Tag Archives: Annie Halfacree

DRAGON’S CLAWS #5: TERMiNATED

Yes Mr. Head, you certainly will be. Especially with those who picked up your own comic. That particular new monthly from Marvel UK was due to begin a month after this issue’s release. In fact its premiere issue would go on sale the same day as the next Dragon’s Claws. So it was time to introduce him, or reintroduce him to those who’d followed his exciting and funny adventures thus far in Transformers and Doctor Who.

We get a mention of his appearance from the end of the previous issue’s story in the FastFax and it also gives us some interesting information on The ‘Pool (Liverpool of the 82nd century) and the make up of England in this apocalyptic time. In the real world of the 80s the north of that country had felt generally neglected by the main UK government and this is clearly being played up to here. At the time of publication this would’ve been particularly pertinent to readers there.

This blog is named after the hilarious 80s comic OiNK which was produced in Manchester, and I think the editors of that particular riotous publication would be rather happy with the north of England being described as an area with an “anarchic nature”. The dates at the top of the FastFax don’t seem to be making sense anymore. In #1 it seemed to refer to the date of the (original) release of the issue, only thousands of years into the future. That’s no longer the case so I can only assume it was never actually meant to be a date.

While last month’s Next Issue page was drawn by the upcoming Death’s Head comic’s Bryan Hitch, Geoff Senior remains on art duties for his and writer Simon Furman’s Dragon’s Claws, with the regular team of letterer Annie Halfacree, colourist Steve White and editor Richard Starkings all present and correct. The story begins with Death’s Head’s arrival spotted by Game team members who think he’s The Evil Dead’s reinforcements, so they decide to take him down before he can meet up with them. Bad idea.

Death Nell’s hiring of Death’s Head is initially somewhat disappointing because we immediately think it’s going to be a contract to take out Dragon but instead it’s for some other Game team that’s become an annoyance to The Evil Dead. That disappointment doesn’t last long. Then, when we catch up with Dragon’s Claws we see the beginnings of a new base of operations for them as the early pieces of a long-running comic series continue to be put in place.

It brings up the question of who is really running the show

With a new Headquarters cue the heroic Saturday morning cartoon-esque call to action! But not before Dragon and N.U.R.S.E.’s Stenson have had a bit of a barney. Stenson let’s it slip that the World Development Council has only just fully endorsed the team’s reactivation after last issue’s rescue of their ambassador, and Dragon isn’t happy as this is yet more evidence N.U.R.S.E. isn’t telling them the whole truth.

It brings up the question of who is really running the show. Just how corrupt are N.U.R.S.E. and the W.D.C. and is the former actually lying to the latter rather than being in cahoots? Dragon also starts to bring up what The High Father is meant to have told him after #2’s story but unfortunately he gets interrupted by Deller and the Claws have to leave for The ‘Pool.

Back up north Death’s Head is about to be sent in to wipe out the Jones’ Brothers team when we get a quick insight into one of the background plots we know Stenson is up to his perfectly tailored neck in. The inner thoughts of one of the Joneses laments the fact it’s come down to them killing each other, yet he knows they have no choice, that some “non-payment” will have been noticed and that they can expect retaliatory action soon. But from who?

As the fight nears his further thoughts confirm my suspicions. Despite being so heavily armed and more than capable of taking on The Evil Dead (of all people), he’s terrified of N.U.R.S.E.! This is because of how they came after the ‘Dead with Dragon’s Claws. It’s N.U.R.S.E. he’s meant to be paying. The conspiracies, back-stabbing and politics of this comic have got me hooked.


“Government enforcers, peace-keeping agents, bounty hunters – all mean the same thing, yes?”

Death’s Head

Deller, the jealous man who wants to take over the Claws from Dragon and a stooge of Stenson’s, knows a lot more than he’s letting on too as you can see above when he admits he’s hiding calls from Dragon’s wife, Tanya. He goes along with the team and as usual tries to take over the situation to further his own cause, until Dragon finally explodes at him about his so-called ’sources’ at N.U.R.S.E., just before they see a certain fan-favourite character for the first time.

I love this moment and at this point I actually changed my mind about Death’s Head being given a contract for Dragon, that would’ve been too predictable. As Death Nell helps the still-recovering Slaughterhouse out of their safe house to make a run for it, more plot points are established. He has some theory about the Claws’ role in recent events and by having both the Claws and Death’s Head out for the Jones’ Brothers they can be certain of success for now.

They leave to recruit new players and Slaughterhouse calls the Claws N.U.R.S.E.’s “little puppets” which leads nicely on to a verbal, rather than physical (to begin with anyway) confrontation between the Freelance Peace-Keeping Agent and Dragon. When Dragon saves him from the last of the brothers, Death’s Head isn’t happy and accuses him of wanting to split the bounty. Dragon explains he was trying to help and that they’re not bounty hunters but “legally appointment government agents”, after which is this interesting retort.

That’s Deller sneaking in at the bottom to take out Death’s Head from behind for no other reason than to stitch up Dragon. But this isn’t someone easily taken out, even from behind and he soon gets the upper hand, shooting Deller in the shoulder and grabbing Dragon by the throat, falling for the ruse that Dragon was allegedly keeping him talking while Deller tried to kill him.

Most interestingly here, after Death’s Head says the team “sure sound like assassins to me”, we see Mercy being told by a dying Jones brother that the Claws are being used by N.U.R.S.E. as their hired killers and she just doesn’t care! It seems she’s the most bloodthirsty of the team and I hope we get a chance to see her character develop, as I think this could put her at odds with the rest of them, in particular Dragon and the honourable Steel.


“Times like this, I’m glad I don’t have to explain myself to an accountant!”

Death’s Head

Back to the moment at hand. Steel and Digit attack Death’s Head, freeing Dragon before he orders them to back off and takes aim. The Peace-Keeping Agent mocks him, asking if he really thinks he can hurt him with such a little gun, and after I turned the page the answer to that is more shocking than I ever couldn’t imagined!

It seems his entrance on the last page of #4’s strip wasn’t the only moment we’d see inspired by the Terminator films. I certainly wasn’t expecting to see him in this state, that’s for sure! Even in the face of possible death though, both when blown up and when he’s about to get crushed on the next page, he’s still able to make quips. Moments like this are why I’ve been so looking forward to reading his own comic and it’s almost here. The hype is very real for me right now and I’m sure Marvel UK were hoping for that.

They tell the captured Game player that due to non-payment their entire family will be killed and he’ll be taken prisoner. Harsh.

He was to get a bit of a redesign for his own monthly, a fresh lick of paint after a few years circulating around other peoples’ comics and this sets that up nicely. It’s strange they didn’t take the opportunity to mention the new comic coming just one month from now anywhere within this issue though. Anyway, as usual the final page of the strip is left to hint at stories to come, with the final remaining Jones brother being taken before the real leader of N.U.R.S.E.

We don’t see this person other than in silhouette as they tell the captured Game player that due to non-payment their entire family will be killed and he’ll be taken prisoner. Harsh. Then the order is given to Stenson to do the same with Dragon’s family before they interfere with their plans, and that’s where it’s left. The letters page also looks to the future, not least by offering subscriptions, none of which would be completely fulfilled.

Some hints about the contents of future issues are dropped too and, just like when Havoc began answering readers’ queries there’s that heartbreaking realisation that all of this potential will come to a premature end. Let’s just hope we get some of it realised in the second half of the comic’s run (yes, we’re already halfway through). There’s so much promise here, between the development of Dragon himself and the slow burning story arcs. I just want to see where it all leads.

We began this read through comparing the first couple of issues to the best 80s action flicks, with some added characterisation for good measure. Dragon’s Claws has successfully emerged from the shadow of its big screen contemporaries to establish itself as an original, absorbing story with plenty of action, some good laughs and characters I already feel like I know pretty well. Not a small feat when it’s only five issues in.

This back page seems to combine more than one subplot too. Deller has been sent to eliminate Dragon’s family while Kurran has caught up with him at the exact same moment. Kurran is the man whose brother was killed by Dragon in #1, and who then found out Deller had paid his brother’s Wildcats team to take on Dragon, knowing they’d be outmatched. Who the woman is I have no idea yet. Questions to be answered and most likely many more to be asked in #6, then.

The release day of the next issue was a particularly exciting one and so it will be again on the OiNK Blog. There’ll be two real time read throughs published on the exact same day, for #5 of Dragon’s Claws and the premiere issue of the brand new Death’s Dead, the only issue I ever read as a child and one which I’m eager to reacquaint myself with after 35 years. So remember, remember to come back to the blog on Sunday 5th November 2023.

FOR DRAGON’S CLAWS:

iSSUE FOUR < > iSSUE SiX

DRAGON’S CLAWS MENU

FOR DEATH’S HEAD:

DOCTOR WHO 135 < > DEATH’S HEAD 1

DEATH’S HEAD MENU

DRAGON’S CLAWS #4: FRENCH FRiED

Another month, another foray into the far future with Marvel UK’s classic Dragon’s Claws. It may look like there’s an ancient oriental theme to the story this time around if the cover is anything to go by, but actually Steel here is facing off against one of two French armies. This month’s exciting comic is just that: exciting! It pushes the background intrigue and shocking story arcs from last time aside and concentrates instead on a self-contained tale that’s no less thrilling.

A quick mention of the editorial page first and that opening paragraph doesn’t change from issue-to-issue, remaining as a quick introduction for any new readers. It reminds me of how American TV shows of the 80s and 90s would’ve had a spoken narration at the beginning of their opening credits, so it feels perfectly of its time. Think Knight Rider, Jag and Babylon 5. These were (and still are) all favourites of mine so this gets me hyped every month.

As usual the in-universe Fastfax gives us a little bit of background to the story before it starts on the opposite page. It’s interesting to get some insight into how the wider world outside Greater Britain is faring and it appears France isn’t doing so well, with the rich carving up the country for their own benefit, the rest of the populace suffering as a result. The rebel group La Folie appear to be getting painted as a terrorist group here, so I’m pretty sure that won’t be the case as the story unfolds.

Of course, we know already who’s going to be selected to do the prisoner exchange between the World Development Council and the rebels, don’t we? I’m also intrigued by this mention of a Canadian vigilante, seemingly innocently slotted in there at the end. Perhaps a character we’ll get to in a future story. These Fastfax updates throw out hints and character references every month, painting a lovely three-dimensional world crafted by writer Simon Furman which I hope we get time to explore in the ten issues.


“When Dragon pulled us Dragon’s Claws back together as government agents, his intent was to restore order to this mad world!”

Steel

The first half of Simon’s story (drawn by Geoff Senior, lettered by Annie Halfacree, coloured by Steve White, edited by Richard Starkings) is heavy on the action while not wasting any time in developing the story. It may be a little predicable in the end but that could be down to the fact it’s 35 years old. At the time I’m sure it kept readers guessing until the end. So the barons mentioned in the Fastfax are battling all over the country, tearing it apart and killing hundreds of thousands of innocent bystanders in order to advance their power. La Folie are being painted as terrorists instead of freedom fighters because this suits the governments of the world.

Dragon’s Claws have been assigned to return La Folie’s two members in exchange for the government’s man and Dragon himself is on route to rendezvous with his team with the prisoners when he comes under attack by La Folie’s second-in-command Colonel Gescaux. He wants to kill prisoners Legris and Ostleur as they seem to know something that their leader can’t find out. Straight away Dragon seems to know all is not as black and white as the governments are painting it, even throwing himself into harm’s way to save the so-called terrorists from a grenade.

Meanwhile, the rest of his team find themselves between two warring factions. Mercy is all for abandoning the area, it’s not their fight after all, both sides are in the wrong as far as she’s concerned and can wipe each other out. But as Steel points out the local town is being devastated by their battle and given why Dragon reformed the team as government agents (the first time his reason is explained) it very much is their fight. Hence the cover.

Legris takes a moment to have it out with Dragon in a scene where they end up surrounded by Gescaux’s men. Before Dragon battles his way out, entrusting Legris and Ostleur to help out and not make a run for it, he realises he has respect for Legris, that he’s a man of integrity and belief in a cause. Gescaux just wants La Folie for himself, to turn it into the criminal organisation the world already thinks it is in order to further his own schemes. These two men know this and Gescaux knows if their leader found out he’d be a dead man.

Turn the people against each other to enrich the rich even further. Sound familiar?

The story revolves around the point that Greater Britain and the wider World Development Council will happily ally themselves with corrupt world leaders in order to advance their own personal interests, not those of the people they’re meant to serve. They don’t care who gets scapegoated, ostracised from civilisation or killed, as long as no one knows what’s really going on in the corridors of power. Turn the people against each other to enrich the rich even further. Sound familiar?

So while this chapter in the adventures of Dragon’s Claws may not advance any of those plots I found so intriguing over the first few issues, it’s beginning to paint a wider canvas for future stories to take part in and I do hope we get to see more of the world, or even revisit France at some point. (UPDATE: We don’t.) Speaking of which, let’s get back to that battle between the warring barons the rest of the Claws couldn’t walk away from and a surprising moment of comedy thanks to my favourite character, Scavenger.

I love this moment so much. The person he hit thanks to the lady’s headscarf was one of the leaders, the plan being to take down one of them so their followers would flee, creating an opening to do so with the other leader, thus saving the town. Steel stops Mercy from killing the other baron, instead putting weapons in front of them both and telling them to fight it out to the death instead of sending their troops into battle for them. Naturally, they show themselves up as the cowards they are and run away instead.

The main thrust of the story ends with Dragon taking on all of Gescaux’s minions, who then tries to escape instead of fighting on (again, typical) and he jumps onto their vehicle. However, Dragon notices the fuel tank is ruptured and about to blow. He still tries to save Gescaux but he’s too late and the terrorist gets blown to smithereens. After an arduous wait to see if the freed prisoners will keep to their word (Dragon let them go to the exchange alone), Ambassador Golding turns up. The other, so-called ‘terrorists’ kept to their word, this honourability proving most important to Steel.

With a little acknowledging nod to the previous story arcs we reach the end for now. After learning of Dragon’s reason for agreeing to become an agent of the World Development Council (and N.U.R.S.E.) earlier in the issue, his comment here about re-educating people isn’t just a throwaway line. Instead, it’s a true heroic statement and one that’ll hopefully lead to many exciting adventures to come, swiftly followed in the next moment with him cracking a joke. A great ending.

Well, there’s actually one more page to go. Last issue’s story also finished but then had a final page hinting at things to come, it’s something of a trademark for Simon’s comics if this and Death’s Head are anything to go by. So as we turn to the final page we get another surprise cliffhanger. In a moment that’s reminiscent of The Terminator films a bright ball of electricity signals the arrival of a futuristic robotic character, appearing in The ‘Pool (Liverpool) next to The Evil Dead’s Death Nell, one of only two apparent survivors of that Game team from #2. This is a particularly exciting entrance!

Anybody who’s been following the Death’s Head real time read through will know all about the character created in the pages of Transformers by Simon Furman and Geoff Senior. After a few appearances in that hit comic and discovering the origins of the Cybertronians he disappeared through time (after a battle with Unicron) only to appear in Doctor Who Magazine.

There he was brought down to human size by the Seventh Doctor (Sylvester McCoy’s) in a funny strip in #135 of his publication and then tricked into jumping to Earth in the year 8162, a very familiar time for readers of Dragon’s Claws. Now, with Death’s Head’s own comic due for release before the end of the year it’s time for him to make his reappearance in Marvel UK’s lineup at last and I for one can not wait! Check out the very back page of the comic below, drawn by Bryan Hitch rather than Geoff, so I wonder who is drawing the next chapter. Interesting, and a superb choice of artist.

I really am sick and tired of that “’Nuff Said” phrase though. Between Dragon’s Claws, Havoc and Transformers it was so overused by Marvel UK and every single time they did it just felt like a cop out, like the editor couldn’t be arsed saying anything else. At least Action Force were getting much more exiting covers for their monthly than they were a few issues back, with more superb Geoff Senior artwork to gawk at.

With page 28 sufficiently gawked, it’s time to wrap things up for Dragon et all for another month. This continues to be an extraordinarily fun comic, full of action, character and world building that’s second-to-none. With a crossover event next month and the background arcs set to return, I don’t know how they’ve managed it but I’m getting ever more hyped every month for the next issue. Come back on Sunday 8th October 2023 for Dragon’s Claws #5 to see if that trend is set to continue.

iSSUE THREE < > iSSUE FiVE

DRAGON’S CLAWS MENU

DRAGON’S CLAWS #3: SNiFFiNG OUT THE ENEMY

Another sharp, exciting cover from Dragon’s Claws co-creator Geoff Senior welcomes us to #3 of Marvel UK’s comic which, judging by these first three issues at least, really deserved to find a bigger audience and last a lot longer than it did. The premiere issue basically dealt with Dragon himself in an 80s action flick-style story that set up the world we find ourselves in, the Greater Britain of the year 8162. Then last month we properly met the rest of the team and their nemeses The Evil Dead in what felt like part two of that movie.

So with the introductions out of the way it’s time to get into the meat of the next story and I’m glad to see Simon Furman‘s script isn’t going to be as episodic as I assumed a monthly from Marvel UK would be. This reads great in its own right while setting lots of things up for future issues, expanding the background plot the previous issues have hinted at and ending on not one, but two cliffhangers. The splash pages so far have been just as good as the covers, with colours by Steve White and letters by Annie Halfacree. I really do like the way editor Richard Starkings uses the Fastfax to introduce the stories within the setting itself rather than using a typical editorial style.

That’s The Pig, Dragon’s Claws’ ship, which feels rather suitable for this blog, doesn’t it? Even though they’ve only just been hired by N.U.R.S.E. (National Union of Retired Sports Experts) to bring in The Game teams still at large across the country who are abusing their positions of power, it seems some of the public are already turning on our heroes and viewing them as nothing more than government lackeys.

Their particular mission here is to head to Channel City, a huge metropolis that was built out over the English Channel to help with the overcrowding on the mainland, although it now overlooks nothing but a dried up seabed. No less than 20 teams have formed an army to protect someone called The High Father, an individual who the Claws were told had imprisoned hundreds of people in their own home. But now as they approach they’re under attack by those very civilians. Why? As the Claws discuss this and how they’re going to accomplish their mission without harming any innocents, unbeknownst to them a funny little moment plays out on the hull.

So why do these people not want rescued from this army and their apparent martial law? The strip does get to that by the end of the issue but first there are a few subplots thrown in for good measure. Kurran, brother of one of the Wildcats killed by Dragon as he protected his family, is out for revenge it would seem, at least in the interlude in the middle of the strip (more below). We also catch up with Tanya as she continues to try shielding their son Michael from Dragon’s violent TV coverage, but Michael wants his dad and it looks like she has no choice but to confront the situation and talk to his father.

I like these very human moments, although the most intriguing of the subplots this issue comes courtesy of N.U.R.S.E.’s Mister Stenson and Deller, the ex-Game player whose jealousy over Dragon leading the Claws almost ended with his death last month. It looks like they specifically need Dragon more than they’re letting on to him; having him as their poster child will mask their real intentions behind a cloak of heroism. But it’s the final couple of panels that interest me the most. Just who is giving these orders?

Any fan of Marvel UK’s Transformers comic will recognise the classic Geoff Senior pose there in panel three of page nine. So the main background plots thicken and I hope there’s enough time to give us a satisfying amount of development for these before the comic’s cancellation with #10. I’m particularly looking forward to seeing where the Kurran/Wildcats arc goes because on the final page of this issue he’s no longer concerned about Dragon. He’s smart enough to know that Dragon could easily have taken out the entire Wildcat team on his own (which he did do) so now he’s pursuing the reason behind the confrontation.

He knows his brother was stupid, but he wouldn’t have been stupid enough to go up against Dragon just because he hurt their pride. He beats up a woman at their hideout, wanting to know who paid them to do it and finds out it was Deller. Now that’s a cliffhanger. Even moreso than the main story’s, which we’ll lead up to now. With The Pig out of commission the Claws take to hover pads to make their way to Channel City and come up against a Game team hinted at in the pre-release marketing, The Vanishing Ladies.

There’s a particularly gigglesome moment when the strong and ever so macho Steel gets taken down a peg in the simplest of ways

First though, the mysterious Scavenger (already my favourite) breaks formation and takes off across the desolate landscape, disobeying Dragon’s direct orders. It’s such a sudden and dangerous move the reader instantly thinks something terrible is about to happen, that Scavenger has blasted away to stop it and save his teammates from whatever it is. The camaraderie between the members of this team is so tight it has to be something huge, right?

Well yes, as a matter of fact. I mean, an abandoned, starving animal is a big deal to this reader. It’s still funny of course. We now have our final member of the team. After all, this mutt was in those adverts for the comic too. He also gets named Lady Killer after what happens next. The Vanishing Ladies have special clothing that can bend beams of light (that old chestnut), essentially making them invisible. Cue lots of pictures of our team getting beaten up and using ingenuity to try to fight back.

There’s a particularly gigglesome moment when the strong and ever so macho Steel gets taken down a peg in the simplest of ways. Mercy isn’t so easily incapacitated and as she gets punched she deliberately rolls with the hit and is able to backflip and kick her attacker in the face without clapping eyes on her. Digit uses his computerised brain to accurately calculate probabilities for blocking attacks to find out where his attacker is. Dragon and Scavenger don’t have it quite so easy though.

Scavenger is getting strangled by one of the invisible foes and the only thing that stops him from being killed is his new dog who’s able to sense her and bite her on the leg, making her visible again. The newly named Lady Killer then helps Dragon and his reaction is another funny moment. I’m really looking forward to seeing this dynamic play out further in future episodes. The mightiest Game team ever now has a pet, one who is just as much a part of the team as the rest, whether they like it or not!

All of this is being televised across Greater Britain just as The Game was, N.U.R.S.E. adamant the people need to see Dragon’s Claws doing the government’s work in order to change public perceptions as they see fit. Then, as the team fight The High Father’s minions his voice panics Stenson. He recognises him, but he should be dead! He runs off to warn his superiors and stop the broadcast, and as Dragon’s Claws blast their way through into the area being protected by his army they come across a surprising scene, one of land cultivation and farmed animals!

As you can see there’s a moment when Dragon accuses The High Father of being just as bad as the government, that he’s creating his own privileged class. However, there’s a part of Dragon that doubts he’s really the bad guy in all of this. It’s when The High Father, unmasked as someone called Starick (to Stenson’s horror) explains further that we get our main cliffhanger. He says his former employers were good teachers, but they want him terminated now because they’ve found out how he’s actually looking after his people. The employers’ name is revealed when he tells Dragon he understands his surprise, “After all, you haven’t worked for N.U.R.S.E. for as long as I have!”

I love all this double-crossing, playing politics and subterfuge amongst the action. Add in the more human moments too and what we have here is a surprisingly deep action comic that manages to fit an awful lot into its 22-page strip without it ever feeling cramped or rushed. It’s quite ingenious really. Maybe a little too ingenious for the first letter writer on the new Dragon’s Nest page? Surprisingly, this first letter came from friend of the blog Andy Luke, whose podcast I previously appeared on to discuss OiNK for its 35th anniversary!

The first two chapters for Dragon’s Claws were highly entertaining and gave hints as to what the regular stories could be like. I could not have guessed the very next issue would’ve been so completely satisfying, that the comic would find its feet so quickly. I have a good feeling about the next seven months. The next one can’t come soon enough, but wait I shall for Sunday 10th September 2023. Join me then, won’t you?

iSSUE TWO < > iSSUE FOUR

DRAGON’S CLAWS MENU

KNiGHT RiDER ANNUAL #1: MAKiNG A DiFFERENCE

“No matter what’s going on in the world or in my life, putting an episode on can bring a huge smile to my face. Don’t we all have something in our lives that does that? This is mine.”

My late grandad Ted came to my house one Sunday morning when I was a child and asked my parents if I’d seen the film on TV the night before about the fantastic car that was filled with computers, could talk, drive itself and even jump in the air. My mum hadn’t heard about it but luckily enough my grandad knew it was going to be a TV series starting the next week and he thought I might like it. He wasn’t wrong. Thus began a lifelong obsession with Knight Rider.

I may have grown out of it temporarily by the late 80s but when repeats began airing in the mid-90s my love for Michael and K.I.T.T. returned and has never gone away. Every decade since may have brought its own obsession, from Babylon 5 to Stargate SG-1, from Doctor Who to NCIS, but Knight Rider has a special place in my heart and, no matter what’s going on in the world or in my life, putting an episode on can bring a huge smile to my face. Don’t we all have something in our lives that does that? This is mine.

There wasn’t a Knight Rider comic because the trend at that time was to feature popular series in strip format inside our magazines such as Look-In, a young person’s TV guide which featured the series alongside the likes of The A-Team and Airwolf. But between 1983 and 1987 Grandreams released five Knight Rider annuals filled with strips, prose stories, puzzles, pin-ups and behind-the-scenes features and interviews. I think I only ever owned this one from 1983 though.

The series debuted this side of the Atlantic in February 1983, with the first annual released at the end of the summer and my eager young hands got a hold of it that Christmas, hence why I’m reviewing it now as part of the blog’s festivities. I remember reading the two-page Look-In strips in my sister’s magazine, with their weekly cliffhangers similar to the 60s Thunderbirds comics. However they were line drawings, not the gorgeous greyscale wash we get here.

Upon picking this annual up for the blog I wasn’t sure what to expect. I really hoped for something entertaining but over the years I’ve seen some horrible annuals quickly thrown together in order to cash in, without much love nor care for the property. As long as this wasn’t like that I’d be happy. What I didn’t expect was something of such high calibre, with an excellent creative team behind great stories illustrated with gorgeous art, alongside some fun articles. I couldn’t be happier Knight Rider received this treatment.

When I opened the book and saw the two-page introductory strip above which recaps the set up for the series not only was I in awe of the art, I was instantly transported back to that Christmas. Quickly telling the tale of Michael Knight’s original identify, being double-crossed, shot in the face and left to die, and the reconstructive surgery which resulted in his new identity and new life, we’re instantly up to speed and ready to get stuck in to what promises to be a much better book than I thought it was going to be.

The intro strip is followed by a feature explaining the background to the characters, the Foundation for Law and Government (F.L.A.G.) and the story behind the series. Some of the details here didn’t even make it into the show and were pulled from the series bible, put together by Glen A. Larson when the show was created. For the uninitiated, Wilton Knight’s Knight Industries set up F.L.A.G. as a non-profit arm of his company to help ordinary citizens fight those untouchable criminals who operate above the law.

Court battles and legal wrangling made up the majority of their work (though for obvious reasons we only heard about these happening off camera) but sometimes “direct intervention” was called for and that’s where the Knight 2000 project came in; one man in one car, that car offering him all the funding and resources of the Foundation to make a real difference in the lives of people the justice system had let down. Sounds like a good set up for a show, doesn’t it? Well, it sure was.

Of course, that one car was K.I.T.T., or rather the Knight Industries Two Thousand artificial intelligence inside the Knight 2000 car. That’s something the show (and I’m glad to say this annual) made perfectly clear; K.I.T.T. wasn’t the car, he was the A.I. inside the car; a car that could jump, drive on two wheels, create fog and oil slicks and so much more, all inside the near-indestructible molecular bonded shell capable of 300+ kph. Add in K.I.T.T. who could control all of this, drive it, remotely hack computers (a big deal back then) and give Michael computerised, forensic and scientific resources that’d make NCIS envious.

There’s even information which was new to me today. It’s full of wonderful little details fans will lap up

Knight Rider was that rare thing, a television show my whole family gathered around to watch together. It was unlike anything anyone had seen before. My sisters may have had David Hasselhoff posters on their walls, but mine were adorned with K.I.T.T., shelves packed with models of the car, books, electric toys… you name it, I had it. I remember when ITV repeated the show in the 90s and my mum, dad and a then-teenage me would still watch it together. Today, the remastered HD Blu-Ray collection takes pride of place in my own home. My love for this show will never wane.

So, intros out of the way and my obsession detailed, I can happily declare this opening feature is anything but a basic round up. Michael’s boss Devon Miles (played by the excellent Edward Mulhare) may be misspelled ‘Deven’ but there are details here from the series bible the show didn’t elaborate on until later seasons, so it must’ve been fascinating reading it in 1983. There’s even information which was new to me today. I never knew Devon originally met Wilton on a mission in France for the British S.O.E., or that his parents were killed in the blitz. Technician Bonnie Barstow’s father was a pilot who worked for Wilton and she has a Masters in Computer Science and a Doctorate in Robotics. It’s full of wonderful little details fans will lap up.

This image is taken from the first strip, Break-Out. There are two strips in the book, both of which act like the final part of an episode, so all of the detective work and build-up is out of the way and the strips can concentrate on some fun action. For example, here we see the results of the supposed damsel in distress trying to double-cross Michael only for K.I.T.T. to quite literally eject that plan. So who was behind these exciting, fun stories and the simply gorgeous, atmospheric art?

I was thrilled to find out my favourite thing in the universe was handed over to none other than David Lloyd, he of V for Vendetta fame (as well as Wasteland, The Territory and Hellblazer). Yes, that David Lloyd! His unmistakable style and that lovely wash suit Knight Rider perfectly. The original pilot movie was rather dark with a lovely atmosphere and David’s art is reminiscent of the direction of that particular episode. With Marvel UK’s Transformers letterer Annie Halfacree bringing her talents to the page the only question left to ask was who wrote these?

While speaking with David recently (more on that at the end of this review) I was finally able to find out it was Steve Moore (Abslom Daak Dalek Killer, Hercules, Warrior) who wrote many of the stories for Grandreams tie-in annuals at the time. Steve nails the characters of Michael and K.I.T.T. and, best of all, their dynamic interplay. This evolved as the series progressed and at this early stage could still be quite antagonistic at times, Michael’s patience sometimes wearing thin with the analytical and logical computer. I’m very happy to say that’s here in spades.

The prose stories, beautifully drawn and coloured by David, are lengthier than any in Marvel UK’s annuals, giving Steve the scope to give us a more detailed adventure for our heroes. Although, I must note Bonnie is conspicuously absent outside of the features. This could be because the stories had to be written so far in advance that the pilot movie was all Steve had to really go on (Bonnie didn’t appear until the first regular episode). But then again the stories take place out on the road already, so by this stage in the episodes it would be all about Michael and K.I.T.T. anyway.

Reign of Terror uses that old 80s staple of the bad motorcycle gang, one the show itself used in its first season. In fact, the episode Good Day at White Rock would’ve been broadcast months before this annual hit the shops. Also, K.I.T.T.’s functions are limited to those shown in the pilot movie, so again I think these were written before much of the series was broadcast. Given this, it’s nothing short of incredible how well Steve nails everything from the characterisations to the tone.

The distinction between K.I.T.T. and the car are particularly enjoyable, especially since this was something the series would only really begin to highlight in season two (after it was set up in the pilot). For example, in one paragraph here, “K.I.T.T. brought the car round the buildings and came up behind them.” It’s enthusiastically written and I get the impression Steve was having fun with this. Michael and K.I.T.T. throw everything at the bikers and it’s not just a checklist of the car’s functions, there’s a proper plan here, perfectly thought out and executed with panache, a plan that could only be achieved by this unique partnership.

Reign of Terror’s plot may not have been all that original but it paints an entertaining picture. The other prose story, The Long Chase is a more original idea. The US Customs Department asks F.L.A.G. for help in an art forgery case, where they believe a legit art business is also smuggling stolen works. They’ve tried tracking their trucks but are always met with car accidents, traffic jams, road blocks etc., too many to be a coincidence. Enter Michael and K.I.T.T.

In the end it boils down to a situation where they have a choice of two trucks to follow, each going separate ways on the highway. They deduce which one to tail and are met with the same impediments, but they’re no match for these two and we get a wonderfully written sequence of them barging their way through everything thrown at them, much to the terror of Marshall, the Customs Agent along for the ride.

These images have a lovely retro feel to them that many would pay good money to have painted and framed today

When it’s clear they’ve followed the truck with the legitimate art (sent on a wild goose chase with the diversions) Marshall is about to quit, what with the other truck now hundreds of miles away. But this is a challenge our pair relish. There are some really nice scenes involving Michael and K.I.T.T.’s burgeoning partnership. It’s intriguing, well-paced and all round a thoroughly entertaining little tale. There are also some brilliant night scenes drawn by David, my favourite being a double-page spread of K.I.T.T. coming head on towards the reader, scanner and headlights cutting through the night. These images have a lovely retro feel to them that many would pay good money to have painted and framed today.

Alongside a brief bio of The Hoff there are two features centred around our other main character. K.I.T.T. – The Car and the Stunts is pretty self explanatory and is apparently based around an interview with one of the producers, although they go unnamed and give inaccurate information, which is odd. I wonder if the book did speak to someone involved with the show or if they got these details from elsewhere and reprinted them.

There’s a reference to turbo boosting on to the back of a truck being done for real, but the scene in question was actually achieved through clever editing and effects.  The ‘producer’ also says the only thing that isn’t done for real is the ejector seat, but in reality this was really installed into one of the cars used on the show. Indeed, since this book there have been numerous interviews with the stunt people on the show which have been very funny, especially the story about when they were trying to calibrate the ejector seat for the first time and the stuntman went flying into the air higher than a palm tree next to the car! Unfortunately, this isn’t referenced here.

But at the time of this book it was just exciting to see photos of K.I.T.T. in action. You have to remember this was way before the internet. Even VHS video recorders were only starting to be installed across the UK. That meant the only way to see your favourite TV show was when it was broadcast or repeated, and the only chance to see photos was in printed publications. There may not have been any photos of him turbo boosting over anything which I remember being disappointed with, but there are explosions, a ski mode (up on two wheels) and a very memorable chase where the stunt performer jumped from a flying helicopter right down into the driver’s seat of the speeding, self-driving (on the screen at least) K.I.T.T., all without wires!

What’s interesting is how the book credits actor William Daniels as K.I.T.T.’s voice when the show didn’t. In fact, Daniels insisted he not be credited so as not to ruin the illusion for the kids, so given who the target audience is for this book it’s strange to include his name. The second car feature, K.I.T.T. – Equipment and Functions deals specifically with the fictional side of the car, meaning its artificial intelligence and futuristic abilities.

There’s a particularly well written introduction to this part of the annual, especially when discussing the different ways he interacts with the human characters.

“Michael and K.I.T.T. are true partners: they bicker, they rib one another, but they are fiercely loyal to each other. K.I.T.T. is a little bit of a know-it-all. He’s pragmatic, sometimes arrogant, often fussy and peevish. And since he’s (yes, he is described as a “he”) completely logical, he has a difficult time understanding this most illogical of humans, Michael Knight.”

Of course he’d soften as his character developed over the series, as he learned from his human companion and their missions together.

“K.I.T.T. has a great sense of humour and he is incessantly interested in human emotions and feelings, things he seems to pick up on as time goes on.”

It’s clear these details were taken from the series bible because when this was written they were the future plans for the character, rather than anything seen yet. Also, maybe an early draft of that document was used because even here there are some inaccuracies, such as claiming K.I.T.T. can’t have independent thought unless put into surveillance mode. This mode is for scanning the area, K.I.T.T. always had independent thought. (Elsewhere in the same article this mode is described correctly.)

It’s rather strange that the publishers obviously had access to information from the show itself yet these errors still slipped in. Could it be the series bible was further refined as the pilot was created but after it was handed out to licensees? Or perhaps the book elaborated where they thought they could, not thinking they were contradicting anything. Most glaringly are the two oft-cited errors that peeve fans off: no, turbo boost does not enable K.I.T.T. to fly and no, he does not have offensive weapons.

Saying all that, as a child I really didn’t care. We were much more forgiving back then. Books such as this were the only way we could see photos of the super cool car and enjoy new stories away from Saturday evenings in front of the family telly. My own copy of this annual disappeared many, many years ago and I remember it falling apart from being read that many times. It rarely left my side for months after Christmas 1983. I’d even clutch it tightly while watching the latest episode.

To finish this childhood favourite is Devil’s Valley, our second gorgeous strip and it’s even better than the first. It may have been a family show but Knight Rider never shied away from dealing with issues you’d see in more adult dramas, such as murder, kidnap, drug dealing and terrorism. All defeated by one person making a difference of course. Another topic it would touch upon more than once, which this strip also does, was racism.

A variation of the Ku Klux Klan seem to have kidnapped a young lady to make some sort of religious sacrifice. She escapes and runs out in front of a self-piloting K.I.T.T. (Michael is having a doze). Once again, it plays out like the final scenes of an episode and all of the car’s capabilities are the same as the movie but it’s huge fun. The spread above is an exciting collection of panels and shows the potential a regular Knight Rider strip could have had when coupled with a deeper story.

One thing I have noticed throughout the book is the incessant need to have ‘Knight 2000’ plastered all over the car. It looks like it’s been added later and David confirmed he can’t remember any instruction to do so. (It’s particularly jarring on the cover.) I remember any toy K.I.T.T.s I owned as a kid had stickers of this all over them and I’d always remove them. After all, K.I.T.T. was meant to blend in. It could be a licensing thing, to separate merchandise for Knight Rider from that of car manufacturer Pontiac, but adding it to the strips feels unnecessary.

As you can see this is only the first of five Knight Rider Annuals and if this one is anything to go by I’m glad I’ve finally been able to track them all down (those later ones seem to be somewhat rare) and I’m really looking forward to the next one. When will that be? Why, next Christmas of course! This blog is in real time after all. It’ll be an agonising wait but nope, I won’t be reading ahead, it’ll make the experience all the better for it.

For this year however, I have a very special treat in store for both Knight Rider and comics fans in general. Artist David Lloyd very kindly agreed to answer questions about working on the annuals and not only did he supply some fascinating insights, he also sent me some of his original sketches for K.I.T.T. and a Hasselhoff study! You’ll be able to check all of these out in just a couple of days on Saturday 17th December 2022. For now, I’m off to have my yearly viewing of the show’s sole Christmas episode, appropriately enough titled ‘Silent Knight’.

“Straight ahead.”

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