GWAR – The Enormogantic Fail


By Matt McGuire & Matt Miner, Jeff Martin, Katie Longua, Matt Young, Liana Kangas, Lukasz Kowalczuk, Clay Henss, Matt Harding & various (Renegade Arts Entertainment)
ISBN: -978-1-98890-351-4 (TPB) eISBN: 978-1-98890-364-4

Fancy a bit of scary dress-up?

GWAR have played loud, fantasy-themed heavy metal music since 1984. The ever-shifting band roster comprises of an excessively theatrical rock combo performing as mythological Sci Fi personas, delivering raucous, rousing good times as well-defined yet fluid fantasy characters. They are happy to shock and might well offend your nan – unless she’s like my nan was…

Operating under the umbrella designation Slave Pit Inc., they should more correctly be assessed as an arts collective of musicians, artists and filmmakers. You should check them out, especially if you’re the sort of reader who was weaned on the anarchic glory days of British comics like 2000 AD and The Beano…

Their brand and output is soaked in rude, crude satire, ultra-violent and sexualised imagery and a deliciously deviant sense of fun…

Shock Rockers GWAR positively encourage sidebar story projects and ventures. This graphic novel is their second starring vehicle (the first was in 1998), craftily capturing the spirit of the performances through the lens of comic combat as pawns and agents of rival galactic archetypes The Master, the Destructo Brothers and Cardinal Syn.

Crafted collaboratively by writers Matt McGuire & Matt Miner, and finishers Jeff Martin, Katie Longua, Matt Young, Liana Kangas, Lukasz Kowalczuk, Clay Henss, Matt Harding and others, this rocket-paced, rollicking yarn exposes the very origins of humanity after the daft but doughty warrior-scumdogs go on trial for their many failures – and failings – in pursuit of the much-desired Jizmogoblin.

Tragically, and as per normal operating conditions, there’s far more going on than these simple berserker grunts can fathom…

Wild, rowdy and manically cathartic, this exuberant romp is heaped high with fun and sly commentary, masquerading as simple cosmic cartoon carnage. Think Hitchhikers Guide to the Galaxy on steroids mating with Red Dwarf‘s disinherited half-brother, scored by Cradle of Filth and catered by Slipknot and you won’t be far out… but will be much amused.

Or you will be utterly shaken, outraged and appalled, and reinforced in your views that the modern world and its sundry entertainments are further confirmatory proof of the end of days. You be the judge…
GWAR The Enormogantic Fail © Slave Pit Inc. 2019.

The Marvel Art of Savage Sword of Conan the Barbarian


By John Rhett Thomas, Roy Thomas, P. Craig Russell, Barry Windsor-Smith, John Buscema, Gil Kane, Neal Adams, Alex Toth, Walter Simonson, M.W. Kaluta, Tony DeZuñiga, Richard Corben, Boris Vallejo, Earl Norem, Joe Jusko, Michael Golden & many & various (Marvel)
ISBN: 978-1-3029-2382-2 (HB)

During the 1970’s the American comic book industry opened up after more than 15 years of cautious and calcified publishing practises that had come about as a reaction to the censorious oversight of the self- inflicted Comics Code Authority. This body was created to keep the publishers’ product wholesome after the industry suffered their very own McCarthy-style Witch-hunt during the 1950s.

One of the first genres revisited was Horror/Mystery comics and from that sprang pulp icon Conan the Barbarian, via a little tale in anthology Chamber of Darkness #4, whose hero bore no little thematic resemblance to the Cimmerian. It was written by Roy Thomas and drawn by Barry (now Windsor-) Smith: a recent Marvel find, and one who was gradually breaking out of the company’s all-encompassing Jack Kirby house-style.

Despite some early teething problems – including being cancelled and reinstated in the same month – the comic book adventures of Robert E. Howard’s brawny warrior soon became as big a success as the revived prose paperbacks which had heralded a world boom in tales of fantasy and the supernatural.

After decades away, and despite being fully owned by CPI (Conan Properties International), the brawny brute returned to the aegis of Marvel in 2019 and made himself fully at home. As well as his own title and in-world spin-offs, many collections celebrating “the Original Marvel Years” – due to the character’s sojourn with other publishers – have been released. This one is indubitably the most pretty to look upon.

The first time around, Conan broke many moulds, including being able to sustain not just his general audience boutique of titles and a newspaper strip, but also easily fitting Marvel’s black & white magazine division, offering more explicitly violent and risqué fare for supposedly more mature readers. For this market he debuted in Savage Tales #1 (1971) before winning his own monochrome title. Savage Sword of Conan launched in August 1974, running 235 issues until its cancellation in July 1995.

Throughout its life SSoC offered powerful stories, features on all things Robert E Howard and some of the most incredible artwork ever to grace comics pages.

All of that is covered by legendary Hyborian Scribe Roy Thomas in his Introduction and the page-by-page annotations of compiler John Rhett Thomas, but what’s really of interest is the painted covers, pin-ups, portfolios and extracts of story sequences by a stunning pantheon of internationally acclaimed artists which include John Buscema, Barry Windsor-Smith, Alex Toth, Neal Adams, Tony DeZuñiga, Jim Starlin, Frank Brunner, Alfredo Alcala, Alex Niño, Mike Zeck, Walter Simonson, Tim Conrad, Val Mayerik, Richard Corben, Steve Leialoha, Vicente Alcazar, Dick Giordano, Gene Colan, Pablo Marcos, E.R. Cruz, Rudy Nebres, Kerry Gammil, Nestor Redondo, Ernie Chan, Gene Day, Pat Broderick, Bill Sienkiewicz, Armando Gil, Gary Kwapisz, Adam Kubert, Dale Eaglesham, Dave Simons, Mike Docherty, Rafael Kayanan, Andrew Currie and P. Craig Russell, who also provides a picture-packed Afterword and appreciation of the mighty magazine and it’s star. I’m sure there are plenty more artists I’ve missed here, but you get the picture. Everyone and his granny wanted a shot at Conan…

Cover artists providing pulse-pounding paintings include Buscema, Adams, Starlin, Conrad, Sienkiewicz, Mayerik, Boris Vallejo, Earl Norem, Bob Larkin, Joe Jusko, Joe Chiodo, Michael Golden, Steve Hickman, Doug Beekman, David Mattingly, Dorian Vallejo, Nick Jainschigg, Ovi Hondru, Michael William Kaluta, George Pratt, Julie Bell and more, making this bombastic compilation a must-have bestiary of how to have cathartic fun and get paid too…

Groundbreaking, gripping, graphic wonderment, this astounding hardback and digital delight is every fantasy fan’s dream come true – and you know gift-giving season is just around the corner, right?
Conan the Barbarian published monthly by MARVEL WORLDWIDE INC., a subsidiary of MARVEL ENTERTAINMENT LLC. Conan © 2020 Conan Properties International LLC.

Problematic: Sketchbook Drawings 2004-2012


By Jim Woodring (Fantagraphics Books)
ISBN: 978-1-60699-594-5 (HB)

Some creators in the world of comics just defy description and their collected works are beyond the reviewer’s skills (mine certainly) to elucidate or encapsulate. Some are just so pedestrian or mind-numbingly bad that one simply can’t face writing about them. Others are so emphatically wonderful that no collection of praise and analysis can do them justice.

At the apex of that tricky funnybook pyramid is Jim Woodring: a position he’s maintained for years and appears capable of holding for years to come. Woodring’s work is challenging, spiritual, philosophical, funny, beautiful and extremely scary. And, even after reading that sentence, you will have absolutely no idea of what you will be seeing the first time you read any of it.

Moreover, even if you have scrupulously followed cartoonist, animator, Fine Artist, toy-maker and artistic Renaissance Man James William Woodring through an eccentric career spanning his first mini-comics in 1980; groundbreaking Fantagraphics magazine series such as Jim (1986), notional spin-offs Frank and Weathercraft, Tantalizing Stories, Seeing Things, Congress of the Animals or more mainstream storytelling such as Star Wars and Aliens tales for Dark Horse, you’ll still have no idea how you will respond to his work.

Woodring delivers surreal, abstract, wild, rational, primal cartooning: his clean-mannered art a blend of woodblock prints, Robert Crumb style, wry humour and eerie conviviality, Dreamscape, religious art and monstrous phantasmagoria. His works form a logical, progressional narrative pockmarked with multiple layers of meaning but generally devoid of speech or words, magnificently dependent on the intense involvement of the reader as a fully active participant.

So you can imagine what his first formative thoughts, passing observations and moments of wild unfettered graphic whimsy must be like…

This stunning hardback or digital compilation opens the gates of dream just a crack wider than is safe, offering selected graphic snippets from the artist’s sketchbooks covering a superbly productive period following the millennium and offering a few choice views of other graphic avenues he might have pursued if the world of harnessed hallucinations had not exhibited such a strong hold…

In his ‘Introduct’, Woodring describes his abandonment of traditional graphic tomes for diminutive “Moleskine” doodle-pads: using the flimsy palm-sized books to capture ideas roughly, quickly and with intense immediacy. The gimmick clearly works. The material collected here – mostly enlarged 140% up from the originals – simply buzzes with life and energy….

Many Frank regulars show up, including the eponymous Krazy Kat-like ingénue himself, and there are absolute torrents of bizarre, god-like household appliances, vulture-things, frog-things, rhino-things, plant-things and unspeakable Thing-things, all resident in the insanely logical traumic universe of his sensoria.

There are snippets of reportage, plenty of designs and even roughs and layouts from finished stories. Woodring also proves himself a pretty sharp pencil when it comes to capturing the weird moment of reality we all experience, a keen caricaturist and a deliciously funny “straight gag-man”, glamour artist and capturer of friends in idle moments – just like all of us sad art-school escapees who break into a cold sweat whenever we realise we’ve left the sketchbook at home and there’s only beer-mats and napkins to draw on….

Woodring is not to everyone’s taste or sensibilities – for starters, his drawings have a distressing habit of creeping back long after you’ve put the book down and scaring the bejeezus out of you – but he is an undisputed master of the form and an innovator always warping the creative envelope.

As such, this welcome peek into his creative process and conceptual/visual syllabary offers encouragement and delight to artists and storytellers of every stripe, as well as being just plain wonderful to see.

All art-forms need such creators and this glorious hardback monochrome tome could well change your working and reading habits for life.

Go on, aren’t you tempted, tantalized or terrified yet? What about curious, then…?
© 2012 Jim Woodring. This edition © 2012 Fantagraphics Books. All rights reserved.

Hope and Hell’s Flaw – Shame books 4 and 5


By Lovern Kindzierski, John Bolton & Todd Klein (Renegade Arts Entertainment)

ISBN: 978-1-98782-548-0 (Hope TPB) ISBN: 978-1-98890389-7 (Hell’s Flaw TPB)

Comics are unequivocally a visual medium and that’s never more ably demonstrated than in a seductively bewitching allegorical fable from writer Lovern Kindzierski, painter John Bolton and letterer Todd Klein.

The story began with three Original Graphic Novels released between 2011 and 2013, before the entire epic was housed in its proper setting: a lavish and sublime full-colour hardback tome, liberally garnished with beguiling bonus features and all the usual digital equivalents.

So, if you’re sitting comfortably with all the doors locked and windows covered, let’s begin with a swift reprise…

Once upon a time in Conception a benevolent but homely witch named Mother Virtue spent all her days doing little favours and grand good deeds for the ordinary and unfortunate, and for these kind actions she was beloved by all. Spiritually, she was probably the most perfect woman in the world, but as for her looks…

She lived life well, growing old and content, but one day, after decades of joyous philanthropy, a single selfish thought flashed idly through her mind: a momentary longing for a daughter and wish for it to be true, that she might be a mother in fact as well as name…

The weak moment was instantly exploited by malign Shadow of Ignorance Slur. Through dark magics, he impregnated the champion of Good with a vile seed of evil, bragging to the wise-woman that her wish-made daughter would be a diabolical demon deserving the name Shame…

Deeply repenting that selfish whim and dreading horrors yet to come, Mother Virtue transformed her idyllic cottage in the woods into a floral prison; a Cradle reluctantly repurposed to isolate and eventually contain the thing growing in her belly. The miserable matron-to-be also assembled Dryads to care for and guard the baby. Once Virtue finally births Shame, she leaves the devil’s burden to be reared in the mystical compound, where it grows strong and cruel but so very beautiful…

After much concentrated effort, however, minions of Shame’s sire breach Cradle’s green ramparts and school the child in vile necromancy to ensure her dire, sordid inheritance. With malefic potency, Shame refashions her guardians into something more pliable and appropriately monstrous…

As the devil’s daughter physically ripens, Slur himself comes to his evil child and through him Shame learns the terrifying power of sex. With the aid of an infernal incubus which has stolen seed from many men, she quickens a child in her own belly and eventually births a beautiful baby girl.

Into that infant Slur pours Mother Virtue’s soul; gorily ripped from the despondent dotard’s aging carcase at the moment of her granddaughter’s delivery. Even the nunnery Virtue had locked herself within was no proof against the marauding Shadow of Ignorance…

With her despised mother now her own child, securely bound within the floral penitentiary, Shame goes out into the world to make her mark…

Pursuit took up the story sixteen years later. Infant Virtue has grown strong and lovely, despite every effort of malformed, mystically mutated Dryads and Shame’s own diabolical sorcery toiling constantly but to no effect in a campaign of corruption, making every day of her young life a savage test of survival. This daily failure makes Shame – now elevated by her own evil efforts to queen of a mortal kingdom – furious beyond belief.

When not burning witches and wise women who might threaten her absolute domination, or having her armies ravage neighbouring realms, the haughty hell-spawn spies upon her offspring/ancestor with infernal devices, but is always bitterly disappointed and enraged….

Elsewhere, a valiant knight lies dying and mournfully bids his afflicted son Merritt farewell. With his last breaths, the swift-failing father dreads how his foolish, naïve, beloved boy will fare in a world ruled by the Queen who has ended him…

The hopeless dreamer is stubborn above all else and – when Merritt discovers the vegetable hell-mound of Cradle – stories his mother told him long ago run again through his head. Odd, inexplicable yearning compels him to overcome appalling arcane odds and break in. He liberates the beautiful prisoner… although she actually does most of the work…

Freed from Cradle, Virtue’s mystic might blooms. Far away, Shame reels. Slur cares little for his daughter but much for his plans: disclosing Merritt is Destiny’s wild card: a Sword of Fate who could reshape the future of humanity. Of course, that depends on whose side he joins…

The young heroes near the capital but are ambushed. After a tremendous mystic clash, Merritt awakens in a palace with a compelling dark-haired vision ministering to his every need and desire. Meanwhile, far below in a rank, eldritch dungeon, Virtue languishes, patiently adjusting plans…

This eldritch esoterically erotic epic concluded with Redemption as Merritt fell deeper under the sultry sway of the dark queen, devolving into her submissive tool of human subjugation, whilst Virtue languished in fetid squalor, weaving intricate magic with the paltry, debased materials at hand…

In the Queen’s arms, Merritt remains a child shaped by his mother’s bedtime stories. When Virtue contacts him, he readily sneaks down to her cell, dreams of nobility and valiant deeds filling his addled head…

With a final confrontation between mother and daughter imminent, Virtue sends Merritt to Hell on a vital quest to recover the Hope of the World. His triumphant return saves the kingdom and redeems the downcast…

As with all great fairy tales, justice is delivered and the world is set right side up again, with Shame dead, Slur confined to the Pit and pure reborn soul Hope in charge…

But what actually happens on the first day of “Happy Ever After”? The answer comes as the initial trilogy is extended via a second tranche of Original Graphic Novels, with Kindzierski & Bolton picking up their eldritch tapestry again in Hope…

The day after Shame’s dismemberment and descent to Hell, chaos and uprising grips the kingdom, forcing Merritt and rebel wisewoman Miss Grace to escort bewildered Hope to safety outside the castle. The war has been won but evil cannot die and the rioting crowds are almost as much a danger as the Queen’s remaining stooges and free-roaming satanic spirits. Moreover, the child’s unschooled mystic force makes her a danger to herself and all around her…

Transporting her to the peaceful countryside fills Merritt with memories of his childhood and reveals what happened to his own mother, subsequently provoking Grace to review her own chequered past. Both have suffered grievously from Shame’s actions, and have no idea that the monster is still active in Hell, manipulating ghosts and demons to effect her return to Earth using the infernal contamination that used to be Cradle…

In the forests, Hope sees visions of forthcoming atrocity, which confirmed by Grace’s scrying, force the caravan to divert towards the once-green hell and meet the threat head on…

To Be Continued…

Fifth volume Hell’s Flaw resumes the epic quest, as Shame marshals her forces to secure the pathway from Hell to the living world, while the wary, weary band of heroes struggles to the verdant hellmouth.

Their way is blocked demonic forces too horrible to bear, but Grace has learned to tap Hope’s raw magic to fight them off. Slowly though, she becomes more controlling, her promises to teach the child somehow never materialising, although her need for her as a living battery constantly increases. Eventually, however, during a truly formidable assault, Hope asserts herself to save Merritt and the entire course of the quest changes…

In Hell, Shame’s own cunning endeavours have borne black fruit and she is ready to return…

To Be Concluded…

Epic and fanciful, the fairy tale trappings mask a most mature examination of Good and Evil, and the shimmering photorealistic expressionism of John Bolton’s lush painting transforms the familiar settings of fantasy standards and set-pieces into visions truly bleak and bizarre, perfectly complementing the grim, earthily seedy meta-reality of Kindzierski’s script.

Dark and nasty yet packed with sumptuous seductions of every stripe, the salutary saga of Shame is every adult fantasist’s desire made real and every comic fan’s most fervent anticipation in one irresistible package…

Hope, Hell’s Flaw and Shame: the series conceived and written by Lovern Kindzierski. The story, characters, world and designs are © Lovern Kindzierski, John Bolton and Renegade Arts Canmore Ltd.

Can’t Get No


By Rick Veitch (Vertigo)
ISBN: 978-1-4012-1059-5 (TPB)

The terrorist atrocity of September 11th, 2001 changed the world and in our own small corner, generated a number of graphic narrative responses of varying quality, not to mention deep emotional honesty. Rick Veitch’s 2006 entry Can’t Get No was as powerful and heartfelt as any, but benefited greatly from a little time and distance.

Chad Roe‘s company sold the world’s most permanent and indelible marker pen, the “Eter-No-Mark”. Everyone was flying high but then the lawsuits hit all at once. A cheap, utterly irremovable felt-pen is a godsend to street-artists and the most virulent of vandalistic weapons to property owners…

As his universe collapses on him, Chad goes on a bender, picks up two hippie-artist-chicks in a bar and wakes up a human scribble-board, covered literally from head to toe in swirling, organic, totally permanent designs.

Even then he tries so very hard to bounce back. A walking abstract artwork, he is ostracized by mockery, unable to conceal his obvious “otherness”, and neither self-help philosophies, drugs, nor alcohol can make him feel normal again. Defeated, reviled and eventually crushed in spirit, he’s trapped in a downward spiral. He meets the pen-wielding girls again and finds solace and uncomplicated joy in the artist’s world of sex, booze and dope.

Lost to “normal” society, Chad goes on a road-trip with the women, but they haven’t even left the city before they’re all arrested. It is morning on September 11th and as the girls violently resist the cops an airplane flies overhead, straight towards the centre of Manhattan…

With no-one looking at him, just another part of the shocked crowd, he watches for an eternity, and then no longer anything but another stunned mortal, Chad drives away with an Arab family in their mobile home.

And thus begins a psychedelic, introspective argosy through America’s philosophy, symbolism and meta-physicality. With this one act of terrorism forever changing the nation, Chad is forced on a journey of discovery to find an America that is newborn both inside and out. His travels take him through vistas of predictable cruelty and unexpected tolerance, through places both eerily symbolic and terrifyingly plebeian, but by the end of this modern Pilgrim’s Progress, both he and the world have adapted, accommodated and accepted.

Born in 1951, Rick Veitch is a criminally undervalued creator who has lived through post-war(s) America’s many chimeric social revolutions. He has a poet’s sensibilities and a disaffected Flower-Child’s perspectives informing a powerful creative consciousness – and conscience. Can’t Get No is a landmark experiment in both form and content which deserves careful and repeated examination.

Black and white in a landscape format, and eschewing dialogue and personal monologues for ambient text (no word balloons or descriptive captions, just the words that the characters encounter such as signs, newspapers, faxes etc.) this graphic narrative – in paperback and digital editions – screams out its great differences to usual comic strip fare, but the truly magical innovation is the “text-track”, a continual fluid, peroration of poetic statements that supply an evocative counterpoint to the visual component.

Satirical, cynical, strident: Lyricism is employed for examination and introspection, in perhaps occasionally over-florid, but nonetheless moving and heartfelt free verse and epigrams don’t make this an easy read or a simple entertainment. They do make it a piece of work every serious consumer of graphic narrative should attempt.
© 2006 Rick Veitch. All Rights Reserved.

Iznogoud and the Magic Carpet (volume 6)


By Goscinny and Tabary (Cinebook)
ISBN: 978-1-84918- 044-3 (Album PB)

For the greater part of his too-short lifetime (1926-1977), René Goscinny was one of the most prolific and most-read writers of comic strips the world has ever seen. He still is.

Among his most popular comic collaborations are Lucky Luke, Le Petit Nicolas and, of course Asterix the Gaul, but there were so many others, such as the dazzling, dark deeds of a dastardly usurper whose dreams of diabolical skulduggery perpetually proved to be ultimately no more than castles in the sand…

Scant years after the Suez crisis, the French returned to the hotly contested deserts as Goscinny teamed with sublimely gifted Swedish émigré Jean Tabary (1930-2011) – who numbered Richard et Charlie, Grabadu et Gabaliouchtou, Totoche, Corinne et Jeannot and Valentin le Vagabond amongst his hit strips – to detail the innocuous history of imbecilic Arabian (im)potentate Haroun el-Poussah. However, it was the strip’s villainous foil, power-hungry vizier Iznogoud who stole the show – possibly the conniving imp’s only successful coup.

Les Aventures du Calife Haroun el Poussah was created for Record; with the first episode appearing in the January 15th1962 issue. A minor hit, it subsequently jumped ship to Pilote – a comics magazine created and edited by Goscinny – artfully refashioned into a starring vehicle for the devious ratbag who had increasingly been hogging all the laughs and limelight.

Like all great storytelling, Iznogoud works on many levels: as a comedic romp with adorably wicked baddies invariably hoisted on their own petards and coming a-cropper for the youngsters, whilst older, wiser heads revelled in the pun-filled, witty satire of marvellously accessible episodic comic capers.

The same magic formula had made its more famous cousin Asterix a global success, and just like the saga of the indomitable Gaul, this irresistibly addictive Arabian nitwit is adapted by master translators Anthea Bell & Derek Hockridge who made those Roman Follies so very palatable to the English tongue.

Moreover, the deliciously malicious whimsy is always heavily laden with manic absurdity and brilliantly delivered creative anachronism which keeps the assorted escapades bizarrely fresh and inventive.

Insidious antihero Iznogoud is Grand Vizier to affable, easy-going Haroun Al Plassid, Caliph of Ancient Baghdad, but the sneaky little toad has loftier ambitions, or as he is always declaiming “I want to be Caliph instead of the Caliph!”…

The retooled series launched in Pilote in 1968, and soon became a massive European hit, with 30 albums to date (carried on by Tabary’s children Stéphane, Muriel and Nicolas); his own solo comic, computer games, animated films, a TV cartoon show and even a live-action movie.

When Goscinny died in 1977 Tabary began scripting his own sublimely stylish tales (from 13th album onwards), switching to book-length complete adventures, rather than the compilations of short, punchy vignettes which typified the collaborations.

There haven’t been any new translated volumes since 2017, but this sixth Cinebook album (actually the ninth French album, released in 1973 as Le Tapis Magique) is now available in digital formats and opens with lead tale ‘The Magic Carpet’: an exceptional, extended 20-page epic bolstered by a triumvirate of shorter yarns and prefaced as ever with a handy catch-up profile page of the unusual suspects…

It all starts in gloriously bustling Baghdad where the verminous Vizier unaccountably encounters a few famous faces (moonlighting from their day jobs in Le Journal de Tintin) before returning to plotting how to remove the gentle, isolated and very dim obstacle to power …

It’s the birthday of corpulent oaf Haroun Al Plassid and a nasty notion finally occurs: employing impecunious Fakir Khaledonyahn to make a very special kind of rug. Flying carpets are no big deal in the empire and the skies of Baghdad are crammed with them, but the Fakir’s are extraordinary…

They only travel one way. Anybody standing on one of these when the trigger word is pronounced takes a flight to who-knows-where and never returns…

Who-knows-where is actually Ancient Peking (you can say Beijing if you want) and soon the venerably inscrutable and imperturbable citizens there are having their legendary patience and implacability tested as rug after rug arrives because untrusting Iznogoud continually demands proof of concept before parting with cash. Meanwhile, the gullibly hapless Caliph can’t get the hang of the magic word his trusted advisor wants him to repeat…

This sharply convoluted pun-punctuated yarn is followed by a sneaky dose of inspired iniquity dubbed ‘Incognito’. The well-meaning Caliph has no idea of the dire depredations Iznogoud inflicts upon the populace in his name, or that his beloved people fear, despise and revile the Caliphate because of excessive taxes, prisons filled with tortured citizens and schools empty of children. When chimerically inquisitive Haroun Al Plassid decides to go out amongst the populace in all his regal splendour, he is disappointed and surprised to find the streets utterly deserted by the terrified common folk…

Asking his precious Iznogoud for advice, the Commander of the Faithful is then convinced to sneak out alone dressed as a common beggar. Unable to believe his luck, the venal Vizier quickly briefs bumbling, long-suffering crony Wa’at Alahfand orders the guards to throw into the deepest dungeon any beggars who approach the palace.

On his fact-finding mission, the shabby Caliph learns a lot he doesn’t like and determines to fix things as soon as he gets back. Unfortunately, being a newcomer in his own city he gets lost…

Soon Iznogoud is going insane with suspense. Al Plassid should be back and languishing in jail by now, but as long as he’s out there somewhere the coup cannot begin. Thus, the despot-in-waiting and his fatuous flunky are forced to disguise themselves as beggars, covertly creeping out into Baghdad to search for their missing lord.

In the meantime, the Caliph has the brilliant notion of asking for directions and shambles home just as the Guard is being changed. Nobody even notices the scruffy indigent who shambles back to his apartments and becomes again The Caliph. Down in the city the tired and frustrated plotters give up and head for home, just as the order to arrest all beggars becomes law…

Sheer broad slapstick-riddled farce is the secret ingredient of the perfectly paced saga of ‘The Tiger Hunt’ when Iznogoud convinces his boss to go for a low key safari – just him, the Vizier and faithful Wa’at Alahf, all armed with bows and blunt arrows – to bag the perfect bedside rug.

Typically, the murder plot goes hideously awry as a succession of hunters provide perfectly suitable, already skinned rugs to the happy ruler and the only living apex predators they can find are just not interested.

Forced to improvise, Iznogoud resorts to digging a huge pit, but whilst he’s at the bottom of it Haroun at last finds a way to really tick off a tiger – just before it tumbles into a great big hole in the ground…

The manic mirth concludes with ‘The Box of Souvenirs’ as a visitor from distant Nippon visits Baghdad with a strange device. Judoka Karate is a destitute tourist whose incredible hand-held cube can turn solid objects into two-dimensional pictures.

Instantly sensing an opportunity Iznogoud – after much spirited dickering – acquires the mystic souvenir-maker, but hasn’t fully considered the details. To turn a jug, jewel or Caliph into a black-&-white image, the object has to be the proper distance from the lens and the subject absolutely must keep completely still for a minute or two.

Confident he can cope, the Vizier has utterly underestimated the Caliph’s mayfly attention span and ingrained vanity which has led to large mirrors being placed all over the palace…

Just such witty, fast-paced hi-jinks and craftily crafted comedy set pieces have made this addictive series a household name in France where “Iznogoud” is common term for a certain type of politician: over-ambitious, unscrupulous – and frequently not that tall.

When first released in Britain in the 1970s (and again in 1996 as a periodical comic book) these tales made little impression, but this snappy, wonderfully beguiling strip deserves an appreciative audience among today’s more internationally aware, politically jaded comics-and-cartoon savvy Kids of All Ages…
Original edition © Editions TABARY 1991, by Goscinny & Tabary. All rights reserved. This edition published 2010 by Cinebook Ltd.

Connective Tissue


By Bob Fingerman (Fantagraphics Books)
ISBN: 978-1-60699-143-5 (HB)

The always innovative and entertaining Bob Fingerman (Minimum Wage; Recess Pieces; Bottomfeeder; Garbage Pail Kids; Scooby Doo) turned his post-modern attentions to the burgeoning sector of illustrated novellas (picture books for grown-ups) with this classy, sassy and wickedly beguiling blend of Alice in Wonderland, Stranger in a Strange Landand Clerks – with just a dash of Allan Moyle’s hugely underrated 1995 movie Empire Records peppering the mix.

There’s a whole other class of people in the world: eternally young, worldly-wise and yet unaccountably innocent. They dress oddly, know cool but useless things, don’t care about pension plans or job security and work only to live their outside lives. They are the disaffected tribe who work for minimum wage in the odd corners of modern retail: record stores, non-chain book shops, computer games stores, comic shops…

They’re not an underclass, just a different one.

Darla Vogel earns her living at Kwok’s Video rental store. As a cool and rudely healthy chick in a venue that attracts a lot of loners, weirdoes and social no-hopers, she often finds herself the object of fumbling attention and unwanted gifts. One particular night when she gets home she finds herself abducted via a poster on her wall into a disturbing new universe: bleakly undulating, slightly skewed, grossly organic and filled with far too much of the wrong kind of nakedness. Darla wants to go home…

Fingerman takes a classic plot with a much funnier, feistier heroine, adds a dollop of queasy otherworldliness, peppers it all with dry wit and an avalanche of contemporary references – everything from celebrity gossip to comic – before adding his own subversively funny tone-and-wash illustrations (a delightful remembrance of the best Mad Magazine pages) to produce a runaway delight for full-grown childish lovers of the outré and outrageous.

Get it: it’s yummy scrummy!
© 2009 Bob Fingerman. All rights reserved.

Showcase Presents Wonder Woman volume 1


By Robert Kanigher, Ross Andru & Mike Esposito & various (DC Comics)
ISBN: 978-1-4012-1373-2 (TPB)

Until DC finally get around to republishing and digitally releasing their vast untapped comic treasures, I’m reduced to recommending some of their superb past printed glories whenever I feel like celebrating a key anniversary of the world’s preeminent female superhero who first caught the public’s attention in October 8 decades ago…

Wonder Woman was created by polygraph pioneer William Moulton Marston – apparently at the behest of his remarkable wife Elizabeth and their life partner Olive Byrne. The vast majority of the outlandish adventures were limned by classical illustrator by Harry G. Peter. She debuted in All Star Comics #8 (cover-dated December 1941) before gaining her own series and the cover-spot in new anthology title Sensation Comics a month later. She was an instant hit, and won her own eponymous title in late Spring of that year (Summer 1942).

Using the nom de plume Charles Moulton, Marston & Co scripted all the Amazing Amazon’s many and fabulous exploits until his death in 1947, whereupon Robert Kanigher took over the writer’s role. The venerable H.G. Peter continued until his own death in 1958. Wonder Woman #97 – in April of that year – was his last hurrah and the discrete end of an era.

This first cheap and cheerful monochrome Showcase collection covers what came next: specifically issues #98-117, spanning May 1958-October 1960.

With the notable exception of Superman, Batman, Wonder Woman and inoffensive back-up B-listers Aquaman and Green Arrow (plus – arguably – Johnny Quick, who held on until December 1954 and cowboy crimebuster Vigilante who finally bit the dust a month earlier), costumed heroes died out at the beginning of the 1950s, replaced by a plethora of merely mortal champions and a welter of anthologised genre titles.

When after almost no time at all, Showcase #4 rekindled the readership’s imagination and zest for masked mystery-men with a new iteration of The Flash in 1956, the fanciful floodgates opened wide once more. As well as re-imagining Golden Age stalwarts such as Green Lantern, The Atom and Hawkman, National/DC consequently updated all its hoary survivors such as the aforementioned Emerald Archer and Sea King. Also included in that revitalising agenda were the company’s High Trinity: Man of Steel, Caped Crusader and the ever-resilient Princess of Power…

Artists Ross Andru & Mike Esposito had debuted as cover artists 3 issues earlier, but with opening inclusion Wonder Woman #98 they took over the entire comic book as Robert Kanigher reinvented much of the old mythology and even tinkered with her origins in ‘The Million Dollar Penny!’ when goddess Athena visits an island of super-scientific immortal women, informing Queen Hippolyta that she must send an emissary and champion of justice to crime-ridden “Man’s World.”

Declaring an open competition for the job, the queen isn’t surprised when her daughter Diana wins and is given the task of turning a penny into a million dollars in a day – all profits going to children’s charities, of course…

Just as the new Wonder Woman begins her coin chore, American airman Steve Trevor bails out of his malfunctioning jet high above the magically hidden isle, unaware that should any male set foot on Amazon soil the immortals would lose all their powers. Promptly thwarting impending disaster, Diana and Steve team up to accomplish her task, encountering along the way ‘The Undersea Menace’ before building ‘The Impossible Bridge!’

Issue #99 opened in similar bombastic fashion with ‘Stampede of the Comets!’ as Trevor is lost undertaking a pioneering space mission and Wonder Woman goes to his rescue thanks to incredible Amazon engineering ingenuity. After foiling an alien attack against Earth, the reunited lovers return in time for the introduction of the Hellenic Heroine’s new covert identity as Air Force Intelligence Lieutenant Diana Prince in ‘Top Secret!’ – beginning a decade of tales with Steve perpetually attempting to uncover her identity and make the most powerful woman on Earth his blushing bride, whilst his bespectacled, glorified secretary stands unnoticed, exasperated and ignored right beside – or slightly behind – him…

The 100th issue was a spectacular battle saga commencing with ‘The Challenge of Dimension X!’ and an alternate Earth Wonder Woman competing with the Amazing Amazon for sole rights to the title: all culminating with a deciding bout in ‘The Forest of Giants!’, whilst ‘Wonder Woman’s 100th Anniversary!’ deals with the impossibility of capturing the far-too-fast and furious Amazon’s exploits on film for Paradise Island’s archives…

‘The Undersea Trap!’ opened #101, with Steve tricking his “Angel” into agreeing to marry him if she has to rescue him three times in 24 hours (just chalk it up to simpler times, or you’ll pop a blood vessel, OK?) after which the odd couple are trapped by a temporal tyrant in ‘The Fun House of Time!’

Steve’s affection and wits are tested by an alien giant in ‘The Three Faces of Wonder Woman’ when he’s forced to pick out his true love from a trio of identical duplicates to save the world in #102, before ‘The Wonder Woman Album’ returns to the previously explored “impossible-to-photograph” theme in #103, but devotes most space to sinister thriller ‘The Box of Three Dooms!’ wherein the murderous Gadget Maker attempts to destroy the Amazon with a booby-trapped gift.

‘Trial By Fire’ pits Diana Prince against a host of deadly traps only Wonder Woman could survive after which ‘Key to Deception!’ closes #104 by reintroducing Golden Age villain the Duke of Deception as a militaristic Martian marauder in a gripping interplanetary caper.

Issue #105 debuted Wonder Girl in the ‘Secret Origin of Wonder Woman’, revealing how centuries ago the gods and goddesses of Olympus bestowed unique powers on the daughter of Queen Hippolyta and how – as a mere teenager – the indomitable Diana brought the Amazons to Paradise Island. Continuity – let alone consistency and rationality – were never as important to Kanigher as strong story or breathtaking visuals, and this eclectic odyssey is a great yarn that simply annoyed the heck out of a lot of fans… but not as much as the junior Amazon would in years to come…

Second feature ‘Eagle of Space’ is a more traditional tale of predatory space Pterodactyls and a dinosaur planet where Steve and Diana lend a civilising hand to the indigenous caveman population.

‘The Human Charm Bracelet!’ in #106 sees Wonder Woman battling an unbeatable extraterrestrial giant who wants Earth for his plaything, and her younger self encounters a chameleonic lass in ‘The Invisible Wonder Girl!’

The high fantasy adventures of the junior heroine clearly caught somebody’s fancy as they started coming thick and fast: ‘Wonder Woman – Amazon Teen-Ager!’ opened #107 as the youngster finds a romantic interest in merboy Ronno, undergoing a quest to win herself a superhero costume, whilst her adult self is relegated to a back-up battle against ‘Gunslingers of Space!’

‘Wanted… Wonder Woman!’ features Flying Saucer aliens framing our heroine for heinous crimes as a precursor to a planetary invasion and ‘The Stamps of Doom!’ offers a plot by another murderous inventor to kill the Princess in #108, before the next issue steps back in time to feature ‘Wonder Girl in Giant Land’ with the nubile neophyte easily overcoming ambush by colossal aliens. Her mature self is represented by ‘The Million Dollar Pigeon!’ wherein gangsters think they’ve found a foolproof method of removing the Amazing Amazon from their lives…

Wonder Woman #110 was a full-length saga with the indomitable warrior maid searching Earth for a missing alien princess in ‘The Bridge of Crocodiles!’ If the wanderer can’t be found, her concerned family intend laying waste the entire planet…

In #111, ‘The Robot Wonder Woman’ commissioned by gangsters provides no competition for the genuine article, whilst ‘Battle of the Mermen!’ sees Wonder Girl drawn into a sub-sea rumble between competing gangs of teenaged fish-boys…

The youthful incarnation led off the next issue. ‘Wonder Girl in the Chest of Monsters!’ takes the concept to unparalleled heights of absurdity as, in contemporary times, a heroic girl is rewarded with three Amazon wishes and travels back in time for an adventure with Wonder Woman’s younger self, whilst #113 return to relatively straight action with ‘The Invasion of the Sphinx Creatures!’ with the Adult Amazon battling the ancient weapons of a resurrected Pharoah-Queen, before ‘Wonder Girl’s Birthday Party!’ recounts how each anniversary event seems to coincide with geological disaster, mythological menace or uncanny event…

Aliens once more attack in #114’s ‘The Monster Express!’, turning parade balloons into ravening monsters until Diana and Steve intercede, after which ‘Wonder Girl’s Robot Playmate!’ demonstrate how hard it is growing up special…

Old enemy Angle Man returns revamped for the Silver Age in #115’s ‘Graveyard of Monster Ships!’ whilst ‘Mer-Boy’s Undersea Party!’ proves that above or below the waves Wonder Girls just don’t want to have fun, whilst in #116 both Ronno and Young Diana prove capable of serious heroism in ‘The Cave of Secret Creatures!’, before the Adult Amazon finally stops a millennial menace to mankind in ‘The Time -Traveller of Terror!’

This initial enchanting epistle concludes with Wonder Woman #117 wherein ‘The Fantastic Fishermen of the Forbidden Sea!’ revive Golden Age stars Etta Candy and the Holliday Girls – in modernised, marginally less offensive incarnations – for a fantastic tale of aquatic invaders before Amazon time-travel techniques allow the impossible to occur when ‘Wonder Girl Meets Wonder Woman!’… or do they?

By modern standards these exuberant, effulgent fantasies are all-out crazy, but as examples of the days when less attention was paid to continuity and concepts of shared universes and adventure in the moment were paramount, these outrageous romps simply sparkle with fun, thrills and sheer spectacle.

Wonder Woman is rightly revered as a focal point of female strength, independence and empowerment, but the welcoming nostalgia and easy familiarity of these costumed fairy tales remain a delight for all open-minded readers with the true value of these exploits being the incredible quality of entertainment they provide.
© 1958-1960, 2007 DC Comics, Inc. All Rights Reserved.

When Big Bears Invade


By Alexander Finbow & Nyco Rudolph with Ryan Ferrier (Renegade Arts Entertainment)
ISBN: 978-1-987982-549-7 (HB)

You might not know it when he/she/they put peanut butter poptarts on your vintage vinyl turntable or hide unwanted vegetables in the laptop, but kids always want to be heroes. They pick up what’s going in the world – local or global – and look for ways to fix it. Just compare the number of septuagenarians to middle schoolers who heard Greta Thunberg’s call to arms and decided now was the time to act…

There’s a wonderful tinge of all that in this hardback and digital picture book for the young and restless of all ages. Courtesy of writer/editor/publisher Alexander Finbow and illustrator Nyco Rudolph, When Big Bears Invade offers traditional rhyming couplets for humongous, cathartic painted spreads predicting what will happen when Earth finally has enough of humanity’s wasteful destructive ways and sets a legion of gigantic ursine avengers to settling scores and fixing the mess in the most effective manner possible…

Witty, pretty and deliciously satisfying, this is a full-on eco-fable for the rightly concerned of every vintage and persuasion: a perfect gift and a welcome diversion when the real world’s imminent demise drags you down…
© 2017 Alexander Finbow & Nyco Rudolph.

Bogart Creek volume 2


By Derek Evernden (Renegade Arts Entertainment)
ISBN: 978-1-98890-390-3 (PB) eISBN: 978-1-98890-397-2

Welcome to September, start of Autumn and notionally a season of mellow fruitfulness. Sod all that though, let’s kick off with some much-needed hearty chuckles, thanks to a second helping of quirkily Canadian observational comedy…

Cartoonist Derek Evernden has a skewed, devious way of looking at the world and its many potentialities; probably the result of growing up in a small, quiet, very pleasant place. Everyone knows early and repeated exposure to that kind of environment twists your brains…

You know that old line about writing/drawing what you know? Evernden grew up in actual Bogart Creek, Ontario, so let’s all hope at least some of this stuff is just made up, right? He’s Canadian, so must be polite and sympathetic, but clearly, he’s also the other sort of Canadian: someone with a lot to laugh at, plenty of time to take notice and probably perfused with that slow-burning, ever-mounting rage everyone gracious and well-mannered has boiling inside, because of the nonsense the rest of us get up to…

Bogart Creek is a daily single panel gag delivered in a variety of artistic styles; viewing the world – especially popular culture – with a mordant, cruelly satirical eye. It deftly delivers charmingly rendered and seditious examples of how reality actually operates, through popular themes like murder, philosophy, crime, history, vengeance, psychiatry, cryptozoology and the natural world. Think of it as a school for smirking realists…

Like all of us, Evernden is a child of mass-culture, inspired by movies, fashion, sports, popular culture, the media and anything else passing strangers might discuss at a water cooler or bus stop in deference to social convention…

The strip is also hopelessly mired in painful punning on a mega “dad-joke” scale; absurdist revelation and surreal slapstick. The creator has mastered the art of wedding funny notions to effective dialogue and efficient, smart cartooning. Evernden proudly admits his debt to and influence of Gary Larson’s The Far Side, but he can’t keep blaming that poor guy for all of this new stuff in this second collection of infectious, debased hilarity…

On prominent display here are monochrome and full-colour japes and jests concerning home-schooled surgeons, morgue sports, school days, lab animals, manufacturing and the job market, animal amusements, protesting, historical moments, fat-shaming, driving, monsters, inventors, bucket lists and Christmas. There’s also a frighteningly large number of gags aimed at (and scoring palpable hits on) superhero, sci fi and horror movies, balanced by a delightful concentration on the sheer arbitrary lunacy of modern life…

Smart, inventive, cruelly witty, instantly addictive and cheekily outrageous, this is a collection (in paperback or digital editions) to restore any weary adult in need of tension release and a therapeutic schadenfreude. We’ve all been proverbially up the creek before, but at least now you have a jolly tome to paddle back to reality with.
Cover illustration, book design and cartoons all © 2020 Derek Evernden. All rights reserved.