Fairy Tales of the Brothers Grimm: Little Snow White, The Three Sluggards & The Shoemaker & the Elves


Adapted by David Wenzel & Douglas Wheeler (NBM)
ISBN: 978-1-56163-130-8

The immortal German folktales gathered by historians, philologists and lexicographers Wilhelm and Jakob Grimm have been told to enthralled generations of children all over the planet for nearly two centuries – they were first collected and published in 1812 – becoming an intrinsic part of human life. However these dark and powerful parables – they all have meanings and moral, after all – became increasingly enfeebled and sanitised over the decades as parents, entertainment purveyors and educators constantly diluted the details for their own reasons.

Here scripter Doug Wheeler (Swamp Thing, Classics Desecrated) and fantasy artist Dave Wenzel (Warlords, The Hobbit) return to the source material – but not too slavishly – for a dark and luscious pre-interpretation of three of the original classics in a glorious, fully painted hardcover edition first released by NBM in 1995.

You already know the key points of ‘Little Snow White’ which takes up the lion’s share of this terrific tome, but major restorations include the fact that the little princess was only seven when the malicious and jealous queen ordered her death; that the triumphant step-mother gleefully eats the heart of a wild pig fully believing it to be Snow White’s and, after finally being murdered (three truly harrowing attempts) in the dwarves’ home, the radiant child was interred in a crystal coffin for seven years – inexplicably maturing there into a beautiful, if dead, young woman before she was finally revived.

When the Prince finally aroused her from the deathly slumber it wasn’t with a kiss either…

Good triumphed at last and evil was sadistically punished in the end, after which ‘The Shoemaker and the Elves’ provides a sweet and savoury palate cleanser in a cheerfully enchanting Christmas tale of Good Deeds rewarded after which ‘The Three Sluggards’ relates in a single captivating page how the laziest king in the world selected his ideal successor.

The original tales are so ubiquitous, so ingrained in our lives that there’s no possibility of any one version ever becoming definitive, but that’s not really the point. These particular iterations, as graphically realised by Wheeler and Wenzel, are a superb synthesis of immortal legend and comic art mastery that will enthral every reader no matter how over-familiar you think they might be. One of those perfect books that belongs on every bookshelf.
© 1995 by David Wenzel & Doug Wheeler.

Hawkmoon: the Jewel in the Skull


By Michael Moorcock, adapted by Gerry Conway, Rafael Kayanan, Rico Rival & Alfredo Alcala (First Publishing)
ISBN: 0-915419-32-7

Michael Moorcock began his career as a comics writer and editor at age 15, writing and editing such classic strips as Tarzan, Dogfight Dixon, Jet Ace Logan, Captain Condor, Olac the Gladiator and many, many other British stalwarts before making the jump to prose fiction, where he single-handedly revitalised the genre with the creation of Elric and the high-concept of the Eternal Champion.

As literary fantasy heroes began finding comicbook outlets and analogues it was only a matter of time before Moorcock’s astonishing pantheon of paladins began making inroads into the graphic adventure market. After a series of superlative adaptations of his epochal Elric epics were released by Marvel and First Publishing in the 1980s, the latter company expanded the franchise and began publishing miniseries of the darkly satirical and highly engaging History of the Runestaff.

Also part of Moorcock’s vast and expansive “Eternal Champion” shared universe, the novels comprising The Runestaff detail the struggles of an embattled and beleaguered band of heroes in a dystopic future Europe struggling to survive the all-conquering armies of decadent and fascistic superpower Granbretan. The astonishingly addictive and archly hilarious core books The Jewel in The Skull, The Mad God’s Amulet, The Sword Of The Dawn, and The Runestaff have been collected into an omnibus edition entitled The History of the Runestaff if you feel the inclination to check out the source material…

In a mischievous reversal of British comics tradition the proto-steampunk Dark Empire of Granbretan are ruthless, rapacious, all-conquering bad-guys whilst the beleaguered underdog heroes are French and the star is a German!

Stuffed with English phonetic in-jokes and puns the series is a deeply witty and sardonic critique on the times it was written in. Wicked Baron Meliadus is ruler of the fabulous duchy of Kroiden – famed today for its trams and… well, not even trams really… and the debased gods the Wicked Englander marauders worship include Aral Vilsn, Chirshil, Jhone, Phowl, Jhorg and Rhunga – sound ’em out; we’ll wait…

In this adaptation of the first novel, originally released as a four issue miniseries in1987, the wonderment begins as doughty warrior Count Brass inspects the land of the Kamarg; domains he won after destroying the previous demented, despotic incumbent. After an eventful tour Brass returns home and renews a long-standing debate with his aide and friend Bowgentle about the relative merits of the burgeoning Empire of Granbretan.

A seasoned campaigner, the Count feels the Empire’s initial depredations are acceptable if the world stands united at the end whilst the philosopher/poet feels that there’s a creeping sickness corrupting the souls of the agents of expansion. The comrades get a chance to assess for themselves when Ambassador Baron Meliadus of Kroiden arrives seeking a non-intervention pact with the tiny but powerful state Brass shepherds.

Offering every courtesy to the visiting dignitary the Count allows himself to be swayed by the Baron’s honeyed words until the Granbretanian, obsessed with Brass’ daughter Yisselda, refuses to take “no” for an answer and attempts to abduct her. After grievously wounding Bowgentle, Meliadus is soundly thrashed and sent packing by the outraged father and henceforth a state of war exists between the Empire and the Karmarg.

Frustrated and humiliated Meliadus swears an oath by the mythical Runestaff to defeat Count Brass, possess Yisselda and ravage the Kamarg. Returning to the dark heart of the Empire the Baron plots a horrible revenge, unaware of the staggering forces his incautious oath has set in motion…

His vile thoughts turn to Duke Dorian Hawkmoon von Köln, a recently captured prince who valiantly resisted the Empire’s brutal conquest of his nation. Now a broken toy of Granbretan’s debased scientists, Hawkmoon will be the perfect instrument of revenge once the devilish doctors of Londra have done with him…

Meliadus offers Hawkmoon freedom if the broken hero will infiltrate the Karmarg and steal Yisselda and the Duke agrees, but rather than accept his word Meliadus takes the precaution of having a black jewel inserted into Dorian’s skull. Not only will it relay back all the Duke sees, but should he rebel it will eat into his skull and consume his brain…

The second chapter opens with Hawkmoon’s cunningly staged epic escape and soon the Hero of Köln is welcomed into the safe haven of Count Brass’ castle. His mission well underway the princely pawn is troubled by dreams of a Warrior in Jet and Gold, but his waking hours are filled with spiritual healing as the champions of the Kamarg and especially lovely Yisselda mend his broken warrior’s soul.

Moreover Brass is not fooled for a moment and undertakes to free Hawkmoon from the influence and lethal effects of the ebony jewel…

The reprieve is temporary and the Jewel in the Skull is only rendered dormant. To completely remove its threat Hawkmoon must travel to far Hamadam in search of the wizard Malagigi, who holds the secret of neutralising the brain-devouring bauble. However, before that can be contemplated the little kingdom must face the massed armies of Granbretan under the furious command of twice-thwarted Baron Meliadus…

With a revitalised Hawkmoon commanding a troop of harrying rough-riders the impossible feat is accomplished in grand style (thanks in no small part to the powerfully imaginative illustration of Rafael Kayanan and inkers Alfredo Alcala & Rico Rival) and as the Dark Empire retreats in stunned astonishment to lick its wounds and assuage its shaken pride, the tormented Duke heads East to Turkia seeking his personal salvation.

The final chapter sees him find his destined squire/companion Oladahn (smallest of the Mountain Giants), finally meet the mysterious warrior in Jet and Gold, defeat decadent sorcerer Agonosvos the Immortal and forge a new alliance when he rescues warrior-queen Frawbra and her city from insurrection instigated by Granbretan.

Masterminding the attempt is the rapacious and quite mad Meliadus, leading to a fate-drenched final confrontation…

There’s a tremendous amount of plot stuffed into each issue, often giving a feeling of ponderous density to the proceedings but it’s always leavened with plenty of action and one spectacular high concept idea after another. Whilst no substitute for Moorcock’s stunning fantasy tour de force, the graphic novel Jewel in the Skull is a bombastic and devastatingly effective adaptation that will delight all fans of fantastic fantasy.
© 1988 First Publishing, Inc and Star*Reach Productions. Original story © 1967 Michael Moorcock; used with permission.

Look-In Film Special: Clash of the Titans


By Mary Carey & Dan Spiegle (ITV Books)
ISBN: 0-900727-87-X

Comic adaptations of major motion pictures aren’t nearly as common these days as they were in the days before video, DVDs, Bluray and movies-on-demand or downloadable entertainment and I, for one, regret the loss. Today the traffic more often goes the other way as comics of all sorts and quality become grist for Hollywood’s insatiable mill…

Once funnybook versions were there to keep the film in the public’s attention before and after the fact; providing publicity pre-release and acting as mementos once the blockbuster had come and gone.

Often the printed article lacked plot accuracy as most adaptations were produced from an original shooting script and directors always change stuff about and edit in post-production (just compare Marvel’s first Star Wars adaptation to the final cinematic version), most of the gorier moments were excised or compressed and of course the whole process required the audience to participate by learning to read…

What they did often offer, however, was a chance for an artist to escape the narrow confines of comicbook genres and really flex their imaginative muscles such as in this extremely impressive – and mostly spot-on – interpretation of the 1981 Ray Harryhausen fantasy classic.

This tie-in interpretation of Clash of the Titans (the film was actually directed by Desmond Davis by the way) is a singular epic experience which displays the masterful artistry of the hugely undervalued Dan Spiegle, released in America by the monolithic Whitman Publishing under their Golden Press imprint. The script was adroitly adapted in America by Mary Carey for an over-sized edition with plenty of spectacular full-page sequences which illustrator Spiegle utilised to superb effect as he detailed the story of the demigod boy-hero Perseus.

The lad was sired by the god Zeus on mortal princess Danaё of Argos, for which her father King Acrisius tried to kill both mother and child by sealing them in a crate and throwing them into the sea. Rescued by Poseidon, they washed up on the shores of Seriphos where the baby grew to be a simple fisherman, unaware of his celestial antecedents. To punish Acrisius Zeus unleashed the Kraken, last of the terrible Titans, to destroy the entire island kingdom of Argos…

The gods are acrimonious and seldom kind. When the son of divine Thetis hunted the winged horses, Zeus transformed him into a monster. Originally promised to beautiful Andromeda, this Calibos was forever after shunned and his mother decreed that if he could not marry the princess of Joppa no man would…

As a result of the gods’ eternal squabbling, young Perseus was unwillingly dispatched to Joppa where he fell for Andromeda, battled Calibos and was manipulated into undertaking a fantastic quest to destroy the Kraken before Thetis could use it to destroy Andromeda and her people forever…

All the incredible characters and creatures are included here: vain gods and marauding monsters, bold heroes, dastardly villains, winged Pegasus, the ghastly Gorgon, the ferryman of Hell; magic weapons, three-headed dogs and annoying mechanical owls all dazzle and delight in this breathtaking magical interpretation which is still readily available – at least in its British edition.

Whilst there might be no commercial necessity for adapted comics anymore, spectacular books like this prove that there should always be a place to see our greatest artists and our favourite filmic fables working in perfect harmony.
© 1981 Metro-Goldwyn Mayer Film Co. All rights reserved.

Bram Stoker’s Dracula


Adapted by Roy Thomas, Mike Mignola & John Nyberg (Topps/Titan Books edition)
ISBN: 978-1-85286-474-3

Vampires have never been more popular and the undisputed icon of the cult-fiction genre is indisputably Dracula. One of the best looking graphic novels ever to feature the immortal undead Count came from Topps Comics in 1992 when they produced a four part adaptation of Francis Ford Coppola’s flawed film masterpiece.

Whatever your opinions of the movie, the brutally dark story of love, reincarnation and second chances did generate an exceptionally impressive comics interpretation by master adapter Roy Thomas and moody Meisters-of-the-Macabre Mike Mignola & John Nyberg…

This stripped-down UK edition released by Titan Books opens with the prologue wherein Christian knight Vlad Dracula returns to his castle after a magnificent victory against the invading Turks in 1462, to discover that his beloved wife Elisabeta is dead. The tragic beauty committed suicide when she received a malicious message stating that her husband had been killed…

Grief-stricken, the bloody warrior Vlad turns his back on God and Man…

May 1897 and Jonathan Harker travels to Transylvania following the loss of his colleague R.M. Renfield  to facilitate the voyage of aged wealthy Count Dracula to the thriving modern Metropolis of London. He stumbles into a scene of unbridled terror…

Meanwhile in the heart of the Empire his fiancée Mina Murray indulges her wildly wanton friend Lucy Westenra as the famous beauty strings along three ideal suitors, Dr. Jack Seward, Texan Quincy P. Morris and Arthur Holmwood, the future Lord Godalming.

Mina is a perfect double for the long dead Elisabeta and when Dracula, freshly arrived in England and already causing chaos and disaster, sees her he begins to seduce her. He is less gentle with Lucy and his bestial, bloodletting assaults prompt her three beaus to summon the famed doctor and teacher Abraham Van Helsing to save her life and cure her increasing mania.

Harker has survived his Transylvanian ordeal and hurriedly marries Mina in Romania. Enraged, Dracula renews his assaults and Lucy dies to be reborn as a predatory monster. After dispatching her to eternal rest, Van Helsing, Holmwood, Seward and Quincy Morris, joined by the recently returned and much altered Harker and his new bride, determine to destroy the ancient evil in their midst…

Dracula however, has incredible power and centuries of experience on his side and taints Mina with his blood-drinking curse, before fleeing back to his ancestral lands. Now the mortal champions must follow and excise his awful power before Mina – now aware of her previous existence as Dracula’s wife Elisabeta – succumbs forever to his unholy influence…

Dark, moody, visually stunning and compulsively frenetic, this interpretation is a memorable and intensely fulfilling iteration on a modern myth and one that no fan can ignore.

The Titan version of this lost gem is probably the most readily available but the two Topps editions are still around if you’re persistent. The first printing also contains in its 112 pages an introduction from Coppola and an afterword by the film’s writer James V. Hart (whose other credits include screenplays for Contact, Tuck Everlasting, Mary Shelley’s Frankenstein, Hook and Muppet Treasure Island amongst others, whilst the 120 page Previews Exclusive Edition tops that (sorry, my will was suborned by irresistible malign forces) by including a poster, behind-the-scenes glimpses at the film’s creation and cards from the spin-off Dracula Collectible Card set.
© 1993 Columbia Pictures Industries, Inc. All Rights Reserved.

Alien: The Illustrated Story


By Archie Goodwin & Walter Simonson from a screenplay by Dan O’Bannon and a story by Dan O’Bannon & Ronald Shusett (Heavy Metal/Futura)
ISBN: 0-7088-1559-6

Alien was released in 1979 and utterly refreshed the science fiction cinema genre. Creeping in on the back of the jolly adventuring romps of the Star Wars phenomenon and its shiny, happy rip-offs, Dan O’Bannon’s dark tale and Ridley Scott’s grimly meticulous vision reintroduced the vital element of apocalyptic terror that had been absent from the medium since the headiest, most paranoiac days of the 1950s B-Movies.

You know the plot: a bunch of interstellar miners are diverted by their untrustworthy bosses to a lost planet where they find an extraterrestrial shipwreck. One of the humans is infected and brings aboard a horror that grows and picks off the crew one by one and cannot be stopped, escaped from or killed…

Lots of films have had comics adaptations: good bad or indifferent. Very few have ever come as close to capturing the stunning, senses-overloading feel – rather than the plot or look or detail – of the source material, although all of those too are well-catered for in this slim but superb graphic extravaganza from the award-winning creative team of Archie Goodwin and Walt Simonson (see Manhunter: the Special Edition for perhaps their ultimate moment of comics collaboration).

Spectacular, engrossing, visually innovative (in both storytelling and lettering/calligraphic effects) and absolutely absorbing, this hard-to-find gem (either in the original US edition from Heavy Metal Productions or the mass-market UK edition from Futura) is a true lost landmark of comics, long overdue for a new release – but only in the original large, square European Album format please…

© 1979 by Twentieth Century-Fox Film Corporation, All rights reserved.

Metropolis


By Thea von Harbou, illustrated by Michael W. Kaluta (Donning/Starblaze)
ISBN: 0-89865-519-6

People who work in comics adore their earliest influences, and will spout for hours about them. Not only did they initially fire the young imagination and spark the drive to create but they always provide the creative yardstick by which a writer or artist measures their own achievements and worth. Books, comics, posters, even gum cards (which mysteriously mutated into “Trading Cards” in the 1990s) all fed the colossal hungry Art-sponge which was the developing brain of the kids who make comics.

But by the 1970s an odd phenomenon was increasingly apparent. It became clear that new talent coming into the industry was increasingly aware only of comic-books as a source of pictorial fuel. The great illustrators and storytellers who had inspired the likes of Howard Chaykin, Bernie Wrightson, Mike Kaluta, P. Craig Russell, Charles Vess, Mike Grell, and a host of other top professionals were virtually unknown to many youngsters and aspirants. I suspect the reason for this was the decline of illustrated fiction in magazines – and general magazines in general.

Photographs became a cheaper option than artwork in the late 1960s and as a broad rule populations read less and less each year from that time onwards.

In the late 1980s publisher Donning created a line of oversized deluxe editions reprinting “lost” prose classics of fantasy, illustrated by major comics talents who felt an affinity for the selected texts. Charles Vess illustrated Shakespeare’s A Midsummer Night’s Dream, P. Craig Russell created magic for The Thief of Bagdad and Mike Grell depicted the word’s greatest archer in The Merry Adventures of Robin Hood of Great Renown in Nottinghamshire.

Arch period stylist Mike Kaluta worked on something a little more exotic; illustrating the original film scenario (a broad shooting script used by movie-makers in the days before dialogue) written by Thea von Harbou after her husband returned from a trip to America.

Herr “von Harbou” was German expressionist genius Fritz Lang, and his account of his fevered impressions, responses and reminiscences became the ultimate social futurist fiction film Metropolis – possibly the most stirring, visually rich and influential movie of the silent era – and officially the most expensive film ever made during the pre-talkies era.

If you haven’t seen the film… Do. Go now, a new re-re-restored version was released in 2010 – the most complete yet. I’ll wait…

The plot – in simple terms – concerns the battle between proletarian workers and the rich, educated elite of a colossal city where workers toil in hellish, conformist subterranean regiments to provide a paradise for the bosses and managers who live like gods in the lofty clouds above.

It would be the perfect life for Freder, son of the grand architect Joh Fredersen, except for the fact that he has become besotted with Maria, an activist girl from the depths. The boy will move Heaven and Earth to have her love him. He even abandons his luxuries to become a worker near her…

Distraught Fredersen renews his tempestuous relationship with the crazed science-wizard Rotwang, once ally and rival for the love of the seductive woman Hel.

Rotwang offers his aid but it is a double-edged sword. He kidnaps Maria and constructs an incredible robotic replacement of her, to derail her passive crusade and exact his own long-deferred revenge…

This “novelisation” – for want of a better word – is as engrossing as the film in many ways but the story is elevated by the incredible illustrations produced by Kaluta -5 full page artworks in evocative chalk-and-pastel colour, two incredible double-page spreads in black line plus 32 assorted monochrome half-frames and full pages rendered in black & white line, grey-tones, charcoal, chalk monotones and pastel tints – an absolute banquet for lovers of art deco in particular and immaculate drawing in general.

Whilst no substitute for the filmic experience, this magnificent book is a spectacular combination of art and story that is the perfect companion to that so-influential fantasy masterpiece beloved by generations of youngsters.
© 1988 by the Donning Company/publishers. Art © 1988 Michael W. Kaluta. All rights reserved.

Beowulf – First Graphic Novel #1


By Jerry Bingham, with Ken Bruzenak (First Comics)
ISBN: 978-0-915419-00-5

The mid-1980s were a great time for comics creators. It was as if an entire new industry had opened up with the proliferation of the Direct Sales market and dedicated specialist retail outlets; new companies were experimenting with format and content, and punters had a bit of spare cash to play with. Moreover much of the “kid’s stuff” stigma had finally abated and the country was catching up to the rest of the world in acknowledging that sequential narrative might just be an actual art-form…

Consequently many new companies began competing for the attention and cash of punters who had grown accustomed – or resigned – to getting their four-colour kicks from DC, Marvel Archie and/or Harvey Comics. European and Japanese styled material had been creeping in but by 1983 a host of young companies such as WaRP Graphics, Pacific, Eclipse, Capital, Now, Comico, Dark Horse, First and many others had established themselves and were making impressive inroads.

New talent, established stars and fresh ideas all found a thriving forum to try something a little different both in terms of content and format. Chicago based First Comics was an early frontrunner, with Frank Brunner’s Warp, Mike Grell’s Starslayer and Jon Sable and Howard Chaykin’s Landmark American Flagg!, as well as an impressive line of titles targeting a more sophisticated audience.

In 1984 they followed Marvel and DC’s lead with a line of impressive, European-styled over-sized graphic albums featuring new and out-of-the-ordinary comics sagas (see Time Beavers, Mazinger and two volumes of Time2 to see just how bold, broad and innovative the material could be). The premier release was a stunning and subsequently award-winning (1985 Kirby Award for Best Graphic Album) fantasy epic by Jerry Bingham.

Beowulf is a thrilling, compulsive and intensely visceral visualisation of the Anglo-Saxon epic poem committed to parchment sometime between the 8th and 11th century AD, and recently the subject of many screen iterations and interpretations (from The 13th Warrior to the three “straight” Beowulf movies in 1999, 2005 and 2007 and even the outrageously fun Outlander from 2008).

Need a plot summary? In the far North noble King Hrothgar built a mighty Mead-hall for heroes, but incurred the malignant enmity of the monster Grendel who would raid the citadel and slaughter some of the noble warriors every night. After twelve years of horror a valiant band of heroes led by Beowulf, Prince of the Geats, came to their aid seeking glory and battle…

The clash of Beowulf and Grendel is spectacularly handled as is the succeeding exploit wherein the stalking Horror’s demon mother comes seeking revenge, dragging Beowulf to her hideous lair beneath an icy lake, but the most effective and moving chapter is the very human-scaled Twilight of the Gods as, after fifty years of ruling his Geatish kingdom, aged Beowulf goes to his final glorious battle, dying heroically whilst destroying a ravening firedrake which threatens to eradicate his people: the only proper end for a Northman hero…

Bingham’s raw and fiercely realistic art-style perfectly captures the implacable sense of doom and by employing Prince Valiant‘s text and picture format he imparts the tale with a grandeur often as mythic as Hal Foster’s masterpiece, whilst leaving the art gloriously free of distracting word-balloons.

Letterer/calligrapher Ken Bruzenak’s particular facility perfectly enhances the artistic mood by carefully integrating captions filled with Bingham’s free-verse transliterations of the original 3182 long-poem into this classic interpretation of the epic. This is a wonderful and worthy piece of work that will delight any fan of the medium.

And for a perfect all-ages prose telling of the timeless tale I also heartily recommend Rosemary Sutcliff’s magnificent Beowulf: Dragonslayer: first released in 1961 and captivatingly illustrated by Charles Keeping;  it is still readily available and one of the books that changed my life.
© 1984 First Comics, Inc. All rights reserved.

Batman Beyond


By Hilary J. Bader, Rich Burchett, Joe Staton & Terry Beatty (DC comics)
ISBN: 978-1-56389-604-0

The Batman Animated TV series masterminded by Bruce Timm and Paul Dini in the 1990s revolutionised the Dark Knight and also led to some of the absolute best comicbook adventures in his seventy-year publishing history with the tie-in monthly printed series. With the Dark Knight’s small screen credentials firmly re-established, follow-up series began (and are still coming), even recently feeding back into the overarching DCU continuity.

Following those award-winning cartoons in 1999 came a new incarnation set a generation into the future, featuring Bruce Wayne in the twilight of his life and a new teenaged hero picking up the eerily-scalloped mantle. In Britain the series was inspirationally re-titled Batman of the Future but for most of the impressed cognoscenti and awe-struck kids everywhere it was Batman Beyond!

Once again the show was augmented by a cool kid’s comicbook and this collection re-presents the first 6-issue miniseries in a hip and trendy, immensely entertaining package suitable for fans and aficionados of all ages. Although not necessary to the reader’s enjoyment, a passing familiarity with the TV episodes will enhance the overall experience…

All stories are written by Hilary J. Bader and the book opens with a two part adaptation of the pilot episode, illustrated by Rick Burchett & Terry Beatty. ‘Not On My Watch!’ offers brief glimpses of the last days of Batman’s crusade against crime before age, infirmity and injury slow him down to the point of compromising his principles and endangering the citizens he’s sworn to protect.

Years later Gotham City in the mid-21st century (notionally accepted as 2039AD – 100 years after the comic book debut of Batman in Detective Comics #27) is a dystopian urban jungle where angry, rebellious school-kid Terry McGinnis strikes a blow against pernicious street-punks The Jokerz and is chased out of the metropolis to the gates of a ramshackle mansion.

Meanwhile his research-scientist father has discovered too much about the company he works for…

Wayne-Powers used to be a decent place to work before old man Wayne became a recluse. Now Derek Powers runs the show and is ruthless enough to do anything to increase his profits… Outside town Terry is saved from a potentially fatal encounter with the Jokerz by a burly old man who then collapses. Helping the aged Bruce Wayne inside the mansion Terry discovers the long neglected Batcave before being chased away by the surly Wayne but doesn’t really care until he gets home to find his father has been murdered…

A storm of mixed emotions, he returns to Wayne Manor…

The concluding chapter ‘I Am Batman’ sees McGinnis attempt to force Wayne to act before giving up in frustration and stealing the hero’s greatest weapon; a cybernetic bat-suit that enhances strength, speed, durability and perception. Alone, untrained and unaided the new Batman sets to exact justice and revenge…

In the ensuing clash with Powers the unscrupulous entrepreneur is mutated into a radioactive monster named Blight before Wayne and Terry reach a tenuous truce and understanding. For the moment Terry will continue to clean up the Dark Knight’s city as a probationary, apprentice hero…

With issue #3 Bader, Burchett & Beatty began to tell original stories in the newly established future Gotham, commencing with ‘Never Mix, Never Worry’ wherein Blight returns to steal a selection of man-made radioactive elements which can only be used to cause harm… or can they?

Joe Staton took over the pencilling with #4 as a schoolboy nerd freed a devil from limbo and old man Wayne introduced the cocksure Terry to parapsychologist Jason Blood and his eldritch alter ego Etrigan the Demon in the spooky shocker ‘Magic Is Everywhere’, a sentiment repeated when a school-trip to the museum unleashed ancient lovers who fed on the life energy in the delightfully comical tragedy of ‘Mummy, Oh! and Juliet’

This captivating compendium of action and adventure ends in another compelling and edgy thriller as Terry stumbles into a return bout with a shape-shifting super-thief in ‘Permanent Inque Stains’, only to find that there are far worse crimes and far more evil villains haunting his city…

Fun, thrilling and surprisingly moving, these tales are magnificent examples of comics that appeal to young and old alike and are well overdue for re-issue. And once that’s done, there’s still another 24 issues from the 1999-2001 run plus a Return of the Joker one-shot to collect in spiffy graphic novel compilations…

In 2000 Titan Books released a British edition re-titled Batman of the Future (to comply with the renamed UK TV series) and this version is a little easier to locate by those eager to enjoy the stories rather than own an artefact.
© 1999 DC Comics. All Rights Reserved.

Agent 13: Acolytes of Death – A TSR Graphic Novel


By Flint Dille, Buzz Dixon & Dan Spiegle (TSR)
ISBN: 0-88038-800-5

Tactical Studies Rules was a backroom venture started in 1973 by Gary Gygax and Don Kaye which they grew into the monolithic role-playing and recreational fantasy empire TSR, Inc. revolutionising home entertainment in the days before cheap home computers and on-line video games.

Beginning with formally published scenarios and rules for Dungeons and Dragons, Cavaliers and Roundheads and others including gaming versions of Marvel Comics characters, Movies, TV shows and cartoon classics like Rocky and Bullwinkle, they swiftly branched out into figures and miniatures, magazines, models, table-top war games, fantasy fiction, collector card-sets and inevitably comics – firstly licensing their properties to companies like DC (Dragonlance, Forgotten Realms, Advanced Dungeons and Dragons and many more before inevitably creating their own line of comicbook and graphic novel “Modules” in the 1990s, based on their own game product, licensed properties such as Indiana Jones, Buck Rogers and even their critically acclaimed fantasy novels.

One of my very favourites is an everything-and-the-kitchen-sink period pulp action romp based on their kids novel series Agent 13: the Midnight Avenger (by Flint Dille and David Marconi) which shamelessly blended elements of the Shadow, Indiana Jones and Mandrake the Magician with classic horror and conspiracy thrillers to produce frantic fast-paced adventures of international intrigue and supernatural suspense set in the days before World War II.

Acolytes of Death is actually the second graphic novel volume (its predecessor Agent 13: the Midnight Avenger adapted to comics form the two novels The Invisible Empire and The Serpentine Assassin) but works as stand-alone saga which finds the indomitable super-spy, trained in the mysteries of ancient Lemuria, engaging his world-wide band of undercover operatives in a deadly quest.

It’s 1939 and at stake is humanity itself as immortal villain and would-be global dictator Itsu nears the end of his undying life. Preparing to enact an arcane ritual to renew his sinister eldritch energies, he convenes all the forces of darkness subject to his will: secret societies, witches, zombies and the world’s first vampire, to seek out the ideal venue for his unholy rebirth…

He has to be stopped: after all, just one of his wicked schemes is manipulating the nations of the Earth into another World War. He has other plans he hasn’t even started yet…

Agent 13’s uncanny powers are a result of his having been trained by the Brotherhood; Itsu’s cult of wizards and ninja-like Jinda Warriors, but the heroic tough guy rebelled and has been destroying these instigators of terror and chaos ever since…

Now in a rollercoaster race from Soviet Russia to Spain to New Orleans, 13, his dedicated associates and the sultry, morally ambivalent mercenary China White struggle to prevent the Dark Savant’s ultimate triumph, but can 13 trust his allies and the omens when so much is at stake…?

Fast-paced, far-fetched, joyous and frenetic, this is pure non-stop, action-packed nonsense of the sort beloved by fans of summer blockbuster movies, stirring and silly but utterly engrossing. The script rattles along and the incredible art by unsung genius Dan Spiegle (ably augmented by letterer Carrie Spiegle and colourist Les Dorscheid) is mesmerising in its expansive majesty.

Published in the extravagant, sleekly luxurious over-sized 285mm x 220mm European album format, this tantalising tome, as a graphic “module” also contains a fold-out map, counters, gaming data and background as well as a rule-set, just in case you and some judiciously selected friends feel like having a go at changing the spectacular ending…
© 1990 TSR, Inc. All Rights Reserved. Agent 13 is a trademark owned by Flint Dille and David Marconi.

Conan of the Isles (Marvel Graphic Novel #42)


By Roy Thomas & John Buscema, with Danny Bulanadi, Ricardo Villamonte, Armando Gil and Dave Simons (Marvel)
ISBN: 978-0-87135-483-9

During the 1970′s the American comic book industry opened up after more than fifteen years of cautious and calcified publishing practices that had come about as a reaction to the scrupulously-censorious oversight of the self-inflicted Comics Code Authority: A body created by the publishers to police their product and keep it palatable and wholesome after the industry suffered their very own McCarthy-inspired Witch-hunt during the 1950s. One of the first genres to be revisited was Horror/Mystery comics and from that came the pulp masterpiece Conan the Cimmerian.

Simultaneously, Sword & Sorcery stories had undergone a global prose revival in the paperback marketplace since the release of soft-cover editions of Lord of the Rings (first published in 1954), and the 1960s saw the resurgence of the two-fisted fantasies of Edgar Rice Burroughs, Otis Adelbert Kline, Fritz Lieber, whilst many modern writers such as Michael Moorcock and Lin Carter kick-started their careers with contemporary versions of man, monster and mage. Indisputably the grand master of the genre was Robert E. Howard.

Marvel Comics tested the waters in early 1970 with a little tale called ‘The Sword and the Sorcerers’ (from the horror anthology Chamber of Darkness #4) whose hero Starr the Slayer bore no small resemblance to the Barbarian. It was written by Roy Thomas and drawn by young Englishman Barry Smith, a recent Marvel find, and one who was just breaking out of the company’s Kirby house-style.

Despite some early teething problems, including being cancelled and reinstated in the same month, the comic-strip adventures of Robert E. Howard’s characters were as big a success as the prose yarns. Conan became a huge success: a mega-brand that saw new prose tales, movies, a TV series and cartoon show, a newspaper strip and all the other paraphernalia of success. And it all largely stemmed from the vast range of comics initiated by Thomas, Windsor-Smith (as he became) and the excellent succession of comics creators that followed.

Thomas was a huge fan of the prose material and took great pains to adapt the novels and short stories into the graphic canon. From the latter days when the barbarian was an established Marvel mainstay comes this utterly enchanting adaptation of the hero’s last recorded adventure, written by L. Sprague de Camp and Lin Carter, first released in 1968.

The Cimmerian’s wanderings had eventually led him to the throne of a vast kingdom, the founding of a dynasty and after twenty years, terminal boredom. He had outlived his comrades and beloved wife Zenobia and chafed under the yoke of responsibility. When seven hundred citizens of Tarantia were terrifyingly consumed by blazing bloody lights King Conan was furious and bewildered until a ghostly vision bade him to hunt down and destroy these marauding Red Shadows.

Secretly abdicating in favour of his son Conn, the aging warrior vanished from Court, returning to the life of a pirate, and as “Amra the Lion” gathered a crew of valiant brigands to covertly hunt down the master of the crimson shades – who have subsequently spread their depredations throughout the known world.

Still formidable and burdened with fearsome responsibilities, Amra and old comrades Sigurd of Vanaheim and Yasunga the Black Corsair rove the scattered islands of the Western Ocean, seeking their hidden foe and battling monsters, rogues and maddening mechanical dooms.

Even though nearly seventy years old Conan drove himself hard and soon the ship of rogues found their hidden foe in the form of the priest-cult of Xotli and their uncanny Black Kraken warriors of lost Atlantis. When the pirates were all captured Conan alone infiltrated the hidden citadel to solve the mystery of the Red Shadows, rescue his crew and save the whole Hyperborean world…

Divided into three chapters, ‘Red Shadows and Black Kraken!’ (inked by Danny Bulanadi, Ricardo Villamonte & Armando Gil), ‘Dragons from an Unknown Sea!’ and ‘Gods of Light and Darkness!’ (both inked by Dave Simons), I rather suspect this tale was originally intended for the comicbook spin-off King Conan before being bumped into this sleek and glossy oversized format

Once upon a time Marvel led the publishing pack in the development of high quality original graphic novels: mixing creator-owned properties, licensed assets like Conan, Marvel Universe tales and even new series launches in extravagant over-sized packages (a standard 285mm x 220mm rather than the now customary 258 x 168mm) that felt and looked like far more than an average comicbook no matter how good, bad or incomprehensible (a polite way of saying outside the average Marvel Zombie’s comfort zone) the contents might have been.

Fast-paced, action packed and stuffed with the red-handed wonderment beloved by his fans, Conan of the Isles is rip-roaring pulp fare, brimming with supernatural horrors, scantily-clad damsels in distress and spectacular derring-do, cannily recounted by veteran creators at the top of their form. Still readily available this is a classy tale that will delight any fan of the genre and could easily convert a few die-hards too.
© 1982, 1988 Conan Properties Inc All Rights Reserved.