|
|
|
The X-books are all in mid-storyline this
week, but on the principle that I ought to properly review
at least one of them, let's check in on X-Factor.
Issue #29 is titled "The Only Game in
Town, part 1", but in reality it's the second part of a
story that began with last month's post-Messiah Complex
transition issue. Notionally, that crossover provides
the starting point for this story. But in fact,
X-Factor is currently doing the sort of soul-searching
that all of the X-books should have done a few years ago,
after House of M.
There are still virtually no mutants
around to protect, and "Mutant Town" has now reverted to
being the Middle East Side, as the ex-mutants drift back
into normal lives. The X-Men have officially called it
a day, and as the only X-team still together (so far as they
know), X-Factor find themselves sitting around wondering:
What's the point? What exactly are we trying to
achieve here? And, by extension, what's the book
about?
Ironically, it's Madrox who seems most
determined to keep the team together. Over the last
few years, Peter David has generally been writing Madrox as
somebody who has no direction in life, because he can do
everything at once and never needs to choose. David
has written a very clever gradual transition over the last
few years, with Madrox rediscovering some sense of purpose
in his new group - and now haunted by the niggling fear that
the group might not have any purpose at all, beyond sticking
around for the sake of it.
The story doesn't offer any particular
answer to the "What's the point?" problem, which continues
to afflict most of the X-books to some extent. But it
does place the issue front and centre, giving the storyline
the direction and purpose it's been missing. If you
just wipe out all the mutants and the survivors carry on
doing superhero stuff as normal, even thought the raison
d'etre of the team has been eradicated, then you've got no
direction. But if you have the characters standing
around wondering why they're still together then that lack
of direction becomes the direction in its own right - at
least for a short period.
Admittedly, to some extent, this
genuinely does come across as a last-ditch attempt to
salvage something from a deeply unsatisfactory status quo.
Rahne was hastily written out last issue, so that she could
join the cast of X-Force, and this month the subplot
about Guido becoming the sheriff of Mutant Town is also
dropped like a stone. All this gives the impression
that David is changing tack to address the problems that the
wider X-Men storylines have caused for him. But he's
doing it successfully, and turning a highly questionable
status quo to genuine advantage.
From here, it seems, we're heading into
an Arcade storyline. Arcade couldn't be further
removed from the noir stylings of early X-Factor
issues, nor is he obviously likely to an answer to the
team's existential woes. After all, as a weird
pseudo-Silver Age gimmick villain, Arcade is perhaps the
most pointless and absurd bad guy in the X-Men's catalogue.
I suspect that's why David is using him; the last thing the
X-Factor cast want right now is to spend two or three issues
fending off utter meaninglessness, which may well make this
a singularly inspired use of this questionable character.
The crucial thing, I think, is that while
I have no idea where Peter David is heading with this
series, the fact that he's so openly addressing the apparent
problems with the status quo convinces me that he must have
something in mind to get out of this corner. And that
makes everything work.
Rating: A-
back |
continue |