Tag Archives: Geoff Senior

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

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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

DRAGON’S CLAWS MENU

DRAGON’S CLAWS #1: SiNK YOUR TEETH iN

The start of a new real time read through is always an event on the blog, this one particularly so because I’ve never read a single issue of Dragon’s Claws before. So why is it here when all previous read throughs have been based on comics I collected (or tried to) as a kid? I may not have started buying Marvel UK’s Transformers in time to see the Dragon’s Claws hype, but I was aware of its final few issues and was always intrigued by these smaller, US-style comics by the publisher.

However, with a maximum on the number of comics I could reserve, and only 50p pocket money for any more beyond that, I only ever bought the first issue of Death’s Head out of the whole range. Despite wanting to read them that pocket money got spent on more familiar comics every time. I feel like I missed out, so this is the start of me catching up on what appeared at the time to be excellent comics. It’s off to a good start with that Geoff Senior cover.

The Dragon’s Domain editorial page introduces us to the concept. (To be honest, I’m surprised the human race lasted another 6000 years!) So in the year 8162 Earth is dying. The governments of the world could work to do something to help people but instead they just distract the populace (surprise, surprise). This distraction is The Game. A violent event in which teams basically kill each other while it’s all broadcast live, The Game kept the civilians in line with something to enjoy as the world crumbled around them and off the government’s back.

Created by writer Simon Furman and artist Geoff Senior, legends with the Robots in Disguise, their new creation starts off hard

When it descended into chaos it was cancelled and sure enough the public, with no outlet for their fears and anger, turned to rioting and civil unrest. The Fastfax (with a date that was meant to coincide with #1’s launch before it was delayed) gives us an update on the state of the country and it’s a shock to see how many civilians died during a sanctioned game. How many innocent casualties did The Game have? I’m guessing the government nor the viewing public actually cared, this is meant to be an 80s dystopian future after all.

Richard Starkings was the editor of Dragon’s Claws. He was also the launch editor of a comic I was collecting at the time, namely The Real Ghostbusters. Also going by the name ‘Zed’ when lettering there were very few Marvel UK comics I bought as a kid that he didn’t have a hand in. Also listed is designer John Tomlinson, writer for Rogue Trooper: Remembrance Day in #2000 of 2000AD, Armoured Gideon and one of those other oft-advertised-in-Transformers US-size comics, Knights of Pendragon. Dragon’s Claws itself was created by writer Simon Furman and artist Geoff Senior, legends with the Robots in Disguise and their new creation starts off hard.

“Earth 8162. Not a nice place to live… But a good place… to die!” Thus starts a three-page teaser as a military group are pinned down and under fire. Obviously highly trained, they’re no match for the five individuals hunting them. We see glimpses of large guns, huge claws and even bigger hair as the team are all picked off one-by-one, like a scene from Aliens. This is the Evil Dead mentioned in the Fastfax, the group who appear to be the main cause for The Game’s cancellation.

Their visual identity is kept secret for now but it’s confirmed it’s them when we pay a brief visit to the headquarters of the National Union of Retired Sports Experts (N.U.R.S.E). Officially created to help former game players into post-career employment, it reeks of a shady government department with an ulterior motive. They hire former player Deller to track down and reactivate the Dragon’s Claws team to stop the Evil Dead. He isn’t happy. He wanted that job for himself.

This is when we meet Dragon. The top team of The Game have all gone their separate ways and their leader has been living a happy life on his farm with his wife Tanya and their son Michael. A very happy life actually. What with real fruit and vegetables being so rare they’ve got quite the happy life together growing their produce and selling it at the ginormous Marketplace. Michael is seven-years-old, which gives you some indication of how long after The Game this is for them.

But as we’re introduced to Dragon it’s clear something is very wrong. He’s not sleeping, he’s tense, stressed, quick to lose his temper and he’s become obsessed with viewing old recordings of The Game in which the Claws were undefeatable. He doesn’t know why he’s doing this (as he subtly hints at above) and no answer is given yet, so already we’ve got an interesting character plot point to build upon. Not knowing Michael has sneaked out of bed and is watching from behind, Dragon replays the team’s final victorious game.

This is the only time we see any of his teammates Mercy, Steel, Digit and Scavenger in the issue despite their appearance on the cover. As such, I think the strip advert for the comic actually did a better job of introducing them (and included their dog). What this does very successfully is show how well they worked together as a team. With Dragon seemingly making an unwise solo run for the finish all the other teams ganged up to kill him. Not that any of them could’ve won the trophy with The Evil Dead in such a close second place, they just wanted to stop the Claws from winning yet again.

But it was all part of the plan and as each team member makes an appearance the tide of battle turns, just as they planned. But Tanya isn’t happy. Angry that Michael is being exposed to such violence and frustrated at Dragon’s recent behaviour a huge argument is interrupted by the arrival of Deller, who calls Dragon “old man”, emphasising again the passage of time since the action we’ve just seen. He’s already visited the others to recruit them and every one of them has said they’ll only join if Dragon does. But Dragon turns Deller away, explaining that when he retired he meant it, and returns to his family.

It’s clear you’d need to be of a certain mindset to want to take part in The Game

We started the story with an action teaser to show the dire situation and set up the hero’s replacement who doesn’t want the hero back, but has no choice but to work with him. We saw the hero now a shadow of his former self, surely unable to be that hero again and he turns down the opportunity. So far, so typical of many classic action movies. What would happen next in those films is the former hero would find himself in a situation where he has no choice but to fight, which he discovers he’s missed, leading him to change his mind and return to being the hero once more, albeit reluctantly. Well, it just so happens the next day at the Marketplace things don’t go too well, coincidentally enough.

The Wildcats are also a former Game team who’d let the power go to their heads. Terrorising the market one of them tries to steal from the wrong stall. Easily beating him up and scaring the rest of them off for now, Dragon is chastised by Tanya for resorting to violence so easily and they pack up and leave, along with Michael and their farm hand Saul. But on the way home the Wildcats catch up and try several times to kill them. Trying to save his family Dragon drives too fast, losing control and crashing into their home.

Tanya is convinced this is all part of some wider plot to lure Dragon back to The Game. She just wants them all to flee together and find somewhere peaceful to live. But Dragon can’t. He struggles with the decision but ultimately feels he can’t back down, he has to fight back, so he orders Saul to take his family and run. One by one he picks off the Wildcats until one of them panics and turns the huge turret on the whole home, including one of their own in a darkly funny moment here.

It’s clear there’s some psychological issue at play with Dragon. His teammates all seem like very unique individuals to say the least, and the other teams we’ve seen so far are way out there. Given what The Game is, it’s clear you’d need to be of a certain mindset to want to take part. Dragon had been genuinely happy for a long time, so maybe something triggered this mental issue he’s been suffering recently, or maybe it was just inevitable. I hope we get to see plenty of character development in future issues to explore this and the reasons he (and the rest of his team) think like this.

I’m not doubting Simon’s ability to develop character, after all he took small plastic robots and turned them into incredible three-dimensional individuals for years. But with hindsight we know Dragon’s Claws only lasted for ten issues, so it’s whether or not Simon had the time to delve into his characters. This initial chapter certainly sets things up in a way that shows there’s plenty of scope for such development, not just with the people he’s created but with the wider world including the suspicious N.U.R.S.E. It’ll be interesting to see how the next nine months play out.

That “Nuff Said” phrase was really overused by Marvel UK at the time! Anyway, the beats of the story may not be that original but the fact it feels like a bit of a clichéd 80s action flick just makes me love it more, and remember this is only chapter one. I can’t wait to see how Simon develops this initial idea. Geoff’s art is sublime throughout too. (Even if a story is rubbish I think Geoff would have the ability to make it enjoyable.) His clean lines, hard edges and ability to not only produce highly animated action scenes on the static page, but also emotive characters so effectively adds the kind of depth those 80s movies could only have dreamed of.

Alongside Steve White’s colours this was a winning team on Transformers and so far that’s translating perfectly to this original property. No wonder it was so hyped in the pages of Transformers (even if they didn’t mention the creative team to begin with), this was right up the readers’ alley. There are enough little details to establish a complete world too, such as a ‘Game Tax’ where every citizen must pay towards the games whether they want to or not (and you thought the Licence Fee was bad?). I’m left with the overriding feeling of a solid foundation that’s ready to explore some really interesting possibilities.

I have every faith that what lies ahead will just get better and better

The strip takes up 22 pages of this 28-page comic, the remainder including a humour strip called Reverend P. Gunn and a few adverts for other Marvel UK publications. First up is Speakeasy, the ‘Comics Newspaper’. I actually have #76 of this because it contains an article about OiNK. I like how it’s sold at the same size as a regular comic or magazine only to fold out to actual newspaper size. Anyway, that’ll be added to the blog at some point so watch out for it.

The first issue of the new Action Force Monthly (another of the US-size comics launched) doesn’t exactly have the most inspiring cover for new readers. For fans like me who had been following along with the back up strip in Transformers, before it was unceremoniously yanked mid-story, it’s great to see certain characters together again. But for potential new readers it doesn’t exactly get across the action-packed storylines, does it? Action Force Monthly would last for 16 issues and get repackaged for the states as G.I. Joe The European Missions.

Much better is the advert for the publisher’s ongoing top-seller and a real favourite of mine, Transformers. I mentioned in the introductory post for Dragon’s Claws how Richard Starkings had requested one-page stories from a range of their comics, each in the style of the strips they’d normally create as a way of promoting what they contained. I’ve already shown you the ones produced for both Dragon’s Claws and Death’s Head and this next one takes pride of place on the back page of this issue.

Written by Simon with art by Lee Sullivan, letters by Glib (Action Force, Doctor Who, Digitek) and colours by Steve I think this perfectly sums up where the comic was at this point, with the hype machine really making its mark in that final panel. Very exciting times! Speaking of summing up its time I did so for #1 of Dragon’s Claws which has had a very strong start.

Ten issues doesn’t feel like enough time to fully explore the amount of possibilities this one issue has shown us, but I have every faith that what lies ahead will at the very least just get better and better. From the feedback and site views already received I can tell this is one read through many others are looking forward to as well. You (and I) can look forward to the review of #2 on Sunday 9th July 2023.

GO TO iSSUE TWO

DRAGON’S CLAWS MENU

DRAGON’S CLAWS: iN REAL TiME

The year of 1988 was a big one for new releases from Marvel UK. One such comic was The Real Ghostbusters which I began collecting as soon as it launched that March, however most of its advertising space was taken up with the new franchise’s own merchandise. Marvel UK news and promotions were for the most part kept within the pages of their truly epic top-selling Transformers comic, which I only began collecting in November 1988, so I missed this little announcement on its 7th May editorial page.

Dragon’s ‘Teeth’? We’ll get to that. So, all was set for the UK arm of Marvel to release its first original smaller format monthly. Regular readers of the blog will know I’ve already begun the Death’s Head read through with an introductory post and his guest appearance in Doctor Who Magazine. His own US-format comic would appear in November 1988, but up first came Simon Furman and Geoff Senior’s other original creation, although Transformers doesn’t mention they’re the pair behind it yet.

For it being set so far into the future Dragon’s Claws certainly has an air of familiarity about it

Marvel UK was having great success with licenced titles, in particular the likes of the two mentioned which mixed original strips with American reprints (the latter would come eventually in the case of The Real Ghostbusters). But the company wanted to expand. They’d had a success with Captain Britain and now the focus was on producing mature titles very much in the tradition of their parent company. Dragon’s Claws was to be the first of these, comics that Marvel UK could export back to the States. Even Action Force got a revamp the same month as a physically smaller monthly comic and was sold in the US as ‘G.I. Joe The European Missions’.

On 21st May there was an update in Transformers and a half-page ‘feature’ explaining the premise in more depth (in the same issue as Death’s Head’s High Noon Tex, I should mention). In a dystopian future 6000 years from now Earth is dying, the seas are drying up, animals are becoming extinct and civil unrest is widespread as poverty and starvation take hold. Instead of actually doing anything about it the world government instead distracts the populace to bring them in line. For it being set so far into the future it certainly has an air of familiarity about it.

A violent, deadly televised game (simply referred to as ‘The Game’) is created and for a moment unrest is calmed. But then the game itself descends into chaos. It becomes a free-for-all where teams begin playing outside the rules for their own dreams of power beyond the game. The Dragon’s Claws team drop out as a result. Now they’re being reassembled by the government to go out into the world and bring down those teams causing so much of the terror their game was meant to quell.

In Transformers #167 the announcement was made that the premiere issue of this bold new comic was to hit newsstands within the week, although it’s strange the creative team still isn’t mentioned, especially given how Simon and Geoff were such a huge part of Transformers’ success. (Fans would’ve recognised Geoff’s art, but still.) Thing is, the first issue wouldn’t appear for another few weeks and when it did it’d have a different name. Both of these factors can’t have helped sales of the first issue.

In fact, the first issue didn’t go on sale until 11th June (according to the Mighty Marvel Checklist in other Marvel UK comics of the time) and under the name Dragon’s Claws, yet a week later on 18th June Transformers #171 ran another editorial calling it by the original ‘Teeth’ and hyping #2. Of course, deadlines being what they are this would’ve been written before the name change and the subsequent delay. At least they were finally promoting who was behind it to Simon’s and Geoff’s fans.

Eventually in #174 of Transformers, not on sale until 9th July(!), the date the second issue was actually released the name change was finally mentioned. That was a bit of a rocky launch, wasn’t it? So what happened? At the last moment it had come to Marvel UK’s attention a small press comics company had the same name and so ‘Teeth’ became ‘Claws’, although the logo (created by editor Richard Starkings) stayed the same. I’ll admit I never knew of the original name until decades later and yet the logo never seemed out of place. Now, it’s obvious why it’s a set of teeth, of course.

Knowing Simon’s Transformers writing I’m really looking forward to seeing how this one plays out

Simon Furman was inspired to create Dragon’s Claws after Live Aid which brought a higher awareness of global differences and injustices to the rest of the world. On the surface the reason behind The Game sounds quite similar to that in Walter Simonson’s Star Slammers which I’ve covered in the Havoc read through, although having not yet read Dragon’s Claws I’m only going by these initial press releases. I may not have been a huge fan of Slammers, but knowing Simon’s Transformers writing I’m sure there’s more to it, so I’m really looking forward to seeing how this one plays out.

As a preview, an advertisement featuring a one-page comic strip was produced, running for the first time in Transformers #171.

Whoops, a mention of the team’s original name slipped through in the second panel there, although it was picked up on by the time it was published in Visionaries. (I do like the not-so-subtle hint in panel four.) Adverts like these were Richard’s idea, who wanted individual comics to create a one-page strip very much in the style of the comic. This seemed like the perfect way to promote them and the likes of this, Death’s Head, Transformers and The Sleeze Brothers did just that. For some reason Doctor Who Magazine decided to do a humour strip instead (you can see in this Visionaries post). Each are highly memorable to this day so clearly did their job with this reader anyway.

Saying that, Dragon’s Claws only lasted for ten issues before it was cancelled. Around this time the UK comics market was becoming overly-saturated, a problem I’ve mentioned before in other read throughs. It was much like the videogames market before it collapsed a few years previous. Take Barrie Tomlinson’s Wildcat for example, a superb original title that deserved to thrive. If that can get lost on the shelves then these tinier monthlies were always going to struggle. Richard has previously told me the costs of originated material required higher than normal sales to succeed too.

Now at least three of these are going to get the OiNK Blog treatment, beginning with Dragon’s Claws, then Death’s Head and another I’ve already mentioned will join in due course.

I missed all the hype at the time or I’d have definitely tried this comic out in the 80s. It’s time to rectify that. I’ve had this collection sitting on my shelves since before I launched the blog in April 2021, so you can imagine how excited I am that the time has finally come when I can read them! (The blog has rules to follow, will power is needed to run this site, you know.) There was also a one-page epilogue produced in 2004 by Simon and Geoff but for now let’s concentrate on the original run. The Dragon’s Claws real time read through begins in just one week on Sunday 7th June 2023. I can’t wait!

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DOCTOR WHO MAGAZiNE #135: READYiNG DEATH’S HEAD

When this edition of Doctor Who Magazine hit newsstands I hadn’t even watched a single episode yet! It wouldn’t be long before I was a fan though and today I most certainly am, but I’ll get to that at the end of this post when I point something out in the news column of the issue. That’s not why we’re here though. We’re here for the comic strip starring a certain Freelance Peace-Keeping Agent, yes?

The last anyone saw of Death’s Head was when he disappeared through an exploding time portal in the pages of Transformers #151. While we saw the others he shoved through the portal survive the implication was clear he was missing rather than dead and readers eagerly awaited a surprise return at some point. That inevitable return was only two months later, but what was even more surprising was where it happened: in a different publication.

Written by Simon Furman and drawn by Geoff Senior with letters by Zed and edited by Richard Starkings (actually Zed is Richard), The Crossroads of Time was a one-off eight-page strip in #135 of DWM (which is at #588 at the time of writing). The magazine was a very different publication back then, with 36 pages and only the covers and middle four in colour (as opposed to the 84 full-colour pages it has today, complete with regular Lew Stringer Daft Dimension strip), but just like the best of the black and white stories in later issues of Transformers I think this really highlights Geoff’s inks and gorgeous details, some of which are very funny.

The opening page sets things up straight after The Legacy of Unicron with Death’s Head still travelling through space and time and crashing into the TARDIS. Soon both he and the Doctor (their seventh television incarnation, portrayed by Sylvester McCoy) find themselves on a random, barren planet along with a Time Warden, an impartial arbitrator. The warden weighs up the situation by taking one look at Death’s Head and decides they’ll have to come to an agreement without him.

Ever the opportunist, Death’s Head gives the Doctor a choice between bargaining or dying, and asks if he has anything to trade. Realising jelly babies aren’t going to cut it the Doctor realises he has one of the Master’s Tissue Compression Eliminators. This is a device his evil counterpart would use to shrink people down into tiny little toy solder-esque versions of themselves, effectively killing them.

It was actually seen in one of the more recent series when my own personal favourite Doc, Jodie Whittaker’s take on the character, went up against Sacha Dhawan’s highly memorable Master. In it he used the compressor to kill quite a few people in a particularly nasty fashion. Indeed, back in our strip the Doctor acknowledges it’s a horrible device but that “desperate situations call for desperate measures”. But the fact Death’s Head is already so huge has an unexpected result.

Despite wracking his body with pain, instead of shrinking him to minuscule size its power only brings him down to the same size as the Doctor. While it’s not a large image of Death’s Head’s face, you can clearly see his shock even from the side angle. After being a Transformer-sized mechanoid who could strike fear into his targets just by being there I find his face here so funny! The Doctor’s reaction is also meant to be funny, but I find it rather out of character.

Yes, he was obviously in danger but he hadn’t even really tried to talk himself out of the situation at hand before turning to a device he hoped would “eliminate” Death’s Head? That sounds more like something a Dalek would do. Even when I started watching Doctor Who with season 25 it was clear he didn’t go around simply killing the villains when he first bumped into them. This story was set during McCoy’s first year as the Doctor when he was still very much a slapstick, comedy version of the character with some elements of Colin Baker’s previous, darker incarnation thrown in, so I think this is just a joke comment rather than anything else.

Death’s Head would pop up in one more Marvel UK comic before his starring role, namely Dragon’s Claws

The following season (my first) he was a mysterious, thoughtful Doctor, often initialising the stories rather than reacting to some evil doer. I absolutely loved that portrayal, so reading this from the year before feels strange to me. But hey, I should’ve started watching it earlier! There’s a fast-paced chase to add some action, culminating in the Doctor finally getting an idea as to how he can turn the situation around and he calls out to Death’s Head that he has a trade to make.

I love that moment. It perfectly demonstrates the character of Death’s Head, his disappointment that he can no longer kill the Doctor because business always comes first. I’m sure I can look forward to a lot more of this humour in his own comic.

But what does the Doctor have that could possibly be of any use in a trade? Obviously, the TARDIS. We know he’ll have no intention of honouring this trade and anyone who has seen the show in recent years can probably predict what happens next. First of all though, it’s a bit of a thrill for this fan of both these characters to have Death’s Head get that enjoyable moment usually reserved for new companions, when they get to see the interior of the phone box for the first time.

The Doctor successfully bluffs his foe into his own fate by quickly running through some technobabble by means of instructions on how to time travel (remember, Death’s Head wasn’t a time traveller, he used others’ tech to do so in Transfomers), before pretending to leave it in the hands of its new owner. Death’s Head stops him, convinced if he did as instructed it would turn out to be a trap and tells him they’ll travel together for the first trip. Of course, this is what the Doctor planned all along and he sets the controls for Earth in the year 8162, concentrating the time circuits on the mechanoid who dematerialises accompanied by the text of that famous sound effect.

Why did the Doctor choose Earth to send a dangerous bounty hunter to? (…Ouch!! Sorry! Freelance Peace-Keeping Agent!…) He’s spent most of his life trying to save us daft humans and the strip even ends with him telling us our home is his favourite planet. Oh well, it’s still been a fun strip even if it’s left me a bit confused with The Doctor’s actions at times. But most importantly it’s set things up perfectly for Death’s Head’s monthly and that was its purpose in the end. (UPDATE: Actually, three months after writing this post, having now reviewed the first issue of another comic that date suddenly seems awfully familiar.)

So he’s now ready to interact with all manner of human characters and by the looks of the advert in the introductory post he even gets a human sidekick. In fact, I think I can just about remember him. I’ll find out in November I guess. I do know from seeing images of the covers over the years that he meets a couple of Marvel’s superheroes along the way so it’ll be interesting to see those interactions, what with his single-mindedness and dark sense of humour. (Kind of makes me think of Deadpool actually.) The TARDIS is even on one cover so there must be a rematch to come!

Before I round things up I wanted to show you the news story that stood out to me.

The story Remembrance of the Daleks was my first encounter with the series. It was a brilliant introduction! Made to mark the 25th anniversary of the Daleks I’d never seen anything like it and I was a fan straight away. This issue breaks the news of the new season’s opening story and it really took me back to that evening sitting in front of the portable TV in my bedroom when I decided on a whim to tune in. There are other points of interest in the magazine too.

It’s edited by Shiela Cranna who was the launch editor of Transformers and friend of the blog John Freeman is the designer and gets plenty of praise on the letters page. On those pages there’s also evidence nothing changes though, with some readers complaining others who like the new Doctor and the current show runner “aren’t true fans”. (Sigh.) It’s like Twitter before Twitter. There’s also a mention of a new Holywood movie which as we know would eventually become the 1996 TV movie pilot. I always find it interesting to read old magazines like this when I know how things turned out.

But anyway, back to the main subject at (detachable) hand.

Things may be all set for a brand new monthly comic starring one of the greatest comics creations of all time (in my opinion) but we’ve a while to wait, what with the first issue’s release date being 5th November. That TARDIS would come in handy. But actually, we haven’t got quite that long to wait and this is where I break the news of the next real time read through to come to the OiNK Blog. Death’s Head would pop up in one more Marvel UK comic before his starring role, namely Dragon’s Claws also created by Simon and Geoff.

For now don’t forget there’s an introductory post showing highlights from Death’s Head’s stories in Transformers (and links to all of the Instagram posts from that multi-year read through too) along with more details about his creation and some insights from the comic’s editor Richard Starkings who very kindly contributed. The Dragon’s Claws will join the blog on Sunday 14th May 2023, #5 featuring Death’s Head will be reviewed on Sunday 17th September and then his own debut issue will be here on Sunday 5th November. I think it’s going to be a good year, yes?

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