CaptainCanada
Shield of the True North
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Part I: More Moore
The League of Extraordinary Gentlemen (v3): Century: 1910
Well, well, here we go again. After The Black Dossier, which I found tremendously disappointing after so long a wait (v2 itself having been a bit of a let-down from the preceding one), Moore and O'Neill's famous Victorian adventure heroes return for an adventure with an actual plot. The first of three 'graphic novellas' (it's basically just a slim graphic novel) telling the story of an overarching plot in the 20th century, the events of this one were alluded to in the Dossier.
Moore said he wanted this to function both as part one of three and as a story in its own right, hence the decision to abandon the more traditional 22-page single-issue format of previous installments in favour of larger bundles. In that sense, he has succeeded. 1910 has both an internal narrative arc and an ending that augurs future plot developments. On the question of how compelling this story is by itself, I would say reasonably so, moreso than either The Black Dossier or League v.2, though many of my problems with this property remain.
As alluded to in The Black Dossier, this story picks up in 1910, with the League consisting of old standbys Mina Murray (not yet a blonde), Allan Quatermain ("Junior"), Thomas Carnacki (from W. H. Hodgson's The Casebook of Carnacki the Ghost Finder, originally serialized in The Strand), A. J. Raffles (another magazine serial character, created by Arthur Conan Doyle's brother-in-law, E. W. Hornung), and a male Orlando (Virginia Woolf's novel of the same name; a major figure in The Black Dossier). The reign of Edward VII has ended, and the inauguration of George V is impending, with the Great War that will bring to a definitive end this period in world history whispering on the horizon. Our crew is following Carnacki's premonitory dreams which involve the moon-child cult of Oliver Haddo (Aleister Crowley's Moonchild) and the return to town of Jack MacHeath. Meanwhile, in a separate plot, Janni, the daughter of Captain Nemo, arrives in London hoping to escape her father's wish for her to succeed him.
Sexual perversion and violence against women has been a recurring theme in Moore's work (in his early classic, Watchmen), and repeatedly throughout the League books Moore seems to be depicting the nature of Victorian society (he did something similar in From Hell, which also featured Jack the Ripper, though in a very different light to how he's shown here). Moore has taken some criticism for his use of rape as a plot device in the past, so those critics will find more to criticize here, as the poor Janni, violated by some wharfside scum, summons her father's men to wreak deadly vengeance on the waterfront before assuming her father's identity as Nemo. It's certainly not an act portrayed lightly, of course (and never was in his work), but as a plot element it can perhaps get a bit tiresome. Moore has already done many stories about how, as he ends here, human civilization runs on "monstrous deeds".
From a narrative perspective, this story repeats some of the problems I had with earlier iterations of this group: the main characters don't do or accomplish much in the course of the story, there's little character development (only, really, in Janni's case, and that's a fairly standard story that Moore doesn't add anything new to here), or any of the things that make Moore's best work special. The most notable feature is probably Moore's extensive use of written music, as both MacHeath and a seaside madame named Suki spend more or less all their screentime 'singing' (which comes across to the reader as rhymed narration or monologues). This is a unique use of the comic book format that I'm not sure would really work in a visual medium, given the time that passes between panels of the song. As with Moore's From Hell, there's a great deal of criticism of Britain's class structure here, and the hypocrisy of the upper class of this era. Kevin O'Neill's art is customarily good.
This is probably the best whole installment of the League franchise since the original volume in 1999. All the same, I cannot escape the feeling that there are more interesting things Moore could be doing with his time.
The League of Extraordinary Gentlemen (v3): Century: 1910
Well, well, here we go again. After The Black Dossier, which I found tremendously disappointing after so long a wait (v2 itself having been a bit of a let-down from the preceding one), Moore and O'Neill's famous Victorian adventure heroes return for an adventure with an actual plot. The first of three 'graphic novellas' (it's basically just a slim graphic novel) telling the story of an overarching plot in the 20th century, the events of this one were alluded to in the Dossier.
Moore said he wanted this to function both as part one of three and as a story in its own right, hence the decision to abandon the more traditional 22-page single-issue format of previous installments in favour of larger bundles. In that sense, he has succeeded. 1910 has both an internal narrative arc and an ending that augurs future plot developments. On the question of how compelling this story is by itself, I would say reasonably so, moreso than either The Black Dossier or League v.2, though many of my problems with this property remain.
As alluded to in The Black Dossier, this story picks up in 1910, with the League consisting of old standbys Mina Murray (not yet a blonde), Allan Quatermain ("Junior"), Thomas Carnacki (from W. H. Hodgson's The Casebook of Carnacki the Ghost Finder, originally serialized in The Strand), A. J. Raffles (another magazine serial character, created by Arthur Conan Doyle's brother-in-law, E. W. Hornung), and a male Orlando (Virginia Woolf's novel of the same name; a major figure in The Black Dossier). The reign of Edward VII has ended, and the inauguration of George V is impending, with the Great War that will bring to a definitive end this period in world history whispering on the horizon. Our crew is following Carnacki's premonitory dreams which involve the moon-child cult of Oliver Haddo (Aleister Crowley's Moonchild) and the return to town of Jack MacHeath. Meanwhile, in a separate plot, Janni, the daughter of Captain Nemo, arrives in London hoping to escape her father's wish for her to succeed him.
Sexual perversion and violence against women has been a recurring theme in Moore's work (in his early classic, Watchmen), and repeatedly throughout the League books Moore seems to be depicting the nature of Victorian society (he did something similar in From Hell, which also featured Jack the Ripper, though in a very different light to how he's shown here). Moore has taken some criticism for his use of rape as a plot device in the past, so those critics will find more to criticize here, as the poor Janni, violated by some wharfside scum, summons her father's men to wreak deadly vengeance on the waterfront before assuming her father's identity as Nemo. It's certainly not an act portrayed lightly, of course (and never was in his work), but as a plot element it can perhaps get a bit tiresome. Moore has already done many stories about how, as he ends here, human civilization runs on "monstrous deeds".
From a narrative perspective, this story repeats some of the problems I had with earlier iterations of this group: the main characters don't do or accomplish much in the course of the story, there's little character development (only, really, in Janni's case, and that's a fairly standard story that Moore doesn't add anything new to here), or any of the things that make Moore's best work special. The most notable feature is probably Moore's extensive use of written music, as both MacHeath and a seaside madame named Suki spend more or less all their screentime 'singing' (which comes across to the reader as rhymed narration or monologues). This is a unique use of the comic book format that I'm not sure would really work in a visual medium, given the time that passes between panels of the song. As with Moore's From Hell, there's a great deal of criticism of Britain's class structure here, and the hypocrisy of the upper class of this era. Kevin O'Neill's art is customarily good.
This is probably the best whole installment of the League franchise since the original volume in 1999. All the same, I cannot escape the feeling that there are more interesting things Moore could be doing with his time.