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Technicolour dimensions: John Smith and Edmund Bagwell's Indigo Prime

Anthropocalyptic.

New Statesman

Indigo Prime: Anthropocalypse
John Smith (W), Lee Carter (A), Edmund Bagwell (A)
Rebellion, 160pp, £14.99

The British comics weekly 2000 AD will always be primarily identified with its anti-hero Judge Dredd, the rugged cop of the fascist, futuristic Mega-City One. In addition, the title hosts a couple of other series which, while not reaching the same iconic heights, are certain to summon a wistful smile in comics fans of a certain age – Rogue Trooper, Strontium Dog, Nemesis the Warlock and Slaine, to name just a few.

But one of the strengths of the magazine's anthology format – each week, it features six to eight pages each of five different stories – is that it can bank on those core properties while also taking the sort of risks that are uncomfortably rare in mainstream genre comics.

One of those risks which paid off is Indigo Prime. The original series, which ran on and off from 1988 to 1991, detailed the exploits of the eponymous extra-dimensional agency, which is charged with maintaining the multiverse. Written by John Smith, with the majority of the art by Chris Weston, the series was a frenetic introduction to the organisation and its agents, climaxing with a ten-part story called "Killing Time" involving a journey on a time travelling train with a variety of Victorians including Jack the Ripper.

It was odd.

Over 20 years later, Smith has resurrected Indigo Prime – the agency and the series – in two stories collected in the Anthropocalypse paperback. But, as always with the writer, it's not quite that simple.

The first story, Dead Eyes, initially appears to have nothing to do with Indigo Prime at all. Described by Smith as an attempt to write "cavepunk" (think hi-tech neanderthals), and illustrated by Lee Carter, a new (at the time) artist whose highly textural work would later be put to better use drawing the religious horror Necrophim, Dead Eyes is conspiracy-theory-as-fiction.

A young soldier wakes up in Porton Down, where he's subject to horrific medical trials designed to unlock some latent ability in him. He escapes, and, evading a masonic conspiracy, finds his way to the underground city of Cthonia, the home of a race of Neanderthals who mastered advanced technology and escaped the rise of humanity.

It's imaginative stuff, but Dead Eyes flunks the execution. Carter's artwork looks muddy after the colouring, with whole pages the same hue. Detail gets washed away, and it can get hard to work out what is actually going on. That's a fault shared by Smith, whose plotting this time falls just the wrong side of inventive. Ideas are thrown at the wall on every page – "Down's syndrome orphans moulded by Masonic mind-control techniques into post-modern metrosexual killing machines for the state", reads one description – but the success rate is low, and too frequently the ones which work are also the ones cast aside by the next panel.

But everything takes a turn for the better on the last page of Dead Eyes, as the world melts around our protagonist and he wakes up in a clone-grown body in the recruiting bay of Indigo Prime.

Recontextualised by that last page, Dead Eyes is still sub-par, but is also an important introduction to Danny Redman, our viewpoint character as we return to a world last seen, if at all, two decades ago. And from there, everything gets much better.

The second story, presented in two parts as Everything and More and Anthropocalypse, pushes Smith's strengths in exactly the right direction. Partially, this is achieved through being paired with an artist far more suitable to the story at hand. Edmund Bagwell's high-contrast colouring and detailed linework allows for a level of detail in each panel which Carter couldn't match, and clarifies a story which rests on rapid shifts in location and time.

But it's also because the world of Indigo Prime itself is intrinsically suited to Smith's writing style. An agency working to repair the multiverse naturally drops into a a lot of parallel universes, and that lets Smith visit for a second the sort of ideas which other writers would turn into a ten-part miniseries.

"A XENOCIDE-CLASS SPAWNBROKER DREADNOUGHT FLEEING THE BABY PHARMS OF JEZEBEL'S MAW CRASH-WARPS INTO PARIS"

"THE JURASSIC GATECRASHES THE HOLOCENE IN A RIOT OF FEATHERS AND FLESH"

"LOVESICK FREEDOM FIGHTERS STRANDED ON THE SHORES OF THE MAMRE ENTROPY REEFS AS MASS WARHEADS DETONATE"

Each is shown for a fleeting panel, illustrated in glorious technocolour, and then abandoned. But rather than being distractions, dragging down the plot, they are almost the point. Anthropocalypse begins with a hunt for a bewilderbeast, a cross-dimensional herbivore, which dizzyingly spins through dimensions. It's the same trick used in the opening of Everything and More, but it hits even harder the second time. And as that story ends on a cliffhanger, I hope there'll be a third.