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Back at the core titles, X-Men #193
completes the six-part "Supernovas", Mike Carey's first arc
on the book.
The plot is actually quite
straightforward. Sabretooth shows up at the X-Men's
door, on the run from a new group of villains called the
Children of the Vault. The Children want to kill off
everyone who knows they exist, and they have a long term
plan to take over the world. There's nothing like the
classics. Rogue's unlikely new strike team - including
a couple of ex-villains and some people she found in a
hospital - get to fight them.
The story benefits hugely from re-reading
as a whole, since Carey held off the big exposition about
what the Children want until part 4. The first half of
the arc is built around the "who are these guys and what do
they want" angle. With the benefit of hindsight, the
early chapters make a lot more sense - most notably, the big
fight in the hospital that took up half of chapter 1 turns
out to have nothing whatsoever to do with the Children's
plot. It's actually foreshadowing for the Pandemic arc
which starts next month. This was all a little
confusing on the first read, since Carey was doing "what the
hell is going on here" foreshadowing for two unrelated plots
at the same time, without actually signalling very clearly
that they were different stories. But it falls into
place quite nicely on a re-read.
Overall, it's a mixed storyline, but it
works more often than not. The highly unlikely new
team roster makes a surprising amount of sense in the
context of Carey's story. It's mainly Rogue's book,
and the rest of the team are her choices. And it's
been a good long time since Rogue was defined by anything
other than her relationship with Gambit, which makes this a
refreshing change. Carey's basic angle is that Rogue
is either an unconventional tactical genius, or a reckless
maniac on a streak of good luck. Or maybe a bit of
both. There's method in her madness, at any rate, and
so the bizarre collection of X-Men ends up working.
This seems to be the big idea for Carey's run, and I'm happy
to follow along with that.
The Children of the Vault, on the other
hand, are more hit and miss. The concept here is that
they've been kept in a vault for thirty years, but time runs
faster in the vault, and their little community has lived
through 6,000 years. In theory they were meant to
emerge when humanity was wiped out by ecological disaster,
but they've been prematurely released by M-Day, and now they
want to fulfil their destiny by getting rid of humanity and
taking over the world. (Quite why M-Day would release
them isn't clear, but it seems to be a favoured all-purpose
explanation these days.) Since they've got millennia
of extra technology on their side, they're effectively
superhuman.
We've been down this road before. A
group claiming to be the next evolutionary stage for
humanity is a natural foil for the X-Men since they're
competing with the mutants. Chris Claremont dabbled
with the idea when he created the Neo, although he failed to
make clear what made the Neo different from mutants.
Grant Morrison also used a very, very similar concept -
well, let's be honest, exactly the same concept - as the
origin story for Fantomex, although he presented it more as
a factory for super-soldiers than a community.
In theory, the Children of the Vault are
an improvement on this idea, because they're clearly
distinct from the mutants - they rely on technology instead.
But if this is going to work, they really need to come
across as a believable little society of their own. That's
where they fall short at the moment; we never really see
what the Children's world was like, and so when they
suddenly announce that they're going to destroy the human
race, it comes across as generic villainy. There's
potential in these characters, but if we're going to accept
them as people who believe it's their destiny to wipe out
humanity and take over the world, we really need to see more
of their culture.
There are also some odd storytelling
glitches here. Chris Bachalo's art is generally as
much of an obstruction as a charm, but the usual rule
applies - the more he seems to be rushing (as measured by
the number of inkers), the clearer the storytelling gets.
He There are six inkers credited on this issue, which is
entirely readable. Instead, the narrative glitches are
more like a communications breakdown between artist and
script. What did the X-Men actually do to destroy the
Children's machine at the start of the story, and how did
Mystique impersonating Cable make any difference? Why
has Bachalo drawn a woman in red wearing a helmet alongside
the Children at the start of the issue, even though the
epilogue makes clear that she and the other Children aren't
even present, and the dialogue actually has Sangre referring
to "the five of us" (i.e. him, Serafina, Fuego, Perro and
Aguja - helmet girl makes six)? These just seem to be
outright points of confusion about what's supposed to be
happening, rather than Bachalo's usual problem of rendering
a scene in a gratuitously obscure manner.
So it's a flawed story, but nonetheless
an entertaining one with some fun action sequences.
Rogue's new team seem promising, and the Children have
plenty of potential as recurring villains, with a little
more work. On the whole, good stuff.
Rating: B+
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