Tag Archives: Nick Abadzis

ALiENS #20: APPARENTLY SHE SAW AN ALiEN ONCE

This month’s cover by Charlie Adlard (The Walking Dead, Nikolai Dante, Savage) may be more comic book-like than the usual painted images we’re used to, but you can’t deny it would’ve stood out on the newsagent shelves. The comic really does appear to being in rude health, not that this would matter in a couple of months. On the editorial page I’ve already had my doubts about Alien War and what’s mentioned here does little to assuage them.

You’d think they’d have had more than one person to play the alien! Anyway, there are your credits for the issue and it’s straight on to the strips and their recap pages have all been given a fresh new look. These are much better, more informative, look great and carry the credits so you don’t have to look back at the editorial to see whose work is terrorising you. Up first is part 13 of Colonial Marines written by Kelley Puckett and unfortunately it’s one of the weakest chapters thus far.

I simply can’t recognise anyone anymore. No one is distinctive so you can’t tell who’s talking or doing something unless their name is mentioned in response, negating any kind of character drama or suspense. Main character Lt. Joseph Henry’s plan is shockingly heartless and not like the character we met and enjoyed so much in the early chapters. To set the kelp beds on fire with a chemical that’ll never stop burning is extreme, and will leave the innocent people here hungry and penniless! To add insult to injury the fire is just forgotten about in the story, its consequences completely ignored.

At one point Vasquez is rescued by a new random character called Herk Mondo, some “legendary” alien killer. This was his first appearance and I instantly disliked his inclusion. Having a lone man capable of destroying hundreds of aliens reduces the xenomorphs to nothing more than pests. It feels like Kelley has backed himself into a corner; a cleansing fire and sudden appearance of a randomer to save the day at the last second is a hugely unsatisfying resolution to a months-long part of this story. Mondo would go on to star in his own comic but that doesn’t make this feel any less than a conclusion plucked out of thin air at the last moment.

Surely the biggest announcement on the cover is the interview with Sigourney Weaver. It’s only two pages but full of fascinating tidbits, even more so with the gift of hindsight. The question of returning to the franchise after Ripley’s death foreshadows what would eventually be the fourth film, although it certainly wouldn’t have the quality she speaks of here. There’s some information about the making of the first two films which should put to rest the silly myth surrounding the filming of the original chest burster scene. It’s telling how she doesn’t mention Alien³ director David Fincher, it appears her project with Dave writer Gary Ross never materialised according to their filmographies and the penultimate question is surely a sad indictment of the times.

I have to say I question the editing of this interview. Sigourney’s answers read like very stilted responses, certainly not like her from the countless interviews I’ve watched over the years. Maybe they’ve been badly edited to fit two pages, or taken from quickly scrawled notes at the Alien War grand opening. A shame, as the information in here is fascinating.

The second part of Dave Gibbon’s Salvation takes up a whopping 16 pages of the issue. Days after killing his captain, Selkirk is still eating his rotting flesh when he finally stumbles across the crashed ship, but he’s being driven mad by fear while he’s awake and by terrifying nightmares when asleep. First Officer Dean shows up to rescue him and of course Selkirk instantly believes this proves god is watching over him.

Dean knows how to get to the escape shuttle, so she takes charge and they slowly make their way through the jungle, coming across some of the primitive ape-like creatures who live there. Taking cover, they witness an alien jump out of the tree canopies and tear one of the creatures apart. Selkirk immediately panics and screams to his god, which of course is an idiotic thing to do. Dean chastises him and tells him to “Shut…”

Too late. Over the next few pages they run through the overgrowth firing in all directions as swarms of aliens descend. I have to say I’ve been loving this tension-filled strip up to this point but let out a bit of a sigh here. I generally prefer stories with one solitary alien, they’re just so much more suspenseful. Now, the movie Aliens is the exception to the rule of course (because it’s perfect) and is my favourite of the franchise. But it was expertly crafted. In everything from Alien: Romulus to these comic strips, when it was one alien it’s more suspenseful and was disappointed when loads turned up. Having our two characters so easily outrun them kind of ruins things here too.

Falling down a multi-tiered waterfall gives them ample distance from the xenomorphs and a chance to catch their breath. Quietly, mind you, as they shelter in a hideout and the aliens begin to stalk nearby. Selkirk starts thinking Dean likes him, that that’s why she came back for him and he starts imagining having sex with her, before coming to the conclusion that god didn’t send her to rescue him, but to test him. The guy is quackers. And a creep.

Dean sets a charge, attracts the aliens, then they make a run for it and detonate the bomb, taking out most of the creatures. Not all though, as Selkirk finds out when he doesn’t see a wire on the ground, trips over it and falls flat on his back in front of an alien for this month’s cliffhanger. There’s a lot to like here, and a lot to love above Mike Mignola’s shadowy, atmospheric art in particular.

I like the fact Selkirk isn’t likeable, in fact he’s a real piece of work. Its original. There’s also something about Dean which makes me believe there’s something we don’t know about her. Is she a figment of his imagination? By the end, after she sets explosives I realised she has to be real, but that initial feeling of ‘something’ is still there. Wonderfully bleak, only the unnecessary inclusion of so many aliens keeps this from being the best strip in the comic’s run so far.

Motion Tracker brings back more happy memories of those days when I began transitioning my VHS collection to widescreen, always excited to learn of a favourite movie being released in the format, and then enjoying seeing more on the screen. Around that time I was also discovering the vast catalogue of movies at my local rental store instead of repeatedly renting favourite films and shows over and over again.

I always knew I should’ve been trying new movies, but it was like wanting to try something different from your local takeaway; after perusing the menu (or the video store) for ages we always pick what we already know we like. But this was indeed a time of discovery and Solar Crisis was one such weekend rental, although I remember absolutely nothing about it. It’s exciting to see Stargate mentioned, I’d loved to have seen the news stories develop if the comic wasn’t coming to its end soon.

UK strip Crusade’s eighth part runs to eight pages and while the art can once again be confusing in places, for the first time every single character featured is well developed and the inter-personal drama is superb. So it appears the Archbishop has been trying to save the city, albeit with human sacrifices! The missing ship crashed through the church, spilling the alien eggs into the Thames from where he’d been able to contain the threat, tying up two of the mysteries including why London had apparently been spared (it hadn’t).

Just as with Selkirk in Salvation, here was another nut job who thought his prayers were being answered and he was doing god’s work when really he’s just twisted. Meanwhile, Channon’s plan is for her and Lesley to slip under the cathedral in their boat and plant enough explosives to take the whole building out. But there are aliens in their way. As always. Inside the church, Foster and Rani discover a crystal boinging to Martha.

Given to her by Rani years before, the Archbishop can’t say whether Martha still lives in the complex or not, he’s seen many pass through these walls… and sacrificed so many! This is getting really good; I’m really caring about the individual characters and the mismatch of settings have come together into one clearly defined whole. If only it hadn’t got off to such a shaky start, we could’ve had this level of quality storytelling for over half a year already.

The Technical Readout this month is intricately drawn but lacks the in-depth prose from early issues. At least the cutaways are back after a long absence. This reminds me of the cutaways from Thunderbirds The Comic in the 90s, even if it does read a little dry by comparison. The drop ship was a cool design in the film though and the model work was top class, so this is a fun look at how it was supposed to work.

Back in #7 of Jurassic Park there was a teaser advert for the upcoming gaming magazine/comic hybrid, Max Overload. I remember later adverts focussed on certain videogame characters alongside a random list of features and it always seemed like a rather cringey idea, even back when I was the target audience. We had our computer and video game magazines, we had our comics, but to join them together always seemed unnecessary. This launch advert from the back page doesn’t change my mind.

A good allrounder of an issue. The initial disappointment with Colonial Marines dissipated with both Salvation and Crusade. However, I can’t help having that nagging feeling over the first strip because it was just so good when it first began. If it had retained that quality this could’ve been a near-perfect issue. Only two more to go. The penultimate trip into the world of the Aliens will be here on Tuesday 17th February 2026.

BACK TO iSSUE 19

ALiENS MENU

THE REAL GHOSTBUSTERS ANNUAL #1: PHUNNY PHANTOMS

While many comics of the 80s such as The Transformers and our very own OiNK would have to wait until their second year for their first annual, with The Real Ghostbusters Marvel UK went all-in and produced a book for its very first Christmas season, meaning work had to have started on it before the comic itself was even released. For me, holding this cover by Anthony Williams (Transformers, PJ Maybe, Fate) and John Burns (Judge Dredd, Look-in, Eagle) in my hands again brings back so many fond festive memories.

Sticking with the usual 64-page hardback format of Marvel’s yearly offerings and edited by Richard Starkings (Death’s Head, The Sleeze Brothers, Dragon’s Claws), inside is chock full of content making for a meaty, very funny read for the younger readers, and one that holds up well today. This has been great fun to relive. I’ve had a ball! Things kick off with an HQ page very much like the weekly’s and you can see the amount of stories and features they’ve crammed in here.

Then there’s Marvel UK’s one-page strip advert introducing Peter Venkman, Winston Zeddmore, Egon Spengler and Ray Stanz that had been running in other comics that year and which took its wording directly from the movie. This was written by Richard (under a pseudonym), drawn by Brian Williamson (Hook Jaw, Doctor Who, Warhammer) and Tim Perkins (Transformers, Chopper, Thor Losers), lettered by Richard and coloured by Chris Matthews (Thundercats, Action Force, Mugshots).

Ian Rimmer’s (editor on Scream, Doctor Who Magazine and Transformers) Sarah Sangster’s Spectre is the perfect scene setter for the book. An attractive young woman has called the team to catch the ghost of a little old lady haunting the halls of her home and straight away Peter is smitten. In the end, she’s the spook who has tried to trick the guys into killing the wee pensioner! Dark? Not at all, it’s all played for laughs and the plot is exposed by Peter’s selfie. 

The artists here are regular Ghostbusters contributors Andy Lanning (The Punisher: Year One, Judge Anderson, co-creator of The Sleeze Brothers) and Dave Harwood (Action Force, Swift Sure, 2000AD) with colours by Helen Stone (Knights of Pendragon, Dark Angel, Sleeze Brothers). Probably more than anything else in here, this strip takes me right back to reading (and rereading) this book over the holidays in 1988, wrapped up in bed late at night during that enjoyable Void Week between Christmas and New Year.

The comic never did multi-issue stories from the UK team. Later, lengthy imported strips would get serialised but the closest our homegrown stories got would be those split in two across one issue. This happens here with The Spook from Outer Space, again written by Ian, with art by Phil Gascoine (Battle Action, Commando, Knight Rider in Look-in) and Dave Hine (Death’s Head, Azrael, Dark Angel), with colours by Stuart Place (Captain Britain, Transformers, Action Force).

The Ghostbusters are watching a UFO being excavated from disused land in New York on telly when suddenly the excavation equipment starts floating in mid-air. They deduce the alien must’ve died upon crashing and has been haunting the UFO ever since. So off they go to bust it but as normal the case is not all it seems. The alien is hugely powerful, feeding off their proton packs instead of being contained by them, and of course the military are on hand to fire more weapons at it while ignoring the warnings.

In the end we find out the alien has been psychically moving all of the heavy machinery in order to spell out a message on the ground that it just wants to be sent home, so the Ghostbusters commandeer one of the army’s rockets, trap the alien (with their permission) and fire it off into space. It’s a fun tale that includes a good bit of witty banter between the four men and would end up being one of a few strips from this annual we’d “get another chance to read” in the weekly a couple of years later.

Moving on to our prose stories and Jaws of the Beast is written by artist Nick Abadzis (Death’s Head, Vector 13, The Big Book of Death) and colourist/editor Steve White (Xenozoic Tales in the UK’s Jurassic Park, The Sleeze Brothers, Dragon’s Claws).It’s a tale about a small winged beast who invades a boy’s wishes. This particular boy wished he could see a real Tyrannosaurus rex, so obviously this leads to the team eventually being chased by said dinosaur through the streets of New York.

“It’s a loony lady who says her nephew has raised a dinosaur from the dead. You wanna speak to her?”

Janine Melnitz

What’s great about the story is the dynamic of the team. The prose stories allow the writers to explore the characters that little bit more and in particular we’re treated to some hilarious scenes between Peter and Egon in the firehouse, and later when Peter is used as bait for the beast. At this juncture Peter’s inner thoughts are punctuated by radio communications from Egon, making for great dialogue and genuinely laugh out loud moments.

The best story of the whole book is written by friend of the blog John Freeman (editor of Doctor Who Magazine, Babylon 5 Magazine, Star Trek Magazine), who brings back the iconic Stay Puft Marshmallow Man for a story set in London. The art is pencilled by Mike Collins (Transformers, Doctor Who, Tharg’s Future Shocks) and inked by OiNK’s very own Lew Stringer (Tom Thug, Combat Colin, Sonic the Comic). Lew and Mike are good friends and started in the business around the same time but this remains the only time they’ve ever worked together on the same story.

A mist has descended over London and it’s feeding on the fears of the citizens, sending everyone running for their lives and leaving the city with no one for the mist to scare. Growing weaker, the Ghostbusters start to look for the source in order to eliminate it, but all it takes is for Egon to explain that in order to keep the mist at bay they have to think of nice things. Cue Ray! If you’ve seen the original movie you’ll know what this is in reference to and it makes for some great back and forth between the four.

There’s one more text story called Ghostbusters Busted! about a so-called rival team and towards the end of the annual the uncredited Who, What, When & Why? which acts like a catch-up for new readers. It explains how the Ghostbusters were formed, why they’ve got a pet ghost and takes a closer look at their HQ and all those gadgets they use in their day-to-day job. Also included are reprints of the fact-files from the weekly for Peter, Egon, Winston, Ray and Janine Melnitz. Oh, and Slimer of course!

In case you’re wondering how that whole “Ghostbusters body” thing worked out, Peter would be the mouth, Egon the brains, Ray the hands, Winston the heart, Janine the central nervous system and Slimer would naturally be the stomach. As I’ve mentioned before in the retrospective for #1 of the comic, I remember drawing this Frankenstein-esque combination of all the characters with the intention of sending it in but never did.

Not all of the main characters feature in every story in the comic and the same applies here. Given their short length the writers would often concentrate on pairing up different characters with each other for interesting dynamics. For example, three of the guys starred in our first strip, then the missing ‘buster, Egon appeared with Janine in another. The final strip of the annual brings everyone together though, including Miss Melnitz and the green one.

Written by John Freeman, drawn by Anthony Williams and Dave Harwood and coloured by Helen Stone, Spooked Out! sees the team battling against a gaggle of ghouls and try as they might they can’t help but get more and more overwhelmed by them. It seems this could be the first failed job but when Peter chases after Slimer to bust him you know something’s up.

Sure enough, it’s just a training exercise. Needing to keep themselves in fine form Slimer has recruited a bunch of his good ghost pals, with payment being everything they can eat at a local diner if they win. Given how they’re all good friends with Slimer (and we know what his appetite is like) this is a particularly funny ending to not only this short strip but the book as a whole.

I found Ghostbusters Answer the Call’s sense of humour reminded me a lot of both The Real Ghostbusters cartoon and the UK comic, so if you’re a fan of that movie like I am you’ll want to snap up some issues and this first annual is the perfect jumping on point. Our annuals were always that little bit more special than the regular comic and upon finishing this it really did feel like all the stops were pulled out to produce a fantastic debut book that’s genuinely very funny.

Andy Lanning’s, Dave Harwood’s and John Burns’ inner cover spread rounds off what has been a great slice of Marvel UK history from a comic that set itself apart from the rest of their titles from the get-go. Sometimes certain things from our childhood hold a special place in our hearts that we’ve completely forgotten about until we experience them again. In that regard, the 1988 annual for The Real Ghostbusters has felt like a very personal trip down memory lane and I can’t wait to see if subsequent volumes have the same effect. Roll on Christmas 2026!

THE REAL GHOSTBUSTERS RETROSPECTiVE

THE REAL GHOSTBUSTERS iSSUE ONE

ANNUALS MENU

CHRiSTMAS 2025

DEATH’S HEAD #5: KEEP CALM AND CARRiON

This striking John Higgins (Transformers, Batman: The Killing Joke, Before Watchmen) cover welcomes us to the fifth issue and, after reading it, the midway point of Marvel UK’s Death’s Head. When I collected together this run of comics I noticed a lot of crossovers with other Marvel characters on the covers, especially in the later issues. No, I never read anything inside (just counted the pages to make sure it was all there), but the covers do reveal a lot of who is to come.

I remember thinking it seemed there were an awful lot of what would normally be seen as ‘event’ stories, perhaps to raise the profile of the comic with potential readers, however I was surprised to see this issue has the first non-Dragon’s Claws crossover character. Okay, so he’s a minor character from one Doctor Who strip but it was still a nice surprise to see the Doctor mentioned again after he was so instrumental in Death’s Head’s own story.

Keepsake appeared in #140 of Doctor Who Magazine (August 1988) when a distress signal lured him to a planet where he originally just wanted to salvage the crashed ship for parts. Instead, he ended up enjoying the actual rescue thanks to working with the Doctor and at the end of the story the Doctor left the rescued medic, Bahlia, in Keepsake’s care. This is where we pick things up.

Oh, and he has a pet vulture who reminds him of his wife.

John drew Keepsake’s DWM adventure and is also the artist for our strip this month, coloured by Nick Abadzis and lettered by Annie Halfacree. You’ll see even more of John’s work soon because he was one of five(!) artists when The Sleeze Brothers made their Doctor Who Magazine debut. Watch out for that later this month. Back to the issue at hand and speaking of Keepsake’s wife it looks like she’s hiring a certain Freelance Peace-Keeping Agent to track him down, promising a somewhat large reward too.

Not that Death’s Head is easily swayed, of course. Meanwhile, Keepsake is meeting with gangsters looking for the second half of a map to the aforementioned gold shipment. Editor Richard Starkings told me, “‘Half the map’ was my idea, as was ‘half the gold’ in Death’s Head #5. Never waste a good gag.” Keepsake doesn’t come across as the smartest of scavengers and is easily double-crossed, so the men make off with both halves of said map.

Death’s Head is very much the lighter-hearted comic of the pair, while Dragon’s Claws can be much darker

After reading the penultimate issue of Dragon’s Claws the contrast between the two titles has never been clearer. Despite being created and written by the same person, and despite the fact this comic has the word “Death” in its title and follows someone whose job it is to kill people, Death’s Head is very much the lighter-hearted comic of the pair, while the one about a game team gone rogue can be much darker. Not what people may expect, and I’m here for it!

Case in point below, as we get a lot of exposition from Thea about how Colt (the gangster) and Keepsake had double-crossed each other in the past over this shipment (hence the two parts of the map) and a seemingly endless amount of further double-crosses involving Thea and her husband, leading to this point. Clearly, no one can be trusted. But it’s Death’s Head’s reaction to this intriguing story that made me laugh, never mind Keepsake’s pet sneakily sampling what they thought was Colt’s water.

With Keepsake easily cheated out of his piece of the map he sits about moping, making him an easy target for our Peace-Keeper, however first of all we get a funny interlude of some of the more rudimentary detective work our anti-hero has to do in order to find his targets. Remembering this is the same mechanoid who helped take down the giant Lord of Chaos Unicron just makes this sequence all the funnier, especially the last two panels; the question mark, the hint at the top of the penultimate panel and the final reveal.

This seems to be a trend in the comic, at least for what makes me laugh the most. Take his name, his appearance and his occupation and you’d expect something completely different than the situations writer Simon Furman consistently places him in.

Death’s Head catches up with the sullen Keepsake and calls in Thea to meet him at the bar, where he’s trying his best to ‘persuade’ his target. Just before this Thea saw Colt kidnap Bahlia outside, clearly as protection against the salvage expert as they dive for the treasure out at sea. It looks like Keepsake’s pet wasn’t much use as protection either.

Our strange little threesome (Spratt is conspicuous by his absence this month, perhaps still recovering from his ordeal last time) soon track down the gangsters not far from the shore in a tiny boat, Bahlia tied up and a gun held on her. At this point I thought Death’s Head would be going alone to take on everyone involved but I was pleasantly surprised to see his plan involved all three of them. I was even more pleasantly surprised to see how well they worked together.

While the old trick of sending in the attractive woman to distract three male idiots wasn’t exactly new even in the 80s, for me the jokes come from how Death’s Head and Thea handle the men after that. There’s one particular guy who won’t be forgetting the impact Thea makes (literally) for quite some time, I’m sure. It’s the perfect example of the comedy-action this comic does best and there’s more to come that genuinely had me giggling.

The first two panels really did have me laughing, the sight of Death’s Head’s daring rescue coming so completely undone so quickly

As they make their way out on a boat to rescue Bahlia and recover the gold, Keepsake hovers overhead in his aircraft, ready to assist. But one previously concealed rocket launcher lends a sinking feeling to the first part of their plan. The first two panels below really did have me laughing, the sight of Death’s Head’s daring rescue coming so completely undone so quickly, and this image of what the notorious hunter of bounties (I didn’t said it!) is reduced to is hilarious.

He then uses thrusters in the soles of his feet to blast off and use his body as a different form of rocket launcher, although clearly the end result wasn’t quite his intention.

So far it’s been a comedy of errors but it’s swung generously in his favour. As the man on the boat desperately seals the hole with pieces of wood and some form of foam glue he doesn’t see Bahlia being hoisted to safety, taking all of the gold with her. Below the surface Death’s Head subdues the remaining divers before taking off again with his feet… right through the patched up hole. So far, so funny, but the page below contains something which didn’t sit quite right with me.

Death’s Head has always honoured his contracts. This was the first of the rules he established in #1, rules he always abides by. They’re part of what makes him and his stories so interesting. Think about when he was fighting Dragon in #2 even though he respected the man. He kept fighting until the exact second his contract with the villain of the story ran out and then he just stopped. That was such a great part of that story and told us a lot about his character (this aspect had already been well established in Transformers). But here a quick whisper in his ear from Keepsake and he chucks his client out the side.

After this, Death’s Head then double-crosses Keepsake and ends up with all the gold himself. That I can live with since Keepsake was a snake and not his client, but Leah was. Even though he didn’t like her, this is so out of character that it undermines things already established in earlier issues. It’s a strange inclusion, that’s for sure.

Again, the cliffhanger is underwhelming as we see a group of apparent mercenaries called Sudden Impact being introduced and recalled from a firefight for “a vitally urgent job”. Last month’s final page introduced another man with a gun called Big Shot but there’s no sign of him this month. Are all of these clichéd, hyper-muscled alpha males going to team up against Death’s Head? I trust Simon’s writing but so far I’m not particularly impressed with these potential adversaries.

So another brilliant issue, even if it was let down a bit by the final couple of pages, but I won’t dwell on them. This feels almost like an interlude story of some kind, especially with the lack of Spratt. In an action-comedy comic series this one leaned more towards complete farce and I was fine with that (until the ending). Enjoyable but forgettable then. I still can’t wait for the next issue though. That’ll be right here on Monday 1st April 2024.

iSSUE FOUR < > iSSUE SiX

DEATH’S HEAD MENU

DEATH’S HEAD #4: DOG-GEDLY BRiLLiANT

The front cover to this fourth issue of Death’s Head may be drawn by the familiar team of Bryan Hitch and Mark Farmer but inside Plague Dog is drawn by renowned Transformers artist Lee Sullivan (also Havoc (RoboCop), Doctor Who), with Annie Halfacree on letters, Nick Abadzis colouring and Simon Furman writing of course, with Richard Starkings editing. While I love Geoff Senior’s art being in every issue of Dragon’s Claws, I like the mixing of styles here.

Last month we saw Death’s Head’s new office wasn’t the perfect purchase Spratt seemed to think it was, having spent his new partner’s hard earned cash before he’d earned it. This issue sees that picked up and developed into two separate stories, one for each of our main characters. While our mechanoid anti-hero is hired by one gangster to hunt down and kill his rival’s pet mutt, Spratt comes face-to-face with it in their new property.

We kick things off with Death’s Head arriving at Jules ‘Kneecap’ Venici’s birthday party in his usual understated style. A huge birthday cake arrives but Venici has seen this movie before and fills it full of lead. Surprised at finding no one inside he still insists on killing whoever sent it because his own actions have made him look stupid. He then sits down to eat a slice, not noticing the highly conspicuous waiter in his latest in a long line of ridiculous wigs.

Predictably a huge shoot-out occurs between all of the gangsters and our lone hero, although even in this dire situation there’s time for some comedy. Elsewhere, Spratt is checking out their new digs and the lights are out. After we see a clawed hand swiping down in the darkness he lets out a blood-curdling scream and we’re led to believe the hand has made contact, until you read the following caption. Simon once again playing with our expectations.

I particularly like Spratt’s reaction to the sound effect of the plague dog, the alien monster used by Venici to take revenge out on those who wrong him. Last month we saw someone who looked like an undertaker sell the office to Spratt and in this issue we find out he is in fact called The Undertaker, a killer-for-hire whose method of assassination is somewhat gruesome.

But yes, that sound effect. We get all sorts of wording to describe sounds in our comics. Sometimes they’re downright bizarre to say the least. The fact Spratt correctly names this rather random sound effect is very funny and just shy of the character breaking the fourth wall and identifying he’s in a comic. It genuinely made me laugh. Back in the other half of the story, as the issue constantly flicks back and forth between the two scenes, Death’s Head is still at it even when cornered and out of ammunition.

Death by cocktail sausages! As a form of getting back at the bad guys it seems appropriate for this blog. Death’s Head isn’t the only one up against the odds, nothing to shoot with and having to use his ingenuity to get out of a tough scrape. As the rotten internals of the office building collapse around him, Spratt is trying desperately to escape but is hopelessly out of his depth.

In fact, the crumbling of the building saves him on more than one occasion, luck playing a huge part in keeping him alive. He could be learning a thing or two from his new boss though, or perhaps they’re just more suited than the mechanoid realises, because despite his fear (or perhaps because of it) he can’t help making quips.

Slipping out of his boot and shoving it into the monster’s mouth (complete with another joke) he makes a run outside and finds a car parked (well, hovering, it’s in the future after all). This is Spratt’s speciality. Quietly boosting cars is a particularly useful skill that Death’s Head needs him for. There’s a little bit of tension here as Spratt struggles to get inside, panicking as the plague dog bears down on him.

The engine doesn’t immediately kick in either and the tension rises further as the thing makes a leap for him and crashes through the rear window, clawing at the interior, getting closer and closer to Spratt until it finally places a claw on his shoulder. The escape vehicle now seems to have become a death trap. We know Spratt can’t die, but even if he takes off surely the thing’s head and arm are already inside so what can he do? Well…

Just like last month when an accidental slip of the hand by Spratt turned the tide of battle, here his mistake with the gears sends him rocketing backwards, squashing the monster against the building. Fuel tank ruptured, the dog roaring out to his “Foood!” as it starts to push the car off itself, Spratt characteristically can’t help but bask in his glorious victory, no matter how accidental.

The final spread of the issue sees The Undertaker making a phone call, apparently to activate the plague dog at its lair. So are we to assume he actually sold the lair to Spratt? His job also done, Death’s Head makes his way to the office and finds chaos has ensued, although Spratt seems somewhat subdued and not showing off for once. Of course, our mechanoid friend can always turn a situation around when money is concerned and our story ends.

On the next page a somewhat tacked on cliffhanger has The Undertaker hiring someone called Big Shot, a muscly man with a big gun. I can’t help but be a little underwhelmed with this after last month’s ending. Surely having a plague dog lying in wait was the more dramatic cliffhanger. I’m aware I haven’t read the next issue to see how good this guy is with his gun, but I feel this is a bit of a muted ending by comparison and the two should’ve been the other way around.

Head to Head is the comic’s new letters page and there’s an anonymous letter from my home city of Belfast. Although, if this person had actually read Death’s Head’s adventures in Transformers and properly understood them I don’t see how they could think he’s commonly seen as a full-blown villain. Not too sure who “Bob” is that the first letter is addressed to (Richard Starkings is the editor and Jenny O’Connor the Managing Editor) but there’s definitely a lot of high praise here and I agree with it all.

I just wish Lierne Elliot had been right when he said “seems we have a hit here”. Of course, it may have seemed that way at the time, especially since this was a comic based on a very popular character from another Marvel UK title, but alas the sales figures wouldn’t be good enough to make up for the cost of producing the comic, as Richard explained to me in the introductory post to this series.

But let’s not dwell on that, we’ve another six months of this to go!

On the back page is an advertisement for a new fortnightly Marvel comic that would never actually appear. The William Tell TV series was apparently shown on ITV, although I don’t ever remember seeing it advertised. There’s a chance it either wasn’t broadcast on Northern Ireland’s UTV or it didn’t last long before ITV pulled the plug, despite it running for three seasons of 72 30-minute episodes in France and elsewhere, where it was known as Crossbow.

I remember this comic advert alerting me to the TV series and yet I still never caught it in any TV listings magazines. Marvel’s confidence must’ve been knocked as the plan for a fortnightly changed to a Summer Special, an annual and a run of strips in the Marvel Bumper Comic, plus a collected graphic novel, the strips for all of these already created for the defunct fortnightly. This is why I think the show must’ve failed to pick up viewers here in the UK, as Marvel suddenly realised the audience wasn’t there for what they’d assumed was going to be a hit.

You just might see some of it on the blog at some point though, as the Bumper Comic is on the cards for the future, I just don’t know when yet, but you heard it hear first! (As if you’d hear it anywhere else.) For now, that’s us finished with another outing for Death’s Head… well, really more of an outing for Spratt this month. We return to Earth of the far future on Monday 4th March 2024.

iSSUE THREE < > iSSUE FiVE

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DEATH’S HEAD #3: DEADLY FUNNY

Alongside Dragon’s Claws #8 the first week of 1989 (and 2024) brought us the third issue of Death’s Head and, while the story inside may be light on plot, it’s aim is to establish the relationship between our mechanoid friend and Spratt. Spratt was the young fella who rebuilt the Freelance Peace-Keeping Agent in #1 after he was nearly destroyed by Dragon and his team, and it seems he’s determined to help Death’s Head navigate this era on Earth, as well as balance his books so he’s never left broke again.

We kick off with this scene setting display below. There’s nothing quite like a good old 80s dystopian future, is there? Mass consumerism, unhealthy food, sex and violence may seem like a clichéd way of depicting the future but it was created in the late 80s and this style was very much in vogue, pencilled by Bryan Hitch, inked by Dave Hine and lettered by Annie Halfacree. Even the basic way in which it’s coloured by Nick Abadzis adds to the overall feeling of grime in the Los Angeles Resettlement. (Resettled why?)

Tracking down a man for information on his target, Death’s Head follows him into a packed club where he uses non-lethal projectiles in the crowded space. Aimed with precision, they end up only affecting the one person. Whether this is because he didn’t want to harm innocents or because he only injures/kills those he’s paid to do so (see his rules in #1) is up to the reader to decide. Once outside for interrogation things take a turn for the worse.

The target grabs Spratt and Death’s Head instantly regrets letting the kid tag along. However, the man makes one big mistake. Spratt tries to tell him this, that he’s made a bad move and the man argues back that he can’t be killed while holding a hostage, so it’s clearly a good move. But this wasn’t what Spratt was referring to. No, in the heat of the moment the man had called our main character a bounty hunter! Oh dear. This leads on to this page below.

This is just the first of several laugh-out-loud moments in this issue and it’s clear writer Simon Furman intends to bring as much comedy as possible to this comic, certainly a lot more than in Dragon’s Claws anyway. They get the information they need but Death’s Head is warned he’ll be no match for his objective, a person named Ogrus, especially if he takes the kid along.

Death’s Head can’t help but agree. While he appreciates Spratt’s help in doing things he’d find difficult, like blending in or stealing a car for example, and he’s good at the accountancy stuff, he’s far too keen to impress and prove himself. As such, Death’s Head inwardly questions why he let him come along in the first place and we get a brilliant flashback to a transport vehicle skimming over the Atlantic Ocean a few days prior.

On board, a hostage situation had kicked off and in the end it was Spratt who had saved the day, albeit in an overly flamboyant way involving an automated rubbish cart, some acrobatics and a lot of showing off. However, what’s so funny about this scene to me is seeing Death’s Head, after everything he went through in Transformers, doing normal things like complaining about the food, or just sitting there watching the whole situation unfold with interest. Maybe it’s just me but I was giggling along to all of this.

There’s some hilarious chemistry between these two already and despite the title character’s protestations he still takes his new recruit to the rendezvous in a rough looking bar and casino. Now remember, this comic was created in the 1980s, the characters have just walked into a bar full of dodgy criminals, the main character is a no-nonsense individual looking for one certain person and has no interest in anyone else there. You know what this means, don’t you? Yup, that’s right, a massive bar brawl.

There are some knowing nods here to this sort of thing inexplicably breaking out in the movies of the day, when one or two punches from people in the foreground somehow leads to everyone in the background laying into each other. Here, it begins with Death’s Head taking out one person who had innocently said something to a dealer at the casino, knowing full well what it would cause, thus allowing him to simply walk up to his target in the middle of the chaos, unchallenged.

The little bits of dialogue on the second page make it feel almost like a spoof of those movie scenes, especially the one about someone’s mother. Outside, Spratt has been ordered to stay in the car he stole (that was graciously received by the Peace-Keeping Agent), but Spratt knows Death’s Head will be outnumbered and can’t help throwing himself in to help. Crashing the vehicle through the casino wall and shouting at everyone to freeze, his diminutive frame leads to nothing but uproariuous laughter. He’s not down and out yet though.

Climbing into a position above Death’s Head’s fight with the mark he questions whether he should get involved or not, tossing a coin to decide. By now it should be clear to the reader that anything Spratt sets out to do will not normally have the intended outcome. Here, he can’t even make the decision to get involved or not without something happening, albeit this time it’s one that distracts Ogrus enough for Death’s Head to start turning the tide of the fight he was clearly losing.

A quick gag or two from the mechanoid and he’s back on top again and a final one-two from the both of them together (Spratt jumping feet first into Orgus’ back as Death’s Head punches him in the stomach) and the battle is won, the contract complete. We close off this chapter’s main story with Spratt joyous that he actually helped and some reluctant praise is even thrown his way.

The “Partners/Don’t push it” exchange perfectly sums up the strange working relationship these two seem to have. Spratt is all in and as far as he’s concerned they’re already partners, he’s just clamouring for confirmation and a rhetorical pat on the back, especially from someone of Death’s Head stature. The fact his apparent partner is so dead pan and doesn’t show emotion easily is just another challenge for Spratt, which makes him even keener.

Death’s Head on the other hand finds Spratt annoying. He gets in the way. He’s too keen. He even wants conversation! Death’s Head would rather continue to work on his own. But he can’t deny the kid has helped with his money problems and has been a good guide to this strange time in Earth’s future, both things he promised he’d help with. Plus, he can get into places inconspicuously, something Death’s Head can’t do. Well, in theory Spratt can, but his wish to show off can hamper that somewhat.

It was only upon finishing it that I realised the plot was so simple, I’d just been swept along with these characters

As the duo walk off with their client’s trophy we turn the page and find ourselves “Elsewhere”. In that final panel above Spratt makes a throwaway comment that he’s managed to secure a new office (since Death’s Head’s previous one is thousands of years in the past), spending their money before they’d even earned it. Well it seems that’s where “Elsewhere” is.

Poor Spratt. His heart was in the right place, but not only has he spent Death’s Head’s reward money, it looks like even this good-intentioned gesture will come back to haunt him too. Poor kid can’t catch a break. Hopefully next month’s story will pick this mystery up as its main thread.

This third issue may be very light on plot but as I said above that wasn’t the point. The point was to establish this (very) unlikely pair as a working partnership. Having the plot as just another simple contract for Death’s Head and using this to show how enjoyable that can be with the two of them working side-by-side was a brilliant idea. It was only upon finishing it that I realised the actual plot was so simple, I’d just been swept along with these characters. I look forward to more sweeping on Sunday 4th February 2024.

iSSUE TWO < > iSSUE FOUR

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