‘Robotech #12’ Review (Titan Comics)
Written by Simon Furman | Art by Hendry Prasetya | Published by Titan Comics
Although not always fully on board with some of Simon Furman’s plotting, and at times execution of story, the man does do a fine job of juggling multiple plots. The good thing about having plenty of plots on the go at once is like having a good pick and mix. Not keen on the green chew? ignore it, and enjoy the red gobstopper instead. I tend to focus on the plots I like, such as the mystery of Gloval’s death, and breeze past the storylines I didn’t much care for….like ‘Macross Got Talent’. Did I mention I didn’t like that before? After an issue or two of what felt like padding, I’m really looking forward to pushing on with some of those strong storylines again.
So, was Roy responsible for Gloval’s death? can the Vermillion Squad survive their interrogation on the Zentraedi ship? Is Rick permanently blind? Is Max as kickass as he seems? Will there be another Macross Got Talent next year? Hopefully answers to all these, except the last one, will be forthcoming. Let’s start with the most pressing one, with Vermillion Squad now on the loose aboard the ship after Max’s dramatic rescue, and Breetai desperate to find them before word gets back to Dolza, his boss, and before Azonia can gloat any more than she already is. While the rest of the Squad look for ways out, Captain Hayes and Rick lay low, and discover they have a lot more in common that they ever knew. Feeling like a failure in a high flying family, which they both do, can do that. Connection made, only one thing comes next….
The return of the other squad members was either great timing or bad, depending on what Rick or Lisa’s relationship should be. Max, Ben, and Kramer have found a route out that may work, and Rick suddenly becomes Neo from The Matrix. His eyesight has returned….sort of. Although he can’t see as such, he can ‘see’ information and data, and can interact with the ship and it’s systems. Which is handy, as the teams sent to find them were closing in. Can you say ‘wild goose chase’. The team get to the ship bay, and are nearly on their way…until Miriya shows up. On tough fight later, and one of the squad dead, the rest manage to escape back to SDF-1, with a little help from Roy and his Squadron.
Repercussions always follow battles like the Sun after rain. On the Zentraedi side, enough seems to be enough. Breetai is relieved of command, and Azonia takes full command. On the SDF-1, the fallen crew member is honoured, while the team breathe a sigh of relief after their narrow escape. Things, however, have a habit of getting worse before they get better, and Furman throws in a couple of doozies. Firstly, SDF-1 has always had as its objective to get back to Earth, but a radio message from Earth has told them to not return, under any circumstances. Secondly, Roy Fokker is shot….by Roy Fokker. Too many Fokkers clearly. I’ll refrain from any more puns….reluctantly. Who’s the real one? Will the real Roy Fokker please stand up, please stand up.
Now that was the best issue for a while. The plot was nicely driven forward, some great writing with moments like Rick and Captain Hayes heart to heart and some genuine ramifications, with a death, Rick’s new abilities, and Breetai deposed. There was a genuine sense of drama and excitement that had been lacking of late, but Furman sure made up for it this time round. Also some praise for the art of Hendry Prasetya, which I think is better suited to this book than perhaps Turini’s was. Turini’s art was decent enough, but this art is better, more textured, more varied. The action scenes jump off the page, and drama is restored to the art as well as the writing.
A very nice issue, with a ton of action and character work crammed in, the cherry on top being the great art. We have a new creative dream team. Great stuff.