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Just when you thought Marvel had
finally grown tired of the "New" prefix, here comes New
Exiles, the revamped and relaunched version of Exiles.
What monumental change has led
the book to start over from scratch? Um, well, there
isn't one, really. It's still written by Chris
Claremont. It's still about a group of heroes from
parallel worlds living in the Crystal Palace and helping to
set things right on other Earths. There's a new
roster, but most of them were introduced a few issues back.
And there's new artist, Tom Grummett, but he took over with
Exiles #100.
So really, there's not much new
about New Exiles. It's Exiles #101, no
more and no less.
That said, there are positive
signs in here. Some of Claremont's recent stories have
been all over the place. We've also had an excessive
number of stories about the Fantastic Four. It's a
worrying sign when they show up yet again on page 2, but in
fact, it doesn't look as though the story will be about
them. This story uses them in their familiar role as
the first heroes of the Silver Age, to establish that it's a
world where the superheroes never got off the ground.
The actual story is set a generation later, although we
don't get to the meat of it in this issue.
Instead, most of the issue is
spent on yet more set-up, fleshing out the relationship
between the new Exiles, and giving them a bit more
personality. Even though most of them are based on
familiar characters, this is still badly overdue. At
last, there's finally an attempt to define Mystiq's
personality, and to mark out Cat as being in some way
different from Kitty Pryde. Several characters take
the step from being cyphers (or clones of the originals) to
being a little more distinctive.
Artist Tom Grummett has never
been one for spectacular images, but he's always been a
sound storyteller. He's clearly trying his best to get
away from the tedious and ugly light pink crystals which
have dominated Crystal Palace scenes in the past, and he
also does a rather good Sabretooth.
That's the good. But
there are still a lot of problems here. The issue is
still riddled with weird glitches, such as Sabretooth
announcing the unveiling of new costumes, which then
singularly fail to appear in later pages. There's a
clunky scene with Psylocke and Mystiq in which she goes from
instinctive distrust to flirtation in the course of two
pages. Psylocke also seems remarkably unbothered about
having an explosive bracelet strapped to her arm against her
will. Rogue delivers an excruciating two page
monologue which couldn't be further removed from actual
speech. Sage is caught up in a storyline about the
Diana Fox persona from Excalibur - a story that
didn't work the first time around, and hardly cried out for
a reprise. A sequence with Morph and Cat playing
football really doesn't make much sense at all. And
the cliffhanger is so out of context that it's more
confusing than tense.
So... plenty of problems here.
But there are some elements here that could work - dump the
Diana Fox angle and I could even see some potential in
Sage's insanity plot. Claremont's fanbase will
probably see this issue as a positive step in many respects,
and it does have a sense of direction that's been noticeably
absent from his Exiles stories until now.
Rating: C
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