Prometheus: Fire & Stone


By Paul Tobin, Juan Ferreyra & various (Dark Horse)
ISBN: 978-1-61655-650-1

Spinning out of the movie Prometheus and its comicbook iteration, Fire and Stone was a bold and ambitious publishing event begun in 2014 designed to link four separate franchises into a coherent – if rather time-distanced – universe.

A quartet of 4-part miniseries featuring core concepts from Prometheus, Alien, Predator and AVP: Aliens Vs Predator was conceived by scripters Paul Tobin and Kelly Sue DeConnick, with the calamitous clash of cultures and creatures culminating in one-shot Fire and Stone: Omega.

The first of those pocket series is now available as a sleek paperback collection scripted by Tobin and moodily designed and illustrated by Juan Ferreyra, opening the time and space shredding saga in 2219 AD above the third moon of the Calpamos planetoid in the Zeta 2 Reticuli system.

Four Earth craft have rendezvoused there, seeking answers to the question of what happened to a long-lost research ship.

Historian and filmmaker Clara Atkinson aboard command ship Helios ponders the ongoing mission as the crews of engine core vehicle Geryon, military patrol ship Perses and salvage vessel Kadmos slowly shake off the effects of deep space hibernation and get reacquainted.

Captain Angela Foster is cranky but seems exhilarated at the prospect of hugely valuable salvage and effusive medical officer James Weddel is his usual grabby self, but apparently affable astrobiologist Francis Lane is hiding something. He’s coincidentally in charge of maintaining and servicing the service humanoids such as meek-seeming synthetic assistant Elden – the only being aware of the secretive boffin’s failing health…

What nobody except Foster knows is the true purpose of the mission. She is hunting legendary exploratory ship Prometheus and chimeric, inspirational leader Sir Peter Weyland. Moreover, when Weyland was lost on LV-223 in 2090 he was seeking to prove a crazy theory that a race of giants he called “The Engineers” had seeded the universe with life. He wanted to find the creators of humanity, and now so does she…

Leaving Geryon in orbit, the smaller ships confidently head for solid ground. Foster takes the Helios down and soon discovers that the supposedly barren moon is rich with weird, superabundant, aggressive and extremely ugly lifeforms. Strangely, most of it seems to be concentrated in a single implausible and very forbidding micro-rainforest…

Discoveries come thick, fast and increasingly disquieting. A strange, viscous black goo which seems to be the very essence of raw life. Bizarre corpses and skeletons crushed, torn apart or burned by acid. An ecosystem of fauna filling every biological niche and all looking as if they were patterned on the same creature…

Lane is particularly taken with the omnipresent black ooze and he and Elden are missing when the main party discover a lost human-colony ship somehow shifted to the wrong planet and submerged by a wall of overgrown undergrowth.

They are utterly unprepared for the marauding xenomorphs hungrily waiting inside for fresh prey…

It all goes pretty much as you’d expect (and, I suspect, hope) after that, but whilst the Aliens begin their hideous and inexorable dance of death, other things that will impact the succeeding story-arcs come into play too.

Whilst Foster’s party is searching, a wave of the big-headed bugs swarm the Helios, leaving it locked down and besieged…

Lane begins experimenting with the black goo in a cave, seeking a cure for his cancer. When he injects poor, passive Elden with a sample, the astrobiologist is appalled to see rapid and terrifying forced evolution in action, transforming a harmless and completely docile programmed servant into a monster with a ruthless will and deadly agenda of its own…

Others explorers find a crashed craft of incontrovertibly alien origin and dependable, staunch and fun-loving ebullient military man Galgo grabs up extraterrestrial weaponry. Later, seeing the way the winds are blowing, he promptly abandons the science teams and the Helios to fate…

None of the wide-ranging humans are prepared for the consequences when a long-dormant Engineer begins checking his planetoid-sized laboratory again and, seeing assorted specimens and unidentified creatures running riot, starts dispassionately clearing up the mess and shutting down the chaos…

Soon only three humans are left cowering in the dark but refusing to give in…

To Be Continued…

Fast-paced, intensely gripping and closely following the tried-and-tested formula of the film franchises, this is a superb horror/sci fi romp to delight fans of the cinematic classics and breathtaking thrill rides in general, which also offers a cover gallery and chapter-break art by David Palumbo plus a potent and beguiling selection of designs and notes from illustrator’s Juan Ferreyra’s ‘Sketchbook’.

™ & © 2014, 2015 20th Century Fox Film Corporation. All rights reserved.

Usagi Yojimbo: Senso


By Stan Sakai (Dark Horse)
ISBN: 978-1-61655-709-6

One of the very best and most adaptable survivors of the 1980s black-&-white comicbook explosion/implosion is a truly bizarre and wonderful synthesis of historical Japanese samurai fiction and anthropomorphic animal adventure, as well as a perfect example of the versatility and strengths of a creator-owned character.

Usagi Yojimbo (which translates as “rabbit bodyguard”) first appeared as a background character in multi-talented creator Stan Sakai’s peripatetic comedy feature The Adventures of Nilson Groundthumper and Hermy, which debuted in furry ‘n’ fuzzy folk anthology Albedo Anthropomorphics #1 (1984) subsequently appearing there on his own terms as well as in Critters, Amazing Heroes, Furrlough and the Munden’s Bar back-up in Grimjack.

Sakai was born in 1953 in Kyoto, Japan before the family emigrated to Hawaii in 1955. He attended University of Hawaii, graduating with a BA in Fine Arts, and pursued further studies at Pasadena’s Art Center College of Design after moving to California.

His first comics work was as a letterer, most famously for the incredible Groo the Wanderer, before his nimble pens and brushes found a way to express a love of Japanese history and legend. Also shaped by his hearty interest in the filmic works of Akira Kurosawa and his peers, Sakai turned a proposed story about a human hero into one of the most enticing and impressive – and astoundingly authentic – sagas of all time.

The deliciously rambling and expansive period fantasy series is set in a world of sentient animals whilst specifically referencing the Edo Period of Feudal Japan (how did we cloth-eared Westerners ever get “Japan” from “Nihon” anyway?) and is drenched in classic cultural icons as varied as Lone Wolf and Cub, Zatoichi and even Godzilla to enrich the ongoing exploits of Miyamoto Usagi, a Ronin (masterless, wandering Samurai) whose fate is to be drawn constantly into a plethora of incredible situations.

And yes, he’s a rabbit – a brave, sentimental, gentle, honourable, conscientious and heroic bunny who cannot turn down any request for help…

The long-eared nomad has changed publishers a few times but has been in continuous publication since 1987 – with nearly 40 graphic novel collections and compilations to date – with guest-shots in sundry other series such as Teenage Mutant Ninja Turtles and its TV incarnation – he even almost made it into his own small-screen show but there’s still time yet and fashions can revive as quickly as they die out …

Sakai and his creation have won numerous awards both within the comics community and amongst the greater reading public and his bombastic bunny has branched out into high-end collectibles, art prints, computer games and RPGs, a spin-off sci fi comics serial and lots of toys. In November 2014 the Rabbit Ronin premiered in a stage show here in London…

Celebrating his 30th anniversary our hero recently appeared in a staggering out-of-continuity cosmic clash first seen in the 6-issue miniseries Usagi Yojimbo: Senso (August 2014-January 2015) now gathered into a sturdy monochrome hardback edition.

Senso means War! – it says so on the back of the book – and this epic Armageddon tale opens fifteen years from the rabbit’s current timeframe with all the regular characters in play for the final battle between usurping over-villain Lord Hikiji and the forces of the Shogun led by Lord Noriyuki of the Geishu Clan.

Preceded by comedic cartoon Introduction ‘Usagi and Stan’ and a selection of cover sketches for the compilation volume, the action opens as the Shogun’s forces, led by recently aligned and fully restored Samurai Usagi, clash with the Dark Lord’s armies.

Also drawn into the cataclysmic battle and employed in key positions are valiant bodyguard Lady Tomoe, former bounty hunter General Gennosuke and even the rabbit’s (unsuspected and unacknowledged) son Jotaro.

Even though the battle seems to be going against them the noble young lord is appalled when chief scientist Takenoko-Sensei offers his new prototype weapon – an armoured, steam-powered, self-propelled moving fortress called Kameyama (“Turtle Mountain”).

Preferring defeat to the shame of utilising an atrocity weapon, the indomitable legion of heroes fight on with renewed desperation, but everything changes in an instant when the sky is suddenly rent by a fiery scream and a colossal metal shell crashes onto the field.

In the silent aftermath the shocked remnants of two shattered armies drag themselves from the blood and dust to discover a third force has entered the fray: ghastly beings like giant octopi, killing with heat and light and riding immense three-legged walking machines…

It takes ninja leader Chizu to discover that the rubbery horrors can be killed and their diabolical machines destroyed, but her consequent and so-noble death will not be the last…

Tense, oppressively ominous and downright scary in places, this fabulous reworking of HG Wells’ War of the Worlds is an astounding and compelling variation on the hallowed theme which offers one tantalising “maybe” after another as three decades of beloved characters assemble to face the end of a world and triumph in a most incredible manner, and at the most horrific of prices…

Amongst the bonus features in this titanic tome are all six wraparound covers from the miniseries and a Process section offering comparisons, deleted and reworked pages and scenes plus fascinating developmental notes and sketches from the story.

The multi-faceted legendary Lepus’ nigh-universal irresistible appeal encompasses every aspect and genre of adventure comics and this moving “End of Days” epic will delight devotees and certainly make converts of the most hardened hater of “funny animal” stories.

Text and illustrations © 2015 Stan Sakai. All rights reserved.

Criminal Macabre: The Third Child


By Steve Niles, Christopher Mitten & various (Dark Horse)
ISBN: 978-1-61655-631-0

As illustrated by Jim Whiting, Steve Niles’ Cal McDonald first appeared in 1990 as part of the line-up in controversial comics anthology Fly in My Eye: Daughters of Fly in My Eye.

The hardboiled detective/horror-hunter then enjoyed his own serial in Dark Horse Presents #102-105 (1996), starred in two prose novels (Savage Membrane and Guns, Drugs and Monsters) before returning to comics with Niles’ 30 Days of Night collaborator Ben Templesmith limning the eponymous Criminal Macabre miniseries.

That was followed by loads more comics by many other artists and even another novel…

What I’m saying is that this guy’s been around, but you can pick up any book and get on with the business of being spooked whilst vicariously crushing evil with no appreciable head-strain. Then, when you realise you like what you see, you can track down the graphic novels, the Casebooks and the Omnibus Editions to prolong and expand the eerily electric experience…

In this latest compilation – collecting 2014’s 4-issue miniseries Criminal Macabre: The Third Child – the world’s most uncompromising monster-killer is coming to terms with the most unpleasant of occurrences and not coping well.

Despite years fighting against and alongside all aspects of the uncanny and supernatural, Cal has been in a bit of a dark place ever since he lost a battle and returned as a full-blown example of the undead. Now, as he haunts the darkest corners of Los Angeles, more bad news comes his way…

Whilst McDonald’s mind goes back to 1975 and his first fateful encounter with a destroyer of innocence, elsewhere it begins, as it always does, with people dying…

When two grotesque and infernal infants hit the mean streets they casually sow blood and death in their wake, inspiring everyone they meet – even unrepentant and merciless members of the city’s vast supernatural fraternity – to go on uncontrolled killing sprees. The wee kiddies are searching for the last of their kind. When they locate “The Third Child” they will all unite to end the world in a storm of rabid, infectious, hate-filled aggression…

When McDonald’s associates – Mo’lock the ghoul, Brobdingnagian Adam and a cop named Wheatley – finally locate the self-pitying avenger they quickly realise that he’s succumbing to the darkest urges of his new condition, but have important news.

The devil-babies have stirred things up so much the entire community has united. Even the vampires and werewolves are honouring a truce until the Earth is rid of the infant invaders… but they need a leader…

Meanwhile the terror-toddlers’ search for the missing waif has uncovered a potential candidate. Cal’s greatest enemy Jason Hemlock has clawed his way out of Hell and proclaims himself the third part of the Armageddon triumvirate.

He’s lying, but as the bodies mount up anyway and LA burns, the increasingly out-of-control Cal is running out of options to stave off the end of everything. And then, just as the assembled legion of monsters decide it’s every freak for itself, a reunion with his long dead dad affords McDonald the clue he’s been desperately searching for.

Armed with the knowledge of who and what the missing third is, Cal is ready to save the world again but is quite unprepared for the incredible consequences and his next uncanny evolution at war’s end…

Lightning-paced, dryly funny and spectacularly violent, Niles’ sparse and Spartan tale races along, beautifully and forcefully realised by illustrator Christopher Mitten, who also supplies an extensive and enthralling Sketchbook section.

No-nonsense monster-mashing mayhem at its best.

Text and illustrations ™ and © 2014 Steve Niles. All rights reserved.

Modesty Blaise: The Killing Distance


By Peter O’Donnell & Enric Badia Romero (Titan Books)
ISBN: 978-1-78116-712-0

Modesty Blaise and her lethally adept, compulsively platonic partner Willie Garvin gained fearsome reputations as top-flight super-criminals before retiring young, rich and healthy. With their honour intact and their hands relatively clean, they cut themselves off completely from a career where they made all the money they would ever need and far too many enemies – a situation exacerbated by their heartfelt conviction that killing was only ever to be used as a last resort.

When devious British Spymaster Sir Gerald Tarrant sought them out they were slowly dying of boredom in England. The wily old bird offered them a chance to have fun, get back into harness and do a bit of good in the world. They jumped at his offer and have been cleaning up the world in their own unique way ever since …

From that tenuous beginning in ‘La Machine’ (see Modesty Blaise: the Gabriel Set-Up) the dynamic duo went on to crush the world’s vilest villains and most macabre monsters in a perpetual storm of tense suspense and inspirational action for nearly forty years…

The inseparable associates first appeared in The Evening Standard on May 13th 1963 and over the decades went on to star in some of the world’s most memorable crime fiction, all in three panels a day.

Creators Peter O’Donnell & Jim Holdaway (who had previously collaborated on Romeo Brown) produced a timeless treasure trove of brilliant graphic escapades until the illustrator’s tragic early death in 1970, whereupon Spanish artist Enric Badia Romero (and occasionally John Burns, Neville Colvin and Pat Wright) assumed the art reins, taking the partners-in-peril to even greater heights.

The series has been syndicated world-wide and Modesty has also starred in 13 prose novels and short-story collections, several films, a TV pilot, a radio play, an American graphic novel and nearly one hundred comic strip adventures until the strip’s conclusion in 2001.

The tales are a broad blend of hip adventuring lifestyle and cool capers combining espionage, crime, intrigue and even – now and again – plausibly intriguing sci fi and supernaturally tinged horror genre fare, with ever-competent Modesty and Willie canny, deadly, yet all-too-fallibly human defenders of the helpless and avengers of the wronged…

Reproduced in stark and stunning black & white – and quite right too – Titan Books’ superb and scrupulous serial re-presentations of the ultimate strip trouble-shooters resume here with O’Donnell & Romero offering another chilling trio of tales spanning November 1992 to February 1994, each prefaced with informative prose introductions from devotee, publisher, strip historian and Mathematics Professor Rick Norwood.

The rollicking romps begin with non-stop thrill-ride ‘Guido the Jinx’ (originally seen in The Evening Standard from February 10th to July 5th 1994) as Blaise and Garvin take a well-deserved vacation tracing the route of the historical Silk Road, only to have their peace and contemplation disrupted by pompous yet lovable old self-promoter Guido Biganzoli.

The legend in his own mind is now working as promoter for a movie being shot in the lonely wastes but the production has hit a snag: the male and female stuntmen are unable to work on the big-money shot…

Against their better judgement Modesty and Willie tackle the terrible “waterfall drop” but naturally it goes terribly wrong and they are carried away and deposited under a mountain…

Trouble always finds the dynamic duo and whilst extricating themselves from their watery tomb they discover Soviet operative and former associate Colonel Greb gravely wounded and holed up in a cave.

As they minister to him a horrific story unfolds: the old soldier was guarding a secret installation warehousing uranium when a gang of mercenaries swooped in and wiped out the garrison. Ruthless bandit Kung-Li plans to fly out the priceless contraband and sell it to who knows how many terrorist groups, or even make himself a nuclear power…

Resolved to stop the merciless gang with nothing more than hand-made stone-age weapons, Modesty and Willie’s arsenal of destruction gets an unexpected and unlikely boost when bad penny Guido suddenly turns up once again…

After that phenomenal and bloody exploit the canny couple are called upon to save the life of Sir Gerald Tarrant from one of the world’s richest and most reclusive men in ‘The Killing Distance’ (July 6th – November 30th 1994) which begins as Charles B. Delaney starts issuing orders from his impregnable fortress in the Atlas Mountains. Once upon a time he was KGB chief Ivan Brodsky but due to Tarrant’s undercover endeavours at the height of the Cold War lost everything and turned CIA informant.

Sadly the “Red Admiral” used Uncle Sam’s bottomless pockets to kickstart a huge private fortune and is now ready to use it all to kill the man who beat him in the “Great Game”…

When the first assassination attempt fails, Willie and Modesty rush to Tarrant’s hospital bedside and fill in the gaps of Tarrant’s tale with details from their own dealings with Delaney during the period when they seamlessly ran their crime-combine The Network.

Confronted with the grim facts, the old warhorse all but gives up the ghost, forbidding his friends to further endanger themselves, but as usual he has underestimated the depth of feeling and sense of gratitude they feel for him.

Immediately Modesty begins taking apart Delaney’s organisation and imperiously foiling his follow-up attempts on Sir Gerald and herself. Before long the frustrated egomaniac is pushed into making a colossal mistake, issuing a direct challenge to the formidable female.

He will end his attempts on the British agent’s life if she can – within thirty days – break into his unassailable citadel and get within arm’s length of him…

What happens when Willie and Modesty cunningly circumvent all his guards, resources and traps and she gets within the disputed “killing distance” is something the outraged oligarch could never have imagined…

The catalogue of compelling capers concludes with ‘The Aristo’ (December 1st 1994 to May 3rd 1995) wherein the peril-pursuing partners visit old friends in Hong Kong and barely survive an assassination attempt by old enemy Wu Smith…

Adrift in a raft on the South China Sea they are picked up by freighter captain Miguel Camacho, currently transporting a cargo of electronics and his beloved, heavily pregnant wife Joaquina to Singapore.

Welcomed and cosseted, Modesty and Willie can’t help but worry when they hear of a modern-day pirate – a supposed British lord in his heavily armed vessel The Etonian – currently terrorising shipping in the area. After all, trouble has a tendency to find them wherever they end up…

Especially appalling are the stories of what The Aristo does with any women he takes from his nautical conquests, so when the brigand inevitably surfaces Willie and Modesty enact the most desperate gamble of their long and vivid careers with Jo and her imminent unborn the invaluable bait.

Moreover the subsequent punishments the crusading couple inflict on the vile sea-reavers are brutal and most assuredly final…

These are incomparable capers crafted by brilliant creators at the peak of their powers; revelling in the sheer perfection of an iconic creation. Unforgettable excitement-packed escapades packed with sleek sex appeal, dry wit, terrific tension and explosive action, the stories grow more appealing with every rereading and never fail to deliver maximum impact and total enjoyment.

Modesty Blaise © 2014 Associated Newspapers/Solo Syndication.

The Kurdles


By Robert Goodin (Fantagraphics Books)
ISBN: 978-1-60699-832-8

The power of strip and picture books is that they can jump right through your eyes, bombarding but bypassing your brain and lodging straight into your heart. If you don’t believe me just read Sock Monkey: Into the Deep Woods, A Wish For Wings That Work, Usagi Yojimbo, The Moomins and the Great Flood, Bone, Copper, The Squickerwonkers, Pogo or The Velveteen Rabbit.

In fact, read them anyway.

Now you can add to that list this splendidly eerie, all-ages cartoon tale from illustrator and animator Rob Goodin (Duckman, The Wild Thornberries, American Dad!) which combines – in the best tradition of the genre – crippling loneliness, astounding wonder and the finding of a new family, all delivered in a gloriously illustrated, magnificently oversized (305 x 222 mm) full-colour hardback tome that will take your breath away.

When little Ellie starts acting up again, poor Sally Bear gets flung out the car window on a cold, rainy night and left in the wilds to rot.

The trenchant little toy is made of far sterner stuff, however, and picking herself up, gamely wanders the terrifying great outdoors, narrowly avoiding doom and destruction from assorted beasts and natural hazards.

Battered and bedraggled, Sally eventually finds her way deep into a swamp where a bizarre conurbation exists. More accurately, one of the denizens of Kurdleton finds her, dragging the bear back to a band of little weirdoes who extend jolly hands of friendship the damaged bear is too proud and standoffish to accept with any grace at all…

Claiming all she needs are directions back to the road, Sally is nevertheless soon embroiled in the jovial strangers’ ongoing crisis: their magnificent dwelling has contracted a strange malady and is growing hair and eyes…

Soon a case of Casa Pilosa – an infamous “Disease of the American Home” – is diagnosed. The house is coming alive…

That’s all the plot you get, and you’ll thank me for that when you read for yourselves this fabulously moving, suspensefully thrilling and wryly funny fractured fable of outcasts banding together into a potently different modern family.

Bold, beguiling and beautiful, The Kurdles is the kind of book you will remember forever.
The Kurdles © 2015 Robert Goodin. This edition © 2015 Fantagraphics Books, Inc.

The Light and Darkness War


By Tom Veitch & Cam Kennedy (Titan Comics)
ISBN: 978-1-78276-180-8

During the 1980s the American comics scene enjoyed an astounding proliferation of new titles and companies in the wake of the creation of the Direct Sales Market. With publishers able to firm-sale straight to retail outlets rather than overprint and accept returned copies from non-specialised vendors, the industry was able to support less generic titles and creators could experiment without losing their shirts.

In response Marvel Comics developed a line of creator-owned properties at the height of the subsequent publishing explosion, launching a number of idiosyncratic, impressive series in a variety of formats under the watchful, canny eye of Editor Archie Goodwin. The delightfully disparate line was dubbed Epic Comics and the results reshaped the industry.

One of the most evocative releases was a darkly compelling war/fantasy/science fiction serial with a beautifully simple core concept: Valhalla is real and forever…

Conceived and created by author, poet and comics scribe Tom Veitch (Legion of Charlies, Antlers in the Treetops, Animal Man, Star Wars: Dark Empire) and Cam Kennedy (Fighting Mann, Judge Dredd, Batman, Star Wars: Dark Empire) The Light and Darkness War originally ran from October 1988 to September 1989, just as that period of exuberant creative freedom was giving way to a marketplace dominated by reductive exploitation led by speculators.

Because of that downturn, this fantastic saga of martial pride and redemption through valiant service in the Great Beyond never really got the popular acclaim it deserved, hopefully something this glorious hardback retrospective compilation from Titan Comics will belatedly address…

Following heartfelt reminiscences and an appreciation in the ‘Foreword by Commander Mike Beidler, USN, Retired’ the astounding fable introduces paraplegic Vietnam war veteran Lazarus Jones, a broken, troubled warrior for whom the fighting never ended.

Home when he should have died with his inseparable friends, plagued with red-hot memories of beloved comrades lost when their Huey went down, by 1978 the wheelchair-bound wreck of a man is in a most parlous state.

Shattered by what will one day be designated Post Traumatic Stress Disorder, Laz cannot help making life hell for his devoted wife Chris. His miserable existence takes an even darker turn when Jones begins seeing visions of long-gone Huff, Slaw and Engle all calling him to join them.

A little later when Chris’ car crashes, Laz is severely hurt and left in a coma he might never awake from…

Elsewhere on the other side of Eternity, a shadowy shape speaks to Lazarus offering a choice: he can go back or he can join his long-departed brothers …

And thus begins a fantastic adventure as the half-man is restored to perfect health and reunited with those who know him best. The catch is that this afterlife is like nothing any holy book ever promised. It’s a vast cosmos of painful, unrelenting physicality where strange alien species commingle and Earth’s dead continue much as they had before.

Pilots steer gunships – albeit flying ones made of stone and levitated by little blue aliens called “menteps” – Leonardo da Vinci carries on inventing weapons for powerful lords and soldiers from every era have one more chance to serve and die…

Miraculously and joyously restored, Laz eagerly rejoins Engle, Slaw and Huff in the only thing he was ever good at. Manning a flying boat armed with light-powered weapons he becomes part of a vast force perpetually defying an unimaginable wave of invading evil from the Outer Darkness.

It’s a war with no overall plan or envisaged endgame, just eternal conflict, but recently a dark lord named Na has risen to the foremost rank of the “Deadsiders” and the legions of night seem to be gaining an advantage in the never-ending conflict fought on a million planets and a billion fronts…

For five hundred years however the genius da Vinci has created weapons that have checked the rapid advance and held the invaders to a tenuous stalemate, but Deadsiders are tirelessly patient and resort to inexorably taking worlds one at a time.

But now a novel event has taken place. Although Lazarus has happily enlisted in the army of Light comprised of those who died in battle on Earth, on the other side of the sky his body is still alive…

Stationed on besieged world Black Gate, Laz and the “Light Gang” are unable to prevent libidinous Lord Na from infiltrating and overcoming the planetary defences, but at least they save Governor Nethon‘s daughter Lasha from becoming the conqueror’s latest power-supplying plaything.

Although gradually winning the war for the dark, Na is impatient for a faster outcome. To achieve that end he had his necromancers rediscover an ancient, long-forgotten way to contact the Earth realm and dupes millionaire arms-dealer and devout Satanist Niles Odom into creating a device to physically bridge the dimensions.

Na’s wishes are simple; he wants earthly particle weapons, rail guns, atom bombs…

The unwitting dupe building Odom’s bridge is Nicky Tesla, a brilliant physicist whose intellect rivals that of his dead uncle Nikola, the wizard of electricity who once astounded the world.

With his clairvoyant girlfriend Delpha little Nicky has used his uncle’s old researches to complete an inter-realm gate for crazy-rich Odom, but when an army of zombies come through it and abduct him and Delpha nobody is prepared for what follows.

As the scientists are dragged across into an impossible world where Uncle Nikola is alive again, Laz and the Light Gang – following in Na’s wake – explosively head the other way…

They soon find themselves trapped on their birth-world, just as whole and hale as the day they died… and where Jones still languishes somewhere in a hospital bed.

With all the Afterworlds at stake they have no choice but to fight their way back to the War again…

Also included in this gloriously fulsome chronicle is a sketch-&-developmental art ‘Background Briefing’ by Veitch & Kennedy, discussing the Underground Comic origins and antecedents of the story as well as the history, physics and metaphysics of the Light and Darkness War and a potent overview and personal recollection from Stephen R. Bissette, ‘Endless War: The Life, Loss and Afterlife of Lazarus Jones’.

Fast paced, suspenseful, astonishingly imaginative and utterly beautiful to behold, the complex tale of Laz’s team and their struggle, how two generations of Tesla reshape a war that has been waged forever, and how in the end only love and devotion can battle overwhelming evil is a masterpiece of graphic endeavour and one no lover of fantasy fiction should miss.
The Light and Darkness War is ™ and © 2015 Tom Veitch & Cam Kennedy. All rights reserved.

Essential Werewolf By Night volume 2


By Doug Moench & Don Perlin with Bill Mantlo, Virgil Redondo, Yong Montaño, Frank Robbins & various (Marvel)
ISBN: 978-0-7851-2725-3

As Marvel slowly grew to a position of market dominance in 1970, in the wake of losing their two most innovative and inspirational creators – Steve Ditko and Jack Kirby – they did so less by experimentation and more by expanding proven concepts and properties.

The only real exception to this was an en bloc wave of horror titles rapidly devised in response to an industry-wide down-turn in superhero sales. The move was handily expedited by a rapid revision in the wordings of the increasingly ineffectual Comics Code Authority rules.

Almost overnight nasty monsters (plus narcotics and bent coppers – but that’s another story) became acceptable fare within four-colour pages and whilst a parade of 1950s pre-code reprints made sound business sense (so they repackaged a bunch of those too) the creative aspect of the contemporary fascination in supernatural themes was catered to by adapting popular cultural icons before risking whole new concepts on an untested public.

As always the watch-word was fashion: what was hitting big outside comics was to be incorporated into the mix as soon as possible.

When proto-monster Morbius, the Living Vampire debuted in Amazing Spider-Man #101 (October 1971) and the sky failed to fall in, Marvel moved ahead with a line of scary superstars – beginning with a werewolf and traditional vampire – before chancing something new via a haunted biker who could tap into both Easy Rider’s freewheeling motorcycling chic and the supernatural zeitgeist.

Werewolf By Night debuted in Marvel Spotlight #2 (preceded by masked western hero Red Wolf in #1, and followed by the afore-hinted Ghost Rider) although the title, if not the character, was actually cribbed from a classic short thriller from pre-Code horror anthology Marvel Tales #116 (July 1953).

Marvel had a long-time tradition of using old (and presumably already copyrighted) names and titles when creating new series and characters. Hulk, Thor, Magneto, Doctor Strange and many others all got notional starts as throwaways before being re-imagined as major characters…

This copious compendium compiles and completes in moody monochrome the remaining adventures of a good-hearted young West Coast lycanthrope who briefly shone as an unlikely star for the entire length of a trading trend, gathering between two soft covers Werewolf By Night volume 1 #22-45, Giant-Size Werewolf By Night #2-5, and a strange team tryout from Marvel Premiere #28 collectively spanning October 1974 to March 1977.

Jack Russell is a teenager with a thankfully rare but very disturbing condition. On her deathbed his mother revealed unsuspected Transylvanian origins to the kid: and explained a family curse which would turn him into a raging beast on every night with a full moon… as soon as he reached his 18th birthday.

After many months of misunderstanding as Jack tried to cope alone with his periodic wild side, Jack’s stepfather Philip Russell expanded the story, revealing how the Russoff line was cursed by the taint of Lycanthopy: every child doomed to become a wolf-thing under the full-moon from the moment they reached eighteen.

Moreover the feral blight would do the same to his little sister Lissa when she reached her own majority…

As the lad tried and repeatedly failed to balance a normal life with his monthly cycle of uncontrollable ferocity he met his mentor and confidante Buck Cowan, an aging writer who had became Jack’s best friend when the pair began to jointly investigate the wolf-boy’s history. Their incessant search for a cure was made more urgent by little Lissa’s ever-encroaching 18th birthday.

In the course of their researches they had crossed swords with many monsters – human and otherwise – including off-the-rails cop Lou Hackett, who had been going increasingly crazy in his hunt for a werewolf nobody believed in, and fellow lycanthrope Raymond Coker who had found a shocking remedy. For one werewolf to lift his curse he/she had to kill another one…

Written entirely by Doug Moench and pencilled for most of the run by the criminally underrated Don Perlin, the midnight mysteries resume here with the Vince Colletta inked Giant-Size Werewolf By Night #2 where ‘The Frankenstein Monster meets Werewolf by Night’.

Roaming the streets of New York in ‘Prisoners of Flesh!’, the massive mute monster hops a freight train west after overhearing of a mystic named Danton Valya who can transplant souls into new bodies…

He arrives in Los Angeles just as Jack Russell discovers his sister has been abducted by Valya’s Satanist cult ‘To Host the Beast’ and cataclysmically clashes with the monster who has only to let the diabolists sacrifice the werewolf and Lissa to gain his heart’s desire.

Tragically the noble artificial man has more compassion than the cultists and prefers his own sorry existence to benefiting from ‘The Flesh of Satan’s Hate!’…

Werewolf By Night #22 (Moench, Perlin & Colletta) introduced a crazed murderer dubbed Atlas who stalks and slays many of Buck’s movie friends. However when Russell’s hairy Other encounters the ‘Face of the Fiend!’, Atlas beats the beast unconscious and in the morning light Jack is arrested for the latest murder…

Lieutenant Vic Northrup was a good friend of the deceased Hackett and knows Russell is hiding something, but eventually has to release him for lack of evidence. Picking Jack up from the station Buck reveals he has gleaned the inside story of Atlas and his own historical involvement in the story, only to become the next victim…

However, the werewolf is on hand when he strikes and the battle explodes into LA’s streets where disbelieving cops had to admit that ‘The Murderer is a Maniac!’

In #24 Buck introduces Jack to fringe scientist Winston Redditch who claims to have chemically isolated the constituents of the human psyche and thus might be able to suppress Jack’s periodic bestial outbursts. Sadly the boffin accidentally tries the serum himself first and unleashes ‘The Dark Side of Evil!’

The remorseless thug he becomes calls himself DePrayve and fights the werewolf to a standstill, giving Northrup an opportunity to capture the hirsute “urban legend” which has stalked the city and drove Hackett crazy…

From WBN #25 the art took a quantum leap in quality as Perlin – already co-plotting the stories – began inking his own art. When the beast busts out of custody ‘An Eclipse of Evil’ finds Redditch turning his warped attention to the lycanthrope as a potential guinea pig for further experimentation, only for both the feral fury and dastardly DePrayve to be targeted by deranged vigilante and “protector of purity” The Hangman…

The horrific three-way clash resulted in ‘A Crusade of Murder’ with Redditch hospitalised, the vicious vigilante in custody and battered, bloody but unbowed Jack still free and cursed…

Eschewing chronological order for the sake of unbroken continuity-clarity, January’s Giant-Size Werewolf By Night #3 pops up here and reveals a ‘Castle Curse!’ (inked by Sal Trapani) which sees Jack return to Transylvania after receiving a monster-infested vision of former love interest – and psionic powerhouse – Topaz in ‘Spawned in Dream… Slain in Nightmare!’

Jack drags Buck and Lissa ‘Home to Slay!’ in the Balkans, finding the old family home under siege by pitchfork-wielding villagers who have all their worst fears confirmed when he goes hairy and gets hungry, before finally tracking down Topaz in the care – and custody – of a gypsy matriarch with an agenda of her own.

The blood-crazed old witch has a tragic connection to the Russoff line and was exploiting Topaz’s restored powers to enact a grisly ‘Vengeance in Death!’ upon the villagers by raising an army of zombies. The chain of events she set in motion could only end in death…

Werewolf By Night #27 (March 1975) began a chilling and fantastic extended saga with the introduction of ‘The Amazing Doctor Glitternight’. Back in the USA Jack’s feral alter ego runs loose on the isolated Californian coast and is drawn to a cave where a bizarre wizard is making monsters from what appears to be fragments of Topaz’s soul…

The eerie mage is hunting for Topaz’s dead stepfather Taboo and will not be gainsaid, even after Jack’s uncontrollable were-beast slaughters his eldritch masterpiece…

The mage intensifies his campaign in ‘The Darkness from Glitternight’ heaping horrors upon Jack and friends before capturing Lissa on her birthday and using dark magic to turn her from simple werewolf into ‘A Sister of Hell’…

The ghostly reappearance of Taboo proves a turning point as wolf battles hellbeast and everybody clashes with Glitternight before a ‘Red Slash Across Midnight’ seemingly results in a cure for one of the tortured Russell clan…

April’s Giant-Size Werewolf By Night #4 offers a long-delayed clash with living vampire Morbius beginning with ‘A Meeting of Blood’ (Moench & Virgil Redondo) as the former biologist tracks his old girlfriend Martine and discovers a cure for his own exsanguinary condition.

Unfortunately the chase brings him into savage and inconclusive combat with a certain hairy hellion and the solution is lost…

Also in that double-sized issue was Moench & Yong Montaño’s ‘When the Moon Dripped Blood!’ wherein Jack and Buck stumble across a group of rural loons all too successfully summoning a ghastly elder god. Although great at consuming and converting human offerings and acolytes, the appalling atrocity is seemingly no match for a ravening ball of furious fangs and claws…

Werewolf By Night #31 (July 1975) was a turning point as ‘Death in White’ (Moench & Perlin) has Jack plumb depths of utter despair after a skiing weekend turns into a nightmare when the werewolf stalks a little girl and Buck nearly dies trying to save her.

With the same cover-date and catching up at last, Giant-Size Werewolf By Night #5 shifted into full-on fantasy mode. Illustrated by Montaño, ‘Prologue: I Werewolf’ recaps Jack’s peculiar problems before ‘The Plunder of Paingloss’ discloses how the leaders of dimensional realm Biphasia – permanently polarised between night and day – instigate a ‘Bad Deal with the Devil’s Disciple’ on Earth when demonist Joaquin Zairre kidnaps the werewolf…

Dispatching the beast though a ‘Doorway of the Dark Waters’, Jack is soon a pawn in a sorcerous war where ‘Fragile Magic’ on the world of light and darkness allows him and his allies to raid the ‘The Ark of Onom-Kra’ and expose a secret tyrant in ‘Silver Rain, Sardanus and Shadow’…

Returned to the real world Werewolf By Night #32 (August 1975) introduces mercenary Marc Spector who is hired by criminal capitalists, equipped with a silver-armoured costume and weapons and tasked with capturing Russell or his animal other as ‘…The Stalker Called Moon Knight’ (Moench & Don Perlin with the assistance of Howie Perlin).

The bombastic battle and its ferocious sequel ‘Wolf-Beast vs. Moon Knight’ received an unprecedented response and quickly promoted the lunar avenger to prominence as Marvel’s edgy answer to the Batman: especially after the mercurial merc rejected his employers entreaties and let the wolf, as well as hostages Lissa and Topaz, run free…

Next up is a uniquely odd attempt to create a team of terrors. Marvel Premiere #28 (February 1976) introduced The Legion of Monsters in ‘There’s a Mountain on Sunset Boulevard!’ by Bill Mantlo, Frank Robbins & Steve Gan.

When an ancient alien manifested a rocky peak in LA, the werewolf, Man-Thing, Morbius and Ghost Rider were drawn into a bizarre confrontation which might have resulted in the answer to all their wishes and hopes, but instead only lead to death and disappointment…

Werewolf By Night #34 (October 1975, Moench & Perlin) began another eerie suspense thriller as Jack, Lissa, Topaz and Buck’s girlfriend Elaine Marston braved a haunted house in search of cure for Cowan’s werewolf-caused coma.

Elaine had lost her first husband to the doomed domicile and it took a lot to bring her back. That triggering event is the dying Buck muttering the name of deceased spiritualist Belaric Marcosa who apparently still roamed the hell-house where ‘Not All the Shades of Death nor Evil’s Majesty’ could rein in his sadistic games…

Braving the unknown the terrified quartet fetched up to the mansion and were soon enduring ‘Evil in Every Stone, No Longer Hiding’; becoming enmired in a war between ‘Marcosa in Death’ and the spirits of the many victims he had tortured and destroyed.

Their horrific psychological ordeal eventually results in victory for Jack and his companions as ‘The End’ produces a miraculous recovery in the dying Buck and the cessation of Marcosa’s phantom depredations…

WBN #38 took a sharp change of direction as Jack exiled himself to the wilderness only to stumble on a desperate fugitive fighting to save his baby from a murderous gangster who had taken up with his former wife. In the midst of such mundane matters Jack is visited by a trinity of infinite beings who threaten to alter his existence forever and ominously warn that ‘Rebirth Also Kills’…

The celestial visitants are also in touch with former werewolf Raymond Coker as he squats in a hut in distant Haiti and even appear to Lissa and Topaz as they tend the still recuperating Buck.

The “Three Who Are All” are subtly ensuring all the players are in place for a game of cosmic consequences and in #39 when Jack races back to his friend he finds Coker and mystic troubleshooter Brother Voodoo waiting. No sooner are introductions made than an army of zuvembies attack and Russell learns that ‘Some are Born to the Night’…

Portentous proclamations of unfulfilled destinies propel the adventurers and Topaz back to Haiti where obsessed Vic Northrup is still looking for answers to Lou Hackett’s death. Ahead of them all is an infernal pit nurturing a shocking travesty of life with the resurrected Glitternight in charge of all the ‘Souls in Darkness’…

Revealed in WBN #41 as a former member of the gestalt which was once “Five Who Are All”, Glitternight’s fascination with monster-making is at last explained as the arcane abomination’s attempts to dominate reality are spectacularly thwarted through the return of the missing fourth celestial as well as the indomitable resistance of Brother Voodoo and Jack in ‘…And Death Shall be the Change’.

Key to their eventual triumph is the moment when Russell discovers how to become a werewolf in full control of his mental faculties; at will, day or night…

Returning to America, the Werewolf-by-Choice naturally decides to become a superhero and moves to New York in time to stumble onto a plot by the Masked Marauder. Also on scene is a certain Armoured Avenger and, after the usual misunderstandings, Jack is shaggy knees-deep in trouble with ‘The Marauder and the Man of Iron’…

The tale, the series and this essential edition all conclude with Werewolf By Night #43 as ensorcelled fang-&-claw unite with high-tech wizardry to destroy an awesome animalistic automaton and end the ‘Terrible Threat of the Tri-Animan’…

Despite the rather lame and ill-considered attempt to reinvent the series at the last, this moody masterpiece of macabre menace and all-out animal action covers some of the most under-appreciated magic moments and terror tales in Marvel history: tense, suspenseful and solidly compelling.

If you must have a mixed bag of lycanthropes, bloodsuckers, aliens, masked mystery men and moody young misses – this is a far more entertaining mix than most modern movies, books or miscellaneous matter…
© 1974, 1975, 1976, 1977, 2007 Marvel Characters, Inc. All rights reserved.

Superman: Kryptonite Nevermore – DC Comics Classic Library


By Denny O’Neil, Curt Swan, Murphy Anderson, Dick Giordano & various (DC Comics)
ISBN: 978-1-4012-2085-3

Superman is the comicbook crusader who started the whole genre and in the decades since his debut in 1938 has probably undertaken every kind of adventure imaginable. With this in mind it’s tempting and very rewarding to gather up whole swathes of his inventory and periodically re-present them in specific themed collections, such as this hardback commemoration of one his greatest extended adventures originally released just as comics fandom was becoming a powerful – if headless – lobbying force reshaping the industry to its own specialised desires .

When Julie Schwartz took over the editorial duties of the Man of Steel in 1970, he was expected to shake things up with nothing less than spectacular results. To that end he incorporated many key characters and events that were developing as part of fellow iconoclast Jack Kirby’s freshly unfolding “Fourth World”.

That bold experiment was a breathtaking tour de force of cosmic wonderment which introduced a staggering new universe to fans; instantly and permanently changing the way DC Comics were perceived and how the entire medium could be received.

Schwartz was simultaneously breathing fresh life into the all-powerful but moribund Superman franchise and his creative changes were just appearing in 1971. The new direction was also the vanguard and trigger for a wealth of controversial and socially challenging material unheard of since the feature’s earliest days: a wave of tales described as “relevant”…

Here the era and those changes are described and contextualised – after ‘A Word from the Publisher’ – in Paul Levitz’s ‘Introduction’ after which the first radical shift in Superman’s vast mythology begins to unfold.

With iconic covers by Neal Adams, Carmine Infantino and Murphy Anderson this titanic tome collects Superman #233-238 and #240-242, originally running from January to September 1971.

Almost all the groundbreaking extended epic was crafted by scripter Denny O’Neil, veteran illustrator Curt Swan and inker Murphy Anderson – although stand-in Dick Giordano inked #240. The willing and very public abandonment of super-villains, Kryptonian scenarios and otherworldly paraphernalia instantly revitalised the Man of Tomorrow and began a period of superb human-scaled stories which made him a “must-buy” character all over again.

The innovations began in ‘Superman Breaks Loose’ (Superman #233) when a government experiment to harness the energy of Kryptonite goes explosively wrong. Closely monitoring the test, the Action Ace is blasted across the desert surrounding the isolated lab but somehow survives the supposedly fatal radiation-bath.

In the aftermath reports start to filter in from all over Earth: every piece of the deadly green mineral has been transformed to common iron…

As he goes about his protective, preventative patrols, the liberated hero experiences an emotional high at the prospect of all the good he can do now and isn’t even phased when the Daily Planet‘s new owner Morgan Edge (a key Kirby character) shakes up his civilian life: summarily ejecting Clark Kent from the print game and overnight remaking him into a roving TV journalist…

Meanwhile in the deep desert, the site of his recent crashlanding offers a moment of deep foreboding when Superman’s irradiated imprint in the sand shockingly grows solid and shambles away in ghastly parody of life…

The resurgent suspense resumes in #234’s ‘How to Tame a Wild Volcano!’ as an out-of-control plantation owner refuses to let his indentured native workforce flee an imminent eruption.

Handicapped by misused international laws, the Man of Tomorrow can only fume helplessly as the UN rushes towards a diplomatic solution, but his anxiety is intensified when the sinister sand-thing inadvertently passes him and agonisingly drains him of his mighty powers.

Crashing to Earth in a turbulent squall storm the de-powered hero is attacked by bossman Boysie Harker‘s thugs and instantly responds to the foolish provocation, relying for a change on determination rather than overwhelming might to save the day…

The ‘Sinister Scream of the Devil’s Harp’ in #235 gave way to weirder ways (the industry was enjoying a periodic revival of interest in supernatural themes and stories) as mystery musician Ferlin Nyxly reveals that the secret of his impressive and ever-growing aptitudes is a archaic artefact which steals gifts, talents and even Superman’s abilities.

The Man of Steel is initially unaware of the drain as he’s trying to communicate with his eerily silent dusty doppelganger, but once Nyxly graduates to a full-on raving super-menace dubbed Pan, the taciturn homunculus unexpectedly joins its living template in trouncing the power thief…

The next issue offered a science fictional morality play as cherubic aliens seek Superman’s assistance in defeating a band of devils and rescuing Clark Kent’s best friends from Hell. However the ‘Planet of the Angels’ proves to be nothing of the kind and the Caped Kryptonian has to pull out all the stops to save Earth from a very real Armageddon…

Superman #237 has the Metropolis Marvel save an astronaut only to see him succumb to a madness-inducing mutative disease. After another destructive confrontation with the sand-thing further debilitates him, the harried hero is present when more mortals fall to the contagion and, believing himself the cause and an uncontrollable ‘Enemy of Earth’, considers quarantining himself to space…

As he is deciding Lois Lane stumbles into another lethal situation and Superman’s instinctive intervention seemingly confirms his earlier diagnosis, but another clash with his always-close sandy simulacrum on the edge of space heralds an incredible truth.

Pathetically debilitated, Superman nevertheless saves Lois and again meets the ever-more human creature. Now able to speak, it gives a chilling warning and the Man of Steel realises exactly what it is taking from him and what it might become…

A mere shadow of his former self, the Man of Tomorrow is unable to prevent a band of terrorists taking over a magma-tapping drilling rig and endangering the entire Earth in #238’s ‘Menace at 1000 Degrees’.

With Lois one of a number of hostages and the madmen threatening to detonate a nuke in the pipeline, he desperately begs his doppelganger to assist him, before its cold rejection forces the depleted hero to take the biggest gamble of his life…

Superman #239 was an all-reprint giant featuring the Action Ace in his incalculably all-powerful days – and thus not included here – but the much-reduced Caped Kryptonian returned in #240 (Giordano inks) to confront his own lessened state and seek a solution in ‘To Save a Superman’.

The trigger was his inability to extinguish a tenement fire and the wider world’s realisation that their unconquerable champion was now vulnerable and fallible…

Especially interested were his old enemies in the Anti-Superman Gang who immediately allocated all their resources to destroying their nemesis. After one particularly close call Clark is visited by an ancient Asian sage who somehow knows of his other identity and offers an unconventional solution…

From 1968 onwards superhero comics began to decline and publishers sought new ways to keep audience as tastes changed. Back then, the entire industry depended on newsstand sales, and if you weren’t popular, you died.

Editor Jack Miller, innovating illustrator Mike Sekowsky and relatively new scripter Denny O’Neil stepped up with a radical proposal and made a little bit of funnybook history with the only female superhero then in the marketplace.

They revealed that the almighty mystical Amazons were forced to leave our dimension, and took with them all their magic – including Wonder Woman‘s powers and all her weapons…

Reduced to mere humanity she opted to stay on Earth, assuming her own secret identity of Diana Prince, resolved to fighting injustice as a mortal. Tutored by blind Buddhist monk I Ching she trained as a martial artist, and quickly became a formidable enemy of contemporary evil.

Now this same I Ching claims to be able to repair Superman’s difficulties and dwindling might, but evil eyes are watching. Arriving clandestinely, Superman allows the adept to remove all his Kryptonian powers as a precursor to restoring them, allowing the A-S Gang the perfect opportunity to strike.

In the resultant melee the all too human hero triumphs in the hardest fight of his life…

The saga continues with “Swan-derson” back on the art in #241 as Superman overcomes a momentary but nearly overwhelming temptation to surrender his oppressive burden and lead a normal life…

Admonished and resolved he then submits to Ching’s resumed remedy ritual and finds his spirit soaring to where the sand-being lurks before explosively reclaiming the stolen powers. Leaving the golem a shattered husk, the phantom brings the awesome energies back to their true owner and a triumphant hero returns to saving the world…

Over the next few days however it becomes clear that something has gone wrong. The Man of Tomorrow has become arrogant, erratic and unpredictable, acting rashly, overreacting and even making stupid mistakes.

In her boutique Diana Prince discusses the problem with Ching and the sagacious teacher soon deduces that during his time of mere mortality whilst fighting the gangsters, Superman received a punishing blow to the head. Clearly it has resulted in brain injury that did not heal when his powers returned…

When the hero refuses to listen to them Diana and Ching have no choice but to track down the dying sand-thing and request its aid. Ching recognises it as a formless creature from the other-dimensional realm of Quarrm and listens to the amazing story of its entrance into our world. He also suggests a way for it to regain some of what it recently lost…

Superman meanwhile has blithely gone about his deranged business until savagely attacked by the possessed and animated statue of a Chinese war-demon. Also able to steal his power, this fugitive from Quarrm has no conscience and wears ‘The Shape of Fear!

The staggering saga concludes in ‘The Ultimate Battle’ as the Quarrmer briefly falls under the away of a brace of brutal petty thugs who put the again de-powered Superman into hospital…

Rushed into emergency surgery the Kryptonian fights for his life as the sand-thing fights the war-demon in the streets, but events take a bizarre turn once the latter drives off its foe and turns towards the hospital to finish off the flesh-&-blood Superman.

Recovering consciousness – and a portion of his power – the Metropolis Marvel battles the beast to a standstill but needs the aid of his silicon stand-in to drive the thing back beyond the pale…

With the immediate threat ended Man of Steel and Man of Sand face each other one last time, each determined to ensure his own existence no matter the cost…

The stunning conclusion was a brilliant stroke on the part of the creators, one which left Superman approximately half the man he used to be. Of course all too soon he returned to his unassailable, god-like power levels but never lost the tension-free smug assurance of his 1950s-1960s self.

A fresh approach, snappy dialogue and more terrestrial, human-scaled concerns to shade the outrageous implausible fantasy elements, wedded to gripping plots and sublime artwork make Kryptonite Nevermore! One of the very best Superman sagas ever created

Also included here is the iconic ‘House Ad’ by Swan & Vince Colletta which proclaimed the big change throughout the DC Universe and a thoughtful ‘Afterword by Denny O’Neil’ wraps things up with some insights and reminiscences every lover of the medium will appreciate.
© 1971, 2009 DC Comics. All Rights Reserved.

Essential Marvel Team-Up volume 2


By Len Wein, Gerry Conway, Bill Mantlo, Jim Mooney, Sal Buscema, Mike Esposito, Ron Wilson & various (Marvel)
ISBN: 978-0-7851-2173-3

Inspiration isn’t everything. In fact as Marvel slowly grew to a position of market dominance in the wake of the losing their two most innovative and inspirational creators, they did so less by experimentation and more by expanding proven concepts and properties.

The only real exception to this was an en bloc creation of horror titles in response to the industry down-turn in super-hero sales – a move expedited by a rapid revision in the wordings of the increasingly ineffectual Comics Code Authority mandates.

The concept of team-up books – an established star joining or battling (frequently both) less well-selling company characters – was not new when Marvel decided to award their most popular hero the lion’s share of this new title, but they wisely left their options open by allocating an occasional substitute lead in the Human Torch.

In those halcyon simpler times editors were acutely conscious of potential over-exposure – and since super-heroes were actually in a decline they may well have been right.

Nevertheless Marvel Team-Up was the second official Spider-Man title (an abortive companion title Spectacular Spider-Man was created for the more respectable – and expensive – magazine market in 1968 but folded after two issues) when it launched in March 1972, and immediately began bucking the downward trend for costumed crusaders.

Spanning September 1974 to November 1976, this second Essentially mammoth monochrome compilation gathers the turbulent collaborations from Marvel Team-Up #25-51 plus a crossover tale from Marvel Two-In-One # 17 and opens with ‘Three into Two Won’t Go!’ (by Len Wein, Jim Mooney & Frank Giacoia) as Daredevil joins the Wondrous Wallcrawler in thrashing inept costumed kidnappers Cat-Man, Bird-Man and Ape-Man, after which MTU #26 finds the Torch and Thor battling to save the world from Lava Men in ‘The Fire This Time…’ by Wein, Mooney, Giacoia & Dave Hunt.

At this time, in a desperate effort to build some internal continuity into the perforce brutally brief encounters, the scripter introduced a shadowy trio of sinister observers with an undisclosed agenda who would monitor superhero episodes and eventually be revealed as providers of outrageous technologies for many of the one-shot villains who came and went so quickly…

They weren’t involved when the Chameleon framed Spider-Man (again) and tricked the Hulk into freeing a man from the New York Men’s Detention Center for the most unexpected reason of all in #27’s ‘A Friend in Need!’ (Wein, Mooney & Giacoia), but did have a hand in ‘The City Stealers!’ (#28 by new regular creative team Gerry Conway, Mooney & Vince Colletta) when strange mechanoids swiped the island of Manhattan, forcing Spidey and Hercules (mostly Hercules) to drag it back to its original position…

Marvel Team-Up #29 displays a far less amicable pairing as flaming kid Johnny Storm and patronising know-it-all Iron Man butt heads whilst tracking a seeming super-saboteur in ‘Beware the Coming of Infinitus! or How Can You Stop the Reincarnated Man?’

Spider-Man and The Falcon then find that ‘All That Glitters is not Gold!’ in #30 whilst tracking a mind-control drug back to its crazy concoctor Midas, the Golden Man before Mooney bowed out in MTU #31 as the Webspinner and Iron Fist experience time unravelling whilst battling reverse-aging Drom, the Backwards Man ‘For a Few Fists More!’

Conway and Colletta welcomed Sal Buscema aboard as penciller in #32 for a fiery collaboration between the Human Torch and Son of Satan who inflicted ‘All the Fires in Hell…!’ on a demon which had possessed Johnny’s pal Wyatt Wingfoot and assorted fellow members of his Native American Keewazi tribe.

The search for continuity continued in #33 when Spider-Man and Nighthawk acrimoniously tackle raving mega-nutcase Norton Fester – who had forgotten he had super strength – in ‘Anybody Here Know a Guy Named Meteor Man?’

Whilst Nighthawk was happy to drop the case at the earliest opportunity, his Defenders comrade Valkyrie was ready to step in and help Spidey finish off the looney Looter, but they both missed the real threat: mutant demagogue Jeremiah, Prophet of the Lord, who had acquired Fester’s home to house his mind-controlled cult of human psychic batteries in ‘Beware the Death Crusade!’

The latter maniac’s predations were ended in Marvel Team-Up #35 when the Torch and Doctor Strange saved Valkyrie from becoming a sacrifice in the zealot’s deranged ‘Blood Church!’ whilst in #36 Spider-Man was kidnapped and shipped off to Switzerland by assuredly insane Baron Ludwig Von Shtupf, who proclaimed himself The Monster Maker…

‘Once Upon a Time, in a Castle…’ the bonkers biologist wanted to pick-&-mix creature traits and had already secured The Frankenstein Monster to practise on, but after the Webslinger busts them both out and they stumble upon sexy SHIELD Agent Klemmer their rapid counterattack goes badly wrong after Von Shtupf unleashes his other captive – the furiously feral Man-Wolf – and only big Frankie can prevent a wave of ‘Snow Death!’

As new creative team Bill Mantlo, Sal Buscema & Mike Esposito take over, the Amazing Arachnid is back in the USA for issue #38, meeting The Beast and barely surviving the ‘Night of the Griffin’ when the former X-Man’s constantly-evolving manmade monster foe goes on a ruthless murder spree…

Another extended epic begins when Spider-Man and the Torch are simultaneously targeted by supposedly deceased archenemies Crime-Master and The Big Man in #39’s ‘Any Number Can Slay!’ The masked mobsters are fighting for control of the city and each has recruited their own specialist meta-thugs – Sandman and The Enforcers respectively – but the shady double-dealers are all utterly unprepared for the intervention of mystic martial arts mavens The Sons of the Tiger in #40’s ‘Murder’s Better the Second Time Around!’…

Mantlo and Buscema then undertook a truly impressive and ambitious epic with a time-&-space spanning multi-parter which saw the Amazing Arachnid visiting the past and a number of alternate tomorrows beginning with ‘A Witch in Time!’ in Marvel Team-Up #41.

The opening instalment saw mutant Avenger Scarlet Witch abducted by infamous witch-hunter Cotton Mather who used Doctor Doom‘s time machine to drag her back to Salem in 1692. Her plight was observed by Spider-Man who naturally followed but he failed to save her and was himself accused of infernal sorcery in that rabid Massachusetts town…

Whilst Mather fanned hysterical flames of paranoia, the Avenger’s synthezoid husband time-travelled to her side in #42’s ‘Visions of Hate!’, only to fall before the witch-finder’s mysterious power too. As the innocents of Salem prepare themselves for death, the heroes make their escape but fall to Mather’s hitherto unseen benefactor The Dark Rider.

Just as the master manipulator reveals himself however the stakes change again when a severely affronted Doctor Doom appears angrily demanding to know who’s been playing with his toys in #43’s ‘A Past Gone Mad!’

The frantic battle against an immortal chronal predator seems predestined to fail until the time-tides are unexpectedly turned in MTU #44 with the last-minute arrival of mind-goddess Moondragon but in the aftermath Spider-Man tragically discovers that history is well-nigh impossible to alter in ‘Death in the Year Before Yesterday!’

The Arachnid is the last to return to the 20th century but his departure in issue #45 results in deadly diversions and ‘Future-Shock!’ as he lands in devastated (alternate future) New York City 2019 where Warrior of the Worlds Killraven helps him survive numerous attacks by mutants and Martians in terrifying tripods before sending him back on his way home..

Unfortunately before he gets there the Wallcrawler experiences another shocking stopover in ‘Am I Now or Have I Ever Been?’, with cyborg warrior Deathlok saving him from a mutant hive-mind in a Manhattan shattered by war a mere fifteen years after his own lost and longed-for era…

A scared, sad and sobered Spider-Man finally makes it home in Marvel Two-In-One #17 just in time for a crossover with The Thing. That blockbuster opens with ‘This City… Afire!’ by Mantlo, Sal B & Esposito where, after battling beside Ka-Zar in the Savage Land, big Ben Grimm is ignominiously returned to the Big Apple by mutated madman Basilisk who has created an erupting volcano in the Hudson River…

Already reeling, Spidey swings into action for the cataclysmic conclusion in Marvel Team-Up #47 where Mantlo, Ron Wilson & Dan Adkins render the spectacular clash of heroes who boldly proclaim ‘I Have to Fight the Basilisk!’

MTU #48 begins another suspenseful extended saga when ‘Enter: the Wraith!’ (Mantlo, Sal Buscema & Esposito) introduces Police Captain Jean DeWolff as Spidey and Iron Man struggle to stop a mad bomber using model planes to destroy city landmarks and Stark International properties. As the heroes fruitlessly pursue leads, the enigmatic Wraith turns his attention upon them and proves to be not only connected to Jean but some kind of psionic metahuman…

With Iron Man again the guest-star, issue #49 reveals that ‘Madness is All in the Mind!’ as the masked maniac resumes his irresistible psychic assaults and explosive attacks on New York and the tragic story of Jean’s Police Commissioner dad and murdered cop brother comes out.

However the connection between them and the unstoppable villain are only exposed after the Webslinger recruits Master of Mystic Arts Doctor Strange to apply his unique gifts to the problem in #50’s ‘The Mystery of the Wraith!’

The saga and this character-packed compilation conclude with Marvel Team-Up #51 and ‘The Trial of the Wraith!’ by a most unusual panel of judges whose hidden abilities are not enough to prevent one last crack of the whip by the unrepentant renegade…

These stories and illustration of these tales are of variable quality – frankly ranging from just plain daft to utterly gripping – but all have an honest drive to entertain and most fans of the genre would find little to complain about.

Although not really a book for the casual or more maturely-oriented enthusiast there’s lots of fun on hand and younger readers will have a blast, so there’s no real reason not to add this tome to your library…
© 1974, 1975, 1976, 2006 Marvel Characters, Inc. All Rights Reserved.

Adventure Time: Candy Capers Mathematical Edition


By Ananth Panagariya, Yuko Ota, Ian McGinty, Evan Dahm, Tessa Stone, Maarta Laiho & various (Titan Comics)
ISBN: 978-1- 78276-318-5

If you haven’t seen the Cartoon network show this book spins off from, Adventure Time is set in a post-apocalyptic future about a thousand years after the “Great Mushroom War”. In the oddly magical Land of Ooo a bizarre coterie of largely comestible and confectionery-based life-forms live their strange lives and a human boy and his shapeshifting dog are having a grand old time…

Scripted by Ananth Panagariya and Yuko Ota, primarily illustrated by Ian McGinty and vividly coloured by Maarta Laiho, the Kaboom!/Boom! Studios 6-issue miniseries Adventure Time: Candy Capers has been repackaged as a stunning and sturdily oversized (193 x 287 mm) full-colour hardback which begins by revealing how heroic Jake and Finn are at last recognised as being missing in ‘Sour Problems in Sweet Town’ when regal Princess Bubblegum suddenly remembers she gave them the hammer she really, really needs right now!

Her decision is to assign her creepy major domo Peppermint Butler to the case but his scary scouring of the kingdom doesn’t go well because his un-trusty associate ‘Cinnamon Bun is Helping! (to the despair of those around him)’…

Since it’s not a proper kingdom without heroes Jake and Finn, the Princess promotes the Butler to being-in-charge-of-protecting-everything and goes off to look for them herself…

The new Boss of the Banana Guards is not so good at “Destroying Problems” however and soon decides that the best way forward is to reinstate the ‘Royal Hero Draft’…

Peppermint’s first picks are snarky Marceline the Vampire Queen and elephantine Treetrunks, whom he promptly despatches to weirdly accursed Bloodskull Village to solve the ‘Mystery, She Wrote’.

Using their dubious wiles and the mantra “what would Jake and Finn do?” the bizarre babes soon unearth the Bad Haircut Wizard who claims to be behind the town’s woes… Oh, and they also discover Finn’s Demon Blood Sword is being used as a utensil at the local diner…

When Marceline and Treetrunk both suddenly retire, Peppermint Butler and Cinnamon Bun decide to check out whether the missing heroes are no longer alive and pop down to the Land of the Dead to ask the guy in charge. However to get in they first have to waste time playing the ‘Game of Death’ (art by Evan Dahm) with his moronic minions…

Finally finding that the AWOL champions aren’t dead, PB and CB are forced to carry on looking for them and so reluctantly draft the obnoxiously inept Earl of Lemongrab and gabby Lumpy Space Princess to go quiz the Why-Wolves.

The scary canines are intrigued but in return want all the other wolves to stop calling them nerds when they meet at ‘The Summit of Wolf Mountain’.

Sadly, the ‘Gathering of Wolves’ goes badly but just when the assembled clans are about to eat each other and everybody else, Lemongrab accidentally breaks an ancient curse and something truly extraordinary happens…

Forced to fire his latest draftees, Peppermint Butler again petulantly takes up the case and starts looking for who sold Finn’s Demon Blood Sword to the cursed café. The trail leads to arms dealer Choose Goose but the rhyming rowdy wants something in return for his information and expects the detectives to become his suave spies in the ‘Casino Royal’…

Bad Guy Magpie is a very competent opponent who nevertheless mistakes the dapper minty delicacy for superspy Agent Princess but when the real her comes to the rescue the entire cheating clip joint goes up in flames…

Next to be suckered into the hero-game are Jake and Finn’s old enemies Ice King and Susan Strong, who are called upon to stop a giant from crushing a distant hamlet. Somehow the incompetent idiots uncover an actual plot to frame the big guys but typically, to save the village they have to destroy the village…

Fed up with defending the Realm Peppermint B reveals his own dark wizardly gifts in ‘Reflections and Dark Confections’ before employing those eldritch arts to seek out the lost lads. That doesn’t go too well and soon he and Cinnamon are battling demonic doppelgangers and confronting a kleptomaniac cross-dressing Sea Witch they believe might have kidnapped Jake and Finn. Sadly however, the trail turned out to be a simple red herring…

Princess Bubblegum takes charge again for a raid on the ‘Lair of the Vault King’ (illustrated by Tessa Stone) but Peppermint Butler’s superteam of the Bun, Starchy, Hot Dog Princess, BMO, Neptr, Agent Princess, Gunter, Mr. Cupcake, Muscle Princess, Notorious Pup Crew and the rest are not willing enough or ready for ‘Operation: Cinnamon Bun’s Cool Plan!’ and the sugary sortie goes awry after they all realise that Jake and Finn were never there in the first place…

The interminable mystery is finally resolved in ‘Sunset on Candy Kingdom’ when the badgered butler loses patience and determines to use his magic to make the heroes Ooo desperately needs. Sadly when his gooey golems set of to “Destroy Problems” even his last-minute conversion to costumed crusading is insufficient to end the rampage and it takes the blockbusting Bubblegum Princess to save the day…

And only then does she remember where she put Jake and Finn…

Augmenting this sublimely surreal romp is a huge ‘Cover Gallery’ – 35 stunningly sweet and sickly weird images by Josceline Fenton, Magnolia Porter, Rebecca Mock, Tessa Stone, Yuko Ota, Tyler Parker, Bryan Turner, Maris Wicks, Nomi Kane, Brinson Thieme, Jemma Salume, Scott Maynard, T. Fabert, Melanie Gillman Brooke Allen, Andrea Tamme, Jay Fosgitt, Fellipe Martins, Yasmin Liang, Eva Eskelinen, Michael Dialynas, Mia Schwartz, Laura Birdsall, Andy Price, Mychal Amann, Mad Rupert, Renato Faccini, Wook Jin Clark, Emily Watson, Andy Hirsch and Hannah Nance Partlow – as well as ‘Cold Case Files’ which reveal ‘Cover Inspirations’ providing the original half dozen pop culture detectives who informed Yuko Ota’s covers.

Rounding out the cartoon confections are a cornucopia of ‘Character Designs’ and ‘Layout Designs’ for those inspired to concoct a few graphic Adventures Times of their own…

Strangely addictive, madly absurd and sweet as cartoon candy, this is a treat for young and old alike.
© Cartoon Network (S15). All rights reserved.