Mike@Pilots Chamber
11-05-2011, 11:05 AM
Unfortunately this is the last of the Farscape comics (for the moment), but it's an enjoyable finale.
First of all, when I started reviewing the final 12 comics KRAD (the writer, if you don't know) said that I was being a bit unfair reviewing them in the usual batches of 4, and that the final 12 were all one story. This is definitely true but, with each 4 containing roughly an episode-worth of story and starting/finishing at decent intervals, I decided to continue.
When we last left Farscape, Crichton and the rebels (sounds like Star Wars) had managed to fight off the Kkore, with a little help from the Luxans, whilst Scorpy and Rygel had managed to find Stark and the Delvians whom they believe are they key to winning the war. However, the Kkore promised to return with a large fleet to destroy everything in their path.
We return to see the highly modified crew (Crichton, Aeryn, Jothee, Chi, Roiin and various minor characters of different species) planning the battle. It's been observed that the Kkore are ready for whatever awaits them - indeed, they change their tactics to match their opponent, having spied on the Uncharteds for so long. However, mix and match your tactics and you leave the Kkore in a bit of a what-the-frell moment. It's a start. However, Scorpy, Rygel and Stark appear with the Delvians who reveal that they, once, were the Kkore.
Delvin backstory time! Kkore came through from grey space ages ago, decide to conquer it but they've got other places to conquer. A few don't make it back through to grey space. They turn into pacifists, engineer their seeds to become the Delvians and give themselves some form of telepathy and hope nobody notices. It works. But now, of course, the Kkore are back.
Are the Delvians the key? Yes and no. They can use something called the Dej'wah to defeat the Kkore, but there aren't enough Delvians of faith left after the little rebellion Zhaan incited to perform it. Crichton wonders - with Stark and the Eidolans, would any faith do? Would everyone on the rebel side be able to provide a source for the Dej'wah? Stark and the Delvians say yes, though it's a bit of a long shot. Meanwhile, Scorpy decides to do a runner.
So the Dej'wah is used, just in the nick of time. Turns out it's not *quite* a weapon, but instead enhances everyone. This is particularly true of Chiana, who seemingly wants to thieve as much as possible. But it gives everyone the belief that they can win and to be "all they can be". Seemingly through that belief, they manage to turn the tides on the Kkore. Jothee sacrifices himself to bring down three Kkore ships threatening the planet on which the Dej'wah originated, sending D'Argo's Qualta Blade to Moya beforehand. Until Moya is seriously injured.
Oh dear. Moya's got a hole in her. Unfortunately this is in the room where Deke and Noranti are. Noranti sacrifices herself (she was soon to die anyway) by allowing herself to get sucked through the hole and using a flare to indicate danger. Roiin and Chi see the flare from Roiin's ship and get there to save Deke. Scorpy returns with what few Grennij the Kkore didn't kill after they'd outlived their usefulness and helps turn the tables on the Kkore, leaving them defenceless. Aeryn, Scorpy and Crichton offer the Kkore one last chance to surrender (the Kkore can't quite believe they've actually been beaten - seems they don't know the meaning of "surrender"), with the Kkore stating John shouldn't have been able to do any of this, with Earth being a backwater planet not worth their time to conquer. They refuse and are consequently blown up as John gleefully retorts "humans are superior".
And so the aftermath. What few Kkore are left return to grey space without a leader, nor the motivation to get a new one. A memorial for the dead is erected. Roiin leaves. There is economic strife and turmoil throughout the UTs which will take a long time to heal and rebuild, but John and Aeryn know that somehow they will manage.
With that, an adult Deke tells his audience that this story is over, but there are lots of others still to come.
I still don't quite know what to make of this final story (or, more rather, the final story of this final story, which is by no means the final story). I initially thought that the Dej'wah, introduced half-way through, would destroy the Kkore quickly and soundly. Turns out that's not the case. Then I thought at the end of the third issue that the fourth issue would simply be a case of a very quick turnaround with little happening, Kkore defeated, everyone happy etc. That's still not the case.
What did actually happen was a good story being told. We have new developments all the time. Scorpy arriving with the Grennij was unexpected and welcome. Jothee's sacrifice - well, I'm unsure it was entirely necessary but again, proved that there were still things to surprise. There was actually a lot more packed in here than was necessary. I also enjoyed the brief nods to Farscape past, including Zhaan's sacrifice for Aeryn.
The aftermath. Lord Of The Rings probably has the best aftermath that I've come across, but this one's not bad either. Probably a third of the final issue is spent on it, and it tells a realistic tale of what would happen after such an incident. It's pleasant to see this and really makes the story seem not rushed or condensed and suddenly fixed, which one or two Farscape comics in the past have been.
Art - Will Sliney does have faces down. I was also warming a bit to his ships and some of the scenery. I especially liked the scene in the final issue of the crew at the memorial, with John, Aeryn, Rygel, Stark, Chi and Scorpy together as Roiin walks away.
Covers all have excellent artwork, but there are two that I feel are particularly designed well - cover 21, showing Aeryn against Ddan-Myr, and the final cover (though it is mostly the characters in stock poses used from press material).
Overall, I suppose the final 12 issues, when taken together, would be reminiscent of the Peacekeeper Wars in structure, forming a larger series. Perhaps I have been unfair reviewing them separately. But I've started so I'll finish! The Kkore's story is over, and the aftermath leaves plenty of fodder for future stories. This gives us a fair few surprises, all in traditional Farscape style (with John making his regular snaffus and jokes). As said before, a lot of story is packed in, probably more than was necessary, but it's all handled well. The Delvian's secret weapon is thankfully underpowered, requiring other things to save the day and not ending the story prematurely, leaving the Kkore as an interesting side-story to Farscape.
Unfortunately, this leaves us with no Farscape at the moment - an unpleasant prospect. Something must be done to fill the void. But we were left with this until three years ago, when this comic came along and gave us all the Farscape we wanted - admittedly through a different medium - but it was Farscape nonetheless. And, in the big arc of continuity, stands alongside the TV series and the Peacekeeper Wars.
First of all, when I started reviewing the final 12 comics KRAD (the writer, if you don't know) said that I was being a bit unfair reviewing them in the usual batches of 4, and that the final 12 were all one story. This is definitely true but, with each 4 containing roughly an episode-worth of story and starting/finishing at decent intervals, I decided to continue.
When we last left Farscape, Crichton and the rebels (sounds like Star Wars) had managed to fight off the Kkore, with a little help from the Luxans, whilst Scorpy and Rygel had managed to find Stark and the Delvians whom they believe are they key to winning the war. However, the Kkore promised to return with a large fleet to destroy everything in their path.
We return to see the highly modified crew (Crichton, Aeryn, Jothee, Chi, Roiin and various minor characters of different species) planning the battle. It's been observed that the Kkore are ready for whatever awaits them - indeed, they change their tactics to match their opponent, having spied on the Uncharteds for so long. However, mix and match your tactics and you leave the Kkore in a bit of a what-the-frell moment. It's a start. However, Scorpy, Rygel and Stark appear with the Delvians who reveal that they, once, were the Kkore.
Delvin backstory time! Kkore came through from grey space ages ago, decide to conquer it but they've got other places to conquer. A few don't make it back through to grey space. They turn into pacifists, engineer their seeds to become the Delvians and give themselves some form of telepathy and hope nobody notices. It works. But now, of course, the Kkore are back.
Are the Delvians the key? Yes and no. They can use something called the Dej'wah to defeat the Kkore, but there aren't enough Delvians of faith left after the little rebellion Zhaan incited to perform it. Crichton wonders - with Stark and the Eidolans, would any faith do? Would everyone on the rebel side be able to provide a source for the Dej'wah? Stark and the Delvians say yes, though it's a bit of a long shot. Meanwhile, Scorpy decides to do a runner.
So the Dej'wah is used, just in the nick of time. Turns out it's not *quite* a weapon, but instead enhances everyone. This is particularly true of Chiana, who seemingly wants to thieve as much as possible. But it gives everyone the belief that they can win and to be "all they can be". Seemingly through that belief, they manage to turn the tides on the Kkore. Jothee sacrifices himself to bring down three Kkore ships threatening the planet on which the Dej'wah originated, sending D'Argo's Qualta Blade to Moya beforehand. Until Moya is seriously injured.
Oh dear. Moya's got a hole in her. Unfortunately this is in the room where Deke and Noranti are. Noranti sacrifices herself (she was soon to die anyway) by allowing herself to get sucked through the hole and using a flare to indicate danger. Roiin and Chi see the flare from Roiin's ship and get there to save Deke. Scorpy returns with what few Grennij the Kkore didn't kill after they'd outlived their usefulness and helps turn the tables on the Kkore, leaving them defenceless. Aeryn, Scorpy and Crichton offer the Kkore one last chance to surrender (the Kkore can't quite believe they've actually been beaten - seems they don't know the meaning of "surrender"), with the Kkore stating John shouldn't have been able to do any of this, with Earth being a backwater planet not worth their time to conquer. They refuse and are consequently blown up as John gleefully retorts "humans are superior".
And so the aftermath. What few Kkore are left return to grey space without a leader, nor the motivation to get a new one. A memorial for the dead is erected. Roiin leaves. There is economic strife and turmoil throughout the UTs which will take a long time to heal and rebuild, but John and Aeryn know that somehow they will manage.
With that, an adult Deke tells his audience that this story is over, but there are lots of others still to come.
I still don't quite know what to make of this final story (or, more rather, the final story of this final story, which is by no means the final story). I initially thought that the Dej'wah, introduced half-way through, would destroy the Kkore quickly and soundly. Turns out that's not the case. Then I thought at the end of the third issue that the fourth issue would simply be a case of a very quick turnaround with little happening, Kkore defeated, everyone happy etc. That's still not the case.
What did actually happen was a good story being told. We have new developments all the time. Scorpy arriving with the Grennij was unexpected and welcome. Jothee's sacrifice - well, I'm unsure it was entirely necessary but again, proved that there were still things to surprise. There was actually a lot more packed in here than was necessary. I also enjoyed the brief nods to Farscape past, including Zhaan's sacrifice for Aeryn.
The aftermath. Lord Of The Rings probably has the best aftermath that I've come across, but this one's not bad either. Probably a third of the final issue is spent on it, and it tells a realistic tale of what would happen after such an incident. It's pleasant to see this and really makes the story seem not rushed or condensed and suddenly fixed, which one or two Farscape comics in the past have been.
Art - Will Sliney does have faces down. I was also warming a bit to his ships and some of the scenery. I especially liked the scene in the final issue of the crew at the memorial, with John, Aeryn, Rygel, Stark, Chi and Scorpy together as Roiin walks away.
Covers all have excellent artwork, but there are two that I feel are particularly designed well - cover 21, showing Aeryn against Ddan-Myr, and the final cover (though it is mostly the characters in stock poses used from press material).
Overall, I suppose the final 12 issues, when taken together, would be reminiscent of the Peacekeeper Wars in structure, forming a larger series. Perhaps I have been unfair reviewing them separately. But I've started so I'll finish! The Kkore's story is over, and the aftermath leaves plenty of fodder for future stories. This gives us a fair few surprises, all in traditional Farscape style (with John making his regular snaffus and jokes). As said before, a lot of story is packed in, probably more than was necessary, but it's all handled well. The Delvian's secret weapon is thankfully underpowered, requiring other things to save the day and not ending the story prematurely, leaving the Kkore as an interesting side-story to Farscape.
Unfortunately, this leaves us with no Farscape at the moment - an unpleasant prospect. Something must be done to fill the void. But we were left with this until three years ago, when this comic came along and gave us all the Farscape we wanted - admittedly through a different medium - but it was Farscape nonetheless. And, in the big arc of continuity, stands alongside the TV series and the Peacekeeper Wars.