Best of the Transformers: Eye of the Storm

Best of the Transformers: Eye of the Storm

By Simon Furman & various (Titan Books)
ISBN: 978-1-84576-910-9

Titan Books continues its reprinting of Marvel’s Transformers output in a new format with the Best of … line. This first volume collects issues #62-66 and #69-75, two extended epics that took the Robots in Disguise to the far corners of the universe and the pinnacle of cosmic cataclysm.

Writer Simon Furman had inherited the American title as well as the British counterpart by this time and after a few tentative forays began a galactic odyssey with Matrix Quest. This five part saga saw the noble Autobots in all their variations seek the enigmatic device that was the soul of the original mechanoid Primus, who had created the planet Cybertron and all the robots who inhabited it to combat the monstrous world-eater Unicron millions of years ago.

Primus and Unicron were implacable enemies and the matrix was the means by which new Autobots were created. Its loss in the depths of space severely weakened the robots’ chances of defeating the reawakened planet killer, so the recovery was vital to Autobot survival. But the sentient artefact was also a device of immense power, coveted by many deadly foes, mechanical and organic alike…

This action-packed sci-fi romp for kids of all ages is illustrated by Geoff Senior, with the second and third chapters pencilled by the hugely undervalued veteran José Delbo (and inked by Dave Hunt and the legendary Al Williamson), and pays loving tribute to classic movie scenarios such as The Maltese Falcon, The Magnificent Seven, Moby Dick and even Godzilla and Alien whilst still providing a sting in the tale that should leave most readers reeling.

The next epic is the long-anticipated final confrontation with Unicron, an all-out battle of good and evil that sees Autobots and Decepticons unconventionally reunited, and their four million year civil war ended. The yarn also features a key role for Earth’s anti-robot champions G. B. Blackrock, Circuit Breaker, Thunder-Punch, Rapture and Dynamo, collectively known as the Neo Knights.

With this tale the Brits assumed total control of the morphing Mechas’ destiny as Andrew Wildman joined Geoff Senior on the daunting pencilling chores, and after the first part (inked by Harry Candelario and Bob Lewis) our own Stephen Baskerville becomes the master of brushes and pens for the rest of the book.

Modern comics have precious little to offer younger readers and those fans who just want a series they can pick up and put down as they please. These gripping, competent, unassuming and above-all-else fun stories are a much needed embassy for comics’ core appeal in a world increasingly leaving us to stew in our insular juices.

Buy this and give it to someone who’s ripe for conversion!

© 2008 Hasbro. All Rights Reserved.

DC Archive: Justice League of America, Vol 2

DC Archive: Justice League of America, Vol 2

By Gardner Fox, Mike Sekowsky & Bernard Sachs (DC Comics)
ISBN: 1-56389-119-0

When Julius Schwartz revived the superhero genre in the late 1950s, the key moment came with the inevitable teaming of the reconfigured mystery men and the relatively unchanged big guns who had weathered the first fall of the Superhero at the beginning of the 1950s into a new, modern, Space-Age version of the Justice Society of America.

When the Justice League of America was launched in issue #28 of The Brave and the Bold (March 1960) it cemented the growth and validity of the genre, triggering an explosion of new characters at every company producing comics in America and even spread to the rest of the world as the 1960s progressed.

This second volume in the deluxe hardcover reprint series re-presents issues #7-14 of the pivotal and oh-so-enjoyable series featuring DC’s costumed adventurers in tales that combine mystery with adventure, battle villainy with true heroism and run the gamut of science fiction, crime and even black sorcery.

All the tales here were produced by the magical team of Gardner Fox, Mike Sekowsky and Bernard Sachs and star Flash, Green Lantern, Wonder Woman, Aquaman, Green Arrow and the Manhunter from Mars, as well as boy mascot Snapper Carr and an increasingly more involved Superman and Batman (whose editors in those simpler times initially feared that their characters could be “over-exposed”).

The fun kicks off with an intergalactic mystery tale in #7. An alien plot to secure a weapon–probe leads our heroes to a local amusement park and more specifically ‘The Cosmic Fun-House!’, whilst the next issue’s ‘For Sale – the Justice League!’ is a sharp crime-caper wherein cheap hood Pete Ricketts finds a mind-control device that enslaves the team. Once again ordinary guy Snapper Carr has to save the day.

Issue #9 is a well-known and oft-recounted tale, and the start of a spectacular run of nigh-perfect super-hero adventures. ‘The Origin of the Justice League’ recounts the circumstances of the team’s birth; an alien invasion saga that still resonates with modern readers and it’s followed by the series’ first continued story.

‘The Fantastic Fingers of Felix Faust’ finds the World’s Greatest Superheroes already battling an invader from the future when they’re spellbound by the eponymous sorcerer. Faust has awoken three antediluvian demons and sold them the Earth in exchange for 100 years of unlimited power. Although the Justice League defeats the magician they have no idea that the demons are loose…

In the next instalment, ‘One Hour to Doomsday’, the JLA pursue and capture the still undefeated chronal conqueror The Lord of Time, but are trapped a century from their home-era by the awakened and re-empowered trio of Demons. This level of plot complexity hadn’t been seen in comics since the closure of EC Comics, and never before in a superhero tale. It was a profound acknowledgement by the creators that the readership was no longer simply little kids – if indeed it ever had been.

Arch-villain Doctor Light attempted a pre-emptive strike on the team in #12, although ‘The Last Case of the Justice League’ proved to be anything but, and with the next issue the heroes saved the entire universe by solving ‘The Riddle of the Robot Justice League’.

Schwartz’s avowed intent with his new Superteam was to eventually include every costumed adventurer in the DC pantheon, but he limited himself – or was resisted by other editors – to his own stable after the introduction of Green Arrow in #4 (see Justice League of America: Archive Edition Volume 1 ISBN: 1-56389-043-7). ‘The Menace of the “Atom” Bomb’ in issue #14 was a clever way of introducing the next member The Atom whilst showing a fresh side to an old villain with a new gimmick, and is a fine tale to end this volume on.

These classic superhero tales are some of the finest to come out of the 1960s and are still as fresh and engrossing today as they ever were. That they are also perfect fare to introduce new and especially young readers to our world is an added and invaluable bonus.

© 1961, 1962, 1993 DC Comics. All Rights Reserved.

DC Archive: Justice League of America, Vol 1

DC Archive: Justice League of America, Vol 1

By Gardner Fox, Mike Sekowsky & various (DC Comics)
ISBN: 1-56389-043-7

After the actual invention of the comicbook superhero – for which read the launch of Superman in 1938 – the most significant event in the industry’s progress was the combination of individual sales-points into a group. Thus what seems blindingly obvious to us with the benefit of four-colour hindsight was proven: a plethora of popular characters could multiply readership by combining forces. Plus of course, a whole bunch of superheroes is a lot cooler than just one – or even one and a sidekick.

And so the birth of the Justice Society of America in the winter 1940 issue of All Star Comics is rightly revered as a true landmark in the development of comic books, and when Julius Schwartz revived the superhero genre in the late 1950s, the key moment came with the inevitable teaming of his reconfigured mystery men.

And that was issue #28 of The Brave and the Bold, a swords-and sandals classical adventure title that had recently become a try-out magazine like Showcase. In 1959, just before Christmas, the ads began running: “Just Imagine! The mightiest heroes of our time… have banded together as the Justice League of America to stamp out the forces of evil wherever and whenever they appear!”

Released with a March 1960 cover-date, that first tale was written by the brilliant and indefatigable Gardner Fox and illustrated by the quirky, understated Mike Sekowsky with inks by Bernard Sachs, Joe Giella and Murphy Anderson.

‘Starro the Conqueror’ saw Flash, Green Lantern, Wonder Woman, Aquaman, and J’onn J’onzz, the Manhunter from Mars defeat a marauding alien starfish whilst Superman and Batman stood by just in case (in those naive days editors feared their top characters could be “over-exposed” and consequently lose popularity). The heroes also picked up a typical American kid as mascot. Snapper Carr would prove a focus of controversy for decades to come.

Confident of his material and the superhero genre’s fresh appeal Schwartz had two more thrillers ready for the following issues. B&B #29 saw the team defeat a marauder from the future in ‘The Challenge of the Weapons Master’ (inked by Sachs and Giella) and #30 saw their first mad-scientist arch-villain in the form of Professor Ivo and his super android Amazo. ‘The Case of the Stolen Super Powers’ by Fox, Sekowsky and Sachs ended their tryout run. Three months later the new bi-monthly title debuted.

Although somewhat sedate by modern standards, the JLA was revolutionary in a comics marketplace where less than 10% of all sales featured costumed adventurers. Not only public imagination was struck by hero teams either. Stan Lee was apparently given a copy of Justice League by his boss and told to do something similar for the tottering comics company he ran – and look what came of that!

‘The World of No Return’ in issue #1 introduced trans-dimensional tyrant Despero to bedevil the World’s Greatest Heroes, and once again the plucky Snapper Carr was the key to defeating the villain and saving the day. The second issue, ‘Secret of the Sinister Sorcerers’, presented an astounding conundrum when the villains of Magic-Land transposed the location of their dimension with Earth’s, causing the Laws of Science to be replaced with the Lore of Mysticism. The true mettle of our heroes was shown when they had to use ingenuity rather than their powers to defeat their foes, and by this time Superman and Batman were allowed a more active part in the proceedings.

Issue #3 introduced the despicable Kanjar Ro who unsuccessfully attempted to turn the team into his personal army in ‘The Slave Ship of Space’, and with the next episode the first of many new members joined the team. Green Arrow saved the day in the science-fiction thriller ‘Doom of the Star Diamond’, but was almost kicked out in #5 as the insidious Doctor Destiny inadvertently framed him ‘When Gravity Went Wild!’

This first deluxe hardcover concludes with ‘The Wheel of Misfortune’ a mystery thriller that introduced the pernicious and persistent master of wild science Professor Amos Fortune, who would return time and again to bedevil many incarnations of the League, and is perhaps their most underrated foe.

These tales are a perfect example of all that was best about the Silver Age of comics, combining optimism and ingenuity with bonhomie and adventure. This slice of better times also has the benefit of cherishing wonderment whilst actually being historically valid for any fan of our medium. And best of all the stories here are still captivating and enthralling transports of delight. This is a glorious “must-have-item” for every fan and thrill-seeker whatever their age.

© 1960, 1961, 1992 DC Comics. All Rights Reserved.

Anne Rice’s The Tale of the Body Thief

Anne Rice's The Tale of the Body Thief

Adapted by Faye Perozich, Travis Moore, Michael Halbleib, & Daerick Gross (Titan Books)
ISBN: 978-1-84023-246-2

For awhile Anne Rice’s Vampire Lestat tales were a graphic novel phenomenon, but nearly a decade later do those adaptations stand up on their own?

This somewhat plain and predictable package would rather suggest that they don’t, although that might just be due to the lackluster original plot as much as the rushed and flimsy art and dialogue.

Lestat has apparently long harboured the desire to be human again and feel the sun on his face, so when a psychic bandit offers to trade bodies with him for a week or so he ignores common sense and the advice of his few true friends and gets played for an altogether different sort of sucker. Then it’s simply a brief hunt to find his body and get back into it to pad out this remarkably tension-free horror-less drama.

The art too is weak and insubstantial despite the presence of the excellent Daerick Gross as part of the team. I’m not sure what Rice fans made of this book but it’s certainly a big disappointment in terms of graphic narrative. Unless you’re desperate this is something you can live a long time – if not forever – without.

© 2000 Anne O’Brien Rice. All Rights Reserved.

Hellblazer: Rake at the Gates of Hell

Hellblazer: Rake at the Gates of Hell

By Garth Ennis & Steve Dillon (Vertigo)
ISBN 1-84023-255-2

Garth Ennis and Steve Dillon bowed out as chroniclers of the urban wizard and all-around nasty-piece-of-work John Constantine in grand manner by wrapping up all his loose ends and pretty much eradicating everything built during the writer’s tenure. They also showed a resurgent anti-hero pull the greatest bait-and-switch in comics history whilst beating the Devil at his own game.

On two separate occasions The Prince of Darkness has been defeated by the mocking Magician. But finally driven far beyond fury Satan has a plan to finally crush Constantine. Amidst the hell-on-Earth of a London race-riot he makes his move, destroying all the Magician’s friends and allies. Heaven, Hell, and the Earth between are at risk when the trap is sprung. But who is actually ensnared?

I’m once again avoiding specific details as this is a masterful display of storytelling and should be enjoyed without any dilution – but only if and after first reading the previous volumes leading up to this bravura climax. So track down Hellblazer: Dangerous Habits ISBN: 1-56389-150-6, Bloodlines ISBN: 978-1-84576-650-4, Fear and Loathing ISBN: 978-1-56389-202-8, Tainted Love ISBN: 978-1-56389-456-5 and Damnation’s Flame ISBN: 978-1-84023-096-3, before you even think about tackling this incredible book.

Collecting issues #78-83 of the monthly comicbook and including the tough and touching Heartland one-shot which followed Constantine’s lost love Kit as she returned home to Belfast; this is an excellent example of grown-up comics and a treat that any horror fan would love.

© 2001 DC Comics. All Rights Reserved.

Superman/Gen Thirteen

Superman/Gen 13

By Adam Hughes, Lee Bermejo & John Nyberg (WildStorm/DC Comics)
ISBN: 978-1-84023-328-5

The hoary old amnesia/mistaken identity plot gets a wonderfully tongue-in-cheek dusting off in this far, far above-average cross-company team-up when the highly proper Man of Steel meets the wild and wooly super-powered drop-outs of Gen 13.

Freefall, Burnout, Rainmaker and Grunge are pretty typical Generation X teens – apart from their superpowers – and they’re pretty bummed that the stiff and prissy Fairchild gets to choose their next vacation destination. But they’re frankly appalled when she decides to take them to Metropolis, home of the biggest boy-scout in the universe.

When the team stumbles upon a super-battle and the “nearly” invulnerable Fairchild gets a formidable shot to the head from a gigantic robot Gorilla, their troubles really begin. Confused, the pneumatic leader wanders off, and deducing that she’s actually Supergirl, causes swathes of destruction whilst trying to remember how to use her “other superpowers.” And then her friends realize with horror that she was holding all the spending money!

Unable to find her and getting pretty peckish, the team has to swallow their collective scorn and actually ask the Stiff of Steel for help, and the World’s Most Perfect Hero comes to realise that even he isn’t invulnerable to the mockery of the “Cool Kids” in this brilliantly funny generation gap comedy from scripter Adam Hughes and artists Bermejo and Nyberg.

Fast, funny, action-packed and loaded with brilliant one-liners that hark back to the glory-days of the Giffen/DeMatteis/Maguire Justice League International this slim tale is as fresh and delightful a confection as any jaded, angst-laden fan could wish for. Track it down and cleanse your palate before the next braided-mega-epic rumbles along.

© 2000, 2001 DC Comics. All Rights Reserved.

Superwest Comics

Superwest Comics

By Massimo Mattioli (Catalan Communications)
ISBN: 0-87416-035-9

Writer/artist Massimo Mattioli was born in 1943 and grew up in an Italy rapidly rebuilding after cataclysmic social and military upheaval. He started his comic career in 1965 with the strips Il Ragnato Gigi, Ipo, Rita e Pino and Vermetto Sigh in Italy’s Il Vittorioso magazine. Before the end of the decade he was in “swinging London” working primarily for men’s magazines such as Mayfair, Penthouse and Plexus.

He moved to Paris and created M. le Magicien for Pif and worked on Le Canard Sauvage before settling again in Italy. For the newspaper Paese Sera he created Pasquino and was a regular in Il Gionaliono for more than two decades. But his work wasn’t only safe and mainstream. He co-founded the alternative magazine Il Cannibale and created Lucertola, Gatto Gattino and the impressive SF strip Joe Galaxy, which migrated to his own magazine Frigidaire alongside his Friske the Frog and the infamous Squeak the Mouse.

One day I’d like to review some of those series if they ever make it to an English edition, but until then let’s content ourselves with another contentious and controversial Frigidaire alumni: Superwest Comics.

Released to America at the end of the 1980s, Superwest is a broad but incisive parody of superheroes and anti-capitalist treatise from an insightful and bold stylist with a highly subversive, wickedly funny point to make. Looking like a blend of Disney villains and the gentle Disney superhero parody SuperGoof, but rendered in thirties animation style, our rat-like hero swallows a power-pill and gains incredible abilities to defend the masses.

Boldly experimental, iconoclastic with scant regard for scary copyright lawyers and strictly for adults, this volume translates and presents ‘Panic in the City’, ‘Porno Massacre’, ‘Cartoons Hold-Up’, ‘Scanner’, ‘The Shadow’ and the wildly experimental ‘Very Hot Dogs/100 Werewolves/The Wild Night’, with faux covers and feature pages tossed in for free. It is ironic, brash and wickedly funny.

I want more and so I suspect will you…

© 1987 Massimo Mattioli. All Rights Reserved. English language edition © 1987 Catalan Communications.

Superman: Time and Time Again

Superman: Time and Time Again

By various (DC Comics)
ISBN: 978-1-56389-129-8

When Superman was re-imagined after Crisis on Infinite Earths, many of his more omnipotent abilities were discarded. He was a limited hero, more in touch with humanity because he wasn’t so far above it. One thing that was abandoned was his casual ability to travel through time.

Indeed, rather than being able to navigate the chronal corridors with ease, in this splendid epic from 1991 (originally published as Action Comics #663-665, Adventures of Superman #476-478, and Superman volume 2 #54-55 plus epilogues from #61 and 73) he is trapped in a cataclysmic temporal warp, bounced around from era to era and unable to return to his home and loved ones.

When a rogue Linear Man, (self appointed guardians of the Time Stream) tries to return the hero Booster Gold to the 25th century he originated from, Superman intervenes, but a tremendous explosion sends him careening through time. Each “landing” leaves him in a significant period of Earth’s history and only gigantic explosions can launch him back into the time stream.

As well as the mandatory “walking with dinosaurs” the Man of Steel also meets the World War II Justice Society of America, fights Nazis in the Warsaw Ghetto, tussles with a mammoth, fights The Demon during the fall of Camelot and encounters the Legion of Super Heroes at three critical points of their career.

This hugely enjoyable epic is by Dan Jurgens, Jerry Ordway, Roger Stern, Bob McLeod, Brett Breeding, Dennis Janke, Tom Grummett, and Jose Marzan and is both highly readable and cheerfully accessible for both returning and first time fans.

© 1991, 1992, 1994 DC Comics. All Rights Reserved.

Superman: Exile

Superman: Exile

By various (DC Comics)
ISBN: 978-1-56389-438-1

When Superman was re-imagined after the epic Crisis on Infinite Earths, one of the major aims was to add drama and tension by reducing his god-like abilities. As well as making him more vulnerable, many of the more charming, but just plain daft stand-bys of the Man of Steel were abandoned. So goodbye flying off to the next galaxy and being back by lunch-time, and no more drop-kicking planets; Superman was now tough but still had the capacity to be shocked and awed by the very concept of deep space. He was also more human and flawed in his personality.

This collection is a superb slice of pure comic wonderment for fans of action and adventure and collects stories from a period when DC was trying to reach new readers with their oldest icon, so the material here can be enjoyed by anyone, and there’s no need for a vast and specific knowledge of the character.

Collecting Superman (volume 2) #28-30, #32-33, Adventures of Superman #451-456, Action Comics Annual #2, and Action Comics #643 written and illustrated by Dan Jurgens, George Pérez, Jerry Ordway, Roger Stern, Kerry Gammill, Mike Mignola, Curt Swan, Brett Breeding, Dennis Janke, John Statema and Art Thibert, it sees a traumatized Man of Steel forced to abandon Earth as a result of a psychotic break.

When trapped in a pocket dimension he had been forced to execute three super-criminals who had killed every living thing on their Earth and were determined to do the same to ours. Although given no choice, Superman’s actions plagued him, and on his return his subconscious caused him to stalk the streets in a fugue-state dealing out brutal justice to criminals in the guise of Gangbuster. When he finally made aware of his schizophrenic condition Superman banished himself before he could do any lasting harm to Earth.

And thus the door to a fabulous saga of action and adventure opens. In the more than 300 pages here we see an endearingly human hero rediscover his purpose, revel in his sense of cosmic wonder and even discover some dark secrets about the lost planet Krypton. The epic concludes with a rapidly weakening hero (deprived of Sol’s rays his powers quickly fade) battling as a gladiator and overthrowing the monstrous Mongul and the hordes of the giant battle-planet Warworld, before returning to Earth with the most powerful device in Kryptonian history.

If he had only known how much trouble The Eradicator would cause he would have left it where it was, but since he didn’t we get to enjoy even more thrills and chills in subsequent collections as brilliant and engrossing as this one…

© 1988, 1989 DC Comics. All Rights Reserved.

Tell Me, Dark

Tell Me, Dark (Vertigo)

By Karl Edward Wagner, Kent Williams & John Ney Reiber (EP Board Books 2003)
ISBN13: 978-2-70247-888-2
Also ISBN: 1-56389-032-1 (DC hardcover) ISBN 1-56389-088-7 (Vertigo softcover)

Originally released as a DC original graphic novel, this slight but effective urban horror thriller had something of a troubled genesis with Wagner apparently leaving the project before completion, giving John Ney Reiber his “big break” by completing the script for Kent Williams. I don’t know – or care, really – as the real import of this book is the role it played in the separation of the mature imprint Vertigo from the greater DC universe.

At the time of release the company was preparing for its boldest venture in five decades, hiving off its supernatural heroes and embarking on a series of projects targeting an audience that had moved away from, or beyond, mainstream comics. The success of this dark tale of sex ‘n’ drugs ‘n’ rock ‘n’ roll ‘n’ demons would prove the astuteness of the decision to separate.

Tell Me, Dark

Minor rock star Michael Sands is recovered and back in London. He’s looking for answers and maybe payback. He especially wants to reconnect with Barbara Flick, to relive that frantic, deadly, all-consuming love they shared. He wants to know if he jumped off that bridge into the Thames, or if she tried to kill him?

Following a dark and debauched trail he finds an overpowering satanic evil thriving in the city’s bowels and in the souls of far too many people. He doesn’t know what it wants. He doesn’t know what he wants. He doesn’t know how it’s all going to end.

Badly, he suspects…

Tell Me, Dark (Board book)

The bleak and despondent story is a vehicle for the controversial art of Kent Williams, whose fans and detractors are equally passionate, and his painterly efforts here will certainly astound or annoy depending on your stance. Indisputably though, he’s at his most typical here, so if you’re not a fan don’t waste your time.

Re-released in 2003 this graphic horror breakthrough is apparently still available and offers something a little different for the discerning adult fan.

© 1992 Karl Edward Wagner, Kent Williams. All Rights Reserved.