subplot, but it turns out to be the Prime Minister. Or at least they’re halfsies at this point; we’ll see going forward.

Dan Dare’s ramping up real quick. Ennis is full speed ahead.

Dan Dare (2007) #1

Dan Dare  1

Dan Dare’s all about the reassuring, calming presence of the capable colonialism and patriarchy (i.e., the British Empire). I have a feeling it’s going to get even more interesting once Anglophiliac Dan Dare returns to active duty.

The original series—the British Buck Rogers—dates back to the fifties, and writer Garth Ennis keeps with the mid-century British colonial mindset, just in the future. I can’t wait for the King or Queen to show up.

So, former space hero Dan Dare has retired to seclusion in a recreation of the British villages of his youth. The originals are presumably all gone because the Americans and Chinese nuked each other; the British had a shield to protect them. Instead of sticking around to help out with the Cursed Earth, the Brits took to colonizing space, presumably running into an evil alien race and getting into space fights.

There’s been peace long enough for Dan and his sidekick, Digby, to retire. Their Girl Friday from back in the day has gone into public office, so we’re not far away from when the original five-year mission ended. It’s an “Old Man Dan Dare” series, a Garth Ennis specialty; only it’s very British and not grim and gritty. Artist Gary Erskine thoughtfully updates mid-century sci-fi designs and keeps it all very English. Even when the Prime Minister is visiting an asteroid on his way to ask Dan for help, you can imagine them having tea and biscuits.

Erskine’s art is good. There are a handful of places he’s in a hurry (Dan Dare’s from Virgin Comics, which barely survived long enough to publish the whole series), but it’s good. Besides some sci-fi space action and Dan walking his adorable dogs, most of the issue is talking heads. Digby and the former Girl Friday having a chitchat on a space station, the Prime Minister and Dan having a philosophical debate about England’s place in the world (running it, if Dan Dare has a say). Erskine does well with all that talking.

Ennis does really well writing it too. Even though the Prime Minister is a dipshit, Dan’s at least a colonialist, if not a monarchist, if not a fascist. It’s going to be interesting to see how Ennis does this character development.

The ending cliffhanger’s solid, while the story is basically a combination of Star Trek 1 and 2 first acts. Got to get the captain back, best destiny, and all that business. Dan Dare’s off to an ace start.

2000 AD 23 (30 July 1977)

144913It’s an inoffensively weak issue. Finley-Day handles both Invasion and Dredd and doesn’t do well with either of them. Invasion has some really complex layouts from Dorey, which are cool, but the story’s pretty lame. Dredd is oddly not particularly busy–McMahon spends more time on little details than city designs–and Finley-Day doesn’t have a good punchline.

Harlem Heroes actually talks about the game again and has a very strange ending with the Brain player being viciously cruel. Rather racist installment too. Guess no one worried about offending Japanese readers.

Shako’s idiotic. It should be a lot more fun too, but Arancio doesn’t go for realism so instead it comes off silly.

The Dan Dare wraps up; Moore sets Dare against the Mekon for a very boring finish. Belardinelli does both Dare and M.A.C.H. 1. His art on the latter’s better.

Though inoffensive, it does plod.

CREDITS

Invasion, Tyne Tunnel; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, John Aldrich. Harlem Heroes, Part Twenty-three; writer, Tom Tully; artist and letterer, Dave Gibbons. Shako, Part Four; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Jack Potter. Dan Dare, Hollow World, Part Twelve; writer, Steve Moore; artist, Massimo Belardinelli; letterer, Aldrich. M.A.C.H. 1, Spy Plane; writer, Robert Flynn; artist, Belardinelli; letterer, Aldrich. Judge Dredd, Smoker’s Crime; writer, Finley-Day; artist, Mike McMahon; letterers, Tom Frame and Peter Knight. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 22 (23 July 1977)

144912Odd, odd issue. Lots of too long stories and too short ones.

Invasion and Shako are both way too short. Invasion is dumb and–inexplicably–for laughs. Shako is dumb and serious; at least it has good art from Arancio, who’d have been better served just doing wildlife studies.

Bad Harlem Heroes. Bad Dan Dare. Dare reads really, really long. For that matter, so does M.A.C.H. 1. Dare is just more nonsense with Dare versus the Mekon, who isn’t actually very smart, but M.A.C.H. is this really complicated story about the machine man proving himself in the Middle East. Writer Nick Allen relies a whole lot on the computer talking to the protagonist, which flops.

But not even Dredd works out until the end. Writer John Wagner takes a while to get going. Ian Gibson’s art is good throughout and the story ends well, but the beginning’s weak.

Weird issue.

CREDITS

Invasion, Cheddar Gorge; writer, Nick Allen; artist, John Cooper; letterer, Jack Potter. Shako, Part Three; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Potter. Harlem Heroes, Part Twenty-two; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Hollow World, Part Eleven; writer, Steve Moore; artist, Massimo Belardinelli; letterer, John Aldrich. M.A.C.H. 1, Arab Story; writer, Allen; artist, Cooper; letterer, Potter. Judge Dredd, Mr Buzzz; writer, Wagner; artist, Ian Gibson; letterer, Peter Knight. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 21 (16 July 1977)

144911It’s not the worst issue but there’s sure nothing to recommend it. Not even Dredd. Gerry Finley-Day writes both it and Invasion. Neither stand out except by not being as bad as the rest of the entries. Good twist at the end of Dredd though.

Oh, wait, Shako. It has some really nice art from Arancio. It’s beyond dumb–it’s the adventures of a mean-spirited, fugitive from the CIA polar bear–but it’s well drawn dumb.

Harlem Heroes and Dan Dare both stink in uninteresting ways. It almost seemed like Heroes was going to end, but then Tully finds a way to keep it going. Presumably forever. The main characters barely appear this story. I can’t even remember Dare.

M.A.C.H. 1 is a strange one; it’s not good, but the idea of the Probe character doing private investigation work isn’t a bad one. Carlos’s art isn’t terrible either.

CREDITS

Invasion, Sandringham; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, Peter Knight. Shako, Part Two; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Jack Potter. Harlem Heroes, Part Twenty-one; writer, Tom Tully; artist and letterer, Dave Gibbons. Dan Dare, Hollow World, Part Ten; writer, Steve Moore; artist, Massimo Belardinelli; letterers, Knight and Bill Nuttall. M.A.C.H. 1, Recluse; writer, Nick Allen; artist, Carlos; letterer, John Aldrich. Judge Dredd, The Solar Sniper; writer, Finley-Day; artist, Ron Turner; letterer, Potter. Editor, Kelvin Gosnell; publisher, IPC.