IAN LIVINGSTONE’S FREEWAY FIGHTER
Andi Ewington and Simon Coleby
Reviewed by Mark Lain
If you were
to choose which entry from all the FF canon had the most potential for either a
film/TV or graphic novel adaptation, then it has to be a choice between House Of Hell (which abortively did
almost become a film a few years ago until it fell into a black hole of
development hell) or Freeway Fighter
(which, let’s face it is a rip-off of a film anyway given its striking
similarity to the Mad Max franchise).
The three Chadda Darkmane novels, with their conventional narratives, are also
obvious choices and the first one, The
Trolltooth Wars, did indeed get a GN adaptation a year or so before Freeway Fighter, but this was a fairly
lukewarm affair made all the more lacklustre by a disastrous Kickstarter
campaign that left most backers either totally hacked off or completely
disinterested by the time it finally landed. It was initially also suggested
that the Freeway Fighter GN might be
funded by the Kickstarter route but it was ultimately picked up by Titan Comics
and published conventionally over four monthly parts in standard comic book
format, followed inevitably by a single combined volume trade paperback.
After the not
actually too bad but also not that great experience that was Steve Jackson’s The Trolltooth Wars GN,
I was wary of Ian Livingstone’s Freeway
Fighter potentially being a wash-out. The novel of The Trolltooth Wars is brilliant and bounces along as it takes the
reader through an assemblage of much-loved FF lore. But the GN is a diluted
affair with inappropriate art that does the material no justice at all. The Freeway Fighter gamebook is huge fun,
but it is very dumb fun and is a far cry from the deeper fantasy material that
FF mostly put out. So, other than a catalogue of mindless violence punctuated
by a car driving across a post-apocalyptic wasteland (which would undoubtedly
be very entertaining in comic book format) what could we expect from this GN?
Well, the fact is that that is exactly what we get with Ian Livingstone’s Freeway Fighter, but personally, other than the
lead in to the gamebook (more on this later) I think this is actually what
makes this such a winner as it is frenetic, fast-paced entertainment for its
own sake. Just like the gamebook, it is straightforward, violent, and does not
take itself too seriously, but there is also a lot more going on too in the
characterisations.
The plot,
such as it is, is the story of Bella de la Rosa, a road drifter, who stumbles
across Ryan in the town of Baker, and agrees to take him as close to New Hope
as they can get on the fuel they have. Thus we follow their journey together as
they get repeatedly harassed by Doom Dogs who want her Dodge Interceptor. And
this is the central maguffin of the story, as the real star of the show, and
the actual subject of the GN, is the car itself’s backstory, starting in a
Prologue where Bella races in it, and finally ending where it is getting
souped-up ready for the journey to San Anglo that we play out in the gamebook.
Throughout the GN, the car is treated as an entity – Bella chats with it,
confides in it, sympathises with it, and cares for it. It is her one reliable
constant in a futuristic world gone mad. The primary human characters she meets
are mostly unreliable: the Doom Dogs are psychotic hooligans, and Ryan is
pretty useless. Bella herself is a great lead. In classic action movie lead
style, she is feisty, wise-cracking, very streetwise, but also massively
haunted by personal demons and is hugely aware of her own mortality and
constantly literally looks Death in the face. Ryan, on the other hand, is
naïve, clumsy, nervous, and awkward, but ultimately means well and seems
genuinely grateful to have met someone who does not want to kill him. Bella
cares little for human company (her car is her only friend), but her humanity
prevents her from abandoning Ryan to his inevitable fate.
Alongside
these two new characters, and to make this feel familiar and connected, are a
number of familiar faces and tropes from the gamebook itself. Spark Plug Pete
shows up, The Animal drives the iconic Red Chevvy from the book’s cover, the
ever-handy Flat-U-Fix gets put to use, and we meet Sinclair in New Hope right
at the end. We even find a wrecked second Interceptor at one point and the wry
observation is made that you don’t see many of those about! There are also many
Easter Eggs for the eagle-eyed to pick out, some of which have FF meaning, some
of which are just social commentary. Amongst these are: de la Rosa’s car is
number 44 (this is Ian Livingstone’s “special” number); the helmet on the first
Doom Dog that harasses Bella in the opening salvo of the GN has the number 13
on it (Freeway Fighter is FF #13);
the keys to the Interceptor are on a four-leafed clover keyring (a Luck symbol);
the Red Chevvy is present (as noted above); The Animal is also here; FF
mega-collector and one-time Warlock Jamie Fry appears as a Doom Dog (he won a
competition to be drawn into the book); and the only food Bella can find in an
abandoned empty store is a bar of Trumpish Delight (presumably a wry nod to the
pre-Presidency media belief that Donald Trump would start an apocalypse of some
sort).
The point of
most of the GN is simple violent entertainment, but it is bookended by a beginning
and an end that have some real substance. The introductory pre-disaster car
racing Prologue ends with the line “This isn’t going to end well” as it cuts
into the Interceptor being pursued at high speed by a Doom Dog. This is a very
cinematic concept: the opening action sequence that we join part-way through
that then cuts to a similar juxtaposition but several years later and far more
dangerous. This is a neat segue (and commentary on the whole piece), but the
conclusion of the GN has an even neater segue: Sinclair notes that “I do have a
use for a good driver. We’re running low on fuel. I need someone to go to the
oil refinery at San Anglo for us” and thus, YOU presumably then come along
after the GN ends as it leads directly into the gamebook. Equally, the final
action scene sees the Interceptor being pursued to the gates of New Hope by the
ever-present nuisance of the Doom Dogs. The gamebook tells us that Sinclair was
kidnapped in an attack on New Hope by some bikers – the same ones that pursued
Bella to NH in the GN perhaps?
Whilst there
is a lot of cartoon violence in this GN and the action level and pace is full
on, there are moments of quiet pathos too such as when Bella finds a couple who
have overdosed on barbiturates. The way she talks to her car and sees it as a friend
is a poignant commentary on loneliness and the need for human contact (or a
substitute for this). The deep meaning in this is all the more intense as the
car is a direct connection for her to her dead father and acts as his
substitute too, hence the way she talks to it like it is her only true friend
in an utterly lost world.
The
Interceptor itself (really the star of the show) is at odds with that in the
gamebook, however. The latter version as drawn by Kevin Bulmer is akin to a
Lamborghini, whereas the Simon Coleby version in the GN bears a striking
similarity to a Dodge Charger (although when I queried this with Coleby he did
say that its look is a product of his imagination). Perhaps the I-400 Interceptor
is a subconscious development of the Charger that we will one day still see
lol. As this story comes before the gamebook, the Interceptor in the GN is
nowhere near as tooled-up as the gamebook version, something that makes perfect
sense as the gamebook’s Introduction does specifically say that it has been
modified to resemble a battle-car.
On the
subject of Coleby’s art, this is key to the success of this GN. His action sequences
are full of visible movement and there is a momentum and frenetic pace to his
chase and battle images. The counterpoint to this is the way he captures the
calm of the few moments of respite. Both of these points demonstrate just how
skilled Coleby is in making his images really get across the various tempos of
the piece. Coleby’s work for 2000AD
always had these features and he has illustrated this GN perfectly in my
opinion. The inappropriate Cartoon Network-style Gavin Mitchell art in Steve Jackson’s The Trolltooth Wars
massively detracted from the effect it should have had. Coleby’s work in Ian Livingstone’s Freeway Fighter
however could not be better-suited and the decision to use him was inspired as
his interpretation of the various scenes is perfect. Coleby produced the
internals for the entire GN (ie all four parts) but, as is always the case with
short multi-part comic books, the original individual issue versions came with
a plethora of cover variants by numerous artists. However, the four Coleby
covers are my favourites by far, again, because of the high octane imagery they
portray. As Coleby’s interiors work so well, I find the variant covers by other
artists to be rather less successful. To keep the collectors happy, each of
Issues 2 thru 4 came with three cover variants. Issue 1 was offered with SEVEN
variant covers: the standard A/B/C options of the next three issues, a
Forbidden Planet exclusive using the original Jim Burns Puffin cover, a similar
version with the Burns Battle Cars
cover used on the Wizard reprint, a beautiful movie style poster cover, and a
fanboy treat in the wraparound Adventure Sheet cover. There is actually an eighth
variant too, but it is only a semi-variant isasmuch as Forbidden Planet offered
for presale a version of the Burns red Chevvy cover signed by everyone involved
(which annoyingly had one person missing who was late so missed the pre-signing
event meaning only those copies where signatures were collected in person at
the actual FP public signing event have him on them). Obviously the two Burns
covers are fabulous, as is the movie cover. The Adventure Sheet cover is fun
for the nostalgia but being just a black and white affair, it is actually rather
downbeat. But, as I said before, of all the variants across the four individual
issues, the Coleby versions win it for me. There is one particularly odd
variant of Issue 1 where Bella has her hand in a dubious place and seems to be
interfering with herself! Once the four parts were collected together into a single
volume TPB, there were even two variants of this: the standard version uses the
Coleby Issue 1 cover of the speeding Interceptor, whilst a FP exclusive uses
the Burns red Chevvy cover again. In a neat touch, the Coleby cover TPB has a
green spine (the Burns’ spine is orange) and each individual Issue has a green back
cover. All nicely on-brand then.
Writer Andi
Ewington is no newcomer to comic books and had written several before this
piece came about. The whole thing is clearly a labour of love for Ewington and
his attention to detail to make it consistent with and interconnecting to the
gamebook is very apparent. The dialogue is snappy and suitably hard-boiled, and
there is a sparcity to speech that suits the piece nicely. Dialogue plays
second fiddle to action and the limiting of the speech bubbles allows the art to
speak for itself and drive this through. I remember when the individual Issues
first came out, that reading Issue 1 with its very limited amount of dialogue,
really did make it feel like a pre-credits sequence, which it sort of is, as
the real Mad Max-style violence,
explosions, and converted road vehicles kicks in from Issue 2. A real credit to
Ewington is that the GN works equally as well as a comic book for its own sake,
as well as a FF fan confection, and there is definitely an intended market
beyond the niche of FF fans as there is nothing here to alienate a reader with
no knowledge of the source gamebook. For me, obviously, the pleasure is in getting
another part of the FF cannon and growing the world, especially as this is a
non-Titan set book and these generally get ignored in the overall
world-building in FF.
The
individual Issues and the combined GN included some additional material too,
which is always welcome as it expands our understanding. In Ian Livingstone’s
introduction he admits what we all suspected (that he deliberately cribbed from
Mad Max) but he makes an odd remark
when he says that the GN is “[an] adaptation of the interactive book as a
linear narrative” which it quite simply is not. It is the Prequel and a completely
different part of the story arc to that found in the gamebook. Generally
though, IL’s intro is very useful and gives us an early history of FF for those
readers who are not already familiar with it. There is also a nice and very
heartfelt tribute to the original gamebook’s artist Kevin Bulmer, written by
his ex-partner. This is actually very revealing and shows just how involved
Bulmer was in video gaming in particular. His work with Jeff Wayne on War Of The Worlds is interesting to read
and learn about too. Also included is a nice potted overview of Freeway Fighter itself by Jonathan Green
and a few pages of Coleby’s concept art and prelims which are interesting to
see. In other words, all of the “Special Features” (if this were a DVD) are
worthwhile and add to the experience for those who want to know more beyond
simply reading the GN.
And it is a
good job that we do get this added value material as, if I have one criticism
of this GN (and I really can only think of one) it is its brevity. In episodic format,
each Issue is over in a few pages just as it gets going and, whilst this does
leave you itching to read the next instalment, these are rather too short as
comic books go. Indeed, even in its combined volume format, I reckon this takes
no more than 15-20 minutes to read from cover to cover. On the one hand it can
be argued that the shortness maintains its relentless pace and means there are
no lulls or pointless filler parts. However, it would have been nice if it were
longer as it does leave the reader feeling a little bit short-changed,
especially compared to most TPBs I have read. But, as I said, this is literally
the only issue I can take with this and it is otherwise very good indeed and
hugely enjoyable.
For collector
interest, in addition to the seven versions of Issue 1 and the three versions
each of Issues 2 thru 4 (giving a total of 16 covers for the collector
to get hold of), plus the two cover variants of the GN version, Forbidden Planet
also produced a pair of exclusive 18” x 24” giclee prints of the two Burns
covers, each limited to 25 units signed and numbered by Ian Livingstone and Jim
Burns. Further promotional paraphernalia was also produced in the form of a set
of two double-sided art postcards that were given away at Fighting Fantasy Fest
2, an A5-sized print signed by Livingstone that was exclusive to OK Comics in
Leeds, plus the Burns variant of the collected TPB version also came with a
print signed by all interested parties. Titan Comics (and indeed Forbidden
Planet) rarely miss an opportunity to bankroll comic books nowadays meaning
there is plenty out there for the completist to gather together.
The first
attempt at a FF-based GN (Steve Jackson’s
The Trolltooth Wars) was not a success overall. It suffered from misguided
planning on many levels, was the work of largely untested creators in PJ
Montgomery and Gavin Mitchell, was marred by a farcical Kickstarter campaign to
fund it, and is unlikely to appeal (or make any sense) to the non-FF fan
reader. This second offering though from the talented creative team of Ewington
and Coleby is very impressive and definitely does justice to its own concept as
well as being very respectful to the original gamebook. The lead into the
gamebook is smooth and effective, the action is breathtaking, the art is
fantastic, and the whole thing just works brilliantly. OK, it is undeniably
short and is light on plot but these are greatly made up for in its many positives.
I have read it umpteen times and will continue to re-read it whenever I want a
quick fix of mindless futuristic violence whilst feeling a bit of sadness for
the average person who is just trying to eek out an existence in a collapsed society.
I could sit and enjoy Coleby’s art in this GN for ages without even reading the
text or following the story and therein lies, for me, the sign of a successful
comic book: the art can stand on its own, the plot can stand on its own, and
the whole thing meshes beautifully. There was talk at one point of Ewington producing another FF-based GN in the form of Deathtrap Dungeon, but sadly this project fell through, which is a huge shame as I would have loved to see more FF comics from Ewington as his first is really great stuff.
Another top review. Here's Andi Ewington, Simon Coleby and Jim Burns discussing the Freeway Fighter GN at Fighting Fantasy Fest 2:
ReplyDeleteFighting Fantasy Fest 2: Freeway Fighters
Here here, we want more from Ewie!
ReplyDeleteGreat review Mark. You just keep reading to get a 'Jamie' fix really!
ReplyDeleteExcellent review as always, damned good show. Though it does annoy me that I have the same name as this apparently mediocre and unprofessional artist. I'm even lumped in with him on Goodreads which is a mixed blessing in terms of publicity.
ReplyDeleteYou made me want to read it, Mark.
ReplyDeleteAny chance of another gamebook review soon ;)