Sonic the Hedgehog #197 (Apr 2009) Yardley-Amash-Jensen cover: "Chill, Sal, Archie Editorial won't keep us locked up here. Besides, this is just a conjugal visit." "Don't change the subject, Sonic; I asked you who Merlina is!" "Consequences" Story: Ian Flynn; Art Layout: Tracy Yardley; Art: Matt Herms; Ink: Jim Amash; Color: Jason Jensen; Lettering: Teresa Davidson; (Managing) Editor: Mike Pellerito; Editor-in-Chief: Victor Gorelick; Wishing They Were Beta-Testing Video Games Instead: Kristin Parcell and Cindy Chau From the look of the Cosmic Interstate that Sonic used to speed down to travel between zones, it's got a sizable pothole problem. Whoever is in charge might want to think about applying for federal funds for infrastructure repair. After a couple panels of exposition to bring the newbies up to speed, Sonic makes the rookie mistake of talking out loud, which awakens the sleeping Scourge who not only makes a break for it, but uses Sonic spin-dashing into him to break his manacles. But just as two Zone Cops show up to deal with these two for violating "the Multizone Lockdown Act"... ...we cut to Sally who is facing a more Mobian form of arrest and a special form of torture: having to appear before the Council to explain herself. Councilor Hamlin does most of the talking here, accusing Sally of freelancing without the supervision of the Council, while Councilor Rosemary Prower points out that Sonic wasn't properly punished 5 issues back as she dusts off the old anti-Royals rhetoric which led to the extremely-abortive rebellion back in the House of Cards arc (178- 9). Since Sally cops to sending Sonic to Moebius in her capacity as "field leader" and not as Princess, Hamlin uses this to assert that she acted outside channels. Sally begins to realize that she might have talked herself into a corner. Meanwhile, Zone Cops Zector and Zespio say they're going to haul Sonic and Scourge in and they all warp to the main zone, which isn't looking so spiffy, either. Scourge then makes ANOTHER break for it, fixing to trash this place more than it already is before going back to Mobius to do more damage. The Zone Cops prepare to give pursuit but Sonic asks "What does it take for Sonic Prime to get a little consideration around here?" Back at the Council, Sally points out that the Council never stipulated HOW Sonic was supposed to be punished, so she simply used her discretion. Besides, Hamlin can't argue that the Council wouldn't have approved of her sending Sonic on a field trip to Moebius since two of its members (Rotor and Uncle Chuck) helped build the star posts. After a bit more eyeball-to-eyeball back-and-forth between Sally and Hamlin, Sally pleads Guilty and then drops the other boot in a speech that deserves to be quoted at length: "I will not go through this again. I will not act, I will not give ANY order, until I've had direct approval from the Council. Even if we're in the middle of a fight. You can discount any help from the Chaotix. They're free agents, beyond my control. I will refuse to give them any orders. "Or ... you can trust me." With that, the question is called and Hamlin's motion is defeated 6-1. Giving up the option to gloat, Sally asks Hamlin what his problem is. Jealousy, it seems; as a second-string Freedom Fighter he never got to see much action. Hence his running for office. At least he didn't do it for the money. Back in what they're calling The No Zone, Sonic is finally right-side up and getting the low-down from Zonic his counterpart: seems a Dr. Nega (you haven't heard of him; he's a tease for the upcoming roll-out of the Sonic Universe comic) has been auditioning as the next megavillain and doing major damage in several other zones so the Zone Cops locked down the Cosmic Interstate. With that bit of exposition out of the way, Zonic fires a warning shot across Scourge's bow to get his attention, which allows Sonic to dash into him after which Zonic hits him with a restraining collar. That's the good news; the bad news, served up as part of a lump of additional exposition, is that Zonic can't solve Sonic's Eggman problem quite so easily. Seems the fat man is needed to provide a needed dose of villain ... or something: "Sonic-Prime has to fight a Robotnik," we're told. Hey, at least it's steady work. After that, Scourge gets hauled off to whatever escapable prison he'll escape from someday as Sonic heads home to the rents in a scene that struck me as all talk and not much Heart. But we'll get into that later. We then switch over to Snively, who's moved up from IMing "Regina" to voice communication. Seems like that'd be easier for Eggman to trace, but never mind. Anyway, Eggman tells him to get his hide to the lab, allowing Snively to supply even more exposition via thought balloon. Once in the lab, Eggman tells him to get behind the blast shield while he fires up the Egg Phoenix to 11. And I do mean "fires." HEAD: This story is really a 3-parter that manages to raise the bar WRT storytelling, if only because it's not another crummy fight story. Of the three, the strongest for me was the Sally's Trial story, and not because I'm a Sally fanboy. It worked because there was actually an element of doubt as to the outcome, something that usually cannot be said of any given story in the Sonic comic and especially a fight sequence. It looked like Hamlin had made an excellent case against Sal, who got out of the trap by going full-speed ahead, saying "OK, so I'm guilty," then spelling out what it would mean if she pulled herself out of the game, and as a final move played the Trust card. Let's face it, when it comes to trust her record is second only to Sonic's. She's been in the business of protecting Mobius from one threat or another most of her life, and it's a good bet that every member of the Council knows it. Small wonder that she was able to swing the Council her way ... well, at least Rosemary Prower, the only other member with an agenda who would have presented a problem for her. That pretty much left Hamlin hanging like a pork butt in a smokehouse. As for the Sonic And Scourge In The No Zone story, it was freighted down with exposition about the Cosmic Interstate, about the No Zone, about why the Zone Cops haven't showed up on Mobius to do a deus ex machina on Eggman, and to introduce Dr. Nega and, by extension, the impending Sonic Universe comic. With all that on the agenda, small wonder there's not much room left to tell an actual story. And the one that emerges is no biggie: Scourge tries to escape and is captured, then tries to escape again and is recaptured. Like the police at an accident would say, "Nothing to see here, folks; move along!" That just leaves the Snively's Got A Girlfriend story. I'm not about to put up a guess as to who "Regina" could be; I've been burned before by guessing where I'd LIKE the comic to go only to see it go in another direction entirely. It's a tease, a stop on the way to the latest Eggman Weapon: the Egg Phoenix. It tests well enough, but any veteran of Sonic Heroes who's dispatched the Egg Hawk and the Egg Albatross by simply "wailing on it," as one correspondent put it, shouldn't be too worried about its long-term prospects. Head Score: 7. EYE: Once again, Matt Herms and Jim Amash follow up on Tracy Yardley!'s blueprints/layouts. The Herms touch is most in evidence in the Sally story; it's understated compared to the rest of the comic but that's a good thing because the art doesn't get in the way of the drama. Even in the Sonic No Zone Story the Jensen coloring is more dramatic and less muted than in the Sally story or the Snively story. There are also some telling small moments in the Sally story that would have been too subtle for the Sonic or Snively stories: the expressions on Uncle Chuck and Rotor during Sally's speech, the fact that Herms doesn't show Rosemary's face in the downshot of the Council as she votes with the majority, and Rotor's placing one hand protectively on Sally's shoulder after Hamlin's spiel. Eye Score: 9. HEART: No question that the emotional heart of the story was the trial of Sally because, let's face it, the Sonic and Snively stories have been done before countless times. Because there was real doubt and a very serious consequence if there was a misstep, it was worthy of reader interest. I wish I could have said the same for the one page where Sonic comes home to his parents. The designs work for me, but the dialogue is all wrong. It's too loaded down with exposition and plot points to be as convincing as the dialogue from the Sally trial. These lines come from the plot outline, not from the heart. I mean, I started reading Jules's line "That's what happens when a tyrannical madman...." and I just bailed out in mid-sentence, it was so lifeless. It's not bad dialogue but then again it's not dialogue at all, certainly not like that in "Father and Son" (S192): this is the equivalent of the characters hitting their marks and phoning it in. Heart Score: 8 for the Sally story, 5 for everything else. "Knight Time" Story: from "Sonic and the Black Knight," Adapted by: Ian Flynn; Art: Tracy Yardley!; Ink: Jim Amash; Color: Michael Watkins; Lettering: Teresa Davidson In "Another time, another place," or on YouTube at http://www.youtube.com/watch?v=m3yTgYSYTTI we find a maiden being pursued through a deserted countryside by an ominous black-clad night on an airborne steed. As he uses his sword to tear a hole in the sky from which supernatural warriors emerge ... believe me, they look way more intimidating in the video ... the maiden utters an incantation, a shaft of light emerges from her staff parting the heavens, and Sonic the Hedgehog face-plants himself onto the road. Scarfing one of the two chili dogs he's packing, he sizes up the situation and tells the damsel in distress "I'm used to stuff like this." He then uses his speed to demolish the horde of sky-born villains; I know it doesn't look like much on the page of the comic, but the video gets the point across, trust me. But before he can do the same to the Black Knight, the elf- eared maiden stops him, then summons a whirlwind to transport them away from the scene. The Knight then tells three of his familiar-looking companions to pursue and exterminate the pair. It turns out that the maiden is in fact "the Royal Wizard" and that the Black Knight appears to be the King. But one knight hints that it is a time of disruption, for "the King has changed, and this Kingdom." HEAD: Ordinarily I'd have been at a loss to evaluate this adaptation of the latest Sonic game, "Sonic and The Black Knight." I don't have a Wii and probably never will. But I DO have access to YouTube, where Cyberman65 has posted his gameplay for our enjoyment and edification. I can't tell you how much it helped. In the past, especially with the first Sonic Adventure game, the game developers were loathe to pass on anything worthwhile about the plot of a new Sonic game to the Archie comic writers. Despite the first SA adaptation stretching out over several issues of the comic, there seemed to be no real grasp of what was going on; important plot points went MIA and the adaptation itself was a narrative mess. But having seen the game opener for SatBK, I can report that this adaptation is almost completely faithful to it. The opening shot of the story, a crow standing on the skull of a cow, was left out, though it's one heck of a way of establishing that this is not a happy place. But I suppose Archie has its standards. It's only too bad that Archie couldn't have adapted the ENTIRE GAME rather than just tease us with the opening. The story of SatBK is miles ahead of what the comic usually offers, and I would put it on a par with the story of Sonic Adventure 1. Cutting past the various chases and swordplay and Sonic's hooking up with Shadow, Knuckles, Blaze, Tails and Amy Rose (as, respectively, Lancelot, Gawain, Percival, a blacksmith, and Nimue aka The Lady Of The Lake), we find that the true villain of the piece is not the Black Knight, who turns out to be a mere illusion produced by Merlin. The villain is ... Merlina, Merlin's granddaughter and the damsel in distress from the opening cutscene. It was she who enlisted Sonic to fight the Black Knight and retrieve from its possession the scabbard of Excalibur, which bestows immortality. Her motive is revealed is what would seem to be a throwaway scene between Sonic and Merlina where she plucks a flower and says to nobody in particular: "Why do flowers bloom, knowing they are destined to wither? Their life of beauty is so short-lived...." If you think that Merlina is bent on taking over the kingdom of Camelot the way Eggman keeps trying to take over the world, think again. Unlike most Americans who probably know next to nothing about the Arthurian legend, Merlina knows how the story will end, and it's not a good ending: Arthur dies at the hands of Mordred, the Knights of the Round Table fall out among themselves, Camelot comes to an end. Unable to bear the thought of Camelot only lasting "for one brief, shining moment" (to quote the song from the Broadway musical "Camelot"), she would become the Dark Queen and cause Camelot to exist forever. Not if a certain hedgehog has anything to say about it. Sonic appears to be hopelessly outmatched against her but fights on even after his sword Caliburn (which bears a strong resemblance to Lula the sword from "Dave the Barbarian") is broken in the attempt. But a deus ex machina outfits him in a suit of armor of a color that can only be described as Super Sonic Gold as his sword is not only mended but transformed into Excalibur itself. With it he defeats the Dark Queen. Sonic then delivers a line that is so perfect I have no doubt that Mike Pellerito and Victor Gorelick would fight like rabid wolverines to keep it from ever appearing in the comic: "Merlina, every world has its end. I know that's kinda sad, but that's why we gotta live life to the fullest in the time we have. At least, that's what I figure." To underscore the point, Sonic plucks a flower and gives it to her, though they might as well be standing in a shower of cherry blossoms. It's one of the most Japanese of attitudes: "mono no aware," the realization that nothing lasts forever. But that's not all! Even though the closing credits are approaching, they're followed by a one-minute epilogue to the whole story that is both so outrageous and so true to the Sonicverse that no way am I going to spoil it for you. You can, however, read about it in the Wikipedia article on the game or watch it yourself at http://www.youtube.com/watch?v=PrCMl82a50c&feature=related ; just make sure you don't bail out when the credits start. Ordinarily these stories are no-brainers, a cheap way to plug the newest game release. Ian Flynn has done us a HUGE favor by quoting from the opening scene pretty much verbatim, except for that crow and skull scene. Some things just can't be improved. Head Score: 10. EYE: Unfortunately, Tracy Yardley!'s visual interpretation of the scene is flawed. It follows the script and is faithful to most of the details in terms of modeling; I especially liked Merlina's staff and the Celtic flourishes on the suits of armor. And Michael Watkins's coloring does a very good job of approximating the understated feel of the 2D cutscenes (this game, where the 3D gameplay is visually gorgeous, has a maddening habit of shifting back and forth between 2D and 3D cutscenes). That said, there are serious problems. Yardley! can't get the creatures summoned by the Black Knight to look better than funky helmets with broken-down wings that fall out of the sky; even the dramatic opening sequence where the Black Knight produces these warriors isn't very convincing. Worse yet, the SFX word "ZOOM" effectively obliterates Sonic's destruction of said warriors. Worst of all, though, is the third panel on the third page where Merlina nabs Sonic before he can take a run at the Black Knight himself. I have no problem with Yardley! choosing to go with a WEV (worm's eye view) perspective, but the foreshortening involved in showing both Sonic and Merlina in full defeats the whole design. Merlina's arm looks huge as the rest of her trails off into the midground. Yardley! recovers when the story shifts to the other knights, but the damage has been done by that point. I can only attribute the quality of the artwork, and it's complete failure in mid-story, to deadline pressures. Eye Score: a reluctant 5. HEART: Since Ian is adapting the story pretty much as is from the game's opening, he has his assignment handed to him: to elicit sympathy for Merlina as the assumed Damsel In Distress without tipping Sega's hand that she and not the formidable- looking Black Night is the antagonist here. In that he succeeds. It's also interesting that in the scene involving Knuckles, Shadow and Blaze at the end, they keep their visors down and never make eye contact with the reader/player, at least not until later in the game. This way, even though we KNOW who these characters are, a certain emotional distance is created and we're unsure whose side they're on despite their dialogue. I'm glad Flynn and Yardley! didn't tamper with that detail and the feeling of unease it brings to the story. Heart Score: 10. Sonic-Grams: Andrew wants more Shadow; Camille, who's just turned 18, reminisces about growing up with the Blue Blur while affirming the quality of the writing in the book and the way the art has managed to incorporate various manga influences; Joey asks a lot of questions that were answered starting in S193. I'm more concerned about what's NOT on the page. Now that Archie once again has two titles to plug and two thumbnails to display, they've once again jettisoned the Fan Art. I do not consider this a step forward.