He-Man and the Masters
of the Universe #19 (DC) is written by Rob David (Mattel’s head writer) and illustrated by Tom
Derenick. This is a standalone flashback story, the last before the series gets
rebranded as He-Man: The Eternity War.
Here, twelve years in the past, young Prince Adam wants to join the Masters and
Keldor attempts a coup.
Perhaps this plot would have been more interesting did it
not parallel Scar’s stampede in The Lion
King so flagrantly and so obviously. As it is, the bulk of the story is
thoroughly predictable. There’s some good interaction between Adam and Teela, but
the characters are otherwise on the flat side. And man, that inner monologue doesn’t
fit a kid Adam’s age at all.
There’s a decent amount of lore here, including backstory on
Keldor’s parentage and a bit about how Adam is unique. That’s great, I guess,
if you go for that sort of thing; for me, two pages to “explain” the hocus pocus
of how Adam is this unique prophecy-fulfilling messiah of destiny isn’t a
particularly exciting climax. I know
he’s a unique prophecy-fulfilling messiah of destiny—he’s He-Man, for dang
sakes. But this is hardly the only time this series has had its focus on lore take
priority over its focus on character or storytelling.
Masters of the
Universe is like the original Star
Wars trilogy in that these are worlds populated by main characters (and
conflicts) that are the purest of archetypes, worlds that work perfectly well
without bothering to answer “How does X work?” Why should they? Unnecessary
explanations of fantastical core story elements are not only tiresome, they
pull back the curtain to show the audience exactly how dumb and/or silly things
really are (I’m looking at you, Phantom
Menace). They explain the wonder out of everything.
“The Force!” or “Magic!” are completely sufficient How? answers for these kinds of stories—as
somebody once said, “Any sufficiently explained magic is indistinguishable from
science.” To wit, I never in my life wondered how the Power of Grayskull worked
because I already knew what it was and
what it signified.
As far as Masters of
the Universe is concerned, the loremongering originated with MOTU Classics’
unnecessary attempt to cram all the pre-Filmation material (which I find to be
an amusing quirk of the franchise and have no problem dealing with) into a
single canon. But consider: the broad strokes of lore we got in the classic
Filmation cartoon were sufficient to the task. The added details we got in the
200X show were welcome, and with the exception of the one-off second-season
episode “The Power of Grayskull,” they were incorporated tangentially into the
stories. But this DC material—this is like somebody explaining how a TV works
when all you want to do is watch a show. Never mind that this lore is (to me,
at least) confusing (that’s a nice way of saying there are holes in it) and not
very interesting (because its relevance to the stories is minimal at best).
I got a little bit literary and pretentious there; sorry
about that. Put succinctly, I would rather see an engaging story involving characters
I’ve loved for thirty years than hear about King Miro’s blue baby mama or get a
technical explanation of the theology of the Sorceress and the Goddess. If you
can do both at the same time (or work it in more gracefully), cool, but so far,
I haven’t seen it.
Derenick’s art is solid. I’m particularly impressed with his
range of facial expressions. A nice job all around.
In conclusion: this final issue of He-Man and the Masters of the Universe is a perfectly decent read,
but unless you have some sort of frightening passion for third-gen (MOTU
Classics) lore, it’s also one you can do perfectly well without.
TAKE IT OR LEAVE IT
I haven't read this issue, but I completely agree about over-explanatory lore in MOTU being unnecessary and even detrimental. This is a larger problem in most post-Tolkien popular fantasy fiction. Magic "systems" or "mechanics" have occupied a more and more central place in fantasy fiction, and in the process we've lost the wonder of the fairy tale. Sometimes this kind of mechanical, plot-shaping magic works okay. I know you haven't had much use for him, but I quite like Brandon Sanderson. Sanderson is a prime example, though, someone for whom the magic system comes first and plot comes second. All his plots end up being somewhat similar while his magic systems are highly unusual and creative. I've stopped reading fantasy for the most part because I find this approach rather boring. What I long for is a well-written magical adventure/fairy tale, and this has to leave a lot unexplained. For stories and worlds like MOTU, magic should just be part of the assumptions of the world, having only a few basically explained limitations so that it doesn't deus ex machina the plot to death. To be quite honest, I think Adam is a better He-Man when he doesn't have anything special about him by birth. Forget "destiny", DC.
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