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THE CREATORS: Tony Bedard
writing, with Jim Calafiore and Mizuki Sakakibara providing
art on alternating storylines up to issue #68, after which
Paul Pelletier took over
WHAT HAPPENED IN 2005: The
last part of "Bump in the Night", the Kulan Gath story; a
Tanaraq issue; a very loose tie-in with the Age of Apocalypse;
the Timebreakers arc that changed the status quo; "Destroy all
Monsters", which speaks for itself; and the start of the World
Tour, including House of M and a version of the New
Universe.
Exiles
is a workhorse title, churning out a mighty eighteen issues in
one year. And when you look at the sales figures, it's
easy to see why Marvel are so keen on it. It may not be
a top seller, but it's an exceptionally solid performer in the
mid table, reliably selling 33,000 copies month after month.
It's very debatable whether
Exiles truly belong in the X-Men stable at all. The
concept has nothing whatsoever to do with the X-Men. The
link boils down to the team being largely composed of
alternate versions of X-Men characters, but since they tend to
be minor ones like Blink, the Mimic and the Changeling, it's
doubtful that it makes much difference. You could detach
this book from the X-Men fold quite happily, and with a view
to refocussing the X-Men's flailing brand, that might not be
such a bad idea.
Perhaps ironically, Exiles
succeeds largely by being reliably good at a type of story
Marvel has generally been backing away from over the last few
years. It immerses itself in the playpen of Marvel
continuity, plays with old characters for the sake of doing
so, and generally acts as though the last ten years had never
happened. Crucially, it's also usually good fun while
it's doing this. It has the inherent appeal of What
If? while largely dodging the angst. Simply, it's
good old fashioned entertainment which isn't embarrassed to be
a superhero book. There is no pretence to deep inner
meaning in Exiles. It's all about stringing cool
ideas together.
The biggest
limitation of this book has been its original, with the
characters jumping from world to world and getting arbitrary
missions each time. Flagrantly pinched from Quantum
Leap, it limits the ability of the characters to develop,
and dooms the book to be extremely formulaic. After
several years it was wearing rather thin. Tony Bedard
has wisely acted to solve the problem by shaking up the format
and giving the Exiles control of their destinations.
Now, while they've still got a mission to solve problem
universes, the characters are free to do other things as well
- such as check up on things at home.
That leads us to the current
World Tour storyline, in which the Exiles visit various
pre-established alternate worlds. It's perhaps the most
explicitly fannish thing Exiles has done, but there's
nothing wrong with that - after all, that's precisely the
level on which this book appeals. I'm not sure how many
readers were really hanging on for a New Universe revival, but
I suppose with the planned Newuniversal title next
year, it makes a little more sense to get those characters
back onto the page.
A fun year, anyway, as the book
successfully escapes its formula without losing sight of its
core appeal..
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