DRAGON’S CLAWS #2: COLOUR ME iMPRESSED

It’s been a long time coming but Dragon’s Claws’ sophomore issue is finally here. After spending the first couple of years on the blog covering fortnightly and weekly comics (the one exception being the short-lived Visionaries right at the beginning of the blog) it’s strange to find myself in a position where, at the time of writing this, both Dragon’s Claws and even the site’s namesake comic OiNK are monthly. I’ve gotten so used to what came before that the four-week wait between issues feels so long!

Could this have been an attributing factor to Marvel UK’s new range of US-sized comics not being the success they may have deserved to be? British comics were often more frequent, and if any did become monthly you always knew that meant they wouldn’t be lasting much longer. Things would change a lot in the 90s of course when most comics became monthly but sales figures also declined drastically across the board at that time. A month was a very long time to wait for us back then, especially when computer and videogames were now grabbing our attention.

If last month’s debut felt like a typical yet very enjoyable 80s action flick, this feels like it could actually be the second half of that movie. The threat of The Evil Dead teased in the premiere issue’s opening pages comes full force this time around. The opening pages once again see that Game team take on a trained group of fighters, this time at a weapon’s depository that was apparently built to withstand an entire army. Over the course of these first seven pages they decimate the defence and make off with the weapons.

What I particularly like here is just how very ‘English’ The Evil Dead are, especially their leader Slaughterhouse. Shouting “Orf with their heads” before two soldiers get brutally decapitated, tutting when others put up a fight, using drawn out proper grammar and such words as “splendid” while all around is death and destruction. Believe it or not, there’s even a funny moment used to lighten the dark opening when they win their battle and dead bodies are strewn everywhere.

There’s something of note right off the bat with this issue’s story. The government is referred to as that of ‘Greater Britain’. Now for any readers of an international flavour who may not be aware, ‘Great Britain’ as we know it today is made up of England, Scotland and Wales. I live in Northern Ireland and that’s part of ‘The United Kingdom (UK) of Great Britain and Northern Ireland’. Northern Ireland is separate from ‘Great Britain’, a mistake many make. The fact the Dragon’s Claws comic refers to the government of Britain rather than the UK makes me think we’ve scarpered and rejoined Ireland away from the dystopia of the land within which The Game is set. Thank goodness! But anyway, I digress.

The one surviving soldier is taken to N.U.R.S.E. where Dragon, his team and the already irritating Deller (he’s meant to be irritating) are assigned their first mission by Stenson to kill The Evil Dead, as if they were nothing more than an irritant rather than murderers. The order is given in such a blasé way it’s clear N.U.R.S.E. care not for those they’ve hired. They give the orders and the foot soldiers must obey. This results in Dragon losing his temper because as far as his was concerned his team were independents, going out into Britain to clear up the mess of the government’s Game on their own. But Stenson has them over a barrel, he knows their lives felt meaningless without The Game and they back down.


“Mercy – you let your father’s business go bankrupt while you chased vendettas”

Stenson

We find out a little more about the various members of Dragon’s Claws here after last issue concentrated almost solely on Dragon. The most interesting one for me is Mercy, the sole woman of the team. Since they withdrew from The Game she’s used all the money from her father’s business to chase after those lawbreakers who had enough money to stop any potential repercussions from occurring. In the current climate we find ourselves in I do hope we find out more about her time doing that, it’s quite topical after all. (There’s also something very ‘Knight Rider‘ about that, a show where the hero chased after “criminals who operate above the law”.)

Dragon takes off and over the next couple of pages we see him back at his farm, now a desolate, abandoned wreck after the battle with the Wildcats last time. It’s these little quieter moments that have made these first two issues for me. It would’ve been very easy to have action from cover to cover but in such a fantastical set up these scenes ground our characters, the result being we believe in them, and care for them and the outcome of the story more. His family haven’t returned and then Scavenger turns up to warn him Deller has pulled rank and taken the team out in search of The Evil Dead.

Dragons Claws were opponents worthy of his skills, now he sees them as mere government lackeys

Deller is desperate to be the hero, the leader responsible for bringing them in or killing them, obsessed with personal glory. Of course, we can immediately see where this kind of character will end up leading the team, and that’s into immediate danger. The team’s protestations and attempts to quell his blood lust and self-importance fall on deaf ears. Seeing the lion-like Feral feasting on a dead body out in the open Deller immediately gives chase into an enclosed area, the Claws trying to stop him but it’s too late. Of course it’s a trap.

Another little moment here is the area this is taking place in is referred to as ‘The ‘Pool’. Clearly meaning Liverpool, it’s an area Steel stays away from because it’s known as The Evil Dead’s home, somewhere they know like the backs of their hands and would obviously have the advantage. One-by-one this advantage see the Claws fall. Captured, Slaughterhouse is more disappointed than angry. Dragons Claws were opponents worthy of his skills, now he sees them as mere government lackeys.

As you can see Dragon appears at the last moment, saving Deller’s life. He’s no stranger to having an advantage himself and as the Grim Reaper-esque Kronos sneaks up behind him Feral notices Dragon has no scent. He’s a hologram and there’s a pressure pad just behind it, which Kronos steps on, instantly exploding. The other members of The Evil Dead are Hex, a circus showman with poisonous darts and hypnotising eyes and Death Nell, Slaughterhouse’s other half who appears to have had some kind of romantic history with Steel!

Anyway, the battle we’ve been building up to is rather short and sweet but no less entertaining and ultimately satisfying. On one page Slaughterhouse’s order to kill the Claws falls on deaf ears, or rather dead ears. Scavenger, a master of stealth if last issue’s cameo and the fact he was able to sneak up on Dragon on his farm are anything to go by, has quietly severed his team mates’ bindings (without even them knowing how), meaning Steel can surprise Nell in a moment that initially confused me. Initially, I questioned why he didn’t just hit her earlier? It hadn’t been clear from previous panels they’d had their hands tied behind their backs until Mercy’s explanation made me go back and check.

Dragon is sniping from scaffolding on top of a very tall building nearby and as Slaughterhouse lunges at him he’s apparently taken by surprise, getting scraped by huge nails and kicked in the head in the process. But like the hologram there’s a bit of clever misdirection here on Dragon’s part. Riling Slaughterhouse up until his anger takes over and he leaps through the air, Dragon doesn’t dodge out of the way or put up a fight, instead grabbing Slaughterhouse and letting his momentum push them both over the edge.

Special mention must be made of Steve White’s colouring. It’s glorious!

Then, as we turn to the final page we can see he’d actually tied his ankle to the building, stopping him as Slaughterhouse falls to his apparent doom.  Of course with a team made up of such characters as The Evil Dead, and with hints in the story that they may actually be dead already, there’s no sign of his body. As for Feral, it looks like Scavenger made a meal out of dealing with him! Their leader and his girlfriend may be the only ones to have survived now that Dragon’s Claws have been sanctioned to kill.

Written by Simon Furman and enthusiastically brought to the page by Geoff Senior, with editor Richard Starkings on lettering (under the pseudonym ‘Zed’), special mention must be made of Steve White‘s colouring. It’s glorious! His work on Transformers was always exemplary but this surpasses even that. His backgrounds are atmospheric, shading can be subtle in places like faces and in-your-face in others. It’s big, brash and bold in the very best possible way. (Check out his colour work for Xenozoic Tales in an issue of Jurassic Park too!) This is a collection of creative people that could give Dragon’s Claws a run for their money in the teamwork stakes.

Strangely one of the Marvel UK adverts in this issue is for the comic the reader was actually holding. Weird. There’s also a humour strip, a constant in most of the publisher’s action titles. The Reverend P. Gunn’s debut last issue wasn’t great but this one is funny and the art is great fun. Along with Richard and Steve, writer John Carnell and artist Andy Lanning were well known to me at the time from The Real Ghostbusters and this is a perfect outlet for their bizarre sense of humour that I loved so much in the licenced comic. Would further strips have been funny or more like last month’s? Who knows? This was also Gunn’s final appearance!

So yes, Dragon’s Claws has produced another dynamite issue. It feels very much like the second part of last issue’s introduction and I am perfectly fine with that. I want to find out so much more about these characters already and I know there’s the real potential here for that to happen while not skimping on the action, thanks to Simon’s writing. If I’d known about the comic at the time these first two issues would’ve had me hooked and placing a regular order at my newsagent. Today I’m hooked and you can look forward to regular coverage, the next bit of which will be the review for #3 on Sunday 13th August 2023.

iSSUE ONE < > iSSUE THREE

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