Star Wars: Clone Wars Adventures 1

Star Wars: Clone Wars Adventures 1 

By Various (Dark Horse Books)
ISBN 1-84023-995-9

Devolving out of the Cartoon Network show rather than the major motion picture, this paperback-sized volume contains three plot-light punch-’em-ups featuring Obi-Wan and Anakin in ‘Blind Force’, Mace Windu and Saesee Tiin in ‘Heavy Metal Jedi’ and Jedi Master Kit Fisto in ‘Fierce Currents’.

In England the cartoon episodes first aired in 5 minute instalments with a polished, if stripped down Manga/anime style which the comics stories seeks to emulate. Sadly this means that despite looking very good the adventures are over before you even realise. Nevertheless youngsters and die-hard fans will lap this up, I’m sure.

Star Wars © 2004 Lucasfilm Ltd. & ™. All Rights Reserved.

Star Trek: To Boldly Go

Star Trek: To Boldly Go 

By various (Titan Books)
ISBN: 1-84576-084-0

As the live action segment of the monolithic fantasy brand ended once again, the ancillary merchandising machine swung inexorably into action to provide succour to all the stunned and hungry aficionados as they gathered, organised and restarted the campaign for its inevitable return.

For comic fans this is not such a bad thing since the show has spawned a number of comic-book tie-ins over the decades, and many of these are really rather good. Case in point being DC Comics’ early 1980s tandem series featuring not only the then new and risky venture Star Trek: The Next Generation, but also the much more canny proposition of a comic-book series featuring the original characters in adventures set in the aftermath of the film The Wrath of Khan.

To Boldly Go collects the first six issues of that series and starts off in rattling fashion with the destruction of a Federation Starship at the hands of those villainous Klingons, necessitating the dispatch of the Enterprise to thwart whatever new secret weapon the rogues have this time. With nary a breath to spare it escalates the Galactic Cold War into an interplanetary conflict involving the Excalbians and Organians. You probably don’t know who they are and don’t need to. The fans do and casual readers are kept fully in the loop by the accessible and capable scripting of Mike W. Barr.

This romp is swiftly followed by the more traditional tale of a Star Fleet officer who goes native and breaks the Prime Directive, and the volume ends with an intriguing thriller featuring a diplomatic mission and a metamorphic assassin. Solid entertaining stuff, capably and seamlessly illustrated by the brilliant and much missed Tom Sutton, with inking from Ricardo Villagran and Sal Amendola, the only fly in the ointment is a fearsomely coarse printer’s dot-screen that makes some pages look as if they’re being viewed from inside a stocking mask – and no, I’m not telling you how I know that. Use your imagination.

I’m always banging on about getting more people into reading comics, and this sort of material is one of the easiest and most efficient methods. Quality material that needs waste no space on back-story is our most valuable commodity, and one we should be happy to support and extol.

® & © 2005 Paramount Pictures All Rights Reserved.

Sleepwalk and Other Stories

Sleepwalk and Other Stories 

By Adrian Tomine (Drawn & Quarterly Publications 1998)
ISBN: 1-896597-12-2

We often talk of comics and graphic narrative as if it’s one homogenous lump, and as well as doing the medium a tremendous disservice it’s also incredibly misleading. Those people that haughtily declaim “Oh, We Never Watch Television”, usually mean they deplore whatever it is you’ve just mentioned but that their own viewing habits somehow don’t count. And in a way they’re absolutely correct. For them the term is a group pejorative. But Big Brother is not Eastenders is not The Sky at Night is not Mastermind is not News 24 is not Buffy the Vampire Slayer. The medium is now a conveyance, the content is a product you can select or decline. Now try that phrase with the concept of comics.

Adrian Tomine tells short stories. They are about “Now”, and “I feel that…” and “How does…” His Spartan monochromatic drawing style works as an ideal camera for his elegiac documentaries. In an art form that too often relies on hyperbole and melodrama not just for content but for narrative technique, he eschews bravura for insight, telling little tales about the commonplace and the ordinary, showing just how extraordinary and poetic a “realer” life can be.

Originally released as issues 1-4 of Optic Nerve, Sleepwalk presents sixteen vignettes of broken hearts and trampled dreams, of uncompromising self-recriminations and day-to-day reminiscences that make us all shrug and think “well, there’s always tomorrow…”

If you read Maus for the scale of Man’s capacity for evil or Stuck Rubber Baby for his ability to change and overcome, then Sleepwalk should access your capacity to empathise and endure. Few comics comment on the Human Condition without taking a strident position. Here’s one that asks you to choose your own, and choose it every single time. Find it. Buy it. Read it.

Think about it.

© 1995, 1996, 1997, 1998 Adrian Tomine. All Rights Reserved.

Scooby Doo & The Mummy Mystery

Scooby Doo & The Mummy Mystery 

By Various (Titan Books)
ISBN 1-84023-977-8

Another excellent paperback sized compilation reprinting tales of the legendary Scooby Gang culled from the pages of their long-running DC/Kids WB (Warner Brothers) comic. This third collection from Titan Books (The Haunted House and The Creepy Cruise are still available too) has eight reassuringly familiar tales suitably similar to the long running TV cartoons and movies, this time concocted by writers Dan Abnett, John Rozum, Frank Strom and Terrence Griep Jr., with pencil art by Joe Staton and Anthony Williams. As usual the stories are tightly paced and eminently readable. These are wonderful entry-level comic packages for kids of all ages.

© 2004 Hanna Barbera.

Scooby-Doo & The Creepy Cruise

Scooby-Doo & The Creepy Cruise

By Various (Titan Books)
ISBN 1-84023-884-4

An excellent paperback sized compilation reprinting tales of the legendary Scooby Gang culled from the pages of their long-running DC/Kids WB (Warner Brothers) comic. Just like the TV cartoons/movies, the plots and characterisations are cast in unbreakable concrete but the seven adventures rollick along at a gripping clip and the dialogue and artwork is of a very high standard. Older fans might get an illicit thrill seeing the latest work from veteran artists Joe Staton and Don Perlin or the scripting of Indie favourite Bob Fingerman. Buy it to get your kids reading comics, then confiscate for yourself.

© 2004 Hanna-Barbera.

Batman: War Games, Act Three: Endgame

Batman: War Games, Act Three: Endgame 

By various (DC Comics)
ISBN: 1-84576-122-7

Spoiler Ahead! Have you reviewed the other volumes of this storyline?

Rather than put you to the trouble of looking up the review of the previous volumes, please allow me to quote and paraphrase: Batman has training scenarios in place for every eventuality. One of them, in which he posits a takeover of all criminals in Gotham by his own undercover agent, has been activated by his current assistant Spoiler/Robin the Girl Wonder, leading to a gang war and general bloodbath. As the chaos ensues, sadistic mastermind Black Mask hijacks both the plan and Spoiler, whom he tortures near to death. He also kills Batman’s agent Orpheus and takes his place. All of Gotham is under fire and when the Dark Knight tries to take control of the police force. No longer an “Urban Myth”, Batman is now the focus of both police anger and public attention…

This volume of War Games serves to clear up and set the scene for another restart of the Batman Family, and I’m not going to reveal too much in case you want to read it yourself, but I will say that any new audiences that this kind of event garners – at least in Graphic Novel terms – must be supremely indifferent to many of the big thematic revisions touted in the periodical origins of the eight related series that make up this book. So nobody believed in the Bat and his buddies before this? The criminals certainly did. So he works outside the law now? Didn’t he always, at least, since the last time he didn’t? So some of his cast don’t survive? Nobody major – and who stays dead in comics?

I so wanted to be upbeat here. Individually many chapters from the forty or so assorted comics professionals working here are very good. It’s the marketing policy that falls down. The shouting of “milestones” and “turning points” and “major changes” never amount to anything and the illusion of change is just that, when looked at with the perspective of a little time and distance.

Wouldn’t it be better to get all these wonderfully talented creators to concentrate on simply producing good stories as they do in the course of their regular assignments and quit this relentless chasing of the cross-over cash cow? There could still be compilations and collections, but they’d have entertainment as their main concern, not traffic and continuity management. Don’t all these great characters and jaded readers deserve that at least?

© 2004 DC Comics. All Rights Reserved.

JSA: Black Vengeance

JSA: Black Vengeance 

By Geoff Johns, Don Kramer & Keith Champagne (DC Comics)
ISBN 1-84576-256-8

The super-hero soap opera (originally published as issues #66-75 of the monthly magazine) steps into high gear as the younger stalwarts have to travel back in time to thwart a plot to prevent the Justice Society from ever coming out of retirement, after the House un-American Activities Commission and Senator Joe McCarthy forced them to disappear in the early 1950s.

This unassuming time-paradox romp serves to clear up a few long running plot-lines, as does the eponymous Black Vengeance sequence that follows when Atom Smasher and Black Adam debate the kind of heroics necessary in the modern world whilst the nigh-omnipotent Spectre attempts to destroy all magic (as seen in such Infinite Crisis series as Day of Vengeance) whilst asking a few questions about US imperialism as seen from the perspective of the citizens of fictional middle-Eastern nation Kahndaq, who are mere collateral damage statistics whenever super-powers come into play.

Despite the seemingly political overtones, this is still primarily a simple hero-fest for fans of that genre, and will deliver high quality escapism for the faithful, although the uninitiated might find the implied back-story a little hard to grasp.

© 2006 DC Comics. All Rights Reserved.

Dan Dare: Red Moon Mystery

Dan Dare: Red Moon Mystery 

By Frank Hampson (Titan Books)
ISBN 1-84023-666-3

Dan Dare, his faithful crew and the Eagle were a part of British life almost from the outset and the secret is the sheer quality of the artwork and stories. Frank Hampson and his team brought joy and glamour into the lives of a weary nation and the gloriously lavish Titan books editions magically recapture it all!

The first two volumes saw our heroes broach the mysteries of Venus, meet and defeat the Mekon and his deadly Treens and literally save the world. Attempting to top that for sheer spectacle the creative team of Hampson and his associates (co-scripter George Beardmore and fellow artists Eric Eden, Don Harley, Harold Johns, Greta Tomlinson and others) craft a splendid blend of tension and action as a deadly wandering moon threatens to shatter the Earth! Gripping, beautifully illustrated and progressing at a breakneck pace this is a superb piece of end-of-the-World drama that matches the best of the post-war doomsmiths such as John Wyndham or J. G. Ballard. It’s got a happy – portentous – ending too!

Solid, clean wholesome entertainment that is timeless and produced to the highest standards, these books also contain a wealth of extra features that can’t fail to make the casual reader into a blithering fanatic like me. Get ’em for your dad, get ’em for the kids, and while we’re you’re at it, have some yourself!

© 2004 Dan Dare Corporation. All rights Reserved.

Batman: War Games, Act Two: Tides

Batman: War Games, Act Two: Tides 

By various (DC Comics)
ISBN: 1-84576-070-0

The middle Act of the 2004 Batman braided crossover, Tides focuses much more heavily on the personal costs that each hero must pay whilst attempting to stem the rivers of blood generated as the dwindling criminal factions consolidate into new power-bases. Gotham City is bathed in blood as a mysterious master-planner has engineered a scheme to tackle the crime situation by having the various factions destroy each other. Obviously the collateral damage is not a consideration for this ruthless mastermind- whoever he or she is. The volume ends with losses to the ranks of heroes – these things always do – in a set-up for the final book which will concentrate on the kicking of butts and taking of names.

I’m wanting desperately to be fair here. Individually many chapters from the forty or so assorted comics professionals working here are very good. It’s just as a product of a flawed and outmoded marketing policy that this story, like so many others that this tactic has spawned, falls down. The niggles that merely jar in the blur of weekly comic delivery stand out tall, proud and glaring when collected together in great big books.

Perhaps the final volume will pull it all together and produce sense out of nonsense…

© 2004 DC Comics. All Rights Reserved.

JSA: Lost

JSA: Lost 

By Geoff Johns & various (DC Comics)
ISBN 1-84576-192-8

By the time of this collection of stories from the monthly comic featuring the Justice Society of America (issues #59-67) there have been six and a half years of continuous publication, including attendant Specials, miniseries, annuals and general cross-overage with the rest of the DC universe, plus whatever communal backstory the creators have chosen to access in their desperate strivings to bang out the next issue in the modern cut-throat comics marketplace. The advent of the trade paperback collection has given the periodical comic story another bite of the cherry, much as the rise of DVD sales has to cinema studios, but it’s still a tenuous existence for funnybook writers everywhere.

So this book is the result of one of those semi-regular clear-ups when a title attempts to pull together all the disparate strands that have sweetened the narrative pot in the never-ending struggle to keep the readers attention. The “Previously in JSA…” section is three dense pages of very small print. The stories themselves though, are a pleasant change of pace from recent efforts as they, by necessity, focus on the characters themselves rather than the ever-imminent destruction of the country, the planet and the universe.

Over the course of the series various characters have been lost to the vicissitudes of super-heroing and these stories concern the rescuing of some and the re-defining of others. First up is a tale which resolves a long-running grey area in the team’s morale. Stargirl is a fourteen year old girl and she’s been spending entirely too much time with the thirty-something Captain Marvel. Members are beginning to get a little worried. What they don’t know of course, is that the good Captain is also only a feeble teenager, albeit one who magically transforms into the hunky adult crime fighter. Geoff Johns writes and Sean Phillips illustrates a tale that really can’t have that happy an ever after.

A good old superhero punch up is the motivator of ‘Redemption Lost’ as a villain escapes from Hell, reanimating the dead in one last attempt to destroy the JSA. Credits are due to Johns as usual, with Don Kramer, Tom Mandrake and Keith Champagne making the pictures. ‘Insomnia’ clears up plot threads left hanging since the early days of the title and even as far back as the 1980s and 1990s as it attempts to reshuffle continuity regarding the various Sandmans (Sandmen?) as well as the amazonian Fury and the most recent incarnation of the magician-hero Dr. Fate, compliments of Jerry Ordway, Wayne Faucher and Prentis Rollins, over a jam-packed Johns script. ‘Out of Time’ features the final-ish fate of the three people who have been Hourman, and resolves a long, (long, long, long) storyline featuring the inevitable death of one of them at the end of Time, courtesy of artists Kramer and Champagne.

The volume concludes with a tie-in chapter of the braided mega-event Identity Crisis which impacted upon the entire DC continuity. If you followed the tale you know it all begins with the murder of a super-hero’s wife and consequently rewrote the ethical viewpoint of the superhuman community. If you didn’t I’m sure you couldn’t care less, but should at least be informed that this chapter features the JSA science types Mr. Terrific and Doctor Mid-Nite performing ‘The Autopsy’. Geoff Johns writes and Superstar Dave Gibbons draws with finishes by James Hodgkins.

I suppose any attempt to rationalise or simplify continuities is ultimately foredoomed (and yes, that is a shot at Marvel’s Ultimates line and publishing strategy), since once you are two or three graphic volumes into a new run the problems you’re attempting to address start accruing all over again. Even so, writers don’t just make this stuff up. There is planning and there is editorial consultation.

Maybe if creators and publishers acknowledge that the eventual destination of all their labours is a honking great book (as the Europeans do with their Bande Dessineé) in a bookshop or library rather than the airtight caress of a mylar snug in a bank vault or the back-issue bin in the four-colour ghettoes we comic fans build for ourselves, the proper considerations can be incorporated to make graphic novels a more inviting prospect for the casual reader. If not, we can expect to have the current comics publishing phenomenon end as just another closed book for the rest of the world.

© 2004, 2005 DC Comics. All Rights Reserved.