Right, so "Clone Drive" then.
I read this story when it came out as individual issues of Death's Head v2 in 2019 and it didn't make much sense then. I got the collected edition as a birthday present a few days ago and gave it another go, to see if a second try and a couple of years made a difference. Alas, it has not.
The main problem is a chronic lack of coherence. Despite being published as Death's Head v2, I think it's supposed to be the origin of a new version of the character -- Death's Head V, or "Vee" -- except he gets very little screen time and achieves almost nothing. So maybe it is about the original DH after all? It does start and end with him, but then he gets pushed aside by half of the Young Avengers, also achieves very little except to get a new sidekick, then disappears with her off to deep space where undoubtedly we will see neither of them again.
We don't get enough of Vee to make him compelling enough to follow, not that we can follow him because he hasn't appeared since as far as I can tell. If it's about reintroducing Death's Head to the Marvel Universe, sticking him in deep space is an odd way of doing it. If it's a celebration of the character -- which is what artist Kei Zama suggested when it was first published -- sidelining the ostensible star is an odd way to do it.There's no room for anything to breathe, and it all feels muddled.
Then there's the nonsense. We start with Death's Head falling through a space portal into a bin in New York, which is apparently enough to deactivate and dissasemble him. Then he is somehow turned into an amplifier for a punk band. I don't know how this works. Wiccan and Hulkling run into him by accident, except it's not by accident because Wiccan did some magic that brought them there. I think? Maybe? Wiccan did this because he already has a DH -- Vee -- under his bed and wants to know what it is. Probably? Wiccan has Vee under his bed because he did some magic to see possible futures for the Young Avengers and saw Vee in some of them, and then went on an untold solo adventure to an AIM laboratory and stole Vee. I think? But it turns out that the whole thing was some sort of elaborate plan by the villain to get her hands on the original DH for... reasons. Except the villain turns out to just want to hang with DH so they go off together and leave everyone else behind. It's possible that the villain just changed her mind and switched sides halfway through the story, but it's not clear. Nothing is clear.
Oh, and then at the end, Death's Head is standing, deactivated (?) in Vee's cupboard, except he's also running around space with his new friend.
I, uh, ah. No, I have nothing. I can follow the chain of events, just about, but the individual events are baffling and the storytelling is so weird. Wiccan goes off and breaks into an AIM lab on his own and steals a robot, but we don't get to see that. Why? Wouldn't that have been interesting? What's going on with the extra Death's Head in the cupboard? Wouldn't there have been easier ways for the non-villain to ask DH to be her friend? I cannot tell if I'm being dense and this is all clever plotting, or if it's just really bad. I suspect the latter.
On the plus side, Kei Zama's art is lovely. There's a nice balance between strong cartoony storytelling and intricate detail, although the inking is perhaps a bit heavy in places and makes some of the pages look a little muddy. Even so, the art is by far the best thing about the book.
Death's Head fans will probably get this because we like to follow all of his appearances, but I can't recommend it to anyone else because I'm not sure it's very good. Disappointing, yes?
Oh, and to pad out what is still a very thin book, we get a reprint of Death's Head v1 #1 by Simon Furman, Bryan Hitch, Mark Farmer, Nick Abadzis, Annie Parkhouse, and Richard Starkings. I list the entire creative team because Marvel seems to have forgotten to do so anywhere in the book. That's a poor show.
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Tuesday, September 21, 2021
Monday, September 20, 2021
Chop Chop
I drew this for Christopher Mennell. Sort of. I didn't know I was drawing it for Chris at the time. I was drawing it for fun based on something he'd posted online, but he liked it and bought it.
Anyway.
Anyway.
Monday, September 06, 2021
Dunwichin'
Chaosium was clearing its warehouses at the end of July -- some bargains seem to be available still! -- and I decided to spend some royalty money on H.P. Lovecraft's Dunwich for Call of Cthulhu. I'm not sure why I picked that one out of everything available, but I'm glad I did. Allow me to tell you why.
The Good
The Bad
The Ugly
That looks like more bullet points for Ugly than Good, but worry not! That first Good point is such a... good point that it more than makes up for the flaws, and most of the issues with the book can be fixed with ease, or ignored without making the adventures more difficult to play.
(I would go into specifics on said fixes, but, you know, spoilers.)
I remember seeing the original Return to Dunwich book in the collection of my old Call of CthulhuGM Keeper Dave and that cover jumped out at me even back then. For whatever reason we never went to Dunwich in Dave's campaign, but I hope I'll get a chance to run it one day, as it seems like great, degenerate, backwoods, fun.
The Good
- The format is a lovely surprise. I was expecting a sourcebook on Dunwich, with some related adventures, a bit like Chaosium's books on real-life locations like Cairo and London, and that is sort of what you get.
Ish.
It turns out the book is more of a sandbox, akin to an old school D&D adventure. You get a -- long! -- list of locations, the people associated with them, and any events -- eldritch or otherwise -- tied to them, but there is no plot as such. That said, there are some ongoing agendas and schemes, but nothing like the sort of strong plotting one expects from a CoC adventure. Not only is it refreshing, the gazetteer-like approach makes the content easy to read and, probably, prepare. Which is good, because there is a lot of content. Speaking of which... - So... much... stuff! Every house, building, or other point of interest is listed and numbered. There are almost a thousand locations, although some are empty. I haven't got this to the table -- and I am unlikely to do so since one of my regular players has read the whole lot -- but I imagine you could get weeks if not months of play out of Dunwich and the surrounding area.
- The content is pretty good too. There is a lot of interesting stuff to investigate and poke, some of which is waiting for the players to discover, some of which is carrying on without them. It all seems very playable and it feels like a real, living location. There are plenty of non-Mythos interactions too, which is good, but I'll have more to say about that in a bit.
The Bad
- The d20 Call of Cthulhu rules. Ha. No, I joke. I'm all in favour of 7th-level Librarians.
The Ugly
- There is some... "old-fashioned" terminology used to describe the mental and physical condition of some of the Dunwich residents. This is a 2002 revision of a 1991 book, but even so I was surprised. On the plus side, there are only a handful of occurrences, but beware and be prepared to ignore the Old Ways.
- There are a couple of sections that are a bit dungeony and feel out of place in Call of Cthulhu. These were perhaps less jarring in 1991 but they feel very wrong these days.
- I think there's too much Cthulhu Mythos content. This seems like an odd complaint for a game about the Mythos, but bear with me. Without going into spoilers, there are at least three major Mythos, er, vectors, only one of which has anything to do with the Dunwich Horror. It feels a bit greedy and over the top and moreover, the intellectual, physical, and social decay running through Dunwich is given a Mythos origin, which I feel undermines the Deliverance-like horror of the setting; I prefer to think that the Dunwich Horror happened because the village was already corrupted by human failings, rather than those failings being caused by an alien influence.
(What's worse is that the book is inconsistent on how pervasive this influence is and jumps through unconvincing hoops to explain why some villagers are unaffected.)
I would remove at least one of these Mythos elements, maybe even two, and make the village a bit less of a Cthulhu "zoo". Cthulzoo? - I am not a huge fan of the cover, as seen above. It's a fine picture and better than anything I can do, but as a cover it tells us nothing about the book, except that there is a wrinkly old man in it. It's not much of a spoiler to reveal that there are quite a few wrinkly old men in the Dunwich area.
The cover for 1991's Return to Dunwich is more overt -- perhaps obvious -- as a piece of horror art -- and to be fair, seems to illustrate one minor possible encounter out of almost a thousand, so I can see why it was changed for the reprint -- but it's also more striking as a visual. It looks like the cover of a dodgy VHS horror film, exactly the sort of thing I would rent in a heartbeat.
That looks like more bullet points for Ugly than Good, but worry not! That first Good point is such a... good point that it more than makes up for the flaws, and most of the issues with the book can be fixed with ease, or ignored without making the adventures more difficult to play.
(I would go into specifics on said fixes, but, you know, spoilers.)
I remember seeing the original Return to Dunwich book in the collection of my old Call of Cthulhu
Labels:
Call of Cthulhu,
Dunwich,
good bad ugly,
I review rpgs
Subscribe to:
Posts (Atom)