Hawkman Vol. 2: Allies and Enemies


By Geoff Johns, James Robinson, Rags Morales & various (DC Comics)
ISBN: 978-1-4012-0196-8

After a cracking start to his own series (see Hawkman: Endless Flight) the reincarnating Winged Warrior offered even more thrills, chills and spills as his new series progressed. One of DC’s most visually iconic characters, the various iterations of Hawkman had always struggled to find enough of an audience to sustain a solo title. From his beginnings as the second feature in Flash Comics, the Feathered Fury struggled through many excellent yet always short-lived reconfigurations. From ancient hero to space-cop and (post-Crisis on Infinite Earths) Thanagarian freedom fighter  Hawkman (and Hawkgirl) never quite hit the big time they deserved.

Hawkman premiered in Flash Comics #1 (January 1940), created by Gardner Fox and Dennis Neville, with Sheldon Moldoff and Joe Kubert carrying on the strip’s illustration, whilst a young Robert Kanigher was justly proud of his later run as writer. Carter Hall was a playboy archaeologist until he uncovered a crystal knife that unlocked his memories. He realised that once he was Prince Khufu of ancient Egypt and that he and his lover Chay-Ara had been murdered by High Priest Hath-Set. Moreover with his returned memories came the knowledge that both lover and killer were also nearby and aware…

Hall fashioned a costume and anti-gravity harness, becoming a crime-fighting phenomenon. Soon the equally reincarnated Shiera Sanders was fighting and flying beside him as Hawkgirl. Together these gladiatorial “Mystery-Men” battled modern crime and tyranny with weapons of the past.

Fading away at the end of the Golden Age (his last appearance was in All Star Comics #57, 1951 as leader of the Justice Society of America) they were revived nine years later as Katar Hol and Shayera Thal of Thanagar by Julie Schwartz’s crack creative team Gardner Fox and Joe Kubert – a more space-aged interpretation which survived until 1985’s Crisis, and their long career, numerous revamps and retcons ended during the 1994 Zero Hour crisis.

When a new Hawkgirl was created as part of a revived Justice Society comic, fans knew it was only a matter of time before the Pinioned Paladin rejoined her, which he did in the superb JSA: the Return of Hawkman , promptly regaining his own title. This time the blending of all previous versions into a reincarnating, immortal berserker-warrior appeared to strike the right note of freshness ad seasoned maturity. Superb artwork and stunning stories didn’t hurt either (for which see the excellent previous volume Hawkman: Endless Flight).

The reconstituted Hawkman now remembers all his past lives: many millennia when and where he and Chay-Ara fought evil together as bird-themed champions, dying over and over at the hands of an equally renewed Hath-Set. Most importantly, Kendra Saunders, the new Hawkgirl differs from all previous incarnations. This time Shiera was not reborn, but possessed the body of her grand-niece when that tragic girl committed suicide. Although Carter Hall still loves his immortal inamorata his companion of a million battles is no longer quite so secure or sure of her feelings…

This second captivating volume reprints issues #7-14 of the monthly comicbook and further gems from the one-shot Hawkman Secret Files, beginning with a fascinating reunion between the Pinioned Paladin and his one-time best friend the Atom. ‘Small Talk’ by Geoff Johns, Rags Morales, Prentiss Rollins & Michael Bair has the old comrades rediscover each other by recapping the momentous events that have transpired whilst Carter Hall was dead – useful and insightful for new readers – all whilst Hawkgirl tracked down a super-miscreant for the ever-so grateful Chief Nedal of the St. Roch police.

James Robinson rejoined the creative cast for ‘In the Hands of Fate’. The convoluted history of the Hawks threatened their effectiveness and happiness, and Dr. Fate intended to fix their problems, but before any resolution, the body of Kendra Saunders – which housed the spirit of Egyptian princess Chay-Ara – was confronted by long-suppressed memories of a brutal assault: an experience which led to her suicide and rebirth as Hawkgirl. Meanwhile the mystic master dragged Carter through his own panorama of horrific remembrances…

Before the esoteric therapy session could conclude the Hawks were propelled into a calamitous battle in the Himalayas against their oldest foe in a fresh new guise. ‘Snowblind’ saw Winged Wonders battle an army of killer yeti to recue aged adventurer Speed Saunders, whilst in ‘Everlasting Love…?’ the heroes unveiled a secret weapon of their own to thwart the malevolent mastermind, but sadly, too late as the terrifying transformation an already efficient enemy into ‘The Darkraven’ (with additional inks from Dennis Janke) upset everybody’s plans and threatened all of Tibet. Even after their narrow victory greater shocks and horrors were awaiting their return to Louisiana…

‘Fine Day For a Hanging’ (illustrated by Tim Truman) delved into a past life of the heroes, revealing that once Carter and Shiera had fought injustice as the masked gunfighter Nighthawk and frontier legend Cinnamon. Not only is this ripping yarn a cracking cowboy romance and stunning change of pace, but it also serves to set up the compelling saga which follows…

Arrested for murdering a cop, Kendra is being taken to prison by Chief Nedal when events take an utterly unexpected turn. ‘Killers’ (Johns, Ethan Van Sciver & Mick Gray) revealed that the cop had concealed a startlingly intimate connection to Kendra that stretched back to her earliest years. Now Nedal has gone completely over the edge…

Naturally there are secrets within secrets and phantom villain the Gentleman Ghost smugly reveals how – and why – he has been orchestrating the Hawks’ woes and miseries for over a century in ‘Killers Part Two’ (with art from Don Kramer & Rollins) – a tense and tragic thriller that could only end in the spilling of innocent blood …

Grim, gripping, stark and uncompromising, these are some of the most stirring episodes in the high-flying heroes’ seventy-odd year history and still the best is yet to come. Absolutely unmissable superhero sagas for older fans and novices alike, Enemies and Allies is a magnificent, beautiful and compelling example of what great creators and fresh ideas can achieve with even the oldest raw material.

© 2002, 2003 DC Comics. All Rights Reserved.

JLA: volume 4: Strength In Numbers


By Grant Morrison, Mark Waid, Christopher Priest & various (DC Comics)
ISBN: 978-1-5638-9435-0

By the time of this fourth collection featuring the astonishing exploits of the World’s Greatest Superheroes, a pattern for big-picture epics and frenetic cosmic endeavours had been established and series resuscitators Grant Morrison and Howard Porter were clearly, patiently, laying the complex groundwork for a colossal future saga.

Collecting issues #16-23 of the monthly comic-book and the Prometheus one-shot, this volume kicks off in full-attack mode with ‘Heroes’ (Christopher Priest, Yanick Paquette & Mark Lipka) as the world’s costumed champions (and a few obnoxious and hilarious hangers-on) gather to relaunch the JLA following its formal dissolution, after which the villainous Prometheus stars in a chilling origin tale ‘There Was a Crooked Man’ by Morrison, Arnie Jorgensen & David Meikis.

The main event begins with ‘Camelot’ (by Morrison, Porter & John Dell) as the new team – Superman, Batman, Flash, Green Lantern, Wonder Woman, Aquaman, Martian Manhunter, Huntress, Plastic Man, Steel, the fallen Angel Zauriel plus covert information resource Oracle – invite the world’s press to their lunar base, the Watchtower, inadvertently allowing the insidious and seemingly unstoppable mastermind to infiltrate and destroy them. Continuing with ‘Prometheus Unbound’ (assistant-inked by Mark Pennington) the heroes strike back, aided by a surprise guest-star and the last-minute appearance of New Gods Orion and Big Barda (yet more hints of the greater threat to come…)

Scripter Mark Waid steps in for a scary, surreal and utterly enthralling two-part thriller ‘The Strange Case of Dr. Julian September’: ‘Synchronicity’ is illustrated by Porter& Dell and finds the heroes hard-pressed to combat the rewriting of reality by a luck-bending scientist. Walden Wong joins the art team to conclude the spectacular last-chance battles in the ‘Seven Soldiers of Probability’ featuring an impressive guest-shot for lapsed JLA-er the Atom.

Adam Strange then guests in a splendid ‘Mystery in Space’ (Waid, Jorgensen & Meikis) as the League travels to the distant planet Rann only to be betrayed and enslaved by one of their oldest allies; an epic encounter resolved in the Doug Hazlewood inked ‘Strange New World’. This gloriously “old-school” volume then concludes with the return of Morrison, Porter and Dell for a multi-layered extravaganza as the League’s most uncanny old enemy returns. ‘It’ finds the world under the mental sway of the insidious space invader Starro, and only a little boy, aided by the (post Neil Gaiman) Morpheus/Lord of Dreams/Sandman can turn the tide in the breathtaking finale ‘Conquerors’…

If you haven’t read this sparkling slice of fight ‘n’ tights wonderment then your fantastic comic-life just isn’t complete yet. Compelling, challenging and never afraid of nostalgia or laughing at itself, the new JLA was an all-out effort to be Smart and Fun. For that brief moment in the team’s long and chequered career these were the “World’s Greatest Superheroes” and these increasingly ambitious epics reminded everybody of the fact. This is the kind of thrill that nobody ever outgrows. These are graphic novels to be read and re-read forever…

© 1998 DC Comics. All Rights Reserved.

JLA: volume 3 Rock of Ages


By Grant Morrison, Howard Porter, John Dell & others (DC Comics)
ISBN: 978-1-56389-416-9

After the Silver Age’s greatest team-book died a slow, painful, embarrassing death, not once but twice, DC were taking no chances with their next revival of the Justice League of America and tapped Big Ideas wünderkind Grant Morrison to reconstruct the group and the franchise.

And the idea that clicked? Shove everybody’s favourite Big Names in the team.

Of course it worked, but that’s only because as well as star quantity there was an absolutely huge burst of creative quality. The stories were smart, compelling, dauntingly large-scale and illustrated with infectious exuberance. One glance at JLA and anybody could see all the effort undertaken to make it the best it could be.

This third collection re-presents issues #10-15 of the resurgent revival and covers a spectacular landmark tale where old-world goodies-vs.-baddies met contemporary fringe science chic for a rollercoaster ride of boggled minds which only served to set up even bigger concept clashes further down the line. That’s the magic of foreshadowing, folks…

Superman, Batman, Wonder Woman, the Martian Manhunter, Flash, Green Lantern and Aquaman are the legends who are targeted by a coalition of arch enemies comprising Lex Luthor, the Joker, Circe, Mirror Master, Ocean Master and Doctor Light, in the prologue ‘Genesis and Revelations’ wherein ghastly doppelgangers of the World’s Greatest Heroes go on a campaign of destruction all over the globe. Even with new members Aztek and Connor Hawke (the new Green Arrow), on board the new “Injustice Gang’ are running the heroes ragged, but the stakes change radically when the telepathic Martian Manhunter detects an extinction-level entity heading to Earth from deep space…

Rock of Ages proper begins with ‘Hostile Takeover’ as the legion of villains press their advantage whilst the New God Metron appears to warn the JLA that the end of everything is approaching. As Circe tries to head-hunt Aztek, Arrow and Plastic Man, Green Lantern and Flash are treated to a distressing view of the Universes beyond our own reality, as they are dispatched to recover the fabled Philosopher’s Stone in a last-ditch effort to save the worlds.

In ‘Wonderworld’ the fabled last defenders of Cosmic Reality proffer a grim warning of Mageddon, the Anti-Sun, ender of all things to the lost superheroes. Shell-shocked, they are rescued by Hourman, an artificial time-controlling intelligence, and return to our plane of existence only to find it has been conquered by the evil god Darkseid.

‘Wasteland’ is a bleak and chaotic taste of the Final Crisis, with humanity all but dead, and the surviving champions fighting their last battle against the horrors of Apokolips-on-Earth, leading to a perfect Deus-ex-Machina moment of triumph in ‘Twilight of the Gods’ as this wicked universe is un-made and “our” reality reinstated.

Unfortunately if you’ve been keeping up, that was the continuity where the Injustice Gang were beating the stuffing out of the good guys…

‘Stone of Destiny’ brings the saga to a neat and satisfying conclusion as the villains go down fighting and an approximation of order is restored in a cataclysmic combat climax. With Gary Frank, Greg Land, John Dell & Bob McLeod lending artistic assistance to the spectacular proceedings, Morrison and Porter resolve the epic and close with a perfect example of the maxim “always leave them wanting more” – shocking twist to make the reader hungry for the next instalment.

If you haven’t read this sparkling slice of fight ‘n’ tights wonderment then your fantastic comic-life just isn’t complete yet. Savvy, compelling, challenging but not afraid of nostalgia or laughing at itself, the new JLA was an all-out effort to be Smart and Fun. For that moment these were the “World’s Greatest Superheroes” and these increasingly ambitious epics reminded everybody of the fact. This is the kind of thrill that nobody ever outgrows. Got yours yet?

© 1997, 1998 DC Comics. All Rights Reserved.

Justice League of America volume 6: When Worlds Collide


By Dwayne McDuffie, Ed Benes, Rags Morales & various (DC Comics)
ISBN: 978-1-4012-2422-6

In this collection (issues #27-28 and 30-34 of the most recent incarnation of the World’s Greatest Superhero team) writer Dwayne McDuffie gets all cosmic as he formally introduces the characters from the 1990s imprint Milestone Comics into the ever-expanding – if dangerously hero-heavy – DC Universe. At least this cosmic extravaganza has the decency and panache to make that merger the storyline rather than have the heroes suddenly notice each other after years of seemingly being unaware of each other’s existence, as was too often the case in days past…

The action begins in ‘Be Careful What you Wish For’, illustrated by Ed Benes with additional inkers Rob Hunter, Norm Rapmund & Drew Geraci, wherein a team of mystery metahumans calling themselves the Shadow Cabinet confront and re-energise the currently powerless Kimiyo Hoshi – the second – heroic – Dr. Light.

Meanwhile JLA leader Black Canary challenges Superman, Batman and Wonder Woman in the secret star-chamber from which they have been surreptitiously spying on the new League, but the confrontation is interrupted by the invasion of the enigmatic new superbeings in ‘Shadow and Act’ (drawn by José Luis and inked by JP Mayer) with the usual result: instant chaos. However Superman and Cabinet leader Icon clearly have a hidden agenda…

For reasons unknown the next episode has been omitted: I wouldn’t necessarily quibble as it was something of a digression, but since it tells an “untold tale” of the as-yet unrevealed master villain, perhaps room should have been found for it somewhere in this chronicle?

As it is we resume with the third chapter from #30, ‘New Moon Rising’ again by Luis & Mayer, and the arrival of Winged Wonder Hawkman who inadvertently provides an entry into the super-secure headquarters for old enemy the Shadow Thief, who is now powerful enough to endanger the entire Earth. There is another story break – included, this time – as ‘Interlude: Crisis of Confidence’ (art by Shane Davis & Sandra Hope) follows Black Canary as the revelations of the spying and in-fighting lead to a momentous decision and a split in the League, before Chapter 4: ‘Nyctophobia’ (illustrated by Rags Morales & John Dell) provides the “Big Reveal” as cosmic vampire Starbreaker resurrects himself and prepares to consume the World.

‘Metathesiophobia’ (look it up, it’s clever) sees the newly empowered Dr. Light come into her own as the JLA and Shadow Cabinet team up at last to fight their common foe, with a startling reprise and return for one of the imaginary heroes encountered in the previous volume (see Justice League of America: Second Coming), but even he isn’t enough to counter the energy leech’s overwhelming power…

With more than one world imperilled the united champions finally save the day and accomplish the impossible in ‘The Dharma Initiative’ (penciled by Ardian Syaf and Eddie Barrows with inks from Don Ho, Ruy José, Dan Green, Jack Purcell & Mark Propst) a spectacular conclusion, and as much the end of a comics era as the dawn of a new day.

Big changes were in store for the World’s Greatest Heroes, but that’s for another time and another review, as this slick and classy graphic novel signalled the closure of yet another incarnation of the premier Silver Age Superteam. Witty and hugely enjoyable, blending high concepts with great characterisation and gripping action with biting one-liners, this JLA‘s adventures were among the very best modern superhero sagas around. It’s never too late so if you’re not a fan yet, reading these books will swiftly and permanently alter that reality…

© 2009 DC Comics. All Rights Reserved.

JSA volume 7: Princes of Darkness

New Extended Review

By Geoff Johns, David Goyer & various (DC Comics)
ISBN 1-84576-035-2

As a kid in the 1960s I used to love any appearance of the Justice Society of America, DC’s pioneering and popular crime-busting characters from the 1940s. They seemed full of a resonance that was equal parts Mystery and History. They belonged to the mythical land of “Before I Was Born” and their rare guest-shots always filled me with wonder and joy.

A few years ago they were permanently revived and I found very little to complain of. As superhero sagas go the stories and art were entertaining enough, often even outstanding, but with this compilation (collecting issues #46–55), I finally found myself agreeing with those wise editorial heads of my well-spent youth who felt that less was more and that over-exposure was a real and ever-present danger.

That’s not to say that these tales are in any way less than they need to be nor that the full-on, goodies-vs.-baddies extravaganzas are boring or tired. The problem is much more insidious and, I regret, more to do with me than the material. It finally became clear with this extended, spectacular struggle of valiant heroes against Darkness-wielding villains who black out the entire Earth and let evil reign free that the JSA were back for good.

But they were no longer quite so “special”.

Following on from the cliffhanger revelations of JSA: Savage Times the shadowy saga, written as ever, by David Goyer and Geoff Johns, with art from Sal Velluto, Leonard Kirk, Don Kramer, Bob Almond, Keith Champagne, & Wade von Grawbadger, opens with ‘Into the Valley’ and a blistering attack by the Chaos Lord Mordru, acting in concert with the conflicted ex-JSA-er Obsidian and the demonic spirit of rage, Eclipso.

Apparently dead, the sprit of Hector Hall, the latest Doctor Fate, travels to a distant realm for some sage advice in ‘Eclipse’ whilst on Earth, utter soul-drinking blackness has blanketed the globe unleashing the worst aspects of human nature. ‘Enlightenment’ and ‘Army of Darkness’ see Fate delve deeper into a potential solution whilst on the physical plane all of the World’s heroes – and some villains – are slowly being destroyed by the irresistible wave of Night.

A turning point comes in ‘The Last Light’ as a valiant sacrifice turns one of the dark masters from foe to friend, resulting in stupendous battles and an earth-shattering climax as the heroes save the day in ‘Princes of Darkness Coda: Justice Eternity’ – with which scripter Goyer moves on to fresh pastures.

After all that angsty spectacle and shiny triumph, the team catches a collective breath in ‘Brand New Day’ with a few new members and general recuperation, unaware the Atom Smasher and Black Adam have covertly crossed a moral line which will come back to haunt them all whilst the new heroic Eclipso feels himself drawn to do likewise. The main action of the piece comes in the form of a return for haunted huntress Crimson Avenger; a woman driven by possessed handguns to execute murderers who have escaped justice. To everyone’s astonishment her latest target is veteran hero Wildcat and nothing in the universe can stop or sway her…

The tale concludes in ‘Blinded’ as the relentless Avenger and Wildcat find a unique way to satisfy the curse of her relentless pistols, whilst Black Adam continues to recruit disenchanted heroes for a new kind of super-team, and the book ends on a satisfyingly welcome lighter note with a brace of seasonal tales, beginning with a lovely, lighthearted Thanksgiving bash starring both Justice League and Society.

‘Virtue, Vice & Pumpkin Pie’ is a splendid and jolly change of pace after all the high-octane testosterone which readily displays Geoff John’s comedic flair whilst ‘Be Good for Goodness’ Sake’ finds the surviving WWII heroes (Green Lantern, Wildcat, Hawkman and the Flash) bringing a lump to the throat and a tear to the eye (comic fans being the most soft and sentimental creatures in the universe) with a Christmas present for a long-lost member, not seen since the early days of the Golden Age…

These are characters that everyone in the industry seems to venerate, and I would be churlish to deny new readers and fans a chance to discover them too, but anticipation, delayed gratification and keen imagination once made every appearance of the JSA a source of raging joy to me and a million other kids. It’s such a shame today’s readers can’t experience that unbeatable buzz too. At least the stories are high quality. It would be utterly unbearable if the team were over-exposed and sucked too…

© 2003, 2004 DC Comics. All Rights Reserved.

Justice League of America: Second Coming


By Dwayne McDuffie, Ed Benes & various (DC Comics)
ISBN: 978-1-84856-253-0

By the time of the stories in this collection (issues #22-26 of the most recent incarnation of the World’s Greatest Superhero team) writer Dwayne McDuffie has his feet comfortably under the table and begins to play with the secondary characters that always offer the most narrative opportunity in such large congregations of major and minor stars.

Beginning with ‘The Widening Gyre’, illustrated by Ed Benes, he also cleans up some of the longer-running plot threads as the Red Tornado finally gets a new body, after months of inhabiting the JLA computers after being destroyed by the killer android Amazo (see Justice League of America: the Tornado’s Path). Sadly, whilst his relationship with his human wife and child looks set to resume, the tempestuous affair between Red Arrow and Hawkgirl is rapidly spinning out of control and beast-empowered heroine Vixen has finally come clean to her team-mates about her out-of-control abilities, Amazo reveals he is neither gone nor forgotten…

Once more assuming control of the Tornado’s new body in ‘Things Fall Apart’ the parasitic automaton resumes its programmed task of destroying the JLA, but as it again crashes to defeat in ‘The Blood-Dimmed Tide’ (this chapter illustrated by Alan Goldman, Prentis Rollins, Rodney Ramos & Derek Fridolfs), Vixen and guest-star Animal Man realise that something is terribly amiss with their powers, origins and even reality itself…

‘The Best Lack All Conviction’ (with art from Benes, Doug Mahnke, Darick Robertson, Shane Davis, Ian Churchill, Ivan Reis, Christian Alamy, Rob Stull, & Joe Prado) finds one faction of the team tracking down Amazo’s creator whilst the other half are drawn into a reality-warping battle with the trickster god Kwaku Anansi. The mythical creator of all stories claims to have designed Vixen (and Animal Man’s) abilities, and now forces the malfunctioning warrior into curing her current maladies – even if she has to die in the process.

With her comrades re-imagined into a plethora of disturbing alternate incarnations Vixen battles to overcome her own failings and rescue “the Real World” from a creature utterly beyond good and evil, and with a particularly unpleasant method of teaching salutary lessons in the climactic ‘Spiritus Mundi’, a impressive and quirky conclusion from McDuffie and Benes that proves that you don’t need A-List stars to tell great stories…

Sleek, glossy, action-packed and leavened with great characterisation and sharp one-liners, the JLA‘s continuing adventures are still among the very best modern superhero sagas around. If you’re not a fan yet, reading these books will swiftly and permanently alter that reality…

© 2008, 2009 DC Comics. All Rights Reserved.

JLA: Salvation Run


By Matthew Sturges, Bill Willingham, Sean Chen, Walden Wong & others (DC Comics)
ISBN: 978-1-84576-981-9

It all makes sense really: if you’re normal folks in a world of casually destructive gods and monsters wouldn’t you want to get rid of them? That’s the premise of this dark and sardonic take on George II’s “Wahr on Turrrism” as seen through the gaudy lens of the DC universe.

Salvation Run was a seven part miniseries which spilled over most prominently into Justice League of America (see Sanctuary) and Catwoman (both Catwoman: Crime Pays and Catwoman: the Long Road Home), although the build-up, which saw a large number of DC super-villains seemingly vanish was featured in a quite a number of disparate DC titles.

The first chapter ‘Hellish New World’ (by Willingham, Chen & Wong) follows the murder of Bart Allan in Flash – Fastest Man Alive: Full Throttle and concentrates on that hero’s killers as they try to survive on a deadly alien world. They had been captured and sent there by the hard-line political animal Amanda Waller and her pet penal battalion The Suicide Squad, a government-controlled team of super-villains acting as a black-ops team in return for (limited) freedom. It’s not long before a multitude of metahumans ranging from cheap thugs like Black Spider and Hyena to “aristocrats” such as Cheetah, Clayface and the Joker are also unceremoniously dumped and forgotten…

Clandestinely deported without trial, they were told their new world had everything they needed to survive, but when they fell out of teleportational Boom Tubes they all quickly discovered that somebody lied: everything animal, vegetable and mineral on this Hellworld has been programmed to kill them…

In ‘Take this World and Shove It!’ the body-count of (admittedly minor) bad-guys begins to mount and in a grisly echo of Lord of the Flies the Joker takes charge – until the final batch of transportees arrive: a group which includes Lex Luthor, Catwoman and an incredibly scared and angry Suicide Squad, finally betrayed by their Government taskmasters…

Matthew Sturges took over the scripting with ‘All You Need is Hate’ and the trenchant black comedy was cranked up as rivalries and philosophical differences divided the villains on all but one point – that there were enough mad scientists on hand to find a way back to Earth…

‘Life is But a Nightmare’ revealed that the never-unaware Batman had planted a heroic infiltrator among the villains, and as immortal Vandal Savage lured a small harem of Bad Girls to a distant “safe area” to begin populating the planet with his progeny, the civil war among the factions claimed its first major player, whilst ‘Through a Glass Deadly’ (illustrated by Joe Bennett and Belardino Brabo) saw the morally ambivalent Catwoman forced to betray Batman’s spy to the villains just as the true masters of Hellworld reveal their own long-range plans for the deported villains.

‘Burning Down the World’ saw open warfare break out as Luthor and Joker attempt to beat each other to death whilst all about them Hellworld’s creators attack and the violent deadly affair ends with a mass prison break when Luthor’s genius returned them all (the survivors anyway) to Earth with renewed hatred of society and a huge simmering grudge to work off… ‘We Gotta Get Out of this Planet’ (by Sturges, Chen, Wong and Wayne Faucher) ends in spectacular fashion a hard look at DC’s dark side and firmly re-establishes the pecking order of the underworld just in time for the ultimate shake-up of Final Crisis.

Wicked, funny and grimly gory this is a fascinating look at the other costumes in the DCU, but there’s enough high concept and clever subtext to delight those casual readers who look beyond the normal “who’s tougher than who” antics.

For clearer comprehension I advise reading Justice League of America: Sanctuary before attempting this book.

© 2008 DC Comics. All Rights Reserved.

Justice League of America: Sanctuary


By Alan Burnett, Dwayne McDuffie, Ed Benes & various (DC Comics)
ISBN: 978-1-84856-051-2

The fourth volume of the latest Justice League of America incarnation (collecting issues #17-22 of the monthly comic) sees a changing of the creative guard as the always impressive Alan Burnett splits the scripting duties with equally impeccable Dwayne McDuffie to tie-in the Worlds Greatest Heroes to a company-wide storyline that wasn’t quite a braided-mega-crossover but was more than a shared plotline.

The graphic novel (or album or trade paperback collection: take your pick) is a wonderful vehicle for a complete reading experience in an industry and art-form that has always suffered from its own greatest strength – vitality and immediacy due to being periodically published.

Simply stated: you can generate huge enthusiasm for your product if it comes out frequently (or constantly), and more so if your product shares a storyline with a congruent product. That simple maxim gave early Marvel an insurmountable advantage in the 1960s and DC, being slow to catch on is still playing Catch-Up in the cross-selling stakes.

Unfortunately that advantage becomes a hazard once these parallel sagas are bundled up into what ought to be cohesive one-off packages, i.e. books, as inevitably backstory and initiating events have to be ignored, précised or included. One day all periodical material will be downloadable on demand and I’ll go back to reviews of actual comics…

The epic in question here is Salvation Run: a miniseries which spilled over most prominently into Catwoman (see both Catwoman: Crime Pays and Catwoman: the Long Road Home), although the build-up, which saw a large number of DC super-villains seemingly vanish, was featured in a quite a number of disparate DC titles.

The chapters here were divided into the lead feature ‘Sanctuary’ parts 1-3, by Burnett, Ed Benes and inkers Sandra Hope, Mariah Benes & Ruy José, with McDuffie providing captivating character-based vignettes, before assuming full writing chores for the last two tales in this volume.

It all kicks off when a desperate gang of super criminals smashes into the JLA’s headquarters and promptly surrenders, requesting asylum. Investigation reveals that villains from the most pathetic to the most powerful are being “disappeared” and even incarceration in the League’s dungeon on the Moon is preferable to the unknown fate of their fellows.

When hard-line political animal Amanda Waller and her pet penal battalion The Suicide Squad turn up demanding the heroes hand over the bad-guys the shocking secret comes out: the US government has had enough of metahuman threats and is rounding them up, without benefit of Due Process, and deporting them to another world from which they can never return. Moreover, she’s equally prepared to trample the JLA’s human rights to get what – and who – she wants…

Full of spectacular action and telling metaphor this yarn has plenty of surprises and for best effect should be read before any of the above cited collections, as it has no real conclusion, only lots of climaxes…

McDuffie’s first tale is ‘Meanwhile, Back in the Kitchen…’ illustrated by Jon Boy Meyers & Serge LaPointe, wherein Vixen reveals a secret that might get her booted off the team to Red Arrow, Red Tornado and Green Lantern, and ‘Meanwhile, Back at Owl Creek Bridge…’, (Meyers & Mark Irwin) sees the Tornado – currently bodiless and inhabiting the team’s computer system – make a decision that could save or end his “life”. Both these short stories lay the threads for upcoming longer tales.

After the conclusion of ‘Sanctuary’ McDuffie and Ethan van Sciver pit the (Wally West) Flash and Wonder Woman against the alien insect Queen Bee Zazzala in ‘Back up to Speed’ and the book closes focusing on the Human Flame, as he joins a bevy of baddies feted by the villainous Libra in a prequel to Final Crisis. ‘The Gathering Crisis’ is illustrated by Carlos Pacheco & Jesus Merino.

Even though possibly no more than a bunch of interludes and add-ons, the sheer quality of the work collected here elevates this book above the average superhero sock-fest, and if you are a fan of the “Big Events” the room to see characters breathe and move here is a bonus of unparalleled worth.

© 2008, 2009 DC Comics. All Rights Reserved.

JLA: Tower of Babel


By Mark Waid, Howard Porter & various (DC Comics)
ISBN 1-84023-304-4

After battling every combination of ancient, contemporary and futuristic foes, the World’s Greatest Superheroes found themselves pitted against an unbeatable threat in this startling exploration of paranoia that originally ran in issues #42-46 of the monthly comic-book, and spread into JLA Secret Files #3 and JLA 80-Page Giant #1

As a taster to the main event the book begins with ‘Half a Mind to Save a World’, an intriguing take on Asimov’s Fantastic Voyage from Dan Curtis Johnson, Mark Pajarillo and Walden Wong, wherein the Atom leads a JLA team on a mission to forcibly evacuate an advanced civilisation of bacteria that have taken up residence in a small boy’s brain, but of course, the bacteria aren’t that keen on moving…

Tower of Babel begins with immortal eco-terrorist Ra’s Al Ghul’s latest plan to winnow Earth’s human population to manageable levels well underway. In ‘Survival of the Fittest’ (Waid, Porter and Drew Geraci) a series of perfectly planned pre-emptive strikes cripple the Martian Manhunter, Flash, Wonder Woman, Aquaman, Plastic Man and Green Lantern whilst Batman is taken out of the game by the simple expedient of stealing his parents’ remains from their graves.

With the Dark Knight distracted and his fellow superheroes disabled the action begins: suddenly humanity has lost the ability to read. Books, newspapers, complicated machinery instructions, labels on medicine bottles – all are now gibberish. The death toll starts to rise…

In ‘Seven Little Indians’ as the League attempt to regroup and fight back Batman realises that the tactics and weapons used to take out his allies, now including Superman, were his own secret contingency measures, designed with sublime paranoia in case he ever had to fight his super-powered friends…

Inserted next is ‘Blame’ by Dan Curtis Johnson, Pablo Raimondi, Claude St. Aubin and David Meikis from JLA Secret Files #3 which reveals how Talia, Daughter of the Demon, stole Batman’s anti-hero files and devices before Tower of Babel resumes with ‘Protected by the Cold’ as Batman leads a counter-attack despite the shock and fury of his betrayed comrades, and as the final phase kicks in and humans lose the power of speech too, the disunited team mounts a last-ditch assault on Al Ghul in ‘Harsh Words’ (illustrated by Steve Scott and Mark Propst). The same team handled the epilogue where the recovered heroes angrily seek to understand how their trusted friend could have countenanced such treachery…

The volume concludes with two thematically linked vignettes from JLA 80-Page Giant #1, ‘The Green Bullet’ by John Ostrander, Ken Lashley and Ron Boyd and ‘Revelations’ by Priest, Eric Battle and Prentis Rollins wherein Batman clears the Man of Steel of a trumped-up murder charge whilst Aquaman and Wonder Woman seek to deal with their obvious dislike and distrust of each other…

This volume (voted by multimedia reviews website IGN as number 20 on their list of the 25 greatest Batman graphic novels) is indeed one of the best Batman tales ever: a perfect, defining example of the man who thinks of everything, and is tough enough to prepare for the worst of all outcomes. As the Dark Knight was (temporarily) cast out of the League a new era began and the fans couldn’t have been happier. That’s a feeling you can share simply by picking up this startlingly impressive tale.
© 1998, 2000 DC Comics. All Rights Reserved.

JLA: volume 8 Divided We Fall


By Mark Waid & various (DC Comics)
ISBN: 978-1-84023-392-6

When Grant Morrison and Howard Porter relaunched the World’s Greatest Superheroes in 1997 the result was everything jaded fans could have asked for, but nothing lasts forever. By the time of these tales (four years later, kick-starting a new century and reprinting issues #47-54) they were gone and nearly forgotten as scripter supreme Mark Waid assumed full control of story-making and a selection of top-notch artists took turns to produce a delightful run of exciting, entertaining epics that cemented the title at the apex of everybody’s “must-read” list.

Starting off this volume is a dark fable illustrated by Bryan Hitch and Paul Neary introducing a supernatural hell-queen who makes fairytales real – but not in a good way – in ‘Into the Woods’: an extended yarn that stretches into ‘Truth is Stranger’ (with a fairyland section from J.H. Williams III and Mick Gray) before Hitch, Neary, Javier Saltares and Chris Ivy bring it all to a conclusion in the spectacular ‘Unhappily Ever After.’

That brought up the celebratory fiftieth issue, and true to tradition it was resplendent with guest artists. ‘Dream Team’ reaffirmed and revitalised the heroes – who had developed a healthy distrust of Batman – through a series of pitched battles against old foe Doctor Destiny, with art from Hitch, Neary, Phil Jimenez, Ty Templeton, Doug Mahnke, Mark Pajarillo, Kevin Nowlan, Drew Geraci and Walden Wong, which segued neatly into another End-of-Days cosmic catastrophe, as a sixth dimensional super-weapon was unleashed on our universe.

In ‘Man and Superman’ (with art from Mike S. Millar and Armando Durruthy) the extra-planar Cathexis came seeking the JLA‘s help in recapturing their rogue wish-fulfilling “Sentergy: Id”, but it had already struck, separating Superman, Batman, Flash, Green Lantern, Martian Manhunter and Plastic Man from their secret identities, rendering them into twelve incomplete and ineffectual half-men. But all was not as it seemed…

Hitch and Neary resumed the art-chores as the wishing plague devastated Earth in ‘Element of Surprise’ with one unexpected benefit in the grotesque resurrection of dead hero Metamorpho, but the prognosis was poor until the un-reformed thug Eel O’Brian (who turned over a new leaf to become the daftly heroic Plastic Man) saw which way the wind had been blowing in ‘It Takes a Thief’ and led the disjointed team’s resurgence in the apocalyptic climax ‘United we Fall.’

Any worries that Morrison’s departure would harm JLA were completely allayed by these spectacular High Concept super-sagas, and the artwork attained even greater heights at this time. This volume is one of the very best of an excellent run: if you read no other JLA book at least read this one.

© 2000, 2001 DC Comics.  All Rights Reserved.