Batman and Robin 666 #7

April 27th, 2009

It’s four years after the events of Batman 666, and Batman, aided and abetted by a new Robin (a re-wired Dollatron: Damian Wayne’s best pal, supertank and portable batcomputer rolled into one), Ace the Batmobile (half bat-themed Godzilla, half mobile fortress with a detachable head that doubles up as a car) and the kind of technology one would more commonly find in an Ian M Banks novel find themselves battling a new breed of villain in a city teetering on the edge of madness.

The Gotham of tomorrow is a fusion of all its previous incarnations: the playground, the gothic wonderland and the hardboiled urban sprawl. Half its population have floated away into it’s virtual reality suburb, Toytown, and a sizeable percentage of the DCU’s magical community have relocated to its outer fringes. Then there’s the influx of other even weirder immigrants from as near as the Plateau of Leng and as far away as 3,000000,00000,000000000 BC. Throw in the increased degeneration of the natural environment globally, just for good measure, and the city’s beginning to feel like a pressure cooker, where all the lunacy confined to Arkham in bygone years is spilling out. Gotham’s certainly at the centre of something, it’s just that, as yet, nobody seems to have any idea what that might mean.

In the first story arc, Snake Charmer, the Sensei unleashed a reality virus programmed to destroy Toytown and cripple the city by plunging its users/inhabitants into an apocalyptic virtual world in which the new Batman never existed. This virtual assault threatened to fry the brains of Gotham’s online citizenry, until Batman and Robin managed to rewrite the virus’s programming from inside the virtual hell, turning it against its makers and preventing the Sensei and his wife, Agrat Bat Malhat, from detonating a nuke in the city’s docklands. Why did the Sensei decide to show his hand after all this time? Nobody knows, but it’s clear he had a hidden agenda. The word on the street is: ‘apocalypse’.


Batman and Robin 666 #6

April 16th, 2009

This week, instead of the usual preamble, I thought we might go for a straight up ‘story so far’ blurb. Afterall, most of our regular readers will have made up their minds about this strip by now and nothing I can say or do will convince the skeptics, the haterz, or the just plain old don’t-give-a-shitters among you that they should read it. But there’s always newbies flooding into Mindless Ones who deserve a little context, even if they can’t be bothered to read what came before. Do bear in mind though, guys, that there’s an awful lot of stuff you won’t have a clear idea of, a lot of context you WILL miss, and a huge amount of panel description that might not make any sense if you opt to drop in at the top.



Sorry about the delay, Superteam. I would have posted this on Friday if it wasn’t for Zom’s notepad fucking up my shit. I was so angry I couldn’t face redoing the entire deleted file until today – I’m sure you understand.

So… this time round there’s a lot more talking – denser panels and whatnot – there’s more wildlife and a sprinkling of magic. BTW, I’ve been checking loads of comics and people break the 25 to 20 words a panel rule ALL THE TIME so I don’t feel that bad about it any more. Obviously if the action’s supposed to be fast paced you can’t go shoving soliloquies in character’s mouths, but if it’s just talking heads, or even a teensy bit of implied movement, then it doesn’t matter so much. Again, I won’t be coming over all Bendis or Kevin Smith.

I wrote this one under the influence of the mighty Melchior Productions Ltd, Vangelis (obviously, but specifically his Apocalypse Des Animaux stuff), Telepathe and Atlas Sound, so it’s all a little downbeat…. Apart from the parts that take place in the Engine Rooms, which I wrote while drinking and chatting with a mate. We had Stay High and Thunderheist on repeat. That LBG tune’s a corker (thankyou, Wrong Tom!).