A1 once again picks up where things left off with the odd folk of Weirding Willows searching for a purple T. Rex, the Days of Carpe Diem go up against their toughest, and fluffiest, enemy yet, and Blazing Glory’s Odyssey takes a dramatic turn in the Middle East.
The Weirding Willows
In the wake of the rather humorous twist that Frankenstein’s Monster was tearing through the weir in search of a purple T. Rex named Rozalind, Alice and the forest creatures quickly suss out that Roz is the culprit behind Farmer McGregor’s missing sheep (a plot point cleverly planted in the first issue). While Alice and company try to figure out how to capture a rampaging dinosaur the comic introduces us to a new character in the form of Victor, a badger with connections to the strange world of the weir. Meanwhile, the Cheshire Cat approaches an imprisoned Mowgli and offers to help him, but at what cost?
This was where things started to truly tie together for the series. A lot of the comic devotes time to further world building with the continued problem of Hoetoe losing his memories after leaving the weir, as well as the revelation of what’s beneath the badger’s shack. There is also the revelation that Frankenstein’s Monster fell into Hollow Earth from Journey To The Center of The Earth, where he met Rozalind, via a portal. However, the biggest bombshell has to be the introduction of Victor and the odd structure beneath his house. All in all, a great entry in The Weirding Willows.
The team end up in the world’s worst miniature golf course and encounter their deadliest adversary yet: a stuffed animal. Like Issue #2 this comic focuses on a singular character, in this case it’s Sir Tuesday who finds himself in a position to prove himself to his teammates when they’re all incapacitated—or killed in Sir Monday’s case, poor dumb Monday—by the creative deathtraps littered throughout the golf course. Naturally, things don’t go as expected.
After my previous gripe with Carpe Diem’s formulaic insanity it’s nice to see things get shaken up with a story that focuses on Sir Tuesday and some of the interaction between the other characters. Sure, the comic’s trademark zaniness is still present, but the character development keeps it from getting stale. Not to mention, it’s oddly fun to see a usually gory act like stabbing someone with a sword result in stuffing flying instead.
Blazing Glory and his team of soldiers contend with a superpowered Saddam Hussein who can kill people with a single touch. In the ensuing panic a new superhero called Mercury appears to salvage the situation, but at great cost. Once the smoke clears, Glory begins to realize how much the world has truly changed since World War II.
This issue of Odyssey unleashed a series of twists with the revelation of Saddam’s true identity and the arrival of Mercury. Most of which hints at a ton of backstory that, sadly, isn’t explored. Mercury himself really comes out of left field, and I do hope we get to see more of his and Glory’s history together. Befuddling twists aside, the ensuing fight in the hospital between “Saddam” and Glory was pretty intense and a bit morbid as Saddam continued to feed upon the children in the hospital to further empower himself. It’s a very action packed issue that should keep most readers scratching their heads, but never frustratingly so.
So Why Should You Read This Comic?
A1 continues to be a delight to read with some really great developments in both Weirding Willows and Odyssey while Carpe Diem manages to shine with its great humor and some much needed character development.
What’s Not To Like?
Not a whole lot, A1 is at the top of its game this issue. Save some minor headscratchers in Odyssey.