Review: ROM #3

The third issue of a comic book sometimes feels like the hardest issue to write about—maybe even worse to review. The average comic reader knows by the end of issue two whether they’re going to keep up with something and, in a market driven by five-issue story arcs, the third issue typically has the least going on. There’s no excitement of a new premise as in issue one. There’s no familiarization with characters as in a second issue. We’re a stone throw’s away from any dramatic plot twists of a fourth issue and even further from a satisfying conclusion of a fifth. The third issue then becomes a type of storytelling buffer—this repetition of character and story beats intended to build towards the actually exciting chapter. Yet despite these issues' stagnant nature, without these narrative safety nets, you get a glimpse of the true quality of the story being told.

This has been a long way to simply say: I’m worried about the future of IDW’s Rom series.

rom3_cvrsub_bWe pick up a couple seconds from where the last issue left off—Rom’s been momentarily captured by the Dire Wraiths but this time with a new ally—Camilla Beyers, a human now half-corrupted into a Dire Wraith. Camilla’s pretty new to the whole Dire Wraith-Spaceknight conflict so as the Wraiths have them captured they propose a new narrative to this story.

See, the Dire Wraiths are really the victims here—they’re refugees of a galactic war and who came to Earth when they had nowhere else to go. They’ve lived here in peace for centuries alongside the humans and these casualties and deaths have only happened because Rom’s brought the war back to them.

Elsewhere, the former soldier Darby is found and taken back to civilization by who she believes are humans. Only Darby learns she can never go back again—not with this new knowledge, not with this constant paranoia in whether people are who they say they are.

This alternate narrative proposed by who are traditionally the series villains is an attractive one. There’s a straightforward morality to the nature of the past Rom canon. He was a character driven by his morality—this unconquerable rightness in his patriotism. After all, in that iteration his people were pacifists before the Dire Wraiths and the Spaceknights were a reaction to the attacks they suffered.

But maybe here Rom’s people were the not utopian society of Mantlo’s story. Maybe here, we as readers are missing something fundamentally important to understanding the nature of this war. As Rom recruits Camilla and Darby to his effort against the Dire Wraiths he openly acknowledges it as enlisting. He openly tells Camilla that he wants to turn her into a spy for him instead of curing her of a fatal disease. The Rom here is more alien than ever before and that makes it more questionable whether he’s really the good guy here.

These aspects are interesting, even exciting on a conceptual level in how you adapt and reinvent the story of Rom for modern day but there’s something lost in the presentation.

rom3_cvrreg_aRom #3 carries on primarily two different modes of storytelling—an action panel and a dialog panel. While two pages in the issue break this mold and succeed, the majority is dominated by fight scenes and exposition. When the Dire Wraith explains their side it is nearly impossible to believe in part because we're being told this by a terrifying lizard wizard but also because it’s largely done through speechifying.

The original run of Rom Spaceknight featured a very similar story albeit on a smaller scale. One Dire Wraith, grown so tired and fearful of the drawn-out war, decided to desert it and hide on Earth. You could feel the genuineness of his character as you watched him try to seek acceptance from locals, fall in love, and experience the worried fear of raising a child. Mantlo drew upon the imagery of draft dodging during the Vietnam War and created a parallel with someone finding a new life in a foreign country out of fear.

There’s moment of humanity like this in Rom #3. A quick two-page scene where Darby, boarding a bus, imagines everyone on it secretly a Dire Wraith and, as the bus pulls away, she tries to determine the moment her family was killed. The scene here plays out like a subtle processing of the character’s own post-dramatic stress disorder and dealing with a delayed sense of loss. This moment is convincing and human but lost between the intergalactic stakes of the story.

An issue like this one makes me wonder if why I liked the original Rom Spaceknight is ultimately different from why others did. As it stands, I’m getting worried about IDW’s new version of Rom. The story here almost feels lost within its inter-connected world and its intergalactic conflict—more interested in big set-pieces and big stakes than thematic and character elements.

Rom barely feels like a character in his own story—there is little personality and history to him outside of talking funny and not knowing stuff. And that problem feels endemic to this comic as a whole.

Once we dive into Rom #3, there’s a distinct lack of something at its narrative center—a human heart to balance out its strange and elaborate exterior.

[su_box title="Score: 2/5" style="glass" box_color="#8955ab" radius="6"]

Rom #3 Writer: Chris Ryall Artists: David Messina and Michele Pasta Publisher: IDW Publishing Price: $4.99 Format: Ongoing; Print/Digital[/su_box]

[/su_box]

Review: Rom: Revolution #1

Rom: Revolution chronicles the Space Knight's contribution to IDW's hero-on-hero crossover event. Like most superhero events, this one is predicated on supposedly adult protagonists refusing to be mature or reasonable. There's a lot of fighting and very little discussion. Even within that framework, one can tell a rollicking story. This issue doesn't manage it, though. The story here, apparently set before the events of Revolution #1, operates on the premise that technology is magic. A mysterious ore just works with completely unrelated in-development power armor. A special mental interface that doesn't work suddenly does after a week of unspecified tinkering. It's something I could forgive if the rest of the book would carry its weight. It doesn't really. Rom's spoken lines read like an inner monologue. He rom-rev01_cvrcomes across as a bit dense at times. But that's somewhat endearing. It works for the noble, other-worldly throwback. It works less well in the mouths of contemporary humans. Two people working on the same project probably shouldn't have to explain said project to each other. And it's probably a bad idea to, as a third party, introduce yourself to members of said party by subverting their security. And it's definitely a bad idea for the heads of the project to immediately capitulate to the supposed military reps who simply ooze false trustworthiness. Things progress through the graces of convenience. Further, the writing suffers from frequent and needless flashbacks. They may give you a better understanding of the issue's antagonists, but they don't fit neatly into the flow of the story's battle. These flashbacks interrupt the centerpiece of this issue with very little impact outside of interruption. The scrambled, nonlinear storytelling really hurts the issue. That's not to say this would be a good read if told in a more straightforward manner. A straight line from beginning to end would probably benefit the story, creating a more stable presentation.

The comics medium allows for scenes of action that actually earn the “epic” description. Unfortunately, Rom: Revolution #1 doesn't fare well in that regard. The action feels strangely muted, confined by mundane settings and tepid banter. The art is fine if more than a little messy. Every panel is a little too heavily inked for my taste. The fights are certainly illustrated decently and with enough clarity that they are never confusing. Rom: Revolution's main problem comes from its structure. Rom tries to avoid a Wraith fight; Wraith eggs him on; Rom reluctantly fights Wraith while struggling to understand his opponent. It's repetitive to a maddening degree. Coupled with the non-linear structure of the plot, the repetition is difficult to settle into. Or care about. Or recommend.

[su_box title="Score: 2/5" style="glass" box_color="#8955ab" radius="6"]

Rom: Revolution #1 Writer: Chris Ryall, Christos Gage Artist: Ron Joseph Colorist: Jay Fotos Publisher: IDW Publishing Price: $3.99 Format: Mini-Series; Print/Digital

[/su_box]

Review: Rom #2

Rom now has an ally, and they’re on the run. The Dire Wraiths are everywhere, and they are relentless. Rom can only resist for so long, and as he desperately flees, the elements set up in the first issue finally converge. Looking back on my review of the first issue of IDW’s Rom relaunch, I don’t want to say that I was too kind but rather I want to be more up-front about what interests me with this new series. Bill Mantlo’s original run of Rom Spaceknight from the 1980's is partly defined by it's interesting and intrinsic relationship to the Marvel universe and the finality that existed for the series.

To see Rom brought back forty years later and in a different comic book, the universe has caused me to lean in close and see how it justifies its existence. This isn’t a sequel series. This is a reimagining and in some way feels like if in forty years someone remade Brian K. Vaughn’s Saga with the same lead characters but in a different setting.

Rom02_cvrSUB-AThis book will almost be a lesson in what happens when you remake something that feels like such a unique and finished property. This happens with movies all the time but for comics is relatively new.

As a story in a vacuum, I can't help feel that Rom #2 is on uneasy ground this time.

This issue felt like a retread of the same beats the first issue ended on. Rom now has a new ally in Darby Mason, and she readjusts to her new strange reality with her family dead and replaced by Dire Wraiths. However, little do they have time to rest and process this information when the Dire Wraiths strike again.

The original Rom Spaceknight was never a series that slowed down. Rom was on a rampage, but that type of story only worked because of the hyper-condensed style of the comic writing indicative of the 80's.

This time around that I want for Rom and Darby hide out in her home and stay there for a little longer, and so I could more clearly see the type of story intended on being told here and trajectory of these characters.

Still, as a longtime fan of the character, I can't help notice all the subtle little twists to the original formula. This team behind IDW’s Rom comic has such a clear passion for the original story and have thought critically about the tiny aspects of the original that when changed shift the potential of that story dramatically.

These twists reveal themselves in the last few pages of the issue so I won’t spoil them here, but as someone who read the previous series, they made sit up. Gage and Ryall have managed to preserve and respect the character of Rom while revamping his story for a new century.

Mantlo’s original Rom Spaceknight was far from a series built on a few issues, and it’s easy to see the ways this new series can come into its own and tell a story as weird and engaging as Rom ever was.

[su_box title="Score: 3/5" style="glass" box_color="#8955ab" radius="6"]

Rom #2 Writer: Chris Ryall Artists: David Messina and Michele Pasta Publisher: IDW Publishing Price: $4.99 Format: Ongoing; Print/Digital

[/su_box]

Review: Rom #1

This week IDW resurrects the clunky-looking spaceknight, ROM, from the depths of obscurity and into its new Hasbro Toy Comic Universe thing they have going…and that’s pretty exciting. For the uninitiated who only see the boxy robot man at the top of this article and are wondering what the big deal is, well, I have a story for you.

It’s the early 80's, and the Parker Brothers, yet to be consumed by the monster space-entity known only as Hasbro, took its first shot at making toys with electronics in them. This first effort was a little clunky robot man named Rom, and it was a terrible toy. It looked bad. It had no points of articulation and what kind of name is Rom when you put it against the Transformers and GI Joe?

Desperate to sell this really bad toy, the Parker Brothers went to Marvel and created one of the most unique and memorable science fiction series to ever come out of the Marvel Universe with Rom Spaceknight.

A member of a far-off alien race from the planet Galador, Rom sacrificed his humanity to be placed in a robotic body built to do battle with the galactic-wide threat from the magic-wielding, shape-shifting Dire Wraiths. He’s vowed to eternally wage war against them, never to return home until every member of the Dire Wraith race is doomed to a pocket dimension called Limbo.

Rom01_cvrARom was a literal epic about a battle between science and magic. The series was one-part super hero book, one-part space opera, one-part They Live, and one-part Doctor Who. In many ways, this story felt like the comic book equivalent of Star Wars. Rom Spaceknight made the comic world feel big just by being in it. A world with magic and science fought across the stars. That could be tense and scary in one moment and heartbreaking or romantic in the next. A series so good, you fell in love with this super awful-looking robot man.

Due to the licensed nature of Rom, no modern reprint or collections exist, and this situation has caused the remaining fans of the series to talk about it like the comic book version of a folk hero. We can never show you what we read but we can tell you what we remember and express how reading it made us feel.

So IDW has taken this mostly obscure but beloved character, taken him out of the Marvel universe and into their IDW shared universe. The real question is: how does it compare to the original?

Initial Rom #1 comes off like a greatest hits recreation from the original. Rom crashes down onto the surface of Earth and is immediately surrounded by military. Unbeknownst to us, the planet has been secretly invaded by the Dire Wraiths. Before his universal translator can work, Rom starts blasting away at the United States military, targeting only the Dire Wraiths posed as humans with his high-tech analyzer and teleporting them away to the Limbo dimension. However, as far as the military’s concerned, they’re witnessing their soldiers getting disintegrated by an invading alien menace.

The opening of the first issue plays almost beat-for-beat like the opening of the original Rom #1, and I can’t help but feel like that’s a misstep. The folk hero status of the original Rom Spaceknight series makes it come off as more derivative than inspired from a fan perspective. Even then, the use of overwritten captions and keeping Rom’s antiquated and stilted way of speaking, staples that made sense in the 80s, feel out of place and off-putting as a modern comic.

It’s when the new series diverges from its predecessor that the comic shines. In the original Rom, the Dire Wraiths were initially shown transforming from humans into these weird bird-shaped smoke clouds.  While this played up their magical nature, it made for some undeniably weak character designs. Here, the Dire Wraiths have been revamped into something wholly alien and looking very H.R. Giger inspired. Sometimes they morph into these big, lumbering Xenomorphs that are mostly teeth and with wings made from something between scales and blood. Other times they morph into their environment, creating a strange tentacle forest with a face on every tree. These guys are weird, and they are everywhere.

Dire Wraiths, rather than a beaten down and interspersed force, have full-on taken over. They’re in every branch of government; they’ve killed and replaced your family. Literally. While Rom battles it out with alien tree monsters, two humans learn the terrifying truth about their family and co-workers and just barely escape being replaced by Dire Wraiths themselves.  The Dire Wraiths pose a real and very global threat, and these changes transform Rom’s story into an underground resistance story. Rom is already overwhelmed and on the run while his soon-to-be allies are learning the truth of their world and just how on their own they really are.

Rom was never a series built over a single issue. The series took its time finding the weirdest and most interesting places to take its characters. IDW’s new series builds promise with some serious art and some interesting twists on its classic premise. I can only hope the series gets weirder from here.

[su_box title="Score: 4/5" style="glass" box_color="#8955ab" radius="6"]

Rom #1
Writer: Chris Ryall
Artists: David Messina and Michele Pasta
Publisher: IDW Publishing
Price: $4.99
Format: Ongoing; Print/Digital

[/su_box]