Mind MGMT vol. 2: The Futurist

That you’re reading this review is a testament to the power of morbid curiosity.  While the first volume of “Mind MGMT” certainly had its merits, writer/artist Matt Kindt’s decision to wrap it up with the revelation that the whole endeavor was a big zero-sum game was thoroughly disappointing.  Essentially we wound up with six issues and change of backstory that were obviously meant to set up the story Kind really wanted to tell.  If your story requires that much setup, one must wonder whether or not it’s really worth telling.  Fortunately, the creator does push things forward with the second volume.  The series isn’t something that I’d recommend wholeheartedly, but the story here does inspire a kind of cautious optimism.

If for no other reason, “The Futurist” is an improvement because its narrative doesn’t engage in the same zero-sum trickery that sank the first volume.  It has a clear plan, follows it through, gains momentum, and wraps up in a way that provides a measure of closure while setting up the next arc.  You’d think that would’ve been the goal of the first volume, yet at least we’re getting this now.

After a brief prologue, things pick right back up with Meru finally realizing that someone has been messing with her head all this time.  This leads her to track down the source of an envelope containing a message meant to kill her written by a former operative of Mind MGMT.  After meeting up with him and getting his story, she gets an abrupt reunion with Henry Lyme who she spent most of the previous volume trying to track down.  Lyme informs her that a former member of Mind MGMT — The Eraser — is trying to re-form the organization and that she needs to be stopped.  Not having any reason to say no, Meru decides to go along with him.

They then embark on a quirky “getting the band back together” quest that has them picking up the other Perrier sister, pop music billionaire Dusty, and Duncan the titular “Futurist” of this volume.  While Perrier and Dusty are fleshed out enough to avoid being total ciphers, Duncan gets some interesting stuff to do in this volume.  Not only do we find out how dull and joyless his type of precognition has made his life, but there’s also a clever sequence where we find out how it can be circumvented.  The man’s general cantankerousness provides a nice counter to the other personalities in the group and the revelations regarding his own history are some of the more engaging parts of the book.  However, despite establishing that Duncan has serious reservations regarding joining up with this group, Kindt really just glosses over them in the end.

It’s not the only plot hole here, as the revelation that Mind MGMT dismissed their greatest threat only to welcome her back with open arms soon after is never fully explained.  I’m also still not sold on Kind’s particular art style.  His sketchy work is certainly an acquired taste, yet his characters are nowhere as expressive as they should be in order to fully involve the reader in this story.  Things are somewhat alleviated by Kindt’s imaginative sense of staging in his panel work and his willingness to cram every last bit of the book with detail.  That last bit can be a bit much to take in at first as you’re bombarded with excerpts from Meru’s novel and a series of mini-comics on assassination letters in the first chapter.  Stick with it long enough and you’ll get the hang of it and see how it all ties into the main story.

Despite the occasional plot hole and uneven art, the ideas behind the characters of “Mind MGMT” and their abilities are as compelling as they were in the first volume.  The difference here is that they actually lead somewhere in the end.  We also get a climax that dovetails nicely with the “Case Files” at the end of each issue.  It also leaves Meru in an interesting place, full of anger and resentment over what has been done to her and with the means to take revenge against those who have wronged her.

Whether or not she’ll do that, or find another path is anybody’s guess.  However, it sets up a direction for the series that’s potentially more interesting than the conflict between Lyme and The Eraser.  I can’t bring myself to love this series, though Kind’s command of the medium and display of craft has me finally respecting what he has done here.  Mainstream success for this series will likely prove elusive even if the rumored movie deal ever gets off the ground.  (Even if if did, the title feels like something that would be more suited for Sundance than Cannes.)  

“Mind MGMT” is different, but it’s now the good kind of different.  If that appeals to you, pick up the first two volumes now.  Or wait until Dark Horse puts out some kind of omnibus so you can get past the hump of the first volume.