[Patreon-Nov16-Post-Bug][/Patreon-Nov16-Post-Bug]The opening arc of Wetworks masqueraded as a modern Team 7 with a supernatural bent, but this run of issues locks in the vampire underworld drama as the central plot of the book.
It feels like the team takes a backseat in these issues, although they do finally get some character development off the battle field. While I’ve finally got all of their names straight (Dane, Grail, Claymore, Jester, Pilgrim, and Dozer back at base), it’s hard to care about any of them aside from the team’s advance scout, Pilgrim. Coincidentally (or not?), Pilgrim gets two of the biggest scenes in the run that generate more questions than answers.
There’s also a lot of focus on the mystery of Mother One – who, let’s not forget, murdered two of the team in #3 just to gather telemetry. That was meant to be a surprise, but here she’s dropped all pretenses of being anything other eeky cyborg lady who freely reads everyone’s minds and is only 20% human to begin with. The team quickly grows as suspicious of her as we are as readers.
If it was hard to trust Mother One as a reader, it’s impossible to root for either side of the vampire conflict. Drakken is definitely written as more “evil,” but we’re talking about vampires here – they’re all evil. By contrast, his cousin the queen seems bored by her entire existence, barely deigning to make a semi-century appearance in front of her subjects and bristling at her inability to join in the fray of battle. Would it be so bad to depose her?
We learn that Wetworks is less an interloper and more a third wheel in the internecine vampire wars, thanks to their creepy benefactor Waering being a werewolf himself. Or, at least, the letters columns told me that – I had to go back to #5 and squint pretty hard to figure he was the human identity of the werewolf we meet.
Whilce Portacio isn’t delivering the same A-Game we saw in the first few issues. As with all of the Image founders within their first years, not being reigned in by editorial brings out both his best and his worst tendencies. The other founders had moved past that phase at this point (and, in Jim Lee’s case, off of his book) while Portacio is still figuring things out.
His panels are overly busy and too dark. It results in a lot of muddled, making characters hard to recognize (on top of them all being identical and gold). Plus, some key actions are indecipherable, as with a pivotal scene with Claymore and Jester that I can’t make heads or tails of. He seems to really cut loose when the WildCATs are briefly on panel (or maybe that’s Joe Chiodo enjoying their brighter palette) in a way that we don’t see again in this run. Francis Takenaga scripts Portacio’s plot with way too many words and far too little clarity; these issues are his first comic credits.
This run gives us a lot of information about the timing of other titles. Lynch is out at IO and Santini is reporting directly to Craven in #4, which places this after Gen13. Then, WildCATs appear in #4-5 sometime around WildCATs #14 (it’s prior to Voodoo’s injury in WildCATs #15) except they’re missing Warblade – so maybe that is after #19? Anyhow, it gives Grifter and Dane their first meeting. That throws a bit of a wrench into Deathblow #9-12 (where Lynch is with IO and Grifter and Dane work together), except maybe none of that actually happened, so we’re not going to get too worried about it.
Want the full details? Keep reading for a deeper breakdown of the plot. Here’s the schedule for the rest of this month’s WildStorm re-read. tomorrow we’ll work on three WildCATs tie-ins: Warblade: Endangered Species (1995) #1-4, Grifter: One Shot (1995), and a WildStorm Rarities Maul story. Then, it’s back to Stormwatch (1993) #17-21 & Special 02!!!
Need the issues? You’ll need to purchase single issues – try eBay (#4-7) or Amazon (#4, 5, 6, 7). Since further Wetworks series hit these same issue numbers, be careful to pick up issues from the 1994 series – an easy way to tell the difference is that Mike Carey is the writer on the later relaunch. [Read more…] about From The Beginning: WildStorm Universe – Wetworks #4-7
[Patreon-Nov16-Post-Bug][/Patreon-Nov16-Post-Bug]WildCATs hasn’t been my favorite title to cycle through in this marathon of reading, but I’ll read just about anything to enjoy Jim Lee art.
We last saw Charest on WildCATs #0, Special, and back-ups on #8-9, where he was a reliable Lee clone. In the year that elapsed he must have been pricked with a radioactive pencil or something, because his artwork here is something else entirely. It’s the first time so far I’ve opened up a WildStorm book and felt it was not just exciting or dynamic or challenging, but beautiful.
Seeing Marlowe and his team of lethal, unleashed warriors through the eyes of the humans who have to keep them contained completely changes the nature of this book. Finally, Warblade and Maul seem powerful and fantastical. Zealot, despite being a whirlwind of blades and death, seems more human and fallible when we’re not relying on her to save the day as a necessary function of the plot.
The original Team 7 operated in the 70s consisted of this list of eleven largely familiar names:



[Patreon-Nov16-Post-Bug][/Patreon-Nov16-Post-Bug]Today’s scheduled reading was Deathblow #10-12, the end of the initial mega-arc of the title.
Despite Deathblow being rooted in Team 7 machismo and Jim Lee’s awesome specimens of human biology, at points Sale and colorist Linda Medley are pushing its visual identity into territory like Sin City, Hellboy, or even Sandman purely through the power of their bold, minimal artwork – which allows them to shock us with panels like the colorful entry of the Team 7 calvary at the end of issue #10.
Before we can get there, Cray needs to have his reckoning with Travis in Deathblow #10, his former operator who was secretly a serial killer.
hen, in Deathblow #11, the core surviving foursome of Team 7 spread out across the city to try to intercept the Horsemen.
Everything goes to hell in Deathblow #12. The Team 7 men each eliminate their Horsemen but each pay an awful price for it. Deathblow and his rag tag team of cops and holy men storm the top of the World Trade Center only to be methodically cut down by the horse of demons there (even after Faisal turns out to be the Archangel Raphael, who does a doozy on the Black Angel).
I’m not convinced anyone liked Backlash enough for him to merit his own series, but at this early stage in WildStorm’s life it seems they’re intent on playing out a certain set of plots and Backlash’s Daemonite hunt is one of them.