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Exiles #82 concludes the
"World Tour" storyline, which began all the way back in
issue #69 with the House of M tie-in. That's
fourteen straight issues of the Exiles chasing Proteus from
world to world and, well, it hasn't quite worked.
The problem, I think, is that
"World Tour" is basically a nostalgia-fest. The thread
of the Exiles chasing Proteus has really just been a device
to revisit a load of old settings and wallow in the past.
In theory Proteus should be a great villain for the Exiles
since he gets round the problem of how to have recurring
characters in a book that changes universe every three
months. But here, the plot takes a firm second place.
And that's awkward when Tony
Bedard starts trying to deliver genuine drama. On the
one hand we're supposed to go "Oh cool, it's the 2099
universe", while on the other we're supposed to mourn the
apparent death of Morph when Proteus takes over his body.
And there's nothing really tying these two sides of the
story together. You could have done this same basic
story with any collection of universes, and yet it's the
settings that have been given prominence.
Exiles has always had a
problem with being formulaic. The original set-up of
this book was essentially Quantum Leap - the Exiles
arrive on a world, they're arbitrarily handed a mission,
they complete it. Giving the Exiles control of their
travels should have provided a way out of that, but instead
it's delivered the most formulaic year of stories in the
book's history - Proteus arrives on a world, convinces the
local heroes that he's a good guy, and the Exiles arrive in
time to fight the guest stars while Proteus escapes.
Obviously this final arc,
visiting the ruined Heroes Reborn world, doesn't quite
follow that structure because Proteus has to lose at the
end. But by this stage the story has long outstayed
its welcome, since we've seen essentially the same schtick
played out on several worlds already. The nostalgia
has never truly complemented the main plot, and the result
is an overlong storyline which certainly has good moments in
there, but falls flat as a whole. If you don't have
existing affection for these universes then there's not much
else to hang onto, and it's hard to imagine that many people
reading this are such devoted continuity wonks that they
feel thrilled about all these various timelines.
Technically this is a perfectly
adequate final issue to complete the plot. The
solution used to beat Proteus is cute and sets up several
interesting storyline possibilities. But it's just
taken so long to reach this point that the story has lost my
interest - besides which, the closing issues have allowed
themselves to get tied up in the arcane minutiae of
Counter-Earth continuity, hardly the most interesting world
we've seen in this storyline.
I had high hopes for this arc,
given the usual strength of Tony Bedard's work, but it's
become sidetracked in playing with the toys and hasn't given
enough attention to the story. Disappointing.
Rating: C+
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