Final Crisis: Rogues Revenge


By Geoff Johns, Scott Kolins, Dan Panosian & Doug Hazlewood (DC Comics)
ISBN: 978-1-4012-2334-2

During the first decade of the 21st century DC and Marvel were obsessed with vast company-wide crossover events presumably to boost – or maybe simply sustain – dwindling sales.

The company that had invented Big Bombastic Crisis stories seemingly went bonkers mid-decade and propagated one Extreme Extinction Event after another, all with attendant crossovers, specials and miniseries until they could only promise to end it all with one Final Crisis.

We didn’t believe them of course, but there were some great stories amidst the constant proliferating armada of monthly Armageddons…

The concept of speedsters has been intrinsic to all of DC’s superhero comics since the revival of the Flash jumpstarted the Silver Age and created a whole new style of storytelling.

There had been earlier cyclonic champions such as Jay Garrick, who debuted as the very first Scarlet Speedster in Flash Comics #1 (January 1940) and as “The Fastest Man Alive” wowed readers for over a decade before changing tastes benched him and most of his ilk in 1951.

The entire mystery man genre was subsequently revived (and exponentially expanded to overarching prominence) in 1956 when Julie Schwartz oversaw the creation of police scientist Barry Allen who became the second hero to run with the concept in Showcase #4.

The Silver Age Flash, whose example ushered in a new and seemingly unstoppable era of costumed crusaders, died heroically during Crisis on Infinite Earths (which rationalised and standardised the entire continuity in 1985-1986) and was promptly succeeded by his sidekick Kid Flash.

Of course Allen later returned from the dead – but doesn’t everyone?

Kid Flash Wally West struggled at first to fill the boots of his predecessor, but persevered and eventually overcame, becoming the greatest to own the name. After many amazing adventures he married his beloved Linda Park, but just as happiness seemed certain they both disappeared in the reality-bending chaos of the Infinite Crisis…

In the slow build up to Final Crisis and by way of all those other “end-of-everything” multi-part mega-sagas, Bart Allen had finally acceded to the crimson mantle. Introduced as the impetuous unruly Impulse, Barry Allen’s grandson had come hot-footed from the 30th century to join the pantheon, and had matured through a career as the second Kid Flash to finally become the third hero to wear the family costume.

Keep up: he’s technically the fourth Flash since Garrick was the first speedster to use the name, albeit in a different outfit and originally on a completely different Earth.

However, as Bart was quickly adapting to his new role in Los Angeles, studying to be a cop and forensic scientist like his grandpa with a procession of old Rogues and new villains complicating matters, he was utterly unaware that his evil clone Inertia (no, seriously) was assembling an army of his predecessors’ enemies for an all-out attack.

They succeeded too well. Although the Rogues were looking for glory and payback, they had no idea they were being manipulated by the pre-meditating Inertia into actually murdering the kid.

After the brief death of Bart Allen (he too was soon resurrected) Wally and Linda returned in a spectacular blaze of glory accompanied by their two children, somehow grown into teens over the course of a few months and already heroes in waiting…

And that’s just that’s background to this collection featuring the staggering finale to a years-long saga as much about the unique band of villains associated with the Twin Cities as the ever-imperilled Fastest Men Alive…

Published as a supplemental sidebar to the Big Show of 2008, Final Crisis: Rogues Revenge was a 3-part miniseries by old allies Geoff Johns and Scott Kolins which followed the paths of Rogues Gallery veterans Captain Cold, Heat Wave and Weather Wizard plus relative newcomer the second Mirror Master as they came to terms with the repercussions of their infamous, if involuntary, act of murder.

To fill out the admittedly brief page count this collection also includes the contents of The Flash volume 2, issues #182 and #197 from 2002 and 2003: two key, Rogue-heavy episodes which provided chilling insight into the minds of the utterly compelling bad guys…

It all begins with the fugitive villains returning to their Central City hideout only to find the place infested with petty thugs led by Axel Walker, the new upstart Trickster. It’s a whole new world now. Many of their former comrades – as well as much of the Underworld’s super-powered elite – have signed up to the cause of overarching new villain Libra: a man you just don’t say no to.

A relative newcomer, Libra has compelled such heavies as Lex Luthor and Gorilla Grodd to join his monumental league of villains and espouses the adoption of a religion of Evil. He has already killed the Martian Manhunter and expects the Rogues to sign up to his cause.

Never one to be pushed, Captain Cold did say no and now he and his trusted comrades are hunted by heroes and villains alike.

Routing Walker’s thugs, the fugitives grudgingly accept the new Trickster into their ranks, but can’t stomach the kid’s crowing over Flash’s murder.

Cold has no scruples over killing but he has never committed homicide for fun. If it isn’t for profit or vengeance or to make a point, it isn’t worth the trouble and for people like the Rogues there’s always an alternative.

Moreover, Cold really resents the attention and grief Inertia has brought down on them all by slaying a speedster but most of all, he really, really, really hates being a vicious little thug’s patsy…

With everybody hunting them Cold and his companions are looking for a way to bring things back to “normal”, but are unaware that they are also being targeted by reformed Rogue Pied Piper who has his own warped reasons to confront them…

When Cold again refuses Libra’s demand to join or die, it is the final straw for the Prophet of Evil, who is the covert herald of an invasion by forces far beyond human ken.  Libra decides to remove the obstinate obstacles and make a very public point…

Meanwhile, Wally West has beaten and horrifically incarcerated Bart’s killer, but Inertia has been subsequently released by the ultimate enemy of all Speedsters. Hunter Zolomon was an FBI profiler who went mad and, patterning himself on old Rogue Professor Zoom, the Reverse Flash, determined to make heroes “better” by torturing them with savage personal tragedy and heartbreak.

Now his latest scheme involves converting the psychotic Inertia into his own protégé, Kid Zoom…

The hard-pressed Rogues also have Inertia in mind, and Captain Cold decides the best way to make things right again is to execute the kid who is the root cause of all their current problems…

Libra quickly moves to the head of his “to-do” list, though, when the Herald of Apokolips makes an example of Paul Gambi, the tailor and armourer who has armed and equipped the Rogues throughout their criminal careers. Libra has the old man tortured by cheap imitations of the Rogues, intending them to become their replacements in his League of Evil, but the upstarts are no match for the real thing who also know a thing or two about sending a murderous message…

As Zoom continues his awful education of Kid Zoom, Libra makes more mistakes by targeting Cold’s despised father and abducting the Weather Wizard’s son, precipitating a crisis of faith with devastating repercussions for the planet and all reality…

All paths coincide when another dead Flash returns, and the Rogues score their greatest triumph whilst making one more hugely selfish misjudgement which will only become apparent in the traumatic days to come…

This turbulent tome then concludes with a brace of insightful character histories. ‘Absolute Zero’ (inked by Dan Panosian) revealed the traumatic story of career criminal Len Snart and the outcome when, as Captain Cold, he avenged the murder of his sister Lisa, affording us all a look at the early life which made him such a cold-hearted killer (first seen in Flash #182), whilst Kolins & Hazlewood collaborated on #197’s ‘Rogue Profile: Zoom’ wherein Hunter Zolomon’s cruel fate was fully revealed.

Once the FBI’s hotshot star profiler, an innocent mistake unleashed horrific consequences for Hunter’s loved ones. Years later whilst seeking redemption, he compounded his personal tragedy and became the time-bending sociopath Zoom whose mission was to make his best friend Wally West a better hero through the white-hot crucible of personal tragedy…

Dark, gritty and spectacularly potent, this tale can simply be read as a satisfactory conclusion to the hyper-extended Rogue War saga in the Flash, rather than as an adjunct to the Final Crisis, but whatever your reasons for enjoying this powerful Fights ‘n’ Tights drama, this is a book no dyed-in-the-crimson-wool Flash-fan should miss.
© 2002, 2003, 2008 DC Comics. All Rights Reserved.

Green Lantern: Rage of the Red Lanterns (Prelude to Blackest Night)


By Geoff Johns, Ivan Reis, Mike McKone, Shane Davis & various (DC Comics)
ISBN: 978-4012-2302-1

Since the dawn of the Silver Age of Comics where and when The Flash kick-started it all to become the fast-beating heart of the revived genre of superheroes, his fellow jet-age retread Green Lantern has always provided the conceptual core framework for the comprehensive, pervasive magic of the monolithic DC Universe’s shared continuity.

Hal Jordan was a young test pilot in California when an alien policeman crashed on Earth. Mortally wounded, Abin Sur commanded his Green Power-ring – a device fuelled by willpower which could materialise thoughts – to seek out a replacement ring-bearer, honest and without fear. Scanning the planet it selected Jordan and brought him to the crash-site. The dying alien bequeathed his ring, the lantern-shaped Battery of Power and his profession to the astonished Earthman.

Over the years Jordan became one of the greatest members of that serried band of law-enforcers, the Green Lantern Corps, which had protected the cosmos from evil for uncounted millennia under the auspices of immortal super-beings who dubbed themselves the Guardians of the Universe.

These undying patrons of Order were one of the first races in creation and currently dwell in sublime emotionless security on the world of Oa at the very centre of creation.

Even if you are a true Fights ‘n’ Tights epic aficionado, if all this is new to you then Rage of the Red Lanterns should absolutely not be your introduction to the series.

Go read (at least) Green Lantern: Secret Origin and preferably all the other collections of this monumental fixture in the comicbook firmament before attempting to decipher the compulsive, compelling, pell-mell onslaught of characters and concepts scripter Geoff Johns threw at the reader as his extended epic thoroughly reshaped that aforementioned DCU.

Still here? Okay then…

Following the bombastic, blockbusting Sinestro Corps War, all of creation was in turmoil at the revelation that Green was not the only colour and an entire emotional spectrum of unsuspected yet puissant energies underpinned and operated upon reality. In increasingly ambitious storylines, Johns began exploring the adherents and disciples of each hue and the forces transformed by or seeking to control them…a situation which would lead inexorably and inescapably into DC’s major crossover events Blackest Night and its sequel Brightest Day.

In themselves these twinned mega-sagas were the result of an increasingly all-encompassing series of comicbook crises which would dominate the company’s output for nearly three years…

This volume (collecting Green Lantern #26-28, 36-38 and the one-shot Final Crisis: Rage of the Red Lanterns #1) is billed as a “Prelude to Blackest Night” and its chronologically telescoped tales actually straddle the separately released Green Lantern: Secret Origins), so if you’re particularly wedded to strict running order that’s one more hurdle to your full enjoyment.

If you’ll permit an earnest aside: all this prevarication might seem like I’m trying to put readers off and don’t like the material I’m covering, but nothing could be further than the truth. When done right, these kinds of epic super-sagas are utterly mesmerising narrative intoxicants that no other medium of human expression can match, but very few of them can be enjoyed on purely ambient knowledge.

Almost anybody can come cold to Lord of the Rings, Gone With the Wind, Michener’s Centennial, Clavell’s Shogun or EE Smith’s Lensman books but still enjoy them with only the barest smattering of background and targeted exposition, whereas periodical comicbooks are more akin to long-running TV soaps like Coronation Street or Days of Our Lives, with neither time nor space to constantly reintroduce key characters, concepts and history, but still keenly dependent on specific knowledge to fully engage with the material.

I find it personally daunting and, after 30-plus years in the creative, educational and retail arenas of comics, know it is crucially off-putting for many potential newcomers and even old fans tempted to start reading their childhood favourites again. That’s just the way it is and why I’ll always go on about getting through this stuff in the most favourable order.

Here endeth the Sermon…

Written in entirety by Johns, the multi-hued madness here begins with a 3-part tale that originally appeared immediately after the conclusion of the Sinestro Corps War. ‘The Alpha Lanterns’, pencilled by Mike McKone with inks from Andy Lanning, Marlo Aquiza, Cam Smith, Mark Farmer & Norm Rapmund, detailed how cracks began to form in the solidarity of the Green Lantern Corps after the immortal, emotionally constricted Guardians began arbitrarily rewriting the ancient Laws in their biblical Book of Oa, such as no fraternisation between serving Lanterns and – crucially – revoking the Corps’ eons-old no deadly force mandate.

Moreover the little blue gods were clearly concealing important facts from their devoted peace-keeping force when they summarily created a harsh and draconian Internal Affairs division to police their police.

Worst of all, these new Alpha Lanterns had been surgically altered, becoming more slavish automaton than sentient sentinel…

Imprisoned in an Oan sciencell, rogue GL Sinestro of Korugar crowed over his ultimate victory. His army of monsters, armed with yellow rings fuelled by fear, had ravaged the universe and compelled the complacent, emotion-disdaining Guardians to panic and change their billion-year-old policies and edicts. He seemed utterly unmoved by the fact that his captors had retaliated by sentencing him to death…

The bubbling undercurrents of tense friction exploded when GL Laira took the new General Orders too far and executed a Yellow Lantern who had surrendered. She immediately fell under the remorseless jurisdiction of the Alphas, and her subsequent show trial and conviction further split the Corps. Galaxies away, the maimed Guardian dubbed “Scar” covertly seconded maverick GL Ash and dispatched him on a secret mission to recover the remains of universal nemesis the Anti-Monitor…

And on the devastated hell-world Ysmault – scene of the Guardians’ greatest shame – Atrocitus, one of only five survivors of his entire space sector, moved to create his own Corps of ring-bearers. These aggrieved agents would all be powered by the scarlet bile of red hot rage…

Battle lines were being drawn as the universe moved inexorably towards the fulfilment of an ancient dark prophecy.

Due to the Guardians’ ancient treaty with a deadly uncontrollable force wielding Orange light, the star-system of Vega had always been outside GL Corps’ jurisdiction, subsequently becoming an interstellar sinkhole and safe-haven for the very worst scum of universe.

Now, however, ancient racial offshoot The Controllers (a splinter group who split from the Guardians eons ago) entered the bewilderingly vast conflict, determined to appropriate the colour for their own arsenal, but tragically unaware of the horror they would unleash…

Convicted, stripped of rank and power but still unrepentant, furious Laira was being transported back to her home planet when a Red Lantern ring found her and completed her fall from grace…

‘Rage of the Red Lanterns Part 1’, illustrated by Shane Davis & Sandra Hope, then revealed the secrets of Atrocitus’ rise to power, expanded upon Ash’s quest for the husk of the Anti-Monitor and followed a doomed convoy of Green Lanterns tasked with transporting Sinestro to his place of execution on Korugar.

When they were ambushed by Red Lanterns determined to take the leader of the Yellow Lanterns to a far worse fate than death, all seemed lost until Hal Jordan was rescued by a benign saviour called Saint Walker who wore a ring of shining, cleansing Blue…

This wild spectacle continued in Green Lantern #36-38 with art from Ivan Reis, Oclair Albert & Julio Ferreira, as Jordan became focus and crucible of the conflict, with both Red Rage and Blue Hope attempting to possess him, making him their agent in a rapidly unfolding War of Light and horrific Darkest Night which would soon endanger all life and creation…

First, however, the conflicted earthman had to face Atrocitus and rescue Sinestro so that the renegade could be properly executed by the rightful authorities of the universe, even as on Earth his ex-girlfriend Carol Ferris was again targeted by the Violet light of Love and one of the coldly pious Guardians slipped further into black madness…

To Be So Very Continued…

Also featuring a beautiful and stirring gallery of covers by McKone, Lanning, Davis & Hope, this spectacular collection of plot threads and opening gambits combines all the signature big-picture theatrics, cosmic derring-do, tense suspense, solid characterization and blistering action fans adore, but even this “jumping on” epic is not really a beginning and far, far from a neat and tidy end.

So brush up on DC/Green Lantern history before even contemplating this astounding and ambitious first course in a banquet of comics indulgence…
© 2008, 2009 DC Comics. All rights reserved.

Wonder Woman Archives volume 5

WW arc 5 bk
By Charles Moulton (William Moulton Marston & Harry G. Peter) with Joye Murchison (DC Comics)
ISBN: 978-1-4012-1270-4

The Princess of Paradise Island debuted as a special feature in All Star Comics #8 (December 1941), conceived by polygraph pioneer William Moulton Marston and illustrated by Harry G. Peter, in a calculated attempt to offer girls a positive and forceful role model and, on Editor M.C. Gaines’ part, sell funnybooks.

She then catapulted into her own series, and held the cover-spot of new anthology title Sensation Comics a month later. An instant hit, the Amazing Amazon won her own eponymous supplemental title a few months later, cover-dated Summer 1942.

Once upon a time on a hidden island of immortal super-women, American aviator Steve Trevor of US Army Intelligence crashed to Earth. Near death, he was nursed back to health by young, impressionable Princess Diana.

Fearful of her besotted child’s growing obsession with the creature from a long-forgotten and madly violent world, Diana’s mother Queen Hippolyte revealed the hidden history of the Amazons: how they were seduced and betrayed by men but rescued by the goddess Aphrodite on condition that they forever isolated themselves from the mortal world and devoted their eternal lives to becoming ideal, perfect creatures.

However with the planet in crisis, goddesses Athena and Aphrodite now instructed Hippolyte to send an Amazon back with the American to fight for global freedom and liberty, and Diana clandestinely overcame all other candidates to become their emissary Wonder Woman.

On arriving in America she bought the identity and credentials of lovelorn Army nurse Diana Prince, elegantly allowing the Amazon to be close to Steve whilst enabling the heartsick medic to join her own fiancé in South America. Diana gained a position with Army Intelligence as secretary to General Darnell, ensuring she would always be able to watch over her beloved. She little suspected that, although the painfully shallow Steve only had eyes for the dazzling Amazon superwoman, the General had fallen for the mousy but supremely competent Lieutenant Prince…

Using the nom de plume Charles Moulton, Marston (with some help in later years from assistant Joye Murchison) scripted the Amazing Amazon’s fabulous adventures until his death in 1947, whereupon Robert Kanigher took over the writer’s role. Venerable veteran illustrator and co-creator H.G. Peter performed the same feat, limning practically every titanic tale until his own death in 1958.

This fifth lavishly deluxe full-colour hardback edition collects the increasingly fanciful and intoxicating adventures from Wonder Woman #10-12 and Sensation Comics #33-40, spanning cover-dates September 1944-April 1945 and following the unique champion of freedom from her primarily war-footing to the scary days of a world notionally at peace…

After an appreciative Foreword from industry insider, historian and comics all-star Jim Amash detailing the cultural contribution of the creators and their billion-dollar baby, the action opens with ‘The Disappearance of Tama’ from Sensation Comics #33, wherein the Amazon’s college friend Etta Candy overhears a plot to kidnap and murder a movie starlet and embroils herself and Diana in a delightfully bewildering farrago of deadly doubles and impish impostors, after which Wonder Woman #10 (Fall 1944) offered a novel-length epic of alien invasion.

In ‘Spies From Saturn’, a rare vacation with Etta and her sorority sister Holliday Girls leads to trouble with outrageous neighbour Mephisto Saturno who turns out to be the leader of a spy ring from the Ringed Planet. However even after imprisoning his extraterrestrial espionage squad the danger is not ended, as the aliens insidious “lassitude gas” turns America into a helpless sleeping nation and forces the Amazon to take ‘The Sky Road’ to the invaders’ home world to find a cure and rescue her beloved Steve…

The cataclysmic clash concludes in ‘Wonder Woman’s Boots’ as the victorious Earthlings return home, unaware that Mephisto is still free and has a plan to avenge his defeat…

Social injustice informed ‘Edgar’s New World’ in Sensation Comics #34, when the Amazing Amazon tackled the case of a “problem child” near-blind and living in squalor whilst his mother languished in jail. Soon however the big-hearted heroine uncovered political chicanery and grotesque graft behind the murder charge sending innocent Esta Poore to the death chamber…

In Sensation #35 ‘Girls Under the Sea’ found Wonder Woman again battling to save lost Atlantis from tyranny and misrule after beneficent ruler Octavia was ousted by a committee of seditious anarchists, whilst #36 pitted the Power Princess against deranged actor Bedwin Footh, a jealous loon who envied the Amazon’s headline grabbing, and organised her old foes Blakfu the Mole Man, Duke of Deception, Queen Clea, Dr. Psycho, The Cheetah and Giganta into an army against her. However all was not as it seemed in the ‘Battle Against Revenge’…

Wonder Woman #11 (Winter 1944) offered big thrills and rare (for the times) plot continuity as ‘The Slaves of the Evil Eye’ saw Steve and Diana battling an uncanny mesmerist intent on stealing America’s defence plans against Saturn.

The spy trail led to bizarre performer Hypnota the Great and his decidedly off-kilter assistant Serva, but there were layers of deceit behind ‘The Unseen Menace’, and a hidden mastermind intent on re-igniting the recently-ended war with Saturn in the climactic final chapter ‘The Slave Smugglers’.

This spectacular psycho-drama of multiple personalities and gender disassociation was another masterpiece directly informed by Marston’s psychiatric background and provided another weirdly eccentric tale unique to the genre…

With the war in Europe all but over, comicbook content was changing and constantly experimenting. Sensation Comics #37 (January 1945) depicted ‘The Invasion of Paradise Island’ wherein troubled orphans Kitty and Terry stow away aboard Wonder Woman’s invisible plane even as Diana and Steve were busting the orphanage’s crooked, grafting owner. When the kids were discovered back on Paradise Island they found themselves at the tender mercies of a horde of rambunctious Amazon toddlers (don’t ask – it’s comics, ok?) just as a U-Boat of escaping Nazis arrived looking for a safe harbour and refuge to conquer…

For years Wonder Woman had been celebrating Christmas with exceptional Seasonal offerings and #38 was no exception. ‘Racketeers Kidnap Miss Santa Claus’ revealed how young sceptic Pete Allen sought the Amazon’s help to save his mother from an abusive relationship and learned the true spirit of giving after the Amazon stopped a brutal bullion grab…

Etta and the Holliday Girls then resurfaced in #39 as an expedition to find a lost Roman colony left them ‘In the Clutches of Nero’ and urgently requiring the assistance of their Amazon associate to quash the ambitions of the latest madman to bear the name, whilst Sensation Comics #40 introduced urbane, untrustworthy freelance spy Countess Draska Nishki, eager to earn cold hard cash spying for General Darnell. Sadly her loyalties couldn’t stay bought and Steve and Diana had good reason to call her ‘Draska the Deadly’…

This glorious tome of treasures concludes with Wonder Woman #12 and another epic fantasy.

When alien Queen Desira declared WWII over, she also brought warning that warmongers were already preparing for the next conflict. In ‘The Winged Maidens of Venus’ this news inadvertently led to Diana Prince’s capture by spy Nerva and her bosses – a cabal of Capitalists who always profited from destruction – until Steve and Etta came to her rescue…

When the profiteers were transported to Venus for reconditioning, they escaped and fomented chaos and rebellion in ‘The Ordeal of Fire’ almost resulting in ‘The Conquest of Venus’ and carnage on Earth until Wonder Woman and Steve stepped in to save the day…

This last tale is credited to Marston’s assistant Joye Murchison who shared the author’s workload as first polio and then lung cancer increasingly hampered him until his death in 1947.

Seen through modern eyes, there’s a lot that might be disturbing in these old comics classics, such as plentiful examples of apparent bondage, or racial stereotypes from bull-headed Germans to caricatured African-Americans, but there’s also a vast amount of truly groundbreaking comics innovation too. The skilfully concocted dramas and incredibly imaginative story-elements are drawn from hugely disparate and often wondrously sophisticated sources, but the creators never forgot that they were in the business of entertaining as well as edifying the young.

Always stuffed with huge amounts of action, suspense, contemporary reflection and loads of laughs, as well as the scandalous message that girls are as good as boys and can even be better if they want, Wonder Woman influenced the entire nascent superhero genre as much as Superman or Batman and we’re all the richer for it.

This exemplary book of delights is a triumph of exotic, baroque, beguiling and uniquely exciting adventure: Golden Age exploits of the World’s Most Marvellous Warrior Maiden which are timeless, pivotal classics in the development of our medium and still offer astounding amounts of fun and thrills for anyone interested in a grand old time.
© 1944, 1945, 2007 DC Comics, Inc. All Rights Reserved.

Trinity volume 1


By Kurt Busiek, Fabian Nicieza, Mark Bagley, Scott McDaniel, Tom Derenick, Jerry Ordway & various (DC Comics)
ISBN: 978-1-4012-2277-2

DC’s mythologizing of its most renowned character properties saw their ultimate expression in the ambitious if overly-convoluted year-long publishing event Trinity which revealed the unexpected cosmic significance of the relationship between Superman, Batman and Wonder Woman.

The series explored the metaphysical underpinnings of the DC Universe through 52 weekly instalments, split into a lead chapter with a connected ancillary episode intended to ultimately combine into a complex web of narrative encompassing the entire multiversal cosmos.

This initial volume – of three, natch – collects issues #1-17 of the omniversal odyssey (from June to October 2008) and was conceived and written by Kurt Busiek, with Fabian Nicieza co-scripting the sidebar stories. The art on the primaries was by Mark Bagley& Art Thibert, with Scott McDaniel, Tom Derenick, Mike Norton and others tag-teaming on the back-ups…

The reality-busting drama begins with ‘Boys and their Games…’ in the heart of the cosmos where an ancient, immensely powerful and obsessive being struggles to break free of a vast all-encompassing prison. Meanwhile in Keystone City, as their heroic associates take care of the usual distractions, old friends Clark Kent, Bruce Wayne and Diana Prince meet for breakfast and discuss the distressing fact that they have all been enduring the same disturbing dreams of a monster escaping its imprisonment…

The first back-up tale ‘In the Morrows to Come’, by Busiek, Nicieza, McDaniel & Andy Owens, casts a light on Castle Branek where dark witch Morgaine Le Fey is accosted by a mysterious mortal dubbed Enigma who offers her the chance to rewrite Reality in her favour, tempting her with glimpses of other Earths and unfamiliar heroes. The first thing they need to do, however, is find a third co-conspirator and then seek out and capture a young girl with a strange knack for reading Tarot cards…

As the conspirators’ plans come together, reality begins to warp and wobble around Superman, Batman and Wonder Woman in ‘A Personal Best at Giant Robot Smashing’ (Busiek, Bagley & Thibert) but the heroes are proving remarkably resilient in the face of the bizarre and deadly outbreaks. Things are tougher for Green Lantern John Stewart in ‘It’s Gonna Throw the Car’ (Busiek, Nicieza, Derenick & Wayne Faucher) as alien powerhouse Konvikt and his diminutive mouthpiece and legal advocate Graak crash to Earth and go on a rampage.

Before long the unstoppable ETs are thrashing the entire Justice League in ‘Kplow’ (Busiek, Bagley & Thibert) and only the big three are left to stop them… until the big bruiser decks Superman… Meanwhile ‘Earth to Rita’ (Busiek, Nicieza, Norton & Jerry Ordway) reveals how street Tarot reader Marguerita Covas starts getting some very strange readings even as she realises her predictions have been misused by a local gangbanger.

However when the superstitious thug tries to abduct Rita to secure her exclusive services, concerned citizen Jose Delgado steps in too late and finds her dazed and reeling near a pile of dismembered gangstas. Something far more dangerous than the urban vigilante called Gangbuster is watching over the baffled clairvoyant…

The spectacular struggle against the fully amok Konvikt is going badly, prompting Batman to break off to investigate the aliens’ arrival point in ‘Caped Simoid Thinks So, Hm?’ (Busiek, Bagley, Thibert). During his absence a secretive new player makes use of the melee to surreptitiously brand Wonder Woman with a mystic sigil, whilst ‘World-Something…’ (by Busiek, Nicieza, Norton, Ordway, McDaniel & Owens) reveals how Rita’s dreams contact another alien  monster. The bloodthirsty Despero is mercilessly eradicating the forces of his stellar rival Kanjar Ro and, although she doesn’t know how or why, Rita is painfully aware that her foresights will become fact, affecting her and the entire Earth…

‘Great. Now He’s Holding His Breath.’ (another BBT production) sees the defeat of Konvikt by Batman, who also captures the mystic Howler which branded Wonder Woman. Miles away Rita’s Tarot face cards undergo a bizarre transformation, whilst things get hot for her self-appointed bodyguard Delgado as hired super-freaks Blindside, Throttle and Whiteout attack the ‘Knight in Shiny Armor’ (Busiek, Nicieza, Norton & Mark Farmer) to seize the tarot-reader…

Barely escaping, the hero and his charge flee, but Tarot is almost oblivious to her personal peril: all she can see is that the pictures on her cards keep changing…

‘Truth, Justice & the American Way…’ follows the recovering Trinity of heroes through the visions of the ever-evolving Tarot. Her attempts to divine the meaning and significance bear no fruit until a horde of Howlers overpower Gangbuster and drag the girl away. Just as ‘Almost’ (Busiek, Nicieza, McDaniel & Owens) shifts focus to Hawkman, as he defeats the seductive Nocturna , the reincarnated warrior stumbles onto the bloodied and brutalised Delgado who is obsessively searching for Rita. His hunt has taken him to StonechatMuseum – where her old Gangsta associates are stealing ancient artefacts – and into accidental combat with the Winged Wonder.

Once the dust settles and amends are made, the two heroes confer and learn that other relics are being taken from museums all over the world…

With odd incidences of threes occurring everywhere, the League start researching and discover a link to the “primal creation energies of the universe”. A check on the Cosmic Egg holding captive the rogue Guardian of the Universe Krona proves a dead end, but the Amazon’s brand has changed shape and ‘A Third Symbol Now’ is revealed just as Hawkman and Gangbuster arrive.

Soon the Pinioned Paladin’s millennia of knowledge and Batman’s deductive ability have reasoned out a link to Ancient Egyptian Tarot rites and discovered that an army of the Dark Knight’s old enemies have been hired to steal pertinent items and relics for an unknown client…

And far across the galaxies Morgaine and Enigma appear to Despero and offer him an equal partnership in controlling all that is…

In ‘Away from Creation’ (Busiek, Nicieza, Derenick & Faucher), John Stewart gives new Firestorm Jason Rausch a history lesson on Krona, who brought evil into the universe through his hunger for forbidden knowledge, unaware that the rogue Guardian and the Cosmic Egg that holds him are now in the possession of the triumvirate of universal usurpers…

Back on Earth ‘Have You Tied Him Up, Yet?’ finds Batman fighting off an attempt to brand him with a sigil as a new force of super-foes is formed by the still-unidentified masterminds. Atomic Furnace Sun-Chained-in-Ink, lovelorn super-ape Primat, eerie Trans-Volitional Man and the flamboyant Swashbuckler have their ‘Dreams of Power’ (art by McDaniel & Owens) as do the exultant Morgaine and her two comrades in re-Creation…

Overcoming the Howler pack assaulting him, the Dark Knight notices that he is acting out of character. All of the Trinity are slowly assuming each others attributes and attitudes, but this hasn’t stopped him deducing who is behind the Tarot-related plot in ‘Crumbs in the Forest’ (still Busiek, Bagley & Thibert) but before he can act a global crisis diverts the JLA’s attentions and forces the team to travel to another dimension, leaving Barbara Gordon, AKA digital information-wizard Oracle, to coordinate Batman’s network of Gotham-based champions on Earth by ‘Making the Pieces Fit’ as a series of macabre and surreal robberies mark the second part of the Dark Trinity’s scheme…

Anti-matter alternate metahumans the Crime Syndicate of Amerika have often battled the JLA but after their last clash their planet, – a polar opposite of ours where Evil, not Good, is dominant, was devastated by a super weapon called the Void Hound.

In ‘Rough World’ the villains were revealed to have abducted humans from many other Earths as a slave force intended to rebuild and repopulate the shattered world. However, as the Justice League arrived to rescue the victims, Superman became increasing infuriated and unstable…

On our Earth, the Dark Trinity’s plan continued to unfold as Robin and Nightwing clashed with Primat in ‘Maybe She Doesn’t Like Concrete?’ and Oracle got an inkling of what the bizarre scavenger hunts were actually for…

‘Distinguished Visitor’ saw the battle in the Anti-Universe seesaw dramatically with each side gaining and loosing ground whilst ‘The Next Step’ (Busiek, Nicieza, Derenick & Faucher) found Hawkman and gangbuster seemingly lose a battle but win the war against Primat and her esoteric allies, after which ‘100101010’ added a new wrinkle to the inter-dimension struggle as GL Stewart was revealed to have been possessed by the devastating Void Hound, and back here reformed villain Edward Nigma investigated the Tarot thefts and found himself accused of being the man behind the mask in ‘Riddle Me This’ from Busiek, Nicieza, Norton & Karl Kesel…

‘That Was a Sonic Boom’ revealed the League’s secret weapon in their war against the CSA, whilst ‘Drop the Coffin and Surrender’ (illustrated by Derenick & Faucher) saw a showdown between Hawkman, Gangbuster and the odd squad turn into an all-out clash involving the Outsiders, Justice Society and Teen Titans which went catastrophically awry when the Ink Chaining the Sun was atomically disrupted…

In the Anti-Matter realm the JLA’s victory provoked global anarchy and chaos which their attempts to rectify only exacerbated. However, ‘So What Now?’ also forced the enigmatic Enigma to reveal some of his many secrets, but when the victorious heroes gratefully returned to their own world, Superman had been sigil-branded. Dark Trinity: 2, Heroes 0…

With Sun-Chained-in-Ink literally in meltdown, ‘Let the Burning Begin’ (Derenick & Faucher) almost saw Earth’s last sunrise until Supergirl and Geo-force managed to shift the threat into deep space, whilst half a world away Superman, Batman and Wonder Woman tracked down Morgaine, Despero and Enigma for a climactic confrontation in ‘And I Finally See It’ but, even with almost every hero on Earth beside them, things did not go according to plan in ‘A Bit of Overkill’ (Busiek, Nicieza, McDaniel & Owens) and

‘We’ll Finish Things Here’ saw the conniving plotters win the day…

Scattered to the Winds’ (art by Norton & Ordway) found the helpless Rita come into her terrifying dormant powers just as Morgaine was ultimately victorious, and the heroic Trinity who inadvertently dictated the Shape of Reality vanished in ‘But So No Longer’ by Busiek, Bagley & Thibert…

As the universe altered into a new and unknown configuration, the origins of Konvikt were revealed in ‘Honor and Justice’ from Busiek, Nicieza, McDaniel & Owens, and this first volume ends on the incredible sight of an impossible world where there never was was a Man of Tomorrow, Dark Knight or Amazon Avenger…

This convoluted but compelling collection also includes a vast selection of covers by Carlos Pacheco, Jesus Merino, Allen Passalaqua, Andy Kubert, Edgar Delgado, Jim Lee, Scott Williams and Alex Sinclair and nine pages of sketches by Bagley and Shane Davis, but, despite being long, frantic and bombastically suspense-filled, it’s just the prologue for the really big story.

To Be Continued…
© 2008, 2009 DC Comics. All Rights Reserved.

Showcase Presents Martian Manhunter volume 2


By Jack Miller & Joe Certa & various (DC Comics)
ISBN: 978-1-4012-1368-8

As the 1950’s opened, comicbook superheroes were in a steep decline, giving way to a steady stream of genre-based he-men and “Ordinary Joes” in extraordinary circumstances.

By the time the “Red-baiting”, witch-hunting Senate hearings and media investigations into causes of juvenile delinquency had finished, the industry was further depleted by the excision of any kind of reference to mature themes or content. The self-imposed Comics Code Authority took all the hard edges out of the industry, banning horror and crime comics whilst leaving their ghostly, sanitised anodyne shades to inhabit the remaining adventure, western, war and fantasy titles that remained.

American comics could have the bowdlerised concept of evil and felonious conduct but not the simplest kind of repercussion: a world where mad scientists plotted to conquer humanity without killing anybody, and cowboys shot guns out of opponents’ hands and severed gun-belts with a well-aimed bullet, without ever drawing blood…

Moreover no civil or government official or public servant could be depicted as anything other than a saint…

With corruption, venality and menace removed from the equation, comics were forced to supply suspense and tension to their works via mystery and imagination – but only as long as it all had a rational, non-supernatural explanation…

Arguably the first superhero of the Silver Age, beating by a year the new Flash (who launched in Showcase #4 cover-dated October 1956), the series depicting the clandestine adventures of stranded alien J’onn J’onzz was initially entitled John Jones, Manhunter from Mars; an eccentric, often formulaic but never disappointing B-feature strip which debuted at the height of American Flying Saucer fever in Detective Comics #225.

Hardly evolving at all – except for finally going public as a superhero in Detective Comics #273 (November 1959) – the police-based strip ran there until #326, (1955 to 1964) before shifting over to The House of Mystery and a whole new modus vivendi, beginning with #143 where he continued until #173, finally fading away during the Great Superhero Cull of 1968-70.

In volume 1 ‘The Strange Experiment of Dr. Erdel’ described how a reclusive genius built a robot-brain which could access Time, Space and the Fourth Dimension, accidentally plucking an alien scientist from his home on Mars. After a brief conversation with his unfortunate guest, Erdel succumbed to a heart attack whilst attempting to return the incredible J’onn J’onzz to his point of origin.

Marooned on Earth the Martian discovered that his new home was riddled with the ancient and primitive cancer of Crime and, being decent and right-thinking, determined to use his natural abilities (which included telepathy, psychokinesis, shape-shifting, invisibility, intangibility, super-strength, speed, flight, vision, super-breath, invulnerability and many others) to eradicate the evil, working clandestinely disguised as a human policeman. His only concern was the commonplace chemical reaction of fire which sapped Martians of all their mighty powers…

With his name Americanised to John Jones he enlisted as a Police Detective in Middletown and worked tirelessly to improve his new home; fighting evil secretly using his inherent powers and advanced knowledge with no human even aware of his existence.

This second and final Silver Age selection reprints in moody monochrome Detective Comics #305-226 (July 1962-April 1964) and the Manhunter’s entire House of Mystery career (#143-173, from July 1964-March-April 1968), almost all of which were written by Jack Miller and illustrated by the indefatigable Joe Certa.

One of the longest tenures and partnerships in DC comics’ history (although creator records are sadly incomplete), Miller and perhaps Bob Haney produced a wealth of scripts for veteran illustrator Certa, who had previously worked for the Funnies Incorporated comics “Shop” and all over the industry.

His other credits included work on Captain Marvel Junior and assorted genre titles for Magazine Enterprises (Dan’l Boone, Durango Kid), Lev Gleason’s crime comics, Harvey romance titles and others, whilst at DC he drew nautical sleuth Captain Compass and many anthology tales for such titles as Gang Busters and House of Mystery. Certa also drew the newspaper strip Straight Arrow and ghosted the long-lived boxing legend Joe Palooka. In the 1970s he moved to Gold Key, working on TV adaptations, mystery tales and all-ages horror stories.

This traditional all-ages delight opens with ‘J’onn J’onzz vs. Futureman’ from Detective Comics #305 wherein a cop from the 30th century followed a Martian lawbreaker back to 1962 and mistook J’onzz for his fugitive quarry. When malign B’enn B’urnzz then aligned himself with ruthless earth criminals, the stage was set for a spectacular super-power showdown…

In #306 criminals using fantastic robot animals were given an unexpected boost when a blazing meteor sapped the Manhunter’s life force and almost spelled ‘The Last Days of J’onn J’onzz’, whilst a bewildering display of disguises and quick-changes was necessary to save John Jones’ police partner Diane Meade when the detective – ‘Alias Scarface Scanlon’– went undercover to expose a criminal safe-house in #307.

Detective Comics #308 revealed how a visit to a feudal European county found the Alien Adventurer embroiled in a coup and battling ancient magic on ‘The Day John Jones Vanished!‘ after which he foiled an alien invasion whilst wearing the form of a reclusive human as ‘The Man Who Saved Earth’ in #309 and overcame a cunning crook with a shrinking ray in #310’s ‘The Miniature Manhunter’

Vacationing Diane was on JadeIsland when it became the beachhead for ‘The Invaders from the Space Warp’ in #311, but to defeat the uncanny extra-dimensional thieves, J’onzz also needed the aid of friendly alien R’ell and his uncanny talking pet. When the war was over, however, the bizarre Zook was trapped on our world forever…

A new era began in #312 as the cute E.T. became ‘J’onn J’onzz’ Pesky Partner’. Zook could change shape, generate extremes of heat and cold and had the mind of a five-year old, but posed a frequent threat to the hero’s secret identity by slavishly trailing him as he hunted crooks…

The kid learned quickly though and by #313, wherein ‘The Wizard who Conquered J’onn J’onzz’ almost killed the Martian with a stolen magic wand, Zook had adapted to a life of seclusion on Earth as the hero’s secret weapon. He proved his worth in #314 when a shape-shifting Saturnian stole the detective’s identity in ‘J’onn J’onzz vs. John Jones’ and the extra-dimensional ET helped defeat a villain as powerful as Manhunter himself, and again in #315 when his uncanny senses penetrated the various identities of a crooked stage performer who was also ‘The Man of 1000 Disguises’…

Another bizarre meteor transferred all the hero’s abilities to ‘The Bandits with Super-Powers’ in Detective #316, but Zook and an equally Martian-powered Diane proved up to the task of thwarting them, after which J’onzz, Diane and Zook had their hands full dealing with ‘The Challenge of the Alien Robots’ found by ambitious, greedy human  bandit Jasper Dowd in #317

When the terrific tyke took a blow to the head he briefly became ‘J’onn J’onzz’ Enemy – Zook’ but was restored by another bash on the bonce, after which the vacationing police detective strolled through a time warp and into a war of succession in mediaeval Auvergne, restoring rightful ruler Prince Charles to his stolen throne as ‘J’onn J’onzz – Wizard of 1463’.

Back in the 20th century, #320 saw the detective Jones and Zook solve ‘The Case of the Golden Eagle’ and restore a lost treasure to France, whilst #321 found the Martian and his pal battling the fantastic shape-shifting threat of ‘The Cosmic Creature’, after which an old Batman villain moved from Gotham to Middletown intent on becoming ‘The Man who Destroyed J’onn J’onzz’ in #322.

Professor Arnold Hugo had enlarged his intellect – and cranium – to become a cerebral super-villain whose devices enabled him to steal the hero’s powers. However the wily mastermind had not realised that the ludicrous-seeming pet Zook was privy to his fallen friend’s weaknesses too…

In Detective #323 the Manhunter flew solo on ‘The Hobby Missions’ wherein a charity auction for his services was suborned by a vicious criminal seeking lost artefacts which bestowed awesome power, whilst in #324 the hero tackled a bizarre rampaging monster and was trapped in a hideous bestial form, becoming ‘The Beast who was J’onn J’onzz’ until Zook intervened, after which a crook’s time-ray banished the hero to Ancient Greece where he helped ‘The Hero of 500 B.C.’ battle incredible beasts until Zook could rescue him…

Big changes were in the air at DC and by the end of 1963 Julius Schwartz, who had revived much of DC’s line – and the entire industry – with his modernization of the superhero, was then asked to work his magic with the creatively stalled and nigh-moribund Caped Crusader.

Bringing his usual team of top-notch creators with him, Schwartz stripped down the core-concept, downplaying all the aliens, outlandish villains and daft transformation tales, bringing a cool modern take to the capture of criminals and even overseeing a streamlining rationalisation of the art style itself. The most apparent change to us kids was a yellow circle around the Bat-symbol but, far more importantly, the stories also changed. A subtle aura of genuine menace had re-entered the comfortable and absurdly abstract world of GothamCity.

The “New Look” Batman debuted in Detective Comics #327 and changed the shape of the industry but as part of the makeover the increasingly fantastic Martian Manhunter was no longer welcome.

In a rare move for the genre at the time, departing Bat-Editor Jack Schiff, who was taking J’onzz with him to his new post, decided to shake up everything and end the era in style so Detective Comics #326 (April 1964) marked ‘The Death of John Jones, Detective’ as the veteran cop was dispatched to investigate the theft of The Idol-Head of Diabolu and discovered that the outré relic was in fact a terrifying portal to uncountable extra-dimensional horrors.

When it transformed the thief who took it into a deadly menace, it also unleashed a dreadful beast which apparently killed the valiant cop before Manhunter ended the twin threats. However the unleashed Idol-Head was lost and promised to unleash a new menace at every first full moon, so the Manhunter gave up his human identity forever, leaving Middletown and swearing to track down the mystic menace whatever the cost…

Thus the oldest Silver Age superhero moved over to House of Mystery (from #143, June 1964, and finally getting his to feature on covers) where, in keeping with the title and context of his new home, he became a wandering monster-hunter.

But don’t panic, chums, Zook came with him…

J’onnz’ adventures began as the Idol disgorged ‘The Giant-Maker’, a beast which transformed men – and poor Zook – into rampaging colossi and freed the wicked wizard Malador from millennia of bondage until the Manhunter stopped the dual dangers, whilst one full moon later in HoM #144 the peripatetic head opened a voracious space warp which sucked people into ‘The Weird World of Gilgana’ until J’onnz plunged in to seal the breach.

Issue #145 revealed the ‘Secret of the Purple People’ when the Idol allowed the metamorphic Venomee to ravage Egypt until Zook and the Martian stopped them, whilst #146 saw the wanderers find and lose the Diabolu head to fantastic cat-beast Aroo but still save Earth from the life-sucking, monstrous Chulko in ‘The Doom Shadow’…

In #147 the Idol vomited forth living, malevolent musical instruments who mesmerised humans as ‘The Orchestra of Doom!’, whilst #148 unleashed ‘The Beings in the Color Rings’ which warped physical reality in ghastly ways.

An unwary beachcomber became ‘The Man-Thing that Unearthed Secrets’ in #149, changing into a succession of incredible creatures and compulsively retrieving lost mystic artefacts, whilst in #150 an artist’s brushes were ensorcelled and permitted the creation of ‘The Supernatural Masterpieces!’ with calamitous results…

‘The Doom from Two Worlds’ split J’onzz and Zook as the Manhunter battled horrors in a trans-dimensional nightmare world whilst his pal was left to defend Earth from a rapacious fire-demon, following which HoM #152 ‘Iwangis – Creature King’ saw a bestial stone giant lead an army of monsters against humanity…

There was a brief busman’s holiday in #153 when Professor Hugo again reared his outlandish, oversized head to awaken and enslave ‘The Giants Who Slept 1,000,000 Years’ for an orgy of destruction and profit, whilst in #154 convict Orry Kane used a stolen magic looking-glass to create ‘The Mirror Martian Manhunter’ – a distorted, devilish doppelganger which needed the Manhunter to exercise his wits as well as his powers to exorcise…

The Idol-Head of Diabolu returned in #155 unleashing ‘The Giant Genie of Gensu’ to grant the wishes of evil men, but comicbook fashions were changing again and the Manhunter was about to be relegated to a B-Feature once more…

The entire world was going crazy for costumed crusaders in the mid-Sixties, and every comicbook publisher was keenly seeking new ways to repackage an extremely exciting yet intrinsically limited concept. Perhaps its ultimate expression came with the creation of teen-aged everyman Robby Reed who battled crime and disaster in his little town with the aid of a fantastic wonder-tool in Dial H for Hero…

Taking the lead from House of Mystery #156 (January 1966), the birth of this new and outlandish hero pushed J’onzz into the back-up spot for ‘Look What Happened to J’onn J’onzz!’, a position he maintained until #173 (March-April 1968) when the comicbook disappeared for a few months to re-emerge as DC’s first – of many – modern anthological supernatural mystery titles.

In that truncated tale a sinister snake-beast almost absorbed and consumed the valiant Martian (irony, or what?), whilst in #157 Professor Hugo returned to mesmerise and humiliate his alien nemesis in ‘Manhunter, World’s Greatest Clown!’

House of Mystery #158 ended the long-running and now tired saga by revealing ‘The Origin of the Diabolu Idol-Head’ by plunging Manhunter back in time to Ancient Babylonia where the Martian finally learned how to destroy it, after which J’onzz marked the occasion by returning to his roots and foiling an invasion by ‘The Devil Men of Pluto’ in #159.

Apparently a helpless victim of trends, ‘Manhunter’s New Secret Identity’ debuted in HoM #160 (July 1966) as the hero tapped into the global super-spy fad by taking over the identity of an international playboy and suspected criminal to penetrate the inner echelons of sinister secret society Vulture. Soon he was popping up all over Europe, hot on the trail of mysterious leader Faceless, AKA “Mr. V”, forced to undertake increasingly suspect tasks and missions which threatened to compromise his ethics and integrity if not end his life…

He was almost immediately rumbled in #161 when ‘The Unmasking of Marco Xavier!’ found him battling Vulture’s top operative Abba Sulkar and only a tragic accident saved his stolen face.

A devious courier mission for Xavier in #162 allowed Manhunter to raid ‘The Lair of Mr. V!’ but Faceless proved to be a truly capable foe who easily eluded him, whilst in #163 an alliance between Vulture and a fugitive Mercurian resulted in the Martian becoming ‘The Doomed Captive!’ until the hero’s brains triumphed over the bad guys’ brawn and science…

In #164 the undercover agent was placed in an impossible position when Faceless ordered a hit on J’onn J’onzz and expected his playboy pal to carry it out. ‘Marco vs. Manhunter!’ offered a bewildering display of the hero’s disguise dexterity, whilst the next devilish ploy of Professor Hugo provided an unwelcome break as the rogue genius used nuclear blackmail and atomic science to transform the hero into ‘The Deadly Martian’…

When the infiltration campaign had begun Zook had been abandoned in America, but he popped up again in #166 after Marco Xavier was dispatched to the States to secure the secret of turning men into monsters in ‘Vulture’s Crime Goliaths!’

On arrival back in Europe, Faceless tasked his playboy pawn with ingratiating himself with the enemy. ‘Marco Xavier, Manhunter’s Ally!’ proved to be a complex and ultimately unrewarding mission after which Zook called J’onzz back to the USA to tackle the alien predations of ‘Thantos – the 3-in-1 Man!’ in #168, before ‘The Manhunter Monster!’ saw the hero infiltrate Mr. V’s secret lab and become stuck in the shape of the gang’s latest horrific bio-weapon…

Events in the real world were starting to affect comicbooks, and after #170’s ‘The Martian Double-Cross!’ saw “Xavier” wrongly deduce the Manhunter’s weakness and only narrowly survive his failure, House of Mystery underwent a radical remodelling to display a slightly darker tone. The writing was clearly on the wall for exuberant, angst-free adventurers…

With #171 Zook was back for good and in ‘The Martian Marauders’ the odd couple battled an expeditionary force of invaders from the Manhunter’s home-world, whilst #172 found the hero mind-swapped and prisoner in the body of a Vulture assassin as the killer wore his alien frame in ‘Manhunter’s Stolen Identity!’

In those distant days series ended abruptly, without fanfare and often in the middle of something – and such was the fate of Robby Reed – but for J’onn J’onzz at least HoM#173 (March/April 1968) managed – admittedly in an abbreviated manner – to wrap up the undercover agent’s mission in the climactic and explosive ‘So You’re Faceless!’

And that was that. The series was gone, the market was again abandoning Fights ‘n’ Tights fiction, and on the horizon a host of war, western, barbarian and horror comics were beginning to emerge…

Exciting, fun, engaging and silly in equal amounts (heck, even I couldn’t resist a jibe or too and I genuinely revere these daft, nostalgia-soaked gems) J’onzz has been subsequently re-imagined a number of time since these innocent odysseys first ran, but never with the clear-cut, unsophisticated, welcoming charm displayed here.

Although certainly dated and definitely formulaic, these complex yet uncomplicated adventures are drenched in charm and still sparkle with innocent wit and wonder. Perhaps not to everyone’s taste nowadays, these exploits of the Manhunter from Mars are nevertheless an all-ages buffet of fun, thrills and action no fan should miss.
© 1962-1968, 2009 DC Comics. All Rights Reserved.

Superman/Shazam!: First Thunder

New, Revised Review

By Judd Winick & Joshua Middleton (DC Comics)
ISBN: 978-1-4012-0923-0

At their most impressive, superhero comics combine all the gravitas of mythology with all the sheer child-like fun and exuberance of a first rollercoaster ride. A perfect example of this is the 4-issue miniseries from November – February of 2006 collected as Superman/Shazam!: First Thunder.

One of the most venerated and loved characters in American comics, (the original) Captain Marvel was created by Bill Parker and Charles Clarence Beck as part of the wave of opportunistic creativity that followed the successful launch of Superman in 1938. Although there were many similarities in the early years, the Fawcett character moved solidly into the area of light entertainment and even comedy, whilst as the 1940s progressed the Man of Steel increasingly left whimsy behind in favour of action and drama.

At the height of his popularity the World’s Mightiest Mortal outsold the Man of Steel by a wide margin and was even published twice-monthly, but as the Furious Forties closed tastes changed, sales slowed and Fawcett saw the way the wind was blowing. They settled an infamous long-running copyright infringement case instigated by DC/National in 1940 and the Big Red Cheese vanished – as did so many superheroes – becoming little more than a fond memory for older fans.

As America lived through another superhero boom-and-bust from 1956-1968, the 1970s dawned with a shrinking industry and a wide variety of comics genres servicing a base that was increasingly founded on collector/fans and not casual or impulse buys. DC Comics needed sales and were prepared to look for them in unusual places.

After the settlement with Fawcett in 1953 they had secured the rights to Captain Marvel and Family, and even though the name itself had been taken up by Marvel Comics (via a circuitous and quirky robotic character published by Carl Burgos and M.F. Publications in 1967) decided to tap into that discriminating older, nostalgia fuelled fan-base, even as the entire entertainment world began looking back in time for fresh entertainments such as The Waltons or Little House on the Prairie…

In 1973, riding that burgeoning wave of nostalgia, DC brought back the entire beloved cast of the Captain Marvel strips: restored to their own kinder, weirder universe. To circumvent an intellectual property clash, they entitled the new comic book Shazam! (‘With One Magic Word…’; the trigger phrase used by the Marvels to transform to and from mortal form and a word that had already entered the American language due to the success of the franchise the first time around.

You know what comics fans are like: they had been arguing for decades – and still do – over who was best (for which read “who would win if they fought?”) out of Superman or Captain Marvel. Eventually, though excised from the regular DCU and stuck on a parallel universe, the old commercial rivals met and clashed a number of times, but until the landmark Crisis on Infinite Earths subsumed all those myriad worlds into one overarching continuity, the most powerful heroes in existence maintained the status of “equal but separate”.

In that new reality everything happened in one cosmos and Captain Marvel was fully rebooted and integrated. The basics remained untouched: homeless orphan and good kid Billy Batson was selected by an ancient wizard to be given the powers of six gods and heroes to battle injustice. He is given the ability to transform from scrawny precocious kid to brawny (adult) hero by speaking aloud the wizard’s acronymic name – invoking the powers of legendary patrons Solomon, Hercules, Atlas, Zeus, Achilles and Mercury.

After twenty years in this iteration, Captain Marvel’s early days were re-explored in this canny, big-hearted thriller which reveals the details of the first shared case of paragons of power.

Written by Judd Winick and illustrated by Joshua Middleton in a painterly style gloriously reminiscent of the old Fleischer Studio Superman cartoons, this magical treat is chronologically set just after Superman: Man of Steel volume 1 and The Power of Shazam! original graphic novel, and opens with ‘A Face in the Crowd’ as a new hero begins saving lives in West Coast Fawcett City, whilst a continent eastwards in Metropolis, Superman stumbles onto a museum robbery and is surprisingly beaten by thieves employing magic. The robbers belong to a cult – the Temple of Bagdan – and are on a nationwide spree to collect ancient Russian relics for some sinister master-plan…

In Fawcett, Marvel destroys giant robots attacking a new solar powered construction site designed by Doctor Bruce Gordon, unexpectedly inspiring the enmity of billionaire industrialist Thaddeus Sivana. Although the owner of the Solar Center project, Sivana has huge petrochemical interests and only intended his eco-friendly enterprise as a tax-shelter. He certainly has no intention of supplying cheap, clean energy to the proles of “his” city…

In a make-shift shelter, homeless kid Billy Batson talks his day over with Scoot Cooper, another hard-luck kid and the only person who knows his secret, even as Sivana deals with his hated East Coast rival Lex Luthor. The arrogant Metropolis financier has experience with super-powered meddlers and resources to combat their interference. It’s time to make a deal with a devil…

Later when the Bagdan cultists raid Fawcett’s McKeon History Museum, Marvel is waiting for them but is also overmatched by the magical Mallus Trolls employed by the thieves. At least until Superman shows up…

The team-up explodes into action in ‘Odd Couples’ with the heroes battling together, discovering their similarities and major differences even as in Metropolis Luthor sells Sivana the answer to all his superhero problems: an exemplary operative dubbed Spec…

The cultists have again escaped however and are in the final stage of their plan. Having secured the mystic paraphernalia to summon consummate evil they then force disturbed kidnap victim Timothy Barnes to become host to six infernal fiends. Sabbac is the antithesis of Shazam’s agent: a supernatural super-being sponsored by devil-lords Satan, Aym, Belial, Beeelzebub, Asmodeus and Createis in the way the ancient gods and heroes empower Captain Marvel, and he is free to wreak havoc and destruction upon the world.

To make matters worse, at that very moment Bruce Gordon succumbs to his own twilight curse at the Solar Centre as a lunar eclipse allows the diabolical Spirit of Vengeance to escape from his fleshy prison…

‘Titans’ finds Captain Marvel furious battling his dark counterpart as Superman struggles against not only the evil Eclipso but also his possessed army of innocents enslaved by the dark destroyer’s black diamond. When Sivana secretly funded the cultists he intended their tool to simply destroy Gordon and his power plant but now events have spiralled beyond anyone’s control. Even as the hated heroes inadvertently fix both of Sivana’s awry schemes, Spec is hunting through Fawcett. Soon his astounding abilities have ferreted out Billy Batson’s secret and arranged a permanent solution…

The drama roars to a terrific conclusion in ‘Men and Boys! Gods and Thunder!’ as a paramilitary hit squad attempts to gun down the merely human Billy but only hits his best friend instead, leaving Sivana to face the wrath of a lonely, bitter 10-year old boy, amok and enraged with righteous fury in the body of one of the most powerful creatures in the universe…

In the awesome aftermath Superman decides to deal with the shell-shocked Marvel in a way that will change both of their lives forever…

This is a big, bold, grand old fashioned comicbook romp full of big fights, dastardly villains, giant monsters, big robots and lasting camaraderie that will delight all lovers of Fights ‘n’ Tights fiction, and whilst not a breakthrough classic like Watchmen or The Dark Knight Returns, is an equally mythic retelling of superhero mythology which ranks amongst the very best of the genre.
© 2006 DC Comics. All Rights Reserved.

Golden Age Flash Archives Volume I


By Gardner F. Fox, Harry Lampert, E.E. Hibbard, Hal Sharp & various (DC Comics)
ISBN: 978-1-4012-0784-7

The innovative fledgling company that became DC published the first comicbook super-speedster and over the decades has constantly added more to its pantheon of stars. Devised, created and written by Gardner Fox and first realised by Harry Lampert, Jay Garrick debuted as the very first Monarch of Motion in Flash Comics #1 and quickly – of course – became a veritable sensation.

“The Fastest Man Alive” wowed readers of anthologies like Flash Comics, Comics Cavalcade, All Star Comics and other titles – as well as solo vehicle All-Flash Quarterly – for just over a decade before changing tastes benched him and most other first-generation costumed heroes in the early1950s.

His invention as a strictly single-power superhero created a new trend in the burgeoning action-adventure funnybook marketplace, and his particular riff was specifically replicated many times at various companies where myriad Fast Furies sprang up such as Johnny Quick , Hurricane, Silver Streak, the Whizzer, Quicksilver and Snurtle McTurtle, the Terrific Whatzit amongst so many others…

After half a decade of mostly interchangeable cops, cowboys and cosmic invaders, the concept of human speedsters and the superhero genre in general was spectacularly revived in 1956 by Julie Schwartz in Showcase #4 when police scientist Barry Allen became the second hero to run with the concept. We’ve not looked back since – and if we did it would all be a great big blur…

This oddly beguiling deluxe Archive edition collects the first year and a half – January 1940 to May 1941 – of the irrepressible Garrick’s whimsically eccentric exploits in seventeen (regrettably untitled) adventures from the anthology Flash Comics, revealing

an appealing rawness, light-hearted whimsy and scads of narrative experimentation in the tales of brilliant nerd but physical sad-sack who became a social crusader and justice-dispensing human meteor.

Following a fulsome Foreword from contemporary Flash scribe Mark Waid, the fast fictions begin with his very first appearance as ‘The Fastest Man Alive’ which speedily delivered in a mere 15 pages an origin, introduced a returning cast and a carried out a classic confrontation with a sinister gang of gangsters.

It all started some years previously when college student Garrick passed out in the lab at MidwesternUniversity, only to awaken hyper-charged and the fastest creature on Earth thanks to the “hard water fumes” he had inhaled whilst unconscious.

After weeks recovering in hospital, the formerly-frail apprentice chemist realised the exposure had given him super-speed and endurance, so he promptly sought to impress his sort-of girlfriend Joan Williams by becoming an unstoppable football player…

Time passed, the kids graduated and Garrick moved to New York where, appalled by the rampant crime, he decided to do something about it. The Flash operated mostly in secret until one day, whilst idly playing tennis with himself, Jay met Joan again, just as mobsters tried to kill her in a drive-by shooting.

Catching the bullets, Jay gets reacquainted with his former paramour and discovers that she is a target of criminal combine the Faultless Four, master criminals set on obtaining her father’s invention the Atomic Bombarder. In the blink of an eye Flash has crushed the sinister schemes of the gang and their diabolical leader Sieur Satan, saving Joan’s life whilst revelling in the sheer liberating fun and freedom of being gloriously unstoppable…

In his second appearance The Flash stumbled upon a showgirl’s murder and discovered that yankee mobster Boss Goll and British aristocrat Lord Donelin planned to take over the entire entertainment industry with their ruthless strong-arm tactics. The speedster was as much hindered as helped by wilful, headstrong Joan who began her own lifetime-obsession of pesky do-gooding here…

Everett E. Hibbard began his decade long association with the Flash in issue #3 when, in a rare display of continuity, Major Williams’ Atomic Bombarder became the target of foreign spies and the elderly boffin was framed for treason, once more prompting Garrick to come to his future father-in-law’s aid, after which Jay and Joan combined to smash an off-shore gambling ring which had graduated to kidnapping and blackmail in #4.

During these early adventures, the Flash seldom donned his red, blue and yellow outfit, usually operating invisibly or undercover and playing super-speed pranks with merciless, puckish glee, but that began to change in #5, when the speedster saved an elderly artist from hit-men to foil mad collector Vandal who used murder to increase the market value of his purchases.

Flash Comics #6 found Jay and Joan foiling a scheme to dope athletes trying to qualify for the Olympics at old Alma Mater Midwestern, before #7 revealed how a stopover in Duluth led to the foiling of gambler Black Mike who was fixing motorcar races with a metal melting ray. For #8, the Vizier of Velocity tracked down seemingly corrupt contractors building shoddy, dangerous buildings only to find the graft and skulduggery went much further up the financial food chain…

In issue #9, gangsters got hold of a scientist’s invention and the Flash found himself battling a brigade of giant Gila Monsters, after which #10 depicted the speedy downfall of a cabal of politicians in the pocket of gangster Killer Kelly and stealing from the schools they administered, whilst in #11, Garrick met his first serious opponent in kidnap racketeer The Chief, whose brilliance enabled him to devise stroboscopic glasses which could track and target the invisibly fast crime-crusher…

With the threat of involvement in the “European War” a constant subject of American headlines, Flash Comics #12 (December 1940) had the heroic human hurricane intervene to save tiny Ruritanian nation Kurtavia from ruthless invasion. His spectacular lightning war saw Garrick sinking submarines, repelling land armies and crushing airborne blitzkriegs for a fairytale happy ending here, but within a year the process would become a patriotic morale booster repeated ad infinitum in every American comicbook as the real world brutally intruded on the industry and nation…

Back in the USA for #13, Garrick went to aid old friend Jim Carter in cowboy country where the young inheritor of a silver mine was gunned down by murdering owlhoots, before Jay heading back east to crush a criminal combine sabotaging city subway construction in #14 and saving a circus from robbery, sabotage and poor attendances in #15.

Throughout all these yarns Jay had paid scant attention to preserving any kind of secret identity – a fact that would soon change – but as Hal Sharp took over the illustration with #16 (Hibbard presumably devoting his energies to the contents of the forthcoming 64-page All-Flash Quarterly #1 – to be seen in the succeeding Archive collection), Joan was kidnapped by Mexican mobsters aware of her connection to The Flash.

Rushing to her rescue Garrick was forced to battle a small army, but not only saved his girlfriend but even managed to reform bandit chief José Salvez.

This first high-energy compilation ends with another light-hearted sporting escapade as the speedster intervenes in a gambling plot, saving a moribund baseball team from sabotage even as Jay Garrick – officially “almost as fast as the Flash” – becomes the Redskins’ star player to save them from lousy performances…

With covers by Sheldon Moldoff, Dennis Neville, George Storm, Jon L. Blummer, Hibbard and Sharp, this book is a sheer delight for lovers of the early Fights ‘n’ Tights genre: amazing, exciting and funny, although certainly not to every modern fan’s taste. Of course, with such straightforward thrills on show any reader with an open mind could find his opinion changed in a flash.
© 1940, 1941, 1999 DC Comics. All Rights Reserved.

Batman Chronicles volumes 1 & 2

New, Revised Review

By Bob Kane, Bill Finger, Gardner Fox, Sheldon Moldoff, Jerry Robinson, George Roussos & various (DC Comics)
ISBN: 978-1-4012-0445-7 & 978-1-4012-0790-8

For anyone who’s read more than a few of these posts, my tastes should be fairly apparent, but in case you’re in any doubt, here’s a flat-out confession: I’m that shabby, crazy old geezer muttering at the bus stop about how things were better before, and all new things are crap and not the same and…

You get the picture. Now, ignore all that. It’s true but not relevant.

Batman Chronicles is one of many formats re-presenting the earliest Batman stories. The series does so in original, chronological order, foregoing glossy and expensive high-definition paper and reproduction techniques in favour of newsprint-like paper, and the same flat, bright-yet-muted colour palette which graced the originals.

There’s no fuss, fiddle or Foreword, and the book steams straight into the meat of the matter with Volume 1 re-presenting the stunning covers and all Dark Knight material from Detective Comics #27 through #38, (which introduced Robin, The Boy Wonder), and then the landmark Batman #1 covering May 1939-April 1940.

Detective Comics #27 introduced “The Bat-Man” and playboy/dilettante criminologist in ‘The Case of the Chemical Syndicate’ by Bob Kane & collaborator Bill Finger, wherein a cabal of sinister industrialists were successively murdered until an eerie human bat intruded on Police Commissioner Gordon‘s stalled investigation and ruthlessly dealt with the hidden killer.

Issue #28 saw the fugitive vigilante return to crush ‘Frenchy Blake’s Jewel Gang’ before encountering his very first psychopathic killer. ‘The Batman Meets Doctor Death’ was a deadly duel of wits with deranged, greedy General Practitioner Karl Hellfern and his assorted instruments of murder…

Confident of their new character’s potential, Kane & Finger revived the mad medic for the very next instalment and ‘The Return of Doctor Death’, before Gardner Fox scripted a 2-part shocker which introduced the first bat-plane, Bruce’s girlfriend Julie Madison and undead horror The Monk for an expansive spooky saga ‘Batman Versus The Vampire‘. The gripping yarn then concluded in an epic chase across Eastern Europe and a spectacular climax in a monster-filled castle in issue #32.

Detective Comics #33 featured ‘The Batman Wars Against the Dirigible of Doom’: a blockbusting disaster thriller which just casually slipped in the secret origin of the Gotham Guardian, as prelude to the air-pirate action, after which Euro-trash dastard Duc D’Orterre found his uncanny science and unsavoury appetites no match for the mighty Batman in ‘Peril in Paris’.

Scripter Bill Finger returned in issue #35, pitting the Cowled Crusader against crazed cultists murdering everyone who had seen their sacred jewel in ‘The Case of the Ruby Idol’, although the many deaths were caused by a far more prosaic villainy, after which grotesque criminal genius ‘Professor Hugo Strange’ (inked by new kid Jerry Robinson) debuted with his murderous man-made fog and lightning machine in #36, and all-pervasive ‘The Spies’ ultimately proved no match for the vengeful masked Manhunter in #37.

Detective Comics #38 (April 1940) changed the landscape of comicbooks forever with the introduction of ‘Robin, The Boy Wonder’: child trapeze artist Dick Grayson whose parents were murdered before his eyes and who joined Batman in a lifelong quest for justice, by bringing to justice mobster Boss Zucco…

After the Flying Grayson‘s killers were captured, Batman #1 (Spring 1940) opened proceedings with a recycled origin culled from portions of Detective Comics #33 and 34. ‘The Legend of the Batman – Who He Is and How He Came to Be!’ by Fox, Kane & Moldoff offered in two perfect pages what is still the best ever origin of the character, after which ‘The Joker’ (Finger, Kane & Robinson – who produced all the remaining tales in this astonishing premiere issue) introduced the greatest villain in DC’s entire rogues’ gallery via a stunning tale of extortion and wilful wanton murder.

‘Professor Hugo Strange and the Monsters’ followed as the old adversary returned with laboratory-grown hyperthyroid horrors to rampage through the terrified city, and ‘The Cat’ – who later added the suffix ‘Woman’ to her name to avoid any possible doubt or confusion – plied her felonious trade of jewel theft aboard the wrong cruise-liner and fell foul for the first time of the dashing Dynamic Duo.

The initial issue and the first Chronicles edition ended with the ‘The Joker Returns’ as the sinister clown broke jail and resumed his terrifying campaign of murder for fun and profit before “dying” in mortal combat with the Gotham Guardian.

 

Volume 2 featured more masterpieces from the dawn of comic-book time, re-presenting Detective Comics #39 through to #45, a story from New York World’s Fair Comics 1940, and Batman #2-3, covering May to November 1940 in original publishing order. Following a superb pin-up of the Dynamic Duo by Kane, the tense suspense and all-out action opens with The Horde of the Green Dragon” – oriental Tong killers in Chinatown – from Detective #39 by Finger, Kane & Robinson, before ‘Beware of Clayface!’ found the Dynamic Duo solving a string of murders on a film set which almost saw Julie Madison become the latest victim of a monstrous movie maniac…

Batman and Robin solved the baffling mystery of a kidnapped boy in Detective #41’s ‘A Master Murderer’ before enjoying their second solo outing in four comics classics from Batman #2 (Summer 1940).

It all began with ‘Joker Meets Cat-Woman‘ (by Finger, Kane, Robinson & extremely impressive new find George Roussos) wherein svelte thief, homicidal jester and a crime syndicate all tussled for the same treasure with the Caped Crusaders caught in the middle.

‘Wolf, the Crime Master’ was a fascinating take on the classic Jekyll and Hyde tragedy after which an insidious  and ingenious murder-mystery ensued in ‘The Case of the Clubfoot Murderers’ before Batman and Robin faced uncanny savages and ruthless showbiz promoters in a poignant monster story ‘The Case of the Missing Link’.

‘Batman and Robin Visit the New York World’s Fair’ from New York World’s Fair Comics which vintage wonderment – by Finger, Kane & Roussos – then followed the vacationing Dynamic Duo as they tracked down a maniac mastermind with a metal-dissolving ray, after which Detective Comics #42 again found the heroes ending another murder maniac’s rampage in ‘The Case of the Prophetic Pictures!’ before clashing with a corrupt mayor in #43’s ‘The Case of the City of Terror!’

An unparallelled hit, the stories perforce expanded their parameters in #44 with the dreamy fantasy of giants and goblins ‘The Land Behind the Light!’, after which Batman #3 (Fall 1940) saw Finger, Kane, Robinson & Roussos rise to even greater heights, beginning with ‘The Strange Case of the Diabolical Puppet Master’: an eerie episode of uncanny mesmerism and infamous espionage…

Next up was a grisly scheme wherein innocent citizens were mysteriously transformed into specimens of horror and artworks destroyed by the spiteful commands of ‘The Ugliest Man in the World’ before ‘The Crime School For Boys!!’ saw Robin infiltrate a gang who had a cruel and cunning recruitment plan for dead-end kids…

‘The Batman vs. The Cat-Woman’ found the larcenous burglar in well over her head when she stole for – and from – the wrong people, and the issue also included a magical Special Feature as ‘The Batman Says’ presented an illustrated prose Law & Order pep-talk crafted by Whitney Ellsworth and Robinson.

This second terrific tome then concludes with a magnificent and horrific Joker jape from Detective Comics #45 with ‘The Case of the Laughing Death’ wherein the Harlequin of Hate devised a campaign of macabre murder against everyone who had defied or offended him…

Bob Kane, Jerry Robinson and their compatriots created an iconography which carried the Batman feature well beyond its allotted life-span until later creators could re-invigorate it. They added a new dimension to children’s reading… and their work is still captivatingly accessible.

Moreover, these early stories set the standard for comic superheroes. Whatever you like now, you owe it to these stories. Superman gave us the idea, but writers like Finger and Fox refined and defined the meta-structure of the costumed crime-fighter. Where the Man of Steel was as much Social Force and wish fulfilment as hero, Batman and Robin did what we ordinary mortals wanted to do. They taught bad people the lesson they deserved.

These are tales of elemental power and joyful exuberance, brimming with deep mood and addictive action. Comic book heroics simply don’t come any better.

The history of the American comicbook industry in almost every major aspect stems from the raw, vital and still powerfully compelling tales of twin icons published by DC/National Comics: Superman and Batman. It’s only fair and fitting that both those characters are still going strong and that their earliest adventures can be relived in chronological order in a variety of formats from relatively economical newsprint paperbacks to stunning, deluxe hardcover commemorative Archive editions.

One final thing: I’m still that guy in paragraph one, right? I’ve read these stories many, many times, in every format imaginable, and I’d like to thank whoever decided that they should also be available in as close a facsimile to the originals as we can get these days.

More than anything else, this serves to perfectly recapture the mood and impact of that revolutionary masked avenger and, of course, delights my heavily concealed inner child no end.
© 1939, 1940, 2005 DC Comics and © 1940, 2006 DC Comics. All Rights Reserved.

Batman/Superman/Wonder Woman: Trinity

New, Revised Review

By Matt Wagner with Dave Stewart & Sean Konot (DC Comics)
ISBN: 978-1-4012-0187-6 (TPB)         978-1-4012-0309-2 (HC)

Comics fans – especially aficionados of the superhero genre – have an innate appreciation and love of mythologizing. It lures like a siren, hits like a titan and dictates our lives and fate like Ragnarok arrived. We just can’t help ourselves…

DC comics have been compiling just such a feast of legend since the very creation of Superman, Batman and Wonder Woman, slowly interweaving these undying fantasy favourites into a rich tapestry of perfect adventure which has taken on a life of its own, inextricably entrenched in the dream-lives of generations of children and the adults they became.

However it was only relatively recently that DC tacitly acknowledged or even realised the imaginative treasure-trove they were sitting on. However, the publishers were quick to respond when they did wise-up, cannily building on the epic, cross-generational appeal of the elder statesman appeal of their stars. Amongst the most impressive of the efforts is this tale, originally released as a three-part (of course) Prestige Format miniseries in 2003.

Auteur Matt Wagner – who has an uncanny gift for re-imagining and updating the raw power of Golden Age classics (as seen in Batman and the Mad Monk or Sandman Mystery Theatre for example) – was tapped to reveal a new, canonical first meeting of the all-conquering triumvirate and he did not disappoint…

Following an effusive Introduction from novelist and A-List comics-scribe Brad Meltzer, the story opens in the Art Deco Metropolis as oafish Clark Kent‘s morning is ruined by an assassin who shoots a commuter train driver and brings the morning rush-hour to a screeching, crashing, cataclysmic halt…

It soon becomes clear that the subsequent near-disaster has been devised simply to distract and properly assess the mighty Man of Steel. That night a daring raid on S.T.A.R. Labs is ruthlessly foiled by a silent, caped visitor to the “City of Tomorrow” but Superman knows nothing about it until it’s all over.

…And at the bottom of the world more mysterious masked minions at last liberate Superman’s warped and retarded clonal antithesis Bizarro from its icy imprisonment deep beneath the Antarctic mantle…

Another promising day is spoiled for the reporter by a visit from Bruce Wayne, a reluctant occasional ally, and equally obnoxious whether in his playboy charade or as his true self: the dread Batman.

The visit is a courtesy call between distant colleagues. A terrorist group called “The Purge” would have obtained samples of Kryptonite if the Dark Knight hadn’t intervened, but now they plan to raid Lex Luthor’s citadel and professional courtesy demanded that Superman be fully apprised…

Meanwhile in a most secret hideaway a strangely formidable young girl named Diana auditions for the Most Dangerous Man on Earth: an overlord in need of a perfect warrior to lead his massed forces…

Ra’s Al Ghul always gets what he wants and after the charismatic Demon’s Head charms Bizarro with honeyed words of friendship, the freakish doppelganger is only too happy to bring him a present.

Tragically, Russian nuclear submarines are a bit tricky to handle and the super-simpleton manages to drop one of the atomic missiles en route. The lost nuke explodes far from any regular shipping lines, however. Apart from fish, the only creatures affected are a race of immortal women warriors, invisible to mortal eyes and forgotten by Man’s World for millennia…

As mysterious mercenary Diana prepares to carry out The Demon’s orders, in Metropolis another Amazon tracks down Superman and politely enquires why he dropped an A-Bomb on her home. Eschewing rash accusations or pointless fisticuffs they soon come to realise the true nature of the horrific event and unite to track the stolen sub to the Sahara, promptly falling into an ambush by Al Ghul’s fanatical forces.

The guns, knives, nerve gas and suicide bombers prove no problem but the booby-trapped nuke is another matter entirely…

Barely surviving the detonation, Man of Steel and Princess of Power head for GothamCity to seek the grudging assistance of The Demon’s most implacable foe, but the Dark Knight is already on the case, having just unsuccessfully engaged with Al Ghul’s Amazonian field commander.

Reluctant to admit a need for allies and inherently suspicious of bright and shiny super-people chronically unable to make hard decisions or get their hands dirty, Batman nevertheless enters into a tenuous alliance with the dilettante champions to stop the insane plans of an immortal madman determined to wipe out modern civilisation and cleanse the Earth of toxic humanity…

Hard-hitting, epic and spectacular, this Wagnerian (you have no idea how long I’ve wanted to use that) saga superbly illustrates the vast gulfs between the so-different heroes and how they nevertheless mesh to form the perfect team. Strongly character-driven throughout, the protracted struggle to defeat Al Ghul and his infamous allies offers tension, humour, mystery and powerful plot-twists galore, all wrapped up in a bombastic feast of frenzied action and supplemented with savvy cameos and guest shots by other, albeit lesser, keystones of  the DCU.

Stunningly illustrated by Wagner, lavishly coloured by Dave Stewart and subtly lettered by Sean Konot, the book also includes a glorious cover gallery and a beautiful Sketchbook section featuring many of the artist’s preliminary drawings and ideas.

When producing this type of tale there’s always the dilemma of whether to trade on current continuity or to deconstruct and attain a more grandiose, mythic feel, but part-time and casual readers need not worry. Wagner has hewn to the evergreen fundamentals to craft a gratifyingly “Big” story which still manages to reveal more about the individual stars involved than a year’s worth of periodical publishing.

Trinity is primal adventure: accessible, exciting and rewarding, with Superman, Batman and Wonder Woman as they should always be but so seldom are. Team ups and retrofits should all be this good.
© 2003, 2004 DC Comics. All Rights Reserved.

Golden Age Hawkman Archives volume I


By Gardner F. Fox, Dennis Neville, Sheldon Moldoff & various (DC Comics)
ISBN: 978-1-4012-0418-1

Although perhaps one of DC’s most long-lived and certainly their most visually iconic character, the various iterations of Hawkman have always struggled to find enough of an audience to sustain a solo title. From his beginnings as one of the assorted B-features in Flash Comics (the others being Cliff Cornwall, The King, The Whip and Johnny Thunder, all adding lustre to the soaraway success of the eponymous speedster at the helm of the comicbook), Winged Wonder Carter Hall has struggled through assorted engaging, exciting but always short-lived reconfigurations.

Over decades from ancient hero to re-imagined alien space-cop and post-Crisis on Infinite Earths freedom fighter (both named Katar Hol – see Showcase presents Hawkman volumes 1-2 and Hawkworld respectively) or the seemingly desperate but highly readable bundling together of all previous iterations into the reincarnating immortal berserker-warrior of today, the Pinioned Paladin has performed exemplary service without ever really making it to the big time.

Where’s a big-time movie producer/fan when you need one?

Created by Gardner Fox and Dennis Neville, Hawkman premiered in Flash Comics #1 (January 1940) and stayed there, growing in quality and prestige until the title died, with the most celebrated artists to have drawn the Winged Wonder being Sheldon Moldoff and Joe Kubert, whilst a young Robert Kanigher was justly proud of his later run as writer.

Together with his partner Hawkgirl/Hawkwoman, the gladiatorial mystery-man countered fantastic arcane threats and battled modern crime and tyranny with weapons of the past for over a decade before vanishing with the bulk of costumed heroes as the 1950s began.

His last appearance was in All Star Comics #57 (1951) as leader of the Justice Society of America, but the husband-and-wife hellions were revived and re-imagined nine years later as Katar Hol and Shayera Thal of planet Thanagar by Julie Schwartz’s crack creative team Gardner Fox and Joe Kubert – a space-age interpretation which even survived 1985’s winnowing Crisis on Infinite Earths. Their long career, numerous revamps and perpetual retcons ended during the 1994 Zero Hour crisis, but they’ve reincarnated and returned a couple of times since then too…

However, despite being amongst DC’s most popular and picturesque strips over the years, Hawkman (and Hawkwoman) always struggled to find sufficient audience to sustain their numerous solo titles.

This spectacular deluxe hardcover re-presentation of the formative years (collecting appearances from Flash Comics #1-22, January 1940 – October 1941) begins with a fond reminiscence by artist Moldoff in the ‘Foreword’ before the magic begins as it should with ‘The Origin of Hawkman’ by Fox & Neville.

In his first epochal episode Carter Hall is a playboy scientific tinkerer and part-time archaeologist with a penchant for collecting old, rare weapons, whose dormant memory is unlocked by an ancient crystal dagger purchased for his collection. Through dreams the dilettante realises that once he had been Prince Khufu of ancient Egypt, murdered with his lover Shiera by Anubis’ High Priest Hath-Set.

Moreover, with his newly returned memories Hall knows that the eternal struggle is primed to play out once more…

As if pre-destined, he bumps into the equally reincarnated and remembering Shiera Sanders just a terrifying electrical menace turns New York’s Subway into a killing field and they realised the deadly Doctor Hastor is their ancient nemesis reborn. Fashioning an outlandish uniform and anti-gravity harness of mystic Egyptian “Ninth Metal”, Hall hunts the deranged electrical scientist to his lair in time to save the mesmerised Shiera from a second death by sacrifice and mercilessly ends the cycle – at least for now…

In Flash #2, ‘The Globe Conquerors’ concentrated on fantastic science as Hall and Shiera tackled a modern Alexander the Great who built a gravity-altering machine in his ruthless quest to conquer the world, whilst ‘The Secret of Dick Blendon’ in #3 saw “The Hawk-Man” expose a wicked scheme by insidious slavers turning brilliant men into zombies for profit to gather riches and find the secret of eternal life.

Sheldon Moldoff debuted as artist in Flash Comics #4 (April 1940), illustrating a splendidly barbarous thriller wherein the Winged Warrior clashed with ‘The Thought Terror’, a sinister mesmerist enslaving the city’s wealthy citizens, whilst ‘The Kidnapping of Ione Craig’ in #5 pitted the crime-fighting phenomenon against Asiatic cultists led by legendary assassin Hassan Ibn Saddah, determined to stop a pretty missionary and secret agent from investigating distant Araby.

Moldoff has received overly unfair criticism over the years for his frequent, copious but stylishly artistic swipes from newspaper strips by master craftsmen Alex Raymond and Hal Foster in his work of this period, but one look at the stunning results here as the feature took a quantum leap in visual quality should silence those quibblers for good…

Maintaining the use of exotic locales, the story extended in issue #6 as Hall and Ione struggled to cross burning Saharan sands to the African coast before defeating Arab slavers and their deadly ‘Sheba, Queen of the Desert’…

Issue #7 further explored the mystical and supernatural underpinnings of the strip which easily lent themselves to spooky tales of quasi-horror and barbaric intensity. “The Eerie Unknown” and deluded dabblers in darkness were much-used elements in Hawkman sagas, as seen in ‘Czar, the Unkillable Man’ wherein the Avian Avenger, back in America and reunited with Shiera, clashed with a merciless golem animated by a crazed sculptor determined to get rich at any cost.

Flash Comics #8 featured another deranged technologist as ‘The Sunspot Wizard’ Professor Kitzoff altered the pattern and frequency of the solar blemishes and created riot, madness and chaos on Earth until the Winged Wonder intervened, whilst in ‘The Creatures from the Canyon’ Hawkman foiled aquatic invaders living in the deeps 5,000 feet below Manhattan Island who decided to expand their ancient empire upwards…

Bidding for an old firearm at an auction in #10, Hall was inexorably drawn into a murder-mystery and the hunt for a lost Colorado goldmine in ‘Adventures of the Spanish Blunderers’, before ‘Trouble in Suburbia’ manifested after a hit-and-run accident drew plucky Shiera into a corrupt and convoluted property-scam. Boyfriend Carter Hall was quite prepared to stand back and let her deal with the villains – even if Hawkman did exert a little surreptitious brawn to close the case…

Another murderous scam involved an old society chum as ‘The Heart Patient’ revealed how a pretty gold-digger and rogue doctor serially poisoned healthy young men and fleeced them for a cure, whilst in #13 ‘Satana, the Tiger Girl’ preyed on admirers for far more sinister reasons, pitting Hawkman and Shiera against scientifically hybridised killer-cats, after which ‘The Awesome Alligator’ saw an elder god return to Earth to inspire and equip a madman in a plot to conquer America with ancient secrets and futuristic super-weapons. None of those incredible threats could withstand cold fury and a well-wielded mace, however…

At this time the Pinioned Paladin usually dispatched foes of humanity with icy aplomb and single-minded ruthlessness, and such supernatural thrillers as #15’s ‘The Hand’ gave Fox & Moldoff ample scope to display the reincarnated warrior’s savage efficiency when he tracked down a sentient severed fist which stole and slaughtered at its inventive master’s command, whilst ‘The Graydon Expedition’ in #16 reinforced the hero’s crusading credentials when Shiera went missing in Mongolia, and the Winged Wonder undertook a one-man invasion of a fabulous lost kingdom to save her.

In Flash Comics #17, ‘Murder at the Opera’ put the bold birdman on the trail of an arcane Golden Mummy Sect with a perilously prosaic origin and agenda, whilst #18 found him investigating skulduggery in the Yukon when Shiera rushed north to offer aid to starving miners during ‘The Gold Rush of ’41’.

Evidently capable of triumphing in any environment or milieu, Hawkman next thwarted deranged physicist Pratt Palmer in #19, when that arrogant savant attempted to become the overlord of crime using his deadly ‘Cold Light’. ‘The Mad Bomber’ in #20 then found the Avian Ace allied with a racketeer to stop mad scientist Sathan destroying their city with remote-controlled aerial torpedoes, after which Hawkman was forced to end the tragically lethal rampage of an alien foundling raised by a callous rival for Shiera’s affections in ‘Menace from Space’…

This first high-flying archive compilation concludes with October 1941’s Flash Comics #22 and ‘The Adventure of the Killer Gang’ as headstrong Shiera witnesses a bloody hijacking and determines to make the bandits pay. Although she again helped Hawkman deal with the murderous vermin as a civilian here, big changes were in store for the feisty, capable heroine.

Already in All Star Comics #5 (July 1941) she had first worn wings and a costume of her own, and in Flash Comics #24 (December 1941) she would at last become an equal partner in peril and fully-fledged heroine: Hawkgirl… but sadly that’s a tale for another volume…

Exotic, engaging and fantastically inviting, these Golden Age adventures are a true high-point of the era and still offer astonishing thrills and chills. When all’s said and done it’s all about the heady rush of nostalgia: trying to recapture that magical full-sensorium burst of smell and feel and imagination-overload that finds kids at a perfect moment and provokes something visual and conceptual that almost literally blows the mind…

We re-read stories hoping to rekindle that instantly addictive buzz and constantly seek out new comics desperately hoping to recapture that pure, halcyon burst, and these lost mini-epics are phenomenally imbued with everything fans need to make that breathtaking moment happen…
© 1940, 1941, 2005 DC Comics. All Rights Reserved.