By Paul O'Connor(writer) & Hector (Artist)
Published by Adventure Comics (1992)
Six individual issues, 120 pages total
Finished 1/7/2018
My Comic Shop.com Listing
For more readings, try books by Rex Hurst.
Published by Adventure Comics (1992)
Six individual issues, 120 pages total
Finished 1/7/2018
My Comic Shop.com Listing
“The computer exists only to make you happy. Yet you are
unhappy. Hence you must be unhappy because it makes you unhappy to be unhappy.
If you are unhappy, then the computer is unhappy. No one who loved the computer
would want to make it unhappy. Thus, you must hate the computer.”
This
is a little different from what I usually review as this is not a book but a
limited series comic, but I felt it was so outstanding that I decided to review
it. The comic has never been reprinted to collected into a trade paperback, but
the link for individual issues is above for those who are interested.
This comic is based on the tabletop RPG of the same name,
published (at the time) by West End Games. These issues were produced in the
early 90s when pen-and-paper RPGs were at the top of their game and people
flocked to them. When you said you were a gamer, this is what you meant. This
was well before video games became so good. Doom
had only recently emerged to change the scape of games.
Paranoia the game was (and is) a campy take on the entire
RPG series. The game had humorous tendencies, but also contained a bizarre
viciousness underneath. A player had six clones of his character and had to
navigate a world gone mad, wherein the person running the game was encouraged
to ignore the rules and destroy the players as quickly as he could. In a sense
it was a science fiction survival comedy game- first of its kind.
The setting is in Alpha Complex, a giant self-contained
dome city (here located over San Francisco) some undetermined time after a
nuclear war. Alpha Complex is run by a malfunctioning computer who had certain
guidelines installed that conflicted with other guidelines, leading to the mess
that is the current society. The city’s citizens are grown in vats, cloned in
groups of six, and only one clone is allowed out at a time. Citizens are ranked
on the rainbow spectrum of ROY G. BIV (red, orange, yellow, etc.). The computer
is their god.
Happiness
is mandatory. Anyone who is unhappy must be a communist and is committing
treason. Treason is punishable by death. Being a mutant is treason, but
everyone is a mutant. Being a member of a secret society is treason, but
everyone’s a member of a society. Anyone can turn a person in if they suspect
them of treason. In fact, not turning them in is treason. As you can see, the
title, Paranoia, is well chosen.
The writer and artist played this setting exactly right.
There is no tongue-in-cheek ha-ha humor here. The setting and the characters in
it are taken as deadly serious. While there is humor, it is dark and sinister.
The artist and writer take their job seriously and create the best story the
setting could allow. In fact, I would say that the material is much better than
their source (certainly the art). Each issue deals with one of the six clones
of King-R-THR (The middle digit refers to their rank- as in red. And the last
three is the section where they dwell). It is insane, brutal, and ultimately
has a heartbreaking ending. Bravo. I wish I could more from these two.
This was published by a small imprint called Adventure
Comics. Originally named Adventure Publication, the company was bought out as
an imprint for Malibu Comics. It was then relegated to publishing only licensed
properties, such as the one above.
Once
upon a time Malibu and its superhero Ultraverse once gave the big boys a run
for their money. It had several imprints Aircel and Eternity, along with
Adventure. Eventually all of the imprints were bought up by Marvel and then
disbanded a few years later during the mid-90s comics crash, when we all got
sick of being pumped with substandard material.
For more readings, try books by Rex Hurst.
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