Avengers: Infinite Avengers


By Jonathan Hickman, Leinil Francis Yu, Gerardo Alanguilan & various (Marvel/Panini UK)
ISBN: 978-1-84653-637-3

Following an unending string of universe-shattering crises, Iron Man Tony Stark and Steve “Captain America” Rogers swallowed old animosities and reunited to reshape The Avengers into a planetary defence-force more formal militia than voluntary association. Their new model army soon had more than twenty active members – human or alien and even some things less clear cut – whose specialities ranged from stealth and counter-intelligence to sheer, blockbusting stopping-power.

The posture and attitude also changed as the new group actively sought out potential disaster points rather than waiting for trouble to start…

Collecting Avengers volume 5 #29-34 (covering April to October 2014), the ongoing Big Picture series, as scripted by Jonathan Hickman with art by Leinil Francis Yu & Gerardo Alanguilan and additional colour work by Sonny Gho & Matt Milla, picks up a long-unfolding plot-thread and concludes an epic time-bending story-arc which also serves as an integral component of the vast Original Sin crossover event…

As previously established, Reality is composed of discrete entire universes – from the near-identical to the radically different – all held apart by an infinite crimson underspace dubbed the Superflow. In recent times that immemorial barrier somehow began fragmenting, with the timeless celestial engineers who maintained it helpless to curtail the carnage. Now whenever an Earth drifts into contact with one of its doppelgangers the result is the destruction of at least one and usually both…

On our Earth (Reality 616, if you’re counting) the world’s greatest minds – Stark, Reed Richards, Stephen Strange, Black Panther T’Challa, Inhuman king Black Bolt, Henry “The Beast” McCoy and Namor the Sub-Mariner – joined as a clandestine Star Chamber dubbed The Illuminati; devising and stockpiling weapons to ensure when and if such an event occurred, our world would the one to survive.

They invited Steve to join their council but when the unimaginable finally happened, his inflexible moral code baulked and he stopped his fellows deploying their planet-shattering ordnance against the intruder Earth.

Instead he used the incomprehensibly powerful totems known as the Infinity Gems to avert the crisis, but destroyed them in the process…

Knowing another incursion would inevitably occur, the cabal of geniuses returned to their original plans and, when the Sentinel of Liberty again objected, Stark had Dr. Strange tamper with his memories before kicking him out of the smart guys’ club…

Now as ‘Infinite Avengers’ opens Rogers is suffering a plague of nightmares and begins to remember those Illuminati meetings he “never attended”…

He recalls the power of the Infinity Stones pushing the invading Other-Earth back and ending the incursion. He sees them shatter again and experiences the fury of the other Illuminati but also notes something he missed then: the Time Gem did not shatter – it simply vanished…

Awaking with his memories restored, the furious and morally-outraged Star-Spangled Avenger recruits Hawkeye and Black Widow and goes seeking redress. He is soon joined by Thor, Hyperion and newest member Starbrand who follow him without question as he tries to arrest Stark for treason…

When justifying his position fails Iron Man resorts to physical resistance but, whilst the battle escalates, everything suddenly stalls as the Time Gem suddenly appears and finally shatters, yanking everybody 48 years into tomorrow…

The drama resumes ‘Fifty into the Future’ as the time tossed former team-mates materialise and start fighting again. It takes the sudden intervention of a squad of contemporary superheroes including aged iterations of Hawkeye and Hyperion and a young female Starbrand to stop the war…

The oldest members of the Avengers Union have urgent advice for their earlier selves and the ancient archer also has a secret message for Steve which the dotard delivers before attempting to kill Stark in a fit of righteous fury. As the heroes pull him off the wounded technocrat, fragments of the Time Gem reappear, drawing Stark and the young Hawkeye back to their original time whilst pushing Cap, the Widow, Thor, Starbrand and Hyperion ‘500 into the Future’…

Earth 422 years from their origin point is a disturbingly alien place but once again the unwilling chrononauts are greeted by a new and callously arrogant iteration of Avengers, including an aging Thor who is no longer worthy to hold the magic hammer Mjolnir.

Easily overcome, the time-travelling team are quickly imprisoned and that era’s Captain America cruelly taunts the icon he has been compelled by The State to mimic.

Steve is horrified to discover that implacable Avengers enemy and prime Artificial Intelligence Ultron infests every aspect of this forlorn tomorrow and cannot resist as his counterpart implants some appalling weapon within him, intended to attack the future.

No sooner is it buried within him than the Time Gem again draws its victims back into “Fractured Temporal Space”, dispatching Thor and Hyperion back whilst propelling Steve, Starbrand and Black Widow ‘Five Thousand into the Future’…

Awaiting them in paradisiacal gardens 5045 years from their own time is super-psionic Franklin Richards (immortal son of the Fantastic Four‘s Mr. Fantastic and Invisible Woman).

The sweet boy they all know has become a near-omniscient being and reveals to them the astounding changes in the solar system and humanity itself. He also has the answers to the Earth-incursion crisis and some crucial advice to solve the 21st century team’s internecine strife…

Franklin then asks Cap for the message Hawkeye had given him so long ago, but before the Avenger’s further questions can be addressed the Gem returns, hurling the Widow and Starbrand back and pushing the solitary last avenger ‘Fifty Thousand into the Future’…

In an incredible automated revolution the planet has become a sentient whole: a Worldcore which questions and challenges the time-lost primitive before attempting to inhume him into their perfect community of “Ideology Made Action”.

As Captain America valiantly resists, a battalion of distressingly familiar conceptual Avengers manifest and the electronic infection implanted within him in Planet Ultron’s era activates. As a result the coldly perfect tomorrow dies and, aware that his life is now over, the Sentinel of Liberty slips unresisting back into Fractured Temporal Space but is saved by the last person he ever expected…

Or at least a distant descendant, as ‘The Last Avenger’ sees the teenaged Young Avenger Kang – clad in Iron Lad armour – brings the weary warrior to the end of time to join the boy’s older selves Kang The Conqueror and Immortus. All three products of chronal multiplicity, temporal divergence and fractured time are claiming to be Earth’s last Avengers…

After extracting and capturing the wildly reacting Time Gem they give the unyielding Super-Soldier the answers he’s been seemingly forever looking for, but when they demand that, after Steve returns to his time, he allow the Illuminati to destroy any Earth caught in an incursion, they make a fatal error…

Captain America will always find a noble, ethical solution and after escaping back to his origin era he begins to implement it by declaring war on the smartest heroes on Earth.

To Be Continued…

Cosmically complex, conceptually challenging, confounding and ultimately cataclysmic, this collection also offers a plethora of astounding covers-and-variants by Frank Cho & Jason Keith, Leinil Yu & Gho, Stephanie Hans and Paulo Manuel Rivera plus a potent portion of digitally-diverting extra content for tech-savvy consumers courtesy of AR icon sections all accessible through a free digital code and the Marvel Comics app for iPhone®, iPad®, iPad Touch® & Android devices at Marvel’s Digital Comics Shop.

Vast in scope, suspenseful, compelling and superbly illustrated Infinite Avengers is the kind of comicbook blockbuster aficionados adore but its only fair to warn that casual readers might be best served by reading previous volumes before taking in this particular Fights ‘n’ Tights Celestial Conundrum…
™ and © 2014 Marvel & Subs. Licensed by Marvel Characters B.V. through Panini S.p.A. All rights reserved. A British Edition published by Panini Publishing, a division of Panini UK, Ltd.

The Phoenix Presents: The Pirates of Pangaea Book 1


By Daniel Hartwell & Neill Cameron (David Fickling Books)
ISBN: 978-1-910200-08-7

Why are pirates so mean? I don’t know, they just AARRRR…

In January 2012 Oxford-based family publisher David Fickling Books launched a traditional anthology comics weekly aimed at girls and boys between 6 and 12 which revelled in reviving the good old days of picture-story entertainment intent whilst embracing the full force of modernity in style and content.

Each issue still offers humour, adventure, quizzes, puzzles and educational material in a joyous parade of cartoon fun and fantasy. In the years since its premiere, The Phoenix has gone from strength to strength, winning praise from the Great and the Good, child literacy experts and the only people who really count – the astoundingly engaged kids and parents who read it…

The Phoenix was voted No.2 in Time Magazine‘s global list of Top Comics and Graphic Novels and is the only strip publication started in the UK in the last forty years to have passed the 100 issue mark. It celebrated its first anniversary by developing a digital edition available globally as an app and is continually expanding its horizons.

It is, most importantly, tremendous fun, offering not just comedic comic capers, but games, puzzles, “How-To…” pages and even adventure strips.

Crafted by Daniel Hartwell (Urban Beasts) and Neill Cameron (Mo-Bot High, How to Make Awesome Comics), by far the most engaging thriller so far featured is a sublime combination of classic endeavour and enticing fantasy which blends bold buccaneers, boldly brilliant kids, suspenseful swashbuckling escapades and gloriously gigantic dinosaurs.

The alternate-history lesson begins with twelve year old Sophie Delacourt voyaging out from England in 1717 to join her Uncle Silas, the newly appointed Governor of the lost land of Pangaea.

The huge island-continent is reputed to be the oldest land on Earth and a place primarily inhabited by colossal reptiles of the land and air. Master Bosun William takes a paternal interest in the girl, explaining the wondrous nature of the place, but nothing prepares Sophie for the experience of a colossal “long-neck” which dives under their vessel and lifts it bodily into the air.

The interior of Pangaea is a vast shifting ocean of long grass afflicted and infested with fast and deadly predators no man afoot could survive or escape, so all ships are picked up out of blue Caribbean waters then carried upon brobdingnagian beasts’ backs between the rocky high points and plateaux where humanity has built its dwellings and settlements.

The big beasts are kept docile and compliant by the administration of a herb dubbed “Snuff” and piloted by the skilful class of inland mariners known as “Snuffmen”…

Sophie has never seen anything so wonderful in her life but, as Snuffman John guides the magnificent Bessie and her formerly-seagoing burden towards the Governor’s capital city, the amazed girl catches sight of the ever-present peril which besets this latest outpost of empire.

Through the shifting verdure comes a pirate ship strapped atop a terrifying black Land Leviathan and soon the voyagers are fighting for their lives in an ‘Ambush on Pangaea’.

Sophie is locked in her cabin as the corsairs’ devastating attack pillages the vessel and, when the insanely cruel Captain Brookes cries victory, making the crew walk the plank to their deaths, she is the only survivor…

The second chapter opens with the Governor’s niece imprisoned on Brookes’ land-ship, a potential goldmine in ransom for the greedy maniac. Furious and defiant Sophie is slowly befriended by brute’s cabin boy Timothy Kelsey. The lad is the tormented last survivor of a previous foray which saw the murder of his mentor and master Dr. Shaw; a naturalist who had come to the lost land to catalogue the ‘Indigenous Fauna of the Pangaean Land-Mass’.

After witnessing Brookes’ cruelty, Sophie agrees to join in the boy’s desperate plan for escape but as they make their move to fly off on the ship’s captive “Great Wing” lizard, they stumble over the Captain’s first mate.

Ten Gun Jones is also engaged in fleeing on the “Razor Beak”, but the noise of their stumbling over each other rouses the ship and the three are forced to flee together into the night amidst a hail of musket fire…

Soon the trio are hopelessly ‘Lost in the Sea of Green’ as their gravely wounded pterosaur expires just short of a high-projecting stony pinnacle. With deadly “Land Sharks” and “Belly Rippers” closing in on them all hope seems lost until an even deadlier beast pounces.

The “Tyrant” makes short work of the circling velociraptors, but its ravening hunger remains unsated. Only sheer terror carries the three fugitives to the relative safety of the rocky islet and, frantically scaling the igneous tower with the horror snapping at their heels, they all tumble into a cave to find themselves inside an abandoned pirate den…

The dusty lair has weapons, lamps, water, liquor and even brontosaur jerky; everything they might need to outwait the roaring giant outside, but after a sleepless night with Ten Gun less than forthcoming about why he was deserting Captain Brookes, Sophie conceives a dangerous idea.

After feeding the monster chunks of the dried meat liberally doused in the Snuff she found in a barrel, in an act of seeming madness Sophie drops onto the horror’s head and soon has it – or rather her – acting like a very dangerous steed…

The fearless lass then explains how an elderly servant in England taught her the secrets of horse-whispering before christening her scaly new pet “Cornflower”. Timothy is elated that they can use the Tyrant to safely cross the lethal Sea of Green to civilisation but Jones has other plans…

The enigmatic pirate’s guarded directions soon bring them to an active volcano which is in truth the neutral port used as a safe-haven by all the freebooters plying the grassy deeps. In a tavern the children learn the ‘Secrets of Raptor Rock’ and are introduced to bombastic Captain Ford, who previously planted Ten Gun in Brookes’ crew to secretly secure the second half of a disputed treasure map…

With both pieces secure the privateer immediately sets to emerald sea, but Ten Gun insists on bringing Sophie and Tim along. They have barely left the rock before Cornflower breaks out of her pen and doggedly follows…

The children are put to work and Sophie soon makes friends with Iwakian Snuffman Tak: a native Pangaean who steers the buccaneers’ bombastic brontosaur Gertrude…

The exploratory voyage comes to a sudden end after crossing the eerie “Longnecks Graveyard” when they hove into view of the fantastic plateau known in legend as “The Forbidden Isle”…

An expeditionary party is soon driving inland to a ancient temple in ‘Quest for the Golden Skull’ but upon entering, the greedy pirates are astounded to discover that the invaluable artefact they’re hunting is not a gilded human head but actually a full size tyrant’s skull cast in precious metal…

That’s when ferocious native defenders – the Kron Iwakia – ambush the party, driving them back to the relative safety of Gertrude, but the rapidly retreating raiders have no idea of what’s happened in the meantime.

Young Kelsey, resentful of being enslaved again has – more by accident than design – blown up the ship and stampeded Gertrude off into the Sea of Green just as maniacal Captain Brookes arrives intent on reclaiming his map and slaughtering everyone…

Even though the enraged Iwakians vanished when the ship began to burn, Ford’s rattled crew are no match for the nautical newcomers and things look bleak and bloody. Sophie and Kelsey desperately head back to the temple chased by Brookes’ men and death seems imminent until, from nowhere, Cornflower hurtles into action and eagerly despatches the pursuing pirates.

This prompts the Kron Iwakia to emerge from concealment to guide Cornflower and the kids back to the temple. The natives worship Tyrant lizards and after a strange ceremony deem Sophie and her reptile holy. That’s when Tim realises that the Golden Skull is not a mere ornament but battle armour for a tyrannosaur Chosen One…

With the Iwakians in close support the valiant children return to the ongoing pirate war to settle a number of old scores before taking control of their own destinies…

Superbly engaging and utterly enthralling, this astounding all-action romp is a riotous delight of astonishing adventure and this fabulous first compilation also includes many maps and crucial fact pages on the assorted dinosaurs from Dr. Shaw’s ‘Indigenous Fauna of the Pangaean Land-Mass’ – specifically ‘Sauropoda’, ‘Pterosauria’, ‘Dromaeosauridae’ and ‘Tyrannosauridae’ – all scrupulously crafted, corrected and annotated by erstwhile cabin boy and greatest living expert Timothy Kelsey…

Bright, breezy furious fun for the entire family, so don’t miss this unburied treasure…
Text © Daniel Hartwell 2015. Illustrations © Neill Cameron 2015. All rights reserved.

Cyclops: Starstruck


By Greg Rucka, Russell Dauterman, Carmen Carnero, Terry Pallot & various (Marvel/Panini UK)
ISBN: 978-1-84653-624-3

When mutant genius Henry McCoy learned he was dying, he used time-travel tech in a last-ditch attempt to give his life meaning. Seeking to prevent a species war, he brought the young, naive X-Men of his own youth into the future to reason with his radicalised former comrade Scott Summers, praying the still idealistic and hopeful teens could divert Mutant Enemy Terrorist No. 1 from his path of doctrinaire madness…

The gamble paid off in all the wrong ways. Rather than shocking Cyclops back to his senses, the confrontation hardened the renegade’s heart and strengthened his resolve. Moreover, after the younger McCoy miraculously cured his older self, he and the rest of the X-Kids were trapped in their own future and began gradually defecting to the fundamentalist team…

Eventually the temporally misplaced First Class all ended up living with the elder Cyclops’ crew, but everything changed after Gladiator of the Shi’ar realised that Jean Grey AKA Marvel Girl – and future host of the cosmic force known as the Phoenix – was back. The alien overlord rashly attempted to abduct and execute her for the crimes of her older self…

The insane pre-emptive punishment plan was foiled by an amalgamation of X-Men, Guardians of the Galaxy and intergalactic buccaneers Hepzibah, Ch’od, Raza and bizarre medical wizard Sikorsky – collectively known as The Starjammers.

During the cosmic conflict 16-year-old Scott met his believed-dead dad Christopher, now called Corsair and undisputed leader of the cosmic privateers and, when the mutant heroes returned to Earth, he chose to remain in space with the father he had spent most of his brief life assuming killed in a plane crash…

Scripted by Greg Rucka and illustrated by Russell Dauterman, Carmen Carnero & Terry Pallot, stellar saga Starstruck collects issues #1-5 of Cyclops: (July-November 2014), following the chronal castaway to the ends of the universe and even further into uncharted emotional territory…

The story begins as the still shell-shocked teen spends some time in hard vacuum with his dad’s exotic paramour Hepzibah. Together they are testing his new spacesuit which allows him to fire his fearsome optic blasts safely through his helmet. That and reminiscing about how he got here and revelling in the sheer majesty of the intergalactic firmament, of course…

For most of his comicbook career Scott Summers has been capable and competent but also dour, grim, despondent and simply no fun at all. Here, however, we get to see the incredible hero he always was, but also follow a nervous, unsure kid hungry for affirmation and still capable of ingenuous wide-eyed wonder.

That’s never more ably demonstrated than when his attempts to write a letter to Jean (the girl everybody from the future tells him he will marry and lose) are interrupted by an attack on the starship.

The Starjammers are wanted by almost every empire in the universe but this ambush by the scurrilous Brotherhood of Badoon is easily repulsed and only results in the pirates capturing their attackers’ vessel primarily intact…

Not so easily handled is the growing gulf between Scott and Corsair. The boy simply cannot accept why his father would allow him – and indeed his future self – to believe he was dead for decades…

The grizzled star-pirate thinks he has a solution. Giving Scott a sword liberated from the vessel (apparently a crucial piece of kit for any space-farer regularly indulging in close combat) Christopher Summers suggests a father-and-son vacation: a few months tooling around the galaxies in their newest prize, just getting to know each other…

At first the grand tour is all mind-bending exploration and eye-popping alien encounters but eventually Scott begins to see a disturbing pattern to his dad’s actions and comes to a horrifying conclusion. Corsair is a drug addict and their numerous stopovers in quirky cosmic bazaars and seamy sidereal marketplaces are simply opportunities to restock his personal pharmacopoeia…

One such jaunt introduces the boy to unlikely barkeeper and crimelord Baroque and leads Scott into a potentially life-changing VR encounter with a svelte and sexy alien temptress named Vass. Unfortunately anything he might have learned is promptly forgotten when a multi-species band of merciless bounty hunters corners the father and son team.

The wily thief-takers are utterly unprepared for Cyclops’ optic blasts however and the displaced humans get away relatively unscathed… except for Corsair’s fresh stash of drugs…

The next crisis occurs soon after as the Badoon ship catastrophically malfunctions and shipwrecks them on an isolated planetoid. Painfully scouring through the wreckage some time later, Scott discovers a tracking device – now destroyed – and finally confronts his father about the drugs.

He is doubly appalled when Corsair shamefully reveals that rather than buying narcotics, his dad has been visiting every criminal dive in creation “scoring” proscribed nanite technology: the only thing currently keeping him alive…

Stranded on a primitive mudball filled with predators all becoming increasingly less cautious and more hungrily curious, Scott at last learns of his unsuspected brother Vulcan, a mutant who once seized control of the Shi’ar Empire, sparked an intergalactic war and killed their father…

Of course, his devoted comrades refused to leave Corsair dead and petitioned the enigmatic creatures known as the Shrouded to restore him. The cloaked wonders succeeded but the cure requires constant and illicit maintenance…

Days pass and as the last dregs of the contraband drugs are used up, fading father and son grow closer, even to the point where they unite to turn the tables on the horrific bird-things stalking them.

As Corsair impatiently tries to teach his son everything he’ll need to know to survive the decades he might be alone on the planetoid, the boy derives a desperate scheme to save them both. The first step is to repair the tracking device and lure the certainly still interested bounty hunters to their current location…

Everything goes according to plan and the hunters become the hunted, but at the critical moment Scott, seemingly swayed by the blandishments of the mercenaries’ female slave, sells his own dad out…

What happens next proves the boy hero’s astonishing tactical genius and saves everyone’s lives – if not necessarily their honour…

Heartwarming, thrilling, funny and astoundingly action-packed, Starstruck combines cosmic intrigue and dashing derring-do with solid characterisation and wild blue yonder wonderment, and comes with a covers-&-variants gallery by Alexander Lozano, Greg Land, John Tyler Christopher and Paul Renaud as well as AR icon sections (Marvel Augmented Reality App) for access to story bonuses once you download the free code from marvel.com onto your smart-phone or Android-enabled tablet.

What more could any wide-eyed, entertainment-starved child of the wondering stars want?
™ & © 2014 Marvel & Subs. Licensed by Marvel Characters B.V. through Panini S.p.A. All rights reserved. A British Edition published by Panini Publishing, a division of Panini UK, Ltd.

Asterix and the Falling Sky


By Uderzo, translated by Anthea Bell & Derek Hockridge (Orion Books)
ISBN: 978-0-7528-7548-4

Asterix began life in the last year of the 1950s and is part of the fabric of French life. His adventures have touched billions of people all around the world over the decades. However when this particular tale was released it was like nothing anybody had ever seen before. It fact it is considered to be the most controversial and least well-regarded by purists. Some even hate it…

They are all welcome to their opinions. I must admit that I too found it a little unsettling when I first read it. So I read it some more and saw the elements that I’d initially had trouble with weren’t lax or lazy or bad but just not what I was expecting. Soon it became one of my favourites just because it was so different.

Uderzo was and is a comics creator par excellence. With Rene Goscinny he created, owned and controlled his intellectual property Asterix and used it to tell the tales he wanted to tell.

It was his right to say and draw whatever he wanted to through his creation and nobody has the right to dictate what he could or could not do with it as long as no laws were broken.

It’s a lesson the whole world needs to learn, now more than ever…

A son of Italian immigrants, Alberto Aleandro Uderzo was born on April 25th 1927 in Fismes on the Marne. He dreamed of becoming an aircraft mechanic but even as a young child watching Walt Disney cartons and reading Mickey Mouse in Le Pétit Parisien he showed artistic flair.

Albert became a French citizen when he was seven and found employment at thirteen, apprenticed to the Paris Publishing Society, where he learned design, typography, calligraphy and photo retouching. He was brought to that pivotal point by his older brother Bruno (to whom this volume is gratefully and lovingly dedicated for starting the ball rolling) but when World War II reached France he moved to Brittany, spending time with farming relatives and joining his father’s furniture-making business.

The region beguiled and fascinated Uderzo and when a location for Asterix‘s idyllic village was being mooted, that beautiful countryside was the only possible choice…

In the post-war rebuilding of France, Uderzo returned to Paris and became a successful artist in the recovering nation’s burgeoning comics industry. His first published work, a pastiche of Aesop’s Fables, appeared in Junior and in 1945 he was introduced to industry giant Edmond-François Calvo (whose own comic masterpiece The Beast is Dead is far too long overdue for a commemorative reissue…).

Tireless Uderzo’s subsequent creations included the indomitable eccentric Clopinard, Belloy, l’Invulnérable, Prince Rollin and Arys Buck. He illustrated Em-Ré-Vil’s novel Flamberge, dabbled in animation, worked as a journalist and illustrator for France Dimanche and created the vertical comicstrip ‘Le Crime ne Paie pas’ for France-Soir.

In 1950 he illustrated a few episodes of the franchised European version of Fawcett’s Captain Marvel Jr. for Bravo!

An inveterate traveller, the artistic prodigy first met Goscinny in 1951. Soon bosom buddies, they resolved to work together at the new Paris office of Belgian Publishing giant World Press. Their first collaboration was published in November of that year; a feature piece on savoir vivre (gracious living) for women’s weekly Bonnes Soirée, following which an avalanche of splendid strips and serials poured forth.

Jehan Pistolet and Luc Junior were created for La Libre Junior and they resulted in a western starring a “Red Indian” who eventually evolved into the delightfully infamous Oumpah-Pah. In 1955, with the formation of Édifrance/Édipresse, Uderzo drew Bill Blanchart (also for La Libre Junior), replaced Christian Godard on Benjamin et Benjamine and in 1957 added Charlier’s Clairette to his portfolio.

The following year, he made his debut in Tintin, as Oumpah-Pah finally found a home and a rapturous audience. Uderzo also drew Poussin et Poussif, La Famille Moutonet and La Famille Cokalane.

When Pilote launched in 1959 Uderzo was a major creative force for the new enterprise, collaborating with Charlier on Tanguy et Laverdure and devising – with Goscinny – a little something called Asterix…

Although the gallant Gaul was a monumental hit from the start, Uderzo continued on Les Aventures de Tanguy et Laverdure, but once the first hilarious historical romp was collected in an album as Ast̩rix le gaulois in 1961 it became clear that the series would demand most of his time Рespecially since the incredible Goscinny never seemed to require rest or run out of ideas.

By 1967 Asterix occupied all Uderzo’s time and attention, and in 1974 the partners formed Idéfix Studios to fully exploit their inimitable creation. When Goscinny passed away three years later, Uderzo had to be convinced to continue the adventures as both writer and artist, producing a further ten volumes until 2010 when he gracefully retired.

After nearly 15 years as a weekly comic serial subsequently collected into book-length compilations, in 1974 the 21st (Asterix and Caesar’s Gift) was the first published as a complete original album prior to serialisation. Thereafter each new release was an eagerly anticipated, impatiently awaited treat for the strip’s millions of fans…

More than 325 million copies of 35 Asterix books have sold worldwide, making his joint creators France’s best-selling international authors, and now that torch has been passed and new sagas of the incomparable icon and his bellicose brethren are being created by Jean-Yves Ferri and Didier Conrad…

One of the most popular comics on Earth, the collected chronicles of Asterix the Gaul have been translated into more than 100 languages since his debut, with numerous animated and live-action movies, TV series, games, toys, merchandise and even a theme park outside Paris (Parc Astérix, naturellement)…

Like all the best stories the narrative premise works on more than one level: read it as an action-packed comedic romp of sneaky and bullying baddies coming a-cropper if you want, or as a punfully sly and witty satire for older, wiser heads. English-speakers are further blessed by the brilliantly light touch of master translators Anthea Bell & Derek Hockridge who played no small part in making the indomitable little Gaul so very palatable to English tongues.

Many of the intoxicating epics are set in various exotic locales throughout the Ancient World, with the Garrulous Gallic Gentlemen reduced to quizzical tourists and bemused commentators in every fantastic land and corner of the civilisations that proliferated in that fabled era. The rest – more than half of the canon – take place in and around Uderzo’s adored Brittany, where, circa 50 B.C., a little hamlet of cantankerous, proudly defiant warriors and their families resisted every effort of the mighty Roman Empire to complete the conquest of Gaul.

The land is divided by the notional conquerors into provinces of Celtica, Aquitania and Amorica, but the very tip of the last named just refuses to be pacified…

Whenever the heroes were playing at home, the Romans, unable to defeat the last bastion of Gallic insouciance, futilely resorted to a policy of absolute containment. Thus the little seaside hamlet was permanently hemmed in by the heavily fortified garrisons of Totorum, Aquarium, Laudanum and Compendium.

The Gauls couldn’t care less, daily defying and frustrating the world’s greatest military machine simply by going about their everyday affairs, protected by the miraculous magic potion of resident druid Getafix and the shrewd wits of the diminutive dynamo and his simplistic, supercharged best friend Obelix…

This particular iconoclasm, Uderzo’s eighth solo outing (and originally entitled Le Ciel lui tombe sur la tête) was released in 2005 as the 31st volume of an ever-unfolding saga. The English language version was released that same year as Asterix and the Falling Sky. Apart from the unlikely thematic content and quicker pacing, the critics’ main problem seemed to stem from a sleeker, slicker, less busy style of illustration – almost a classical animation look – but that’s actually the point of the tale.

The entire book is a self-admitted tribute to the Walt Disney cartoons of the artist’s formative years, as well as a sneakily good-natured critique of modern comics as then currently typified by American superheroes and Japanese manga…

The contentious tale opens with the doughty little Gaul and his affable pal Obelix in the midst of a relaxing boar hunt when they notice that their quarry has frozen into petrified solidity.

Perplexed, they head back through the eerily silent forest to the village, only to discover that all their friends have been similarly stupefied and rendered rigidly inert…

Only faithful canine companion Dogmatix and the old Druid Getafix have any life in them, but only when Obelix admits to giving the pooch the occasional tipple of Magic Potion does Asterix deduce that it’s because they all have the potent brew currently flowing though their systems…

With one mystery solved they debate how to cure everybody else – as well as all the woodland creatures and especially the wild boars – but are soon distracted by the arrival of an immense golden sphere floating above and eclipsing the village…

Out of if floats a strange but friendly creature who introduces himself as “Toon” from the distant star Tadsilweny (it’s an anagram, but don’t expect any help from me). He is accompanied by a mightily powered being in a tight-fitting blue-and-red costume with a cape. Toon calls him Superclone…

The mighty minion casually insults Obelix and learns that he’s not completely invulnerable, but otherwise the visitors are generally benevolent. The paralysis plague is an accidental effect of Toon’s vessel, but a quick adjustment by the strange visitor soon brings the surroundings back to frenetic life.

That’s when the trouble really starts as the villagers – and especially Chief Vitalstatistix – see the giant globe floating overhead as a portent that at long last the sky is falling…

After another good-spirited, strenuously physical debate, things calm down and Toon explains he’s come from the Galactic Council to confiscate an earthly super-weapon and prevent it falling into the hands of belligerent alien conquerors the Nagmas (that’s another anagram) and there’s nothing the baffled Earthlings can do about it…

At the Roman camp of Compendium Centurion Polyanthus is especially baffled and quite angry. His men have already had a painful encounter with the Superclone but the commander refuses to believe their wild stories about floating balls and strangers even weirder than the Gauls, but he’s soon forced to change his mind when a gigantic metal totem pole lands in blaze of flame right in his courtyard.

Out of it flies an incredible, bizarre, insectoid, oriental-seeming warrior demanding the whereabouts of a powerful wonder-weapon. Extremely cowed and slightly charred, Polyanthus tells him about the Magic Potion the Gauls always use to make his life miserable…

The Nagma immediately hurries off and encounters Obelix, but the rotund terrestrial is immune to all the invader’s armaments and martial arts attacks and responds by demonstrating with devastating efficacy how Gauls fight…

After zapping Dogmatix the Nagma retreats and when Obelix dashes back to the village follows him. No sooner has Toon cured the wonder mutt than the colossal Nagma robot-ship arrives, forcing the friendly alien to fly off and intercept it in his golden globe…

The Nagma tries to trade high-tech ordnance for the Gauls’ “secret weapon” but Asterix is having none of it, instead treating the invader to a dose of potion-infused punishment.

Stalemated the Nagma then unleashes an army of automatons dubbed Cyberats and Toon responds by deploying a legion of Superclones. The battle is short and pointless and a truce finds both visitors deciding to share the weapon…

Vitalstatistix is outraged but Getafix is surprisingly sanguine, opting to let both Toon and Nagma sample the heady brew for themselves. The effects are not what the visitors could have hoped for and the enraged alien oriental unleashes more Cyberats in a sneak attack.

Responding quickly, Asterix and Obelix employ two Superclones to fly them up to the marauding robots, dealing with them in time-honoured Gaulish fashion.

The distraction has unfortunately allowed the Nagma to kidnap Getafix and Toon returns to his globe-ship to engage his robotic foe in a deadly game of brinksmanship whilst a Superclone liberates the incensed Druid. None too soon the furious, frustrated Nagma decides enough is enough and blasts off, determined never to come back to this crazy planet…

Down below Polyanthus has meanwhile taken advantage of the chaos and confusion to rally his legions for a surprise attack, arriving just as the Gauls are enjoying a victory feast with their new alien ally. The assault goes extremely badly for the Romans, particularly after a delayed effect of the potion transforms affable Toon into something monstrous and uncanny…

Eventually all ends well and, thanks to technological wizardry, all the earthly participants are returned to their safely uncomplicated lives, once again oblivious to the dangers and wonders of a greater universe…

Fast, funny, stuffed with action and hilarious, tongue-in-cheek hi-jinks, this is a joyous rocket-paced rollercoaster for lovers of laughs and all open-minded devotees of comics. This still-controversial award-winning(Eagle 2006 winner for Best European Comic) yarn only confirmed Uderzo’s reputation as a storyteller willing to take risks and change things up, whilst his stunning ability to pace a tale was never better demonstrated. Asterix and the Falling Sky proves that the potion-powered paragons of Gallic Pride will never lose their potent punch.
© 2005 Les Éditions Albert René, Goscinny-Uderzo. English translation: © 2005 Les Éditions Albert René, Goscinny/Uderzo. All rights reserved.

Savage Hulk: The Man Within


By Alan Davis, Roy Thomas, Sal Buscema, Mark Farmer, Sam Grainger & various (Marvel/Panini UK)
ISBN: 978-1-84653-630-4

In 1969, after six years of quirky, deliciously off-kilter adventures, The X-Men comicbook folded. It was a relatively early casualty of the latest periodic, repetitive changing-of-reading-tastes, which saw the buying public once again shun superhero stories in favour of genres like war, westerns and, most especially, supernatural horror yarns…

Of course after the fantasy fad receded again the team emerged resurgent and unstoppable in 1975’s Giant-Size X-Men #1 and have since become an unshakable fixture of contemporary comics and cinema culture. Nevertheless when they first folded, a goodly number of us strange funnybook fans couldn’t believe the loss of such outré and irreplaceable characters.

Despite their reappearance in recycled reprints a certain magic had gone from the world back then and this most modern confection by Alan Davis seeks to redress that loss, albeit 45 human years later…

That final 1960s X-Men exploit was a weird “sort-of” team-up and, as it pivotally informs the all-original 4-part tale by Davis, inker Mark Farmer and colourist Matt Hollingsworth which comprises the majority of this scintillating compilation chronicle, the editors at Marvel have thoughtfully included it – in all its raw glory – at the back of the book.

I’m reviewing it first because that’d just the way I am…

‘The Mutants and the Monster!’ by Roy Thomas, Sal Buscema & Sam Grainger (X-Men volume 1#66, cover-dated March 1970), was actually the epilogue to an epic clash between the mutants and voracious alien invaders.

The campaign had shockingly brought back long-believed dead Professor Charles Xavier, who then nearly killed himself for real by uniting every mind on Earth in a psychic thrust of unparallelled force to repel the already repellent Z’Nox.

The tragic aftermath was seen here: a debilitating coma caused by the exertion left the telepath near death, able only to convey a feeble psionic message which sent the team hunting for Bruce Banner in Nevada.

Apparently, the two cerebral heavyweights had previously and secretly collaborated on a gamma-powered device which might now be able to save and restore the fallen Xavier…

However the harried young heroes, in their hasty attempt to save their mentor, forgot one crucial fact: when you hunt Banner what you usually end up with is an immensely irate Incredible Hulk…

The resulting destructive debacle wrecked a lot of landscape but throughout the extended brouhaha, the Hulk seemed to be subconsciously leading the titanic teens to his hidden desert lab where the prototype Gamma Stimulator was stashed.

Despite colossal carnage and inevitable US Army interference the gadget was recovered and the Professor saved…

Flipping now to the front of the book, the main event reveals a previously undisclosed follow-up encounter published as Savage Hulk #1-4 (August to November 2014) ‘The Man within’ and opens with TV coverage of the Nevada battle being carefully scrutinised by Gamma-spawned evil super-genius The Leader. The sinister savant soon gleans a connection between the mutant warriors and their previously unsuspected boss Charles Xavier…

The Hulk meanwhile is fending of another furious attack by the military even as back in Westchester County the recuperating Xavier examines the life-saving device and realises Banner had completed it to cure himself of his emerald alter ego. The mutant mentor soon discovers why it didn’t work on the tragic titanic transformer. It needed a telepathic trigger…

Convinced he can return the favour and finally cure Banner, guilty, grateful Professor X accompanies Cyclops, Marvel Girl, Angel, Beast, Iceman, Havok and magnetic warrior Lorna Dane back to Nevada and Banner’s clandestine laboratory. They are all blithely unaware that The Leader has already staked the place out…

The frenzied fugitive at the heart of the matter meanwhile has been found by a well-meaning elderly couple whose offer of assistance leads to unbridled terror as the timid down-and-out suddenly shapeshifts into a mountain of angry green muscle…

Nearby the X-Men have been ambushed by the murderous, monstrous Abomination, who is also hunting for the Hulk and their titanic tussle soon intrudes on the Jade Giant’s agonised antics…

The three-way war immediately escalates after the army closes in, all guns blazing, but the merely human military are swiftly driven back by the mutants, leaving the Hulk to totally trash his gamma-powered nemesis single handed.

In the quiet aftermath, Marvel Girl uses her own still-developing telepathy to quell the victorious Hulk’s rage and re-manifest the deeply traumatised Bruce. Soon the physicist is conferring with Xavier and preparing to be rid of his ominous other for all time, but as their salvation device is set in motion none are aware that deadly threat is nearby, awaiting the perfect moment to strike…

Shock follows shock as the procedure goes awry with the hulk’s gamma-energy migrating to Marvel Girl, creating a bellicose green giantess reeling with incomprehensible psionic power.

…And that’s when The Leader makes his move at the head of an army of mechanoids and a legion of the Hulk’s old foes…

Only Xavier is aware that things are not entirely what they seem and is capable of combating the true source of the fantastic threat, aided by the Hulk’s most incredible gamma-fuelled transformation yet…

Also included in this splendid and explosively entertaining epistle are the original covers by Davis, Farmer, Val Staples, Matt Hollingsworth & Brad Andersen plus Marie Severin & Grainger’s 1969 classic image, and a selection of variants from John Cassaday, Alex Ross, Ryan Stegman, Jim Starlin and Dale Keown.

Cleverly conceived, beautifully illustrated, riotously action-packed and stunningly suspenseful, this tale of triumph and tragedy is pure vintage Marvel Mastery, ably augmented by the original inspirational yarn from the end of a unique era and offering readers young and old a magnificent chance to re-experience the glory days of the House of Ideas.

™ & © 2014 Marvel & Subs. Licensed by Marvel Characters B.V. through Panini S.p.A. All rights reserved. A British Edition published by Panini Publishing, a division of Panini UK, Ltd.

Inhuman: Genesis


By Charles Soule, Ryan Stegman, Joe Madureira, Marte Gracia & various (Marvel/Panini UK)
ISBN: 978-1-84653-623-6

During mega-crossover blockbuster Infinity, mad Titan Thanos invaded Earth and clashed with The Inhumans‘ ruler Black Bolt. The almighty monarchs wrestled to a standstill and, as a last resort, the embattled Inhuman king crashed the flying city of Attilan onto New York and into the Hudson River. This act was simultaneously linked to a release of the Hidden People’s mutagenic Terrigen Mist into the atmosphere where it triggered mutation in millions.

Follow-up event Inhumanity traced the effects of that global inundation as millions of mortals were killed or transformed by Terrigen fallout, proving that Human and Inhuman were not necessarily different races…

The Inhumans came into existence 25,000 years ago, after Imperial Kree explorers landed on Earth and tampered with the genetics of a tribe of primitives, just as they had on hundreds of other worlds.

Millennia later Randac, one of the rulers of the intellectual super-race that subsequently developed, took that meddling to its ultimate end by devising the Terrigen Mist process, which enabled citizens to mutate into infinitely unique individuals of astounding power.

The measure originally met with much opposition and many citizens of Attilan quit the city forever, setting up their own isolated enclaves and increasingly interbreeding with their less evolved cousins.

Even as Inhumans retreated further into myth, isolation and dogma, and lately moved away from earth to carve place in the wild voids of deep space, their alien-altered genetic heritage was slowly spreading and disseminating throughout baseline humankind.

Now the Terrigen cloud slowly mixing with the biosphere has activated all those dormant genes, metamorphosing unsuspected millions into new lives and forms.

All this came to the attention of global guardians The Avengers when Inhuman royal diplomat Karnak became their unlikely prisoner. In comfortable custody, the wily warrior described the last moments of the mobile metropolis, how his people evacuated the doomed city and passed en masse through the chimerical living teleport door Eldrac; scattered to the place that living portal deemed they “most needed to be”…

Whilst Karnak ruminated, his cousin Queen Medusa arrived. Believing herself widowed and facing the shattering burden of saving her people without the aid of the messianic Black Bolt, she was further shaken when her ferociously logic-enslaved kinsman continued his evaluations and calculations until, suddenly arriving at an inescapable conclusion he simply would not abide, he killed himself before her eyes…

Since that moment Medusa and the world’s metahuman heroes have sought to contain the crisis, but the rise of many factions – from criminal scientists and exploitative geneticists to full-blooded rogue Inhumans (like exiled former king The Unspoken) – all seeking to monopolise the transformative pods and super-powered “NuHumans” are making the task increasingly difficult.

The job is even further complicated by the recent emergence of clandestine Inhuman colonies which have hidden themselves from both humanity and the denizens of Attilan for thousand of years also seeking to steal or recruit their share of the exposed and mutated new people…

Collecting Inhuman #1-6 (from June 2013 to November 2014), the epic Genesis of a race in crisis resumes as Queen Medusa struggles to integrate the many scattered factions of Attilan Inhuman, returning – and often hostile – “lost tribes” and burgeoning NuHumans into a united whole.

The tale of ‘The Queen in the Sky’ by writer Charles Soule, illustrators Ryan Stegman & Joe Madureira and colourist Marte Gracia begins in Bergen as the Terrigen cloud forever changes another horrified mortal, whilst in New York Medusa is informed that long-missing Eldrac has been finally located…

Back in Norway Nuhuman Kristian is shaken from shock by a wild creature named Lash who offers his own skewed and biased take on Inhuman history and a lethally partisan doctrine of survival worthiness. The ferocious judge hails from the clandestine enclave of Orrolan and believes that only the truly deserving should benefit from the blessing of Terrigen transformation…

In Battery Park the Queen patiently negotiates with S.H.I.E.L.D. agents who have mistaken Eldrac for a piece of rubble. That done she then passes through his psychically-triggered portal to land in Illinois in the middle of a firefight…

She is just in time to save pregnant Gabriela, her brother-in-law Dante and the ghastly cocoon-pod which used to be their mother from Lash’s murderous attack. The Darwinian scourge of NuHumans is delighted to be held at bay by Dante’s furious flame-throwing abilities and chooses to withdraw instead of facing the furious Medusa…

The next chapter finds Dante and family safely ensconced in the remains of Attilan where it rests as the Hudson River’s latest island and resisting the urgings and insistent probings of Inhuman surgeon Vinatos. The short-tempered doctor is unable to make these latest converts understand that their mother has failed transformation and simply died within her cocoon…

There is a more urgent matter to be addressed, however. Dante’s tendency to explode into uncontrollable flammable fury is posing a danger to all and Medusa assigns her cousin and chief warlord Gorgon to teach the boy control.

His methods are brutal but extremely effective…

Gabriela is a problem less easily handled. Although she has not – apparently – been affected by the Mist cloud, her unborn baby has…

As Medusa entertains human envoy Captain America – visiting the tiny sovereign state in a friendly and not-at-all official capacity – in Brooklyn former gangster Lineage rehearses for his own impromptu audience. He feels his newly gained ability to glean knowledge from anybody he shares DNA with – ancient or modern – will be of great interest to the embattled queen, but will have to wait as news comes in that A.I.M. agents are attempting to confiscate a fragment of Attilan from Central Park…

The bloody battle is mercifully brief once she and the Sentinel of Liberty join forces to end the murderous endeavour…

In the aftermath the Queen uses her people’s advanced technology to broadcast a message to the world inviting everyone touched by Terrigen transformation to become part of the new nation of Attilan, but her big day out ends on a shocking note when Lineage finally approaches with hints of much-missed husband Black Bolt’s intentions at the moment he instigated the Terrigen release…

Issue #3 finds Lash back in Orrolan with a boy named Jason: someone who has survived his first test of worthiness. The lad is then introduced to other super-powered residents but cannot help wonder what their uncompromising mentor’s final game plan is…

In Attilan Dante’s training is going well and Gabby suggests that his new Inhuman name should be “Inferno”. The title seems to inspire him and he begs to be allowed to join the secret squad Medusa is leading against Lash…

The surprise invasion of Orrolan is shockingly sudden and the subsequent battle savage and short. Jason – AKA Flint – exacts massive damage through his control of stone and rock, but the Queen’s goal is not conquest but union. When Lash hears what Lineage has to say he reluctantly withdraws his opposition to her plans and rule…

With Lash’s charges now part of the constantly-expanding population of Attilan, the next chapter sees the introduction of enigmatic seeker “Reader” who spectacularly saves young Nuhuman Xiaoyi from a division of Chinese soldiers rooting out potential “security threats” to the People’s Republic.

Whilst that’s occurring, on Attilan island thunder god Thor is on hand when Medusa opens the borders to human tourists and traders. The event almost ends in a bloodbath when assassins try to kill her, but after the Avenger and Inferno apprehend the shooters only the queen is unsurprised to find her assailants are all NuHumans…

As Lineage works behind the scenes, cautiously ingratiating himself to anybody of potential use to him, Medusa experiences a massive shock when her nation’s greatest monster resurfaces with an astounding demand…

Long ago Black Bolt and his cousins Medusa, Gorgon and Karnak impossibly overthrew the reigning king – the most powerful Inhuman ever born. The monarch had overstepped his authority and stole the race’s most puissant weapon, the Terrigen-fuelled Slave Engine.

The device was created to balance the scales should the teeming hordes of humanity ever attack the pitifully small race of outcasts, but the complacent and too-soft King deemed it an abomination; stealing and hiding it from his fellows.

Although defeated and banished he would not return it, and for his crime his name was stricken from all records and was forever “Unspoken”. When he returned in recent times all pretence of nobility was abandoned and he tried to eradicate humanity and conquer the world…

The story resumes here and now in ‘Empty Throne’ as the villain – now wizened, aged and powerless – repeats an offer of marriage to Medusa, declaring his right and ability to lead the Inhumans to glory. When that ploy fails he tries to convince the appalled and still grieving Medusa that he knows where vanished Black Bolt is…

Across the water in Greenwich Village Inferno is listening to Jason’s incredible life story. The African boy had been adopted by American parents but only learned after the Terrigen outbreak that he had been born into one lost tribe of Inhumans and brought to the USA by another. By the time Lash found him Jason was the only survivor of the body-warping fallout…

Medusa knows that the fallen king’s true purpose is to ferret out any remaining Terrigen to restore his faded powers and locks the audacious scoundrel up. It is exactly what The Unspoken intended and he uses his ages-old technical knowledge of the fallen city to uncover one last stash of the miracle crystals and take over…

When Dante, Jason and new NuHuman friend Naja try to return to Attilan they are brusquely turned away by armed guards. Realising something bad is happening and desperate to get back to Gabby, Inferno leads a three-person commando raid and, with the aid of Dr. Vinatos, succeeds in tipping the balance back in Medusa’s favour in a brutal ‘Trial by Fire’.

The cost however is both tragic and horrific…

With the Unspoken securely imprisoned, Lineage again begins his games within games, secretly taunting the defeated usurper with stolen Terrigen crystals as he reveals that he truly knows where Black Bolt is… and who’s got him…

To Be Continued…

Blending themes of growth and alienation with hearty slices of excessive action and political intrigue, Inhuman: Genesis also offers a gallery of 11 covers-&-variants by Stegman, Madureira, Gracia, Jeff Scott Campbell, Humberto Ramos and Ed McGuinness, and comes with a selection of digital extras accessible via the AR icon sections (Marvel Augmented Reality App) which give access to story bonuses once you download the free code from marvel.com onto your smart-phone or Android-enabled tablet.

Suspenseful, dramatic, action-packed and brandishing a potent metaphorical message, this is a compelling and entertaining slice of Fights ‘n’ Tights fiction to satisfy the most jaded comicbook palates.

™ & © 2014 Marvel & Subs. Licensed by Marvel Characters B.V. through Panini S.p.A. All rights reserved. A British Edition published by Panini Publishing, a division of Panini UK, Ltd.

Green Mansion volume 1: Assassins and Gentlemen


By Bodart & Vehlmann, translated by Elaine Kemp (Cinebook Expresso)
ISBN: 978-1-905460-53-3

The French are generally considered more passionate than us Brits and always eager to dole out grandiose appellations and epithets about creators, but at least they’re very seldom wrong in their acclamations. Young writer Fabien Vehlmann was only born in 1972 yet his prodigious canon of work (published from 1998 to the present) has earned him the soubriquet of “the Goscinny of the 21st Century”

Vehlmann entered the world in Mont-de-Marsan and grew up in Savoie, studying business management before taking a job with a theatre group. In 1996, after entering a writing contest in Spirou, he caught the comics bug ands two years later published – with illustrative collaborator Denis Bodart – a quirky, mordantly dark and sophisticated portmanteau period crime comedy entitled Green Manor.

The episodic, blackly funny tribute to the seamy underside of Victoriana appeared only sporadically until 2005 (and was revived in 2011), whilst the author spread his wings with a swathe of other features such as Wondertown (art by Benoît Feroumont) and the hugely popular children’s thriller Seuls (with artist Bruno Gazzotti) before undertaking a high-profile stint on veteran all-ages adventure strip Spirou et Fantasio.

Vehlmann has continued to craft enticing and engaging tales for kids (Samedi et Dimanche) but is equally adept on more mature fare like Sept psychopathes (with Sean Phillips). He even briefly drew his own strip Bob le Cowboy…

His partner in crime on Green Manor was Denis Bodart, who studied at the Saint Luc academy in Brussels before taking up teaching. He soon resorted to a life in comics, debuting in 1985 with Saint-Germaine des Morts (scripted by Streng) for publishing house Bédéscope.

Three years later he co-created – with writer Yann (Yannick Le Pennetier) – Célestin Speculoos for Circus and Nicotine Goudron for l’Écho des Savanes whilst becoming a jobbing freelance comics artist with work regularly appearing in Spirou and elsewhere.

Following his highly acclaimed turn here he moved on to succeed Jean-Maire Beuriot as artist of Casterman’s prestigious Amours Fragiles.

The premise is both deliciously simple and wickedly palatable. As this book opens in the infamous Bethlehem Psychiatric Hospital in 1899, prominent Dr. Thorne is seeking to interview the inmate known as Thomas Below.

That poor unfortunate had served as a domestic in a Gentleman’s Club for his entire life but became violently delusional mere days before retirement. Now as Thorne questions the madman deep in the bowels of “Bedlam”, the savant realises the sorry soul before him believes he is Green Manor incarnate. He has certainly been privy to all that strange place’s secrets, surprises and hushed-up scandals…

Hesitantly Below begins telling tales of rich, powerful and ostensibly honourable men at their most excessive and unbearable…

What follows is a macabre menu of short tales beginning with ‘Delicious Shivers’ wherein a roomful of The Great and the Good gather around aged patriarch Dr. Byron on an October night in 1879. The respected physician poses an intriguing challenge to the assemblage: “can there be a murder without a victim or a murderer?”

Most of the men gathered have dark hearts and cunning minds and Sir Foswell rises to the challenge with his story of a noted aristocrat who erased an unwise early marriage – and “disappeared” his unwanted bride – by dint of bloodshed, money and influence.

Inspector Darcroft then proffers a case whereby there was no discernable murderer although the victim was most certainly gunned down at close range…

As the heated banter builds, events take a very dark turn once Byron informs them that he has personally caused such an impossible crime to be committed. To the shocked silence of the throng he describes how the administration of an extremely slow-acting poison in the drinks of some, many or all of those gathered may or may not kill an unspecified number of them at some unguessable time in the future…

Of course he might just be jesting to win a point but nobody goes home complacently that night…

‘Post-Scriptum’ then describes the lethal intellectual duel between dashing young Detective Johnson and aged Sir Alfred Montgomery in August 1882, after the latter defies the policeman to stop him killing a young woman. The rules of the competition are quite strict and the noble believes he has succeeded in committing a perfect crime, but although the noble correctly considers himself a cunning planner his character judgement leaves much to be desired…

Weary and frustrated police Inspector Gray‘s decades-long hunt for a serial killer ends in shock and castigation when he arrives at an astounding conclusion one gloomy night at the Club in September 1882.

That worthy’s too-late grasp of an impossible ‘Modus Operandi’ subsequently leads to glorious triumph but also a most surprising outcome and response from a fellow clubman and confidante…

The most baroque and arcane yarn in this collection involves another intellectual game and imaginative wager placed in March 1893, when two connoisseurs of crime determine to commit the most artful murder of all time. Their target must be none other than author and criminologist Sir Arthur Conan Doyle, and to make things interesting the offending weapon must be ’21 Halberds’…

In April 1872 Lord Denton invited young artist Eric Kaye into the Green Manor Club to repair a damaged painting by the great lost genius Jason Sutter. However the dazzled dauber became obsessed with the story behind the austere family portrait – especially the tragic beautiful daughter who suddenly vanished from history – depicted in ‘Sutter 1801’ but his fervent enquiries led to the resolution of a decades old mystery, murder most foul and eventual banishment as his only reward.

Proud and undaunted, Kaye patiently devised a most exquisite vengeance…

The catalogue of upper class skulduggery concludes with ‘The Ballad of Dr. Thompson’ and a most arcane and uncanny murder mystery which begins in 1878 when great friends Professor Ballard and Thompson bid each other a drunken goodnight on the club steps.

Only one of them makes it home safely and when the other’s corpse is found stuffed into a grandfather clock the police investigations soon lead to the most insane of conclusions…

Wry, witty, wickedly funny and sublimely entertaining, Assassins and Gentlemen offers a superbly rewarding peek at High Society and low morals which will delight and astound lovers of clever crime fiction and classy comics confabulations.
Original edition © Dupuis 2005 by Vehlmann & Bodart. All rights reserved. English translation 2008 by Cinebook Ltd.

Wolverine: 3 Months to Die


By Paul Cornell, Elliot Kalan, Kris Anka, Pete Woods, Salvador Larroca, Jonathan Marks & various (Marvel/Panini UK)
ISBN: 978-1-84653-631-1

James Howlett, AKA Logan, AKA Wolverine, has faced a multitude of impossible situations in his long and bloody life but possibly the most groundbreaking shake-up only came at the conclusion of Wolverine: Killable which saw the mayhem-making mutant Methuselah coming to terms with the fact that his healing factor – and therefore his virtual immortality – were gone, removed by a sentient virus from an incredible alien microverse.

No longer able to properly defend himself nor, most importantly, his loved ones and innocent civilians from the likes of monsters such as Mystique or Sabretooth, he underwent a great deal of soul-searching and solution seeking to offset a seemingly insurmountable power loss.

As if to emphasise the point his most despised and unrelenting foe Victor Creed – tenacious, savage and still possessing the powers and skills Howlett once boasted, then renewed his campaign of terror upon his woefully diminished enemy.

As current leader of deviant sect of ninja cult The Hand, the mutant monster dubbed Sabretooth orchestrated a murderous snipe-hunt which killed dozens of helpless humans at a shopping mall whilst leaving the helpless Canadian Crusader physically crushed, emotionally humiliated and spiritually broken…

In response Logan switched to high-tech guns and armour, abandoning all his friends and comrades to run with a new – bad – crowd. Supported by a band of young super-powered criminals (Lost Boy, Fuel, Reflex and Pinch) Logan seemed to have gone to the dark side by joining the gang of up-and-coming underworld boss The Offer…

The truth was far more palatable. When S.H.I.E.L.D. learned Sabretooth was seeking a weapon of cosmic capacity they tapped Logan to go deep undercover with a potential rival to the Hand’s new Lord in a Byzantine scheme to stop him. The subterfuge was total and even led to Logan clashing with old friends like Thor…

Fully immersed in his covert role, Wolverine began an affair with new crony Pinch – who had subsequently come into possession of the reality-rending device – when Sabretooth caught up to the gang. Betrayed and incensed the heartbroken and furious thief was in no mood to be reasonable when Logan pleaded with her to hand over the planet-shattering globe.

Creed however made a telling counter-offer: give him the device and he would stop his Hand ninjas from killing the daughter Pinch thought she had safely hidden from the consequences of her so-dangerous lifestyle…

Written primarily by Paul Cornell, 3 Months to Die collects the contents of Wolverine volume 6, #8-12 and Wolverine Annual #1(August-October 2014), concluding the shocking saga of the fall of a legend…

The action begins with an eerie and portentous 2-part digression as ‘Games of Deceit and Death’ (illustrated by Kris Anka and colourist David Curiel) suddenly finds Wolverine transported to the island of Itsukushima where Master of Kung Fu Shang-Chi and living weapon Iron Fist have invited the emotionally-adrift old warrior in order that he might enter “The Secret Temple of Death on Holiday”.

At the height of his last battle with Creed, Wolverine – although possessing the upper hand – hesitated and could not finish his enemy. Now the martial artists are offering a spiritual solution for the baffled, desperate and demoralised Logan which involves having a heart-to-heart with the conceptual being who is the embodiment of Death…

Meanwhile in Sabretooth’s lair the Hand’s master is still dickering with Pinch for possession of the world-warping globe, but when her trusted boss the Offer secretly switches sides the negotiations take a most unwelcome turn.

Back at the temple Wolverine has quelled his doubts and entered for a debate with Death, whilst in the mundane world the Offer has sold out all his former associates. Gleaning Logan’s whereabouts from Lost Boy, the duplicitous dealer informs Creed who promptly dispatches an army of ninjas to destroy at last his personal nemesis…

The concluding chapter then finds Iron Fist and Shang-Chi frantically battling that army even as, deep within the temple, Wolverine learns a few startling truths from the creature he has for so long fed whilst himself avoiding.

At Hand HQ Creed has taken control of the globe and the first Logan learns of it is when the ghost of Fuel suddenly appears, begging him to go back and save Pinch, Lost Boy and the rest…

Spiritually reinvigorated and fortified, Wolverine heads for the final confrontation with Sabretooth, utterly oblivious to the fact that Death has been playing with him as part of a much deeper game…

‘The Last Wolverine Story’ (art by Pete Woods and Curiel) opens as Wolverine returns to the Jean Grey School for Higher Learning for a reconciliation with his mutant students and X-Men comrades before going after Creed.

Sabretooth meanwhile has established a New York base from where he intends to use the globe to rewrite reality: creating a world perfectly tailored to his highly specific predatory needs. He has also realigned himself with Machiavellian shapeshifting schemer Mystique to ensure his every dream comes bloodily true…

Blessed with a new enlightenment, Wolverine has eschewed his usual lone wolf tactics and sought out allies. The first to be contacted are the eclectic think-tank of the Guernica Bar. Situated on West Fourth, the legendary dive is a superhero hostelry where a most select crew regularly and above all quietly meet…

As well as comicbook writer Harold Harold, there’s an odds-maker on superhero battles, a professional powers cataloguer and the current CEO of repair conglomerate Damage Control as well as unflappable Weird Science surgeon Victoria Frankenstein (she pronounces it “Fronken-schteen”) amongst others.

However no sooner does the Feral Fury arrive than the bar is invaded by more murderous ninjas and in the resultant melee Harold reveals a potent secret which holds the horde at bay until thunder god Thor pops in to save the day, just moments ahead of Nick Fury Junior and S.H.I.E.L.D.

Despite the willing legion at his back, for strategic reasons Logan opts to invade Creed’s base in alone to free the hostages, but inevitably his mission ends up in a massive and escalating running battle. As the good guys are increasingly tied up fighting wicked alternate universe versions of themselves, the pivotal contest becomes the one it always has been: Wolverine against Sabretooth.

This time however it doesn’t end in the usual oft-replayed, inconclusive stalemate…

Following the catastrophic, catagoric conclusion Cornell, Salvador Larroca & Rachelle Rosenberg offer a short What If? vignette from Wolverine #12 in ‘That Which Didn’t Happen’ which re-examines the pivotal moment when the sentient virus offered to return Logan’s healing factor in return for fealty.

In this piece he said yes and Harold Harold is one of the last beings on Earth to suffer the ghastly consequences of that choice…

‘Wolf and Cub’ by Elliot Kalan, Jonathan Marks & Jose Villarrubia (from Wolverine Annual #1) ends this iteration of the long-lived legendary hero as Logan, feeling his age at last, takes adoptive daughter/former mutant/friendly vampire Jubilation Lee and her own recently-adopted baby Shogo for a walk on the wild side.

Feeling Death breathing down his neck, Wolverine takes his biped family into the wooded wilderness to meet the wolves who adopted him when he was at his most feral and mindless, but their camping trip takes a tragic turn when they encounter a husband and wife still suffering the effects of their experiences in Afghanistan…

The PTSD-afflicted Brad reacts with fear and violence when he sees a wild man apparently offering a baby to wolves and his frantic shots cripple Logan and decimate his lupine brethren.

Taking the child to what they think is safety, the soldier couple have no idea of the horror they’ve unwittingly unleashed by stealing a vampire’s child…

Tense suspense, non-stop visceral action, compelling mystery and an aura of impending, inescapable doom flavour this enticing chronicle from high-octane start to fraught finish and this splendidly entertaining treat also includes a dozen stunning covers-&-variants by Steve McNiven & Laura Martin, Dustin Nguyen, Ryan Stegman & Edgar Delgado and Ed McGuiness to delight and amaze all fan’s of fast and furious Fights ‘n’ Tights fiction.
™ & © 2014 Marvel & Subs. Licensed by Marvel Characters B.V. through Panini S.p.A. All rights reserved. A British Edition published by Panini Publishing, a division of Panini UK, Ltd.

XIII volume 1: The Day of the Black Sun


By William Vance & Jean Van Hamme, coloured by Petra (Cinebook)
ISBN: 978-1-84918-039-9

One of the most consistently entertaining and popular adventure serials in Europe, XIII was created by writer Jean Van Hamme (Wayne Shelton, Blake and Mortimer, Lady S.) and artist William Vance (Bruce J. Hawker, Marshal Blueberry, Ramiro).

Van Hamme – born in Brussels in 1939 – is one of the most prolific writers in comics. After academically pursuing business studies he moved into journalism and marketing before selling his first graphic tale in 1968.

Immediately clicking with the public, by 1976 he had also branched out into novels and screenwriting. His big break was the monumentally successful fantasy series Thorgal for Tintin magazine. He then cemented his reputation with mass-market bestsellers Largo Winch and XIII as well as more cerebral fare such as Chninkel and Les maîtres de l’orge.

In 2010 Van Hamme was listed as the second-best selling comics author in France, ranked beside the seemingly unassailable Hergé and Uderzo.

William Vance is the comics nom de plume of William van Cutsem, who was born in 1935 in Anderlecht. After military service in 1955-1956 he studied art at the Académie Royale des Beaux-Arts and promptly became an illustrator of biographic features for Tintin in 1962. His art is a classical blend of meticulous realism, scrupulous detail and spectacular if understated action.

In 1964 he began the maritime serial Howard Flynn (written by Yves Duval) before graduating to more popular genre work with western Ray Ringo and espionage thriller Bruno Brazil (scripted by “Greg”). Further success followed when he replaced Gérald Forton on science fiction classic Bob Morane in Femmes d’Aujourd’hui, (and later Pilote and Tintin).

Constantly working on both serials and stand-alone stories, Vance’s most acclaimed work is his collaboration with fellow Belgian Van Hamme on a contemporary thriller based on Robert Ludlum’s novel The Bourne Identity…

XIII debuted in 1984, originally running in prestigious comics anthology Spirou to great acclaim. A triad of albums were rushed out – simultaneously printed in French and Dutch language editions – before the first year of serialisation ended.

The series was a monumental hit in Europe – although publishing house Dargaud were initially a little slow to catch on – but has fared less well in its many attempts to make the translation jump to English, with Catalan Communications, Alias Comics and even Marvel all failing to maximise the potential of the gritty mystery thriller.

The epic conspiracy thriller of unrelenting mood, mystery and mayhem begins as The Day of the Black Sun (originally Le jour du soleil noir) opens on a windswept, rocky shore where retired Abe‘s quiet day of fishing is ruined after he reels in a body…

The shocking catch is still alive despite being shot in the head, and as Abe’s wife Sally examines the near-corpse she finds a key sewn into his clothes and the Roman numerals for thirteen tattooed in his neck. The area is desolate and remote and the fisherman has already gone for the only medical assistance he can think of: an alcoholic surgeon struck off for operating whilst inebriated…

After a tense, makeshift and rushed procedure ends in miraculous success, the three conspirators agree they can never tell anyone. Old Martha performed a miracle in saving the presumably shipwrecked stranger, but if the authorities ever find out she would face jail for practicing without a license.

There is a further complication. The gunshot victim – a splendid physical specimen clearly no stranger to action or violence – has suffered massive and probably irreversible brain trauma. Although now sound in body he has completely lost his mind. His language skills, social and reflexive conditioning and muscle memories all remain intact, but every detail of his personal life-history has been utterly erased…

Some time later as Martha explains all this to the swiftly recuperating stranger – whom Abe and Sally have named “Alan” after their own dead son – his lost past life explosively intrudes when contract killers invade the remote beach house with guns blazing…

Terrifying skills he has no conception of immediately surface and Alan lethally counters the attack, but too late to save anybody but himself and Martha…

In the aftermath Alan finds a photo of him and a young woman on one of the hitmen and, with Martha’s help, traces the picture to nearby metropolis Eastown. Desperate for answers and certain that more killers must be coming, the human question mark heads off to confront unimaginable danger and hopefully find the answers he so urgently needs…

Eager to find the mystery woman he was clearly intimate with, Alan tracks the photograph to the offices of the local newspaper, which brings him to the attention of a less than honest cop who recognises the amnesiac and makes sinister plans…

The woman in the photo is Kim Rowland, a local widow officially listed as a “missing person”. When Alan goes to her house he finds the key he was carrying fits the front door…

Inside is a scene of devastation, but a thorough search utilising gifts he was unaware he possessed turns up another key and a note warning someone named “Jake” that “The Mongoose” has found her and she’s going to disappear…

As he continues his probing Alan/Jake is ambushed by the dirty cop and newspaper Editor Wayne. Gloating Lieutenant Hemmings calls him “Shelton” and demands the return of a large amount of money the baffled amnesiac has no memory of.

Thinking fast, Alan/Jake/Shelton guesses that the new key he found is for a safe-deposit box and bluffs the thugs into taking him to the biggest bank in town…

The bank manager there also knows him as Mr. Shelton and happily escorts him to his private room, but when Hemmings and Wayne examine the briefcase left in Shelton’s deposit box a booby trap goes off. Taking advantage of the confusion their prisoner snatches up the case and expertly escapes from the bank despite the institution rapidly initiating lockdown procedures…

Later in a shabby hotel room the agonised amnesiac considers the huge amount of cash in the case and not for the first time wonders what kind of man he used to be…

Preferring motion to inactivity, Alan prepares to leave and stumbles into a mob of armed killers about to bust into his room. In a blur of lethal activity he escapes to the roof with the thugs in hot pursuit and stumbles into another group led by a man addressed as Colonel Amos…

The chilling executive calls his captive “Thirteen”, claiming to have previously dealt with his predecessors XI and XIII over something called the “Black Sun case”…

The Colonel also very much wants to know who Alan is, but has a few shocking facts already at his disposal. The most sensational is a film of the recent assassination of the American President which clearly shows the lone gunman to be none other than the now-appalled Thirteen…

Despite Alan’s heartfelt conviction that he is not an assassin, Amos continues to accuse his memory-wiped captive of being an employee of a criminal mastermind. The Security Supremo wants the man in charge but fails to take Alan’s forgotten instinctive abilities into account and is taken completely by surprise when his prisoner rashly leaps out of a fourth floor window…

Impossibly surviving the plunge and subsequent pursuit, the frantic fugitive heads for the only refuge he knows, but by the time he reaches Martha’s beachside house trouble has beaten him there…

Another band of murderers is waiting; led by a mild-seeming man Alan inexplicably calls The Mongoose. The smug killer expresses surprise and admiration: he thought he’d killed Thirteen months ago…

Tragedy follows an explosion of deadly violence as the agonised amnesiac goes into instinctive action. The henchman are mercilessly despatched – although too late to save Martha – but The Mongoose escapes, promising dire revenge…

With nothing but doubt, confusion and corpses behind him, the mystery man regretfully hops a freight train west and heads toward into an uncertain future…

And so began one of the most compelling and convoluted mystery adventures ever conceived, with subsequent instalments constantly taking the questing Thirteen two steps forward, one step back as he encountered a world of pain and peril whilst tracking down the web of past lives he seemingly led…

Fast-paced, clever and immensely inventive, XIII is a series no devotee of mystery and murder will want to miss.
Original edition © Dargaud Benelux (Dargaud-Lombard SA), 1984 by Van Hamme, Vance & Petra. All rights reserved. This edition published 2010 by Cinebook Ltd.