By Mitchel Scanlon & The Sharp Brothers (Black Library)
ISBN: 978-1- 84416-079-2
Sometimes we cognoscenti forget that for many people comics are merely a pastime, not a faith, and on those terms often what a browser wants is a read that resonates with their other interests.
At the beginning of this century role-playing company Games Workshop began publishing a short story magazine and monthly comicbook to augment the novels set in the fantasy worlds of their game packages. Warhammer (high fantasy in a Germano-feudal world), Warhammer 40,000 (total future war) and Necromunda (dystopian future city) scenarios were related in these periodicals and although the magazines are no longer with us the creators they fostered still are, and in the case of the many graphic novels compiled, the work is still fully available and excellent.
Some Swift and Brutal Hand by Mitchel Scanlon and Australian illustrators The Sharp Brothers is actually the second collection of the scar-faced soldier of fortune Hellbrandt Grimm; an archetypal loner-hero with a hidden past and killer’s eyes, totally unbeatable by either man, goblin or demon. You’ve seen the character in a hundred different places from The Outlaw Josie Wales to The Lone Wolf (but without the baby carriage) to Solomon Kane, and as the tales are instantly accessible no back story knowledge is necessary
In the eight short yarns collected here Grimm travels across the human lands righting wrongs his way, often accompanied by a Templar Witch-Hunter (don’t trouble yourself – think of him as the cop-buddy) exacting some private revenge against brigands and supernaturals everywhere.
Reminiscent of classic 2000AD strips (the art is black and white with tints and tones), these are stripped down, sleek accessible action romps, doused with irony and dry wit and designed to be read like a summer blockbuster – entertainment for its own sake!
If you’re a fantasy fan looking for a swift read and not a lifetime’s commitment this is the stuff for you. But beware: this much fun is potentially addictive…
This is one of those good news/bad news situations that can make reading comic book collections such a trial. This six part miniseries was released at the close of 2001 and is probably one of the better tales of the Batman’s greatest nemesis, so the good news is that it’s finally assembled in one handy little tome for your perusal.
The bad news is that like with so many other company-wide events, most of DC’s regular publications (such as the Bat titles, Birds of Prey #36 or Wonder Woman #175) took some part in the extended narrative, and none of those sidebar stories are included. Mercifully, the sense of dislocation caused by incidents occurring “off-camera†is minimal here, but some choice moments of graphic zaniness are sadly lost.
The Joker is the maddest, baddest psycho-killer on Earth, but when a routine prison medical reveals that he has only weeks to live, the Clown Prince decides he’s taking the rest of the world with him and really ramps up the creative body-count. Releasing a new form of his Joker toxin that turns victims into versions of himself he’s determined to turn the entire planet into a giggling funeral pyre. With every “Jokerised†crook in the world on a killing spree it looks like we’re all going to die, and when he even contaminates the rain clouds its certain that we’ll die laughing!
Compellingly written by Chuck Dixon and Scott Beatty, with art by Pete Woods, Marcos Martin, Walter McDaniel, Andy Kuhn, Ron Randall, Rich Burchett, Andrew Pepoy, Mark Farmer, Alvaro Lopez, Mark Lipka and Dan Davis, this is a cracking yarn, sardonic, fun and thrilling – even without the whole story on offer. Perhaps if it sells unexpectedly well DC will issue a companion volume…
By Gardner Fox, Mike Sekowsky & various (DC Comics)
ISBN13: 978-1-4012-0761-8
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 number 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 Justice Society of America 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 would come with the inevitable teaming of the reconfigured mystery men.
That moment came with issue #28 of The Brave and the Bold, a classical adventure title that had recently become a try-out magazine like Showcase. Just before Christmas 1959 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!â€
Released with a March 1960 cover-date, that first tale was written by the indefatigable Gardner Fox and illustrated by the quirky and 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, Manhunter from Mars defeat a marauding alien starfish whilst Superman and Batman stood by (in those naive days editors feared that their top characters could be “over-exposed†and consequently lose popularity). They also picked up a typical American kid as mascot. Snapper Carr would prove a focus of fan 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’ (inks 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.
Perhaps somewhat sedate by histrionic 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 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’ introduced trans-dimensional tyrant Despero to bedevil the World’s Greatest Heroes, but 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. 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 (and by this time Superman and Batman were allowed a more active part in the proceedings) was shown when they had to use ingenuity rather than their powers to defeat their foes.
Issue #3 introduced the despicable Kanjar Ro who 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!’
‘The Wheel of Misfortune’ introduced the pernicious and persistent master of wild science Professor Amos Fortune, and #7 was another alien plot centred on an amusement park and more specifically ‘The Cosmic Fun-House!’. ‘For Sale – the Justice League!’ was a sharp crime caper where a cheap hood finds a mind control weapon that enslaves the team and once again simple 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 today’s readership, and it’s followed by the series’ first continued story. ‘The Fantastic Fingers of Felix Faust’ finds the World’s Greatest Superheroes battling an invader from the future when they’re spellbound by sorcerer Faust. This magician has awoken three antediluvian demons and sold them the Earth in exchange for 100 years of unlimited power. Although they defeat Faust the team have no idea that the demons are loose…
In the next instalment ‘One Hour to Doomsday’ the JLA pursue and capture The Lord of Time, but are trapped a century from their home-era by the awakened and re-empowered 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.
These cheap compendiums are a dedicated fan’s delight. As well as superb artwork presented in pristine black and white lines, there’s enough page count to add sidebar tales that affect continuity but which originally appeared outside the canonical source. The next adventure of the JLA appeared in the pages of Mystery in Space #75 (May 1962), as the team guest-starred in a full-length thriller starring Adam Strange. Strange was an Earth archaeologist who was regularly teleported to a planet circling Alpha Centauri, where his wits and ingenuity saved the citizens of Rann from all sorts of interplanetary threats.
In ‘The Planet that came to a Standstill!’ Kanjar Ro attempted to conquer Strange’s adopted home and the gallant hero had to enlist the aid of the JLA, before once again saving the day himself. This classic team-up was written by Fox, and illustrated by the wonderful Carmine Infantino and Murphy Anderson.
Arch-villain Doctor Light, attempted a pre-emptive strike on the team in #12, but ‘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’. ‘The Menace of the “Atom†Bomb’ in issue #14 was a clever way of introducing newest member The Atom whilst showing a new side to an old villain and issue #15’s ‘Challenge of the Untouchable Aliens’ added some fresh texture to the formulaic plot of extra-dimensional invaders out for our destruction.
This book ends with the challenging, intellectual poser ‘The Cavern of Deadly Spheres’, a change-of-pace tale with a narrative technique that just couldn’t be used on today’s oh-so-sophisticated audience, but still has the power to grip a reader.
These inexpensive collections are an absolute gift for modern fans that desperately need to catch up without going bankrupt. They are also perfect to give to youngsters as an introduction into a fabulous world of adventure and magic. Of all the various reprint editions and formats available for classic material, these monochrome tomes are my very favourite.
By John Broome, Gil Kane & various (DC Comics)
ISBN13: 978-1-4012-0759-5
After the successful revival and reworking of The Flash, DC (or National Comics as they were) was keen to build on the resurgent superhero trend. Showcase #22 (September-October 1959) hit the stands at the same time as the fourth issue of the new Flash comicbook (#108) and once again the guiding lights were Editor Julie Schwartz and writer John Broome.
The Space Age reworking of the Golden-Age superhero with the magic ring replaced mysticism with super-science. Hal Jordan was a young test pilot in California when an alien policeman crashed his spaceship on Earth. Mortally wounded, Abin Sur commanded his ring, a device 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.
In six pages ‘S.O.S Green Lantern’ established the characters, scenario and narrative thrust of a series that would increasingly become the spine of DC continuity, leaving room for another two adventures in that premiere issue. ‘Secret of the Flaming Spear!’ and ‘Menace of the Runaway Missile!’ were both contemporary thrillers set against the backdrop of the aviation industry at a time when the Cold War was at its height.
Unlike the debut of The Flash, the editors were now confident of their ground. The next two issues of Showcase carried the new hero into even greater exploits. ‘Summons from Space’ sent Green Lantern to another world: Saving an emerging race from a deadly threat at the behest of the as-yet-unnamed leaders of the Green Lantern Corps, whilst ‘The Invisible Destroyer’ pitted the Emerald Gladiator against the earthbound but eerie menace of a psychic marauder that lived on atomic radiation.
Showcase #24 (January-February, 1960) featured another spy-ring in ‘The Secret of the Black Museum!’ but Hal Jordan’s complex social life took centre-stage in ‘The Creature That Couldn’t Die!’ when the threat of an unstoppable monster paled before the insufferable stress of being his own rival. Hal’s boss Carol Ferris, left in charge of the aviation company by her father (a radical concept in 1960 when most women were still considered faint-fodder fluff) won’t date an employee but is happy for him to set her up with the glamorous, mysterious Green Lantern.
Six months later Green Lantern #1 was released. All previous tales had been dynamically drawn by Gil Kane and inked by Joe Giella, in a visually arresting and exciting manner, but the lead tale here, ‘Planet of Doomed Men’ was inked by the uniquely gifted Murphy Anderson, and his fine line-work elevated the tale (more emergent humans in need of rescue from another monster) to the status of a minor classic. Giella returned for the second tale, ‘Menace of the Giant Puppet!’, in which GL fought his first – albeit rather lame – super-villain, the Puppet Master.
The next issue originated a concept that would be pivotal to the future of DC continuity. ‘The Secret of the Golden Thunderbolts!’ featured the Antimatter Universe and the diabolical Weaponers of Qward, a twisted race who worshipped Evil, and whose “criminals†(i.e. people who wouldn’t lie, cheat, steal or kill) wanted asylum on Earth. This tale was also inked by Anderson, and is an early highpoint of tragic melodrama from an era where emotionalism was actively downplayed in comics. The second story ‘Riddle of the Frozen Ghost Town!’ is a crime thriller that highlights the developing relationship between the hero and his Inuit (then “Eskimoâ€) mechanic Tom ‘Pieface’ Kalmaku.
The Qwardians returned in #3’s ‘The Amazing Theft of the Power Lamp!’ and Jordan’s love-life again spun out of control in ‘The Leap Year Menace!’, whilst GL#4 saw the hero trapped in the antimatter universe in ‘The Diabolical Missile from Qward!’ nicely balanced by the light-and-frothy mistaken-identity caper ‘Secret of Green Lantern’s Mask!’ (this last apparently crafted by a veritable raft of pencillers including Kane, Giella, Carmine Infantino, Mike Sekowsky and Ross Andru). Issue #5 was a full length thriller which introduced Hector Hammond, GL’s second official super-villain in ‘The Power Ring that Vanished!’ a saga of romantic intrigue, mistaken identity and evolution gone wild. This was followed by another, the pure science fiction puzzler ‘The World of Living Phantoms!’ which introduced the avian Green Lantern Tomar Re, and opened up the entire universe to avid readers.
These black and white collections are to my mind a much better buy for art fans who can more clearly see the mastery of design and rendering of artists like Gil Kane. The only regret is that occasionally a special circumstance cries out for colour. In the early 1960s DC production wizard Jack Adler created a process to add enhancing tone to cover illustrations. The finished result was eye-catching and mind-blowing, but examples, such as the cover of #8, really don’t work without glossy colours and tints. Never mind, though, as the contents of that issue, ‘The Challenge from 5700AD!’ are a fantasy tour de force: The Emerald Gladiator is shanghaied through time to save the future from a invasion of mutant lizards. Sinestro returned in the next issue with his own super-weapon in ‘The Battle of the Power Rings!’ (with Murphy Anderson once more replacing Giella on inks) but the real gold is ‘Green Lantern’s Brother Act’ which introduces Hal’s two brothers and a snoopy girl reporter convinced that young Jim Jordan is the ring-slinging superhero. This wry poke at DC’s house plot-device shows just how sophisticated Schwartz and Broome believed their audiences to be.
‘Prisoner of the Power Ring’ is your run-of-the-mill subatomic exodus tale with Atomic War anxiety overtones whilst ‘The Origin of Green Lantern’s Oath’ details three of the hero’s earliest exploits which led to him constructing the piece of doggerel he uses to time his ring’s recharging period. Although neither tale is a blockbuster, the increasingly loose and expressive artwork of Kane, especially on the latter (again with Anderson on inks) are an unalloyed delight of easy grace and power.
The readers were hungry for more on the Green Lantern Corps and ‘The Strange Trial of Green Lantern’ introduced another half-dozen or so simply to court-martial Hal Jordan for dereliction of duty in a saga of cataclysmic proportions, but ‘The Trail of the Missing Power Ring!’ focuses on drama of a more human scale when a young boy finds the power ring Hal has lost. Issue #12 returned GL to 5700AD thwart an interplanetary coup in ‘Green Lantern’s Statue goes to War.’ A balance between cosmic and personal stories was developing in the issues with two stories, and ‘Zero Hour in the Silent City!’ highlights Tom Kalmaku’s close friendship with Hal against the backdrop of bank robbers with a super scientific gimmick.
Green Lantern #13 was a true landmark as an interdimensional invasion led to a team-up and lifelong friendship between our hero and the Flash. Controversial for the time, ‘The Duel of the Super-Heroes!’, saw them share each other secret identities, a rarity then even among the close comrades of the Justice League of America. This full-length thriller was followed in #14 by the introduction of Balkan ultra-nationalist villain Sonar in ‘The Man Who Conquered Sound!’ a traditional fist-fest complemented by the return of Jim Jordan and that snoopy girl reporter Sue Williams. In the frothy romp ‘My Brother, Green Lantern!’ it’s revealed that she’s now romantically involved with the youngest Jordan sibling and, due to a slight mishap with the boy’s fraternity rings more certain than ever that her intended is the Emerald Gladiator.
Sinestro once more escaped the justice of the Guardians to return in #15’s ‘Peril of the Yellow World!’ a cosmic duel that tested GL’s bravery as much as the Space Race thriller ‘Zero Hour at Rocket City!’ tested his wits. The next issue took the Hal Jordan/Green Lantern/Carol Ferris romantic triangle to a new level. ‘The Secret Life of Star Sapphire!’ introduced the alien women of Zamaron. Readers of contemporary comics will be aware of their awesome heritage but for the sake of this review and new readers let’s keep that to ourselves. They select Carol as their new queen and give her a gem as versatile as a power ring, and a brainwash make-over too. Programmed to destroy the man she loves, Star Sapphire would become another recurring foe, but one with a telling advantage. The second story solved a puzzle that had baffled readers since the very first appearance of the Emerald Crusader.
Gardner Fox contributes his first tale in ‘Earth’s First Green Lantern’ Hal finally learns why his predecessor Abin Sur crashed to Earth in a spaceship when all GL’s could fly through space on ring power alone. A stirring tale of triumph and tragedy this short yarn is one of Broome and Kane’s very best.
This volume ends with a full-length espionage thriller from #17, also written by Fox. ‘The Spy-Eye that Doomed Green Lantern!’ again revolved around test pilot Jordan’s personal involvement in the US/Soviet race to the stars and is a fine example of a lost type of tale. In those long ago days costumed villains were always third choice in a writers armoury: clever bad-guys and aliens always seemed more believable to the creators back then. If you were doing something naughty would you want to call attention to yourself? Nowadays the visual impact of buff men in tights dictates the type of foe more than the crimes committed, which is why these glorious adventures of simpler yet somehow better days are such an unalloyed delight.
These costumed drama romps are in themselves a great read for most ages, but when also considered as the building blocks of all DC continuity they become vital fare for any fan keen to make sense of the modern superhero experience.
By Jack Kirby & various (DC Comics)
ISBN13: 978-1-4012-1087-8
The Challengers of the Unknown were a bridging concept. As superheroes were being revived in 1956 here was a super-team – the first of the Silver Age – with no powers, the most basic and utilitarian of costumes and the most dubious of motives – Suicide by Mystery. Yet they were a huge hit and struck a chord that lasted for more than a decade before they finally died… only to rise again and yet again. The idea of them was stirring enough, but their initial execution made their success all but inevitable.
Jack Kirby was – and still is – the most important single influence in the history of American comic books. There are quite rightly millions of words written about what the man has done and meant, and you should read those if you are at all interested in our medium. I’m going to add a few words to that superabundance in this review of one of his best projects, which like so many others, he perfectly constructed before moving on, leaving highly competent but never as inspired talents to build upon.
When the comic industry suffered a collapse in the mid 1950’s, Kirby returned briefly to DC Comics where he worked on mystery tales and the Green Arrow back-up strip whilst creating the newspaper strip Sky Masters of the Space Force. He also re-packaged for Showcase (a try-out title that launched the careers of many DC mainstays) an original super-team concept that had been kicking around in his head since he and long-time collaborator Joe Simon had closed the innovative but unfortunate Mainline Comics.
After years of working for others Simon and Kirby had finally established their own publishing company, producing comics with a much more sophisticated audience in mind, only to find themselves in a sales downturn and awash in public hysteria generated by the anti-comic book pogrom of US Senator Estes Kefauver and the psychologist Dr Frederic Wertham. Simon quit the business for advertising, but Kirby soldiered on, taking his skills and ideas to a number of safer, if less experimental, companies.
The Challengers of the Unknown were four ordinary mortals; heroic adventurers and explorers who walked away unscathed from a terrible plane crash. Already obviously what we now call “adrenaline junkiesâ€, they decided that since they were all living on borrowed time, they would dedicate what remained of their lives to testing themselves and fate. They would risk their lives for Knowledge and naturally, Justice.
The series launched with ‘The Secrets of the Sorcerer’s Box!’ (Showcase #6, dated January/February 1957 – which meant it came out in time for Christmas 1956). Kirby and scripter Dave Wood, plus inkers Marvin Stein and Jack’s wife Roz, crafted a spectacular epic as the doom-chasers were hired by the duplicitous magician Morelian to open an ancient container holding otherworldly secrets and powers.
This initial story roars along with all the tension and wonder of the B-movie thrillers it emulates and Kirby’s awesome drawing resonates with power and dynamism, which continues for the sequel, a science fiction drama caused when an alliance of Nazi technologies and American criminality unleashes a terrible robotic monster. ‘Ultivac is Loose!’ (Showcase #7, dated March/April 1957) introduced the beautiful and capable boffin Dr June Robbins, who became the fifth Challenger at a time when most comic females had returned to a subsidiary status in that so-conservative era.
The team didn’t reappear until Showcase #11 (November/December 1957) as The Flash and Lois Lane got their Shots at the big time. When the Challs returned it was in an alien invasion adventure ‘The Day the Earth Blew Up’, with the unique realist Bruno Premiani inking a taut doomsday chiller that keeps readers on the edge of their seats even today, and by the time of their last Showcase issue (#12, January /February 1958) they had won their own title. ‘The Menace of the Ancient Vials’ was defused by the usual blend of daredevil heroics and ingenuity (with the wonderful inking of George Klein adding subtle clarity to the tale of an international criminal who steals an ancient weapons cache that threatens the entire world if misused), but the biggest buzz would come two months later with the first issue of their own magazine.
Issue #1, written and drawn by Kirby, with Stein on inks, presented two complete stories plus an iconic introductory page that would become almost a signature logo for the team. ‘The Man Who Tampered with Infinity’ pitted the heroes against a renegade scientist whose cavalier dabbling loosed dreadful monsters from the beyond onto our defenceless planet, before the team were actually abducted by aliens in ‘The Human Pets’.
The same creators were responsible for the two stories in the second issue. ‘The Traitorous Challenger’ is a monster mystery, with June returning to sabotage a mission in the Australian Outback, whilst ‘The Monster Maker’ finds the team seemingly helpless against a super-criminal who can conjure and animate solid objects out of his thoughts.
The third issue features ‘Secret of the Sorcerer’s Mirror’ with Roz Kirby and Marvin Stein again inking the mesmerising pencils, as the boys pursue a band of criminals whose magic looking glass can locate deadly ancient weapons, but the most intriguing tale for fans and historians is undoubtedly ‘The Menace of the Invincible Challenger’ wherein team strongman Rocky Davis is rocketed into space only to crash back to Earth with strange, uncanny powers.
For years the obvious similarities of this group – and especially this adventure – to the origin of Marvel’s Fantastic Four (FF #1 was out in November 1961) have fuelled speculation. In all honesty I simply don’t care. They’re both similar and different but equally enjoyable so read both. In fact, read them all.
With #4 the series became artistically perfect as the sheer brilliance of Wally Wood’s inking elevated the art to unparalleled heights. The scintillant sheen and limpid depth of Wood’s brushwork fostered an abiding authenticity in even the most outrageous of Kirby’s designs and the result is – even now – breathtaking. ‘The Wizard of Time’ is a full length masterpiece as a series of bizarre robberies lead the team to a scientist with a time-machine. By visiting oracles of the past he found a path to the far future. When he got there he intended robbing it blind, but the Challengers found a way to follow…
‘The Riddle of the Star-Stone’ (#5) is a contemporary full-length thriller, wherein an archaeologist’s assistant uncovers an alien tablet which bestows various super-powers when different gems are inserted into it. The exotic locales and non-stop spectacular action are intoxicating, but Kirby’s solid characterisation and ingenious writing are what make this such a compelling read.
Scripter Dave Wood returned for #6’s first story. ‘Captives of the Space Circus’ has the boys kidnapped from Earth to perform in a interplanetary show, but the evil ringmaster is promptly outfoxed and the team returns for Ed Herron’s mystic saga ‘The Sorceress of Forbidden Valley’, as June Robbins becomes an amnesiac puppet in a power struggle between a fugitive gangster and a ruthless feudal potentate.
There are also two stories in #7. Herron scripted both the relatively straightforward alien-safari tale ‘The Beasts From Planet 9’ and the much more intriguing ‘Isle of No Return’ where the team must defeat a scientific bandit before his shrinking ray leaves them permanently mouse-sized.
Issue #8 is a magnificent finale to a superb run as Kirby and Wally Wood go out in style in two gripping spectaculars (both of which introduced menaces who would return to bedevil the team in future tales). ‘The Man Who Stole the Future’ by Dave Wood, Kirby and the unrelated Wally Wood, introduces Drabny – a mastermind who steals mystic artefacts and conquers a small nation before the team defeats him. This is a tale of spectacular battles and uncharacteristic, if welcome, comedy, but the real gem is the science fiction tour-de-force ‘Prisoners of the Robot Planet’, with art by the Kirby and Wood, and probably written by Kirby and Herron. Petitioned by a desperate alien, the Challs travel to his distant world to liberate the population from bondage to their own robotic servants, who have risen in revolt under the command of the fearsome automaton, Kra.
These are classic adventures, told in a classical manner. Kirby developed a brilliantly feasible concept with which to work and heroically archetypical characters in cool pilot Ace Morgan, indomitable strongman Rocky Davis, intellectual aquanaut Prof. Haley and daredevil acrobat Red Ryan. He then manipulated an astounding blend of genres to display their talents and courage in unforgettable exploits that informed every team comic that followed and certainly influenced his successive and landmark triumphs with Stan Lee. But then he left.
The Challengers would follow the Kirby model until cancellation in 1970, but due to a dispute with Editor Jack Schiff the writer/artist resigned at the height of his powers. The Kirby magic was impossible to match, but as with all The King’s creations, every element was in place for the successors to run with. Challengers of the Unknown #9 (September 1959) saw an increase in the fantasy elements favoured by Schiff, and perhaps an easing of the subtle tension that marked previous issues (Comics Historians take note: the Challs were bickering and snarling at each other years before Marvel’s Cosmic Quartet ever boarded that fateful rocket-ship). A number of writers, many sadly lost to posterity stepped in, including Bill Finger, Ed Herron and possibly Jack Miller, Bob Haney and Arnold Drake, but one man took over the illustrator’s role: Bob Brown.
To our shame very little is known about this wonderfully capable artist. I can’t even confirm his date of birth, although he died in 1977 following a long illness. He co-created the long-running Space Ranger, drew Tomahawk, Vigilante, Batman, Superboy, Doom Patrol, World’s Finest Comics and a host of other features and genre shorts for DC before moving to Marvel in the 1970s where he drew Warlock, Daredevil and the Avengers among others. He was a consummate professional and drew every issue of the Challs from #9 – 63, almost a decade of high-adventure that ranged from ravaging aliens, cute-and-fuzzy space beats to supernatural horrors.
‘The Men who Lost their Memories’ found the team fighting crooks with a thought stealing machine, but ‘The Plot to Destroy Earth!’ was a full-on end-of-humanity thriller with monsters sent to carve our world into chunks for their resource-hungry alien masters, and only the guts and ingenuity of our heroes could save the day. A destructive giant with a deadly secret was the premise of ‘The Cave-Man Beast’ and #10’s cover featured second tale was another time-travel conundrum as the boys found their own likenesses on a submerged monolith in the Sci-Fi thriller ‘The Four Faces of Doom’.
Issue #11 was a full-length action-packed interdimensional romp subdivided into ‘The Creatures from the Forbidden World’, ‘Land beyond the Light’ and ‘The Achilles Heel’, but the two-story format returned in the next issue, which contained ‘The Challenger from Outer Space’ with an alien superhero joining the team and ‘Three Clues to Sorcery’ with the four adventurers once again forced to endure exotic locales and extreme perils to acquire mystic artefacts for a criminal mastermind, this time there’s a deadly twist in this oft told tale.
‘The Prisoner of the Tiny Space Ball’ finds the team rescuing the ruler of another world whilst Rocky is possessed by the legendary Golden Fleece making him a puppet of ‘The Creatures from the Past’. Issue #14 opens with one of the few adventures with a credited scripter. Ed “France†Herron was thirty year comics veteran and ‘The Man who Conquered the Challengers’ is one of his best tales, with crooked archaeologist Eric Pramble stealing an ancient formula for “liquid light†which makes him immortal. Moreover, every time he’s killed he reanimates with a different super-power! As Multi-Man, he became the closest thing to an arch-villain the series ever had, and even graduated to becoming a regular foe across the DCU. Once again wits and nerve found a way to victory that sheer firepower never could.
In the other yarn ‘Captives of the Alien Beasts’ all five Challs are teleported to another world by animals that have invaded a scientist’s laboratory, a relatively innocuous tale, compared to #15’s all-out fight-fest ‘The Return of Multi-Man’ and the bizarre ‘The Lady Giant and the Beast’ wherein June is transformed into a fifty foot leviathan just as a scaly monster cuts a swathe of destruction through the locality. Issue #16’s ‘Incredible Metal Creature’ sees an Earth thug join forces with an escaped alien criminal, no real Challenge there but the second story finds the team in Arabia as ‘Prisoners of the Mirage World’ and the knights who have been trapped there since the time of the Crusades. This thrill-stuffed tome concludes with the #17’s supernatural crime whimsy ‘The Genie who Feared June’, and the interplanetary mission of mercy ‘The Secret of the Space Capsules’, both solid pieces of adventure fiction that if not displaying the unique Kirby magic are redolent with its flavours.
Challengers of the Unknown is sheer escapist wonderment, and no fan of the medium should miss the graphic exploits of these perfect adventurers in the ideal setting of not so long ago in a simpler better world than ours.
By Justin Gray, Jimmy Palmiotti, Phil Noto, Jordi Bernet, & David Michael Beck (DC Comics)
ISBN13: 978-1-84576-786-0
Confident enough to apply fantasy concepts to this grittiest of human heroes, the assembled creators working on the current incarnation of Jonah Hex blend a darkly ironic streak of wit with a sanguine view of morality and justice to produce some of the most accessible and enjoyable comics fiction available today. In this collection, reprinting issues #19-24 of the comic book series, six discrete tales serve to how the ravaged and dissolute bounty hunter takes everything the universe can throw at him with the same irascible aplomb.
‘Texas Money’, ‘Unfinished Business’ and ‘The Current War’ are all illustrated by Phil Noto; compelling vignettes which well display the thread of black humour that runs through these stories. The first sees Hex hire out to notorious Saloon boss Wiley Park for a rescue mission only to become distracted by the West’s Most Inhospitable Brothel Madam. The second finds Hex paying for a little jest he had at Park’s expense, a truly iconic tribute to a classic Conan the Barbarian scene, before reuniting with an old stooge to settle all accounts with the Saloon owner.
Jordi Bernet handled the interlude issue, ‘Devil’s Paw’, a seemingly more traditional yarn of deserts and mesas, posses and “injunsâ€, but this dark tale of outrage and revenge is conceptually the most adult and brutal in the book, showing the inner core of righteousness that drives Hex, whatever his aspect and actions might hint to the contrary.
‘The Current War’ has an elegiac flavour of the Doomed Wild West and Hex gets an unsettling glimpse of things to come when he is hired to retrieve a prototype robot stolen from an inventor by Thomas Edison. Once more the cynical authorial voice of Gray and Palmiotti make this dark prophecy work in what should be an uncomfortable milieu.
Bernet returns to illustrate a superbly chilling tale of US Cavalry atrocity ‘Who Lïves and Who Dies’, to my mind the perfect modern Western tale before this volume concludes with a no-holds-barred supernatural thriller with art by David Michael Beck, ‘All Hallows Eve’.
Called to a haunted Saloon where ghostly spirit of Justice and sometime ally El Diablo (ISBN: 978-1-4012-1625-2) seeks his aid against the bloodthirsty Prairie Witch, Hex plus, in a delightful comic turn, cowboy vagabond Bat Lash, must defeat the harridan’s plot to bloodily sacrifice the entire town of Coffin Creek. In tone quite similar to a contemporary teen horror flick this too works perfectly as a vehicle for the best Western Anti-hero ever created.
Dark, bloody and wickedly funny this sly blend of action and social commentary is an unmissable treat for readers of an adult temperament and a open mind to genre-bending.
By Howard Pyle (Donning/Starblaze edition)
ISBN: 0-89865-602-8
People who work in comics adore their earliest influences, and will spout for hours about them. Not only did they initially fire the young imagination and spark the drive to create but they always provide the creative yardstick by which a writer or artist measures their own achievements and worth. Books, comics, posters, even gum cards (which mysteriously mutated into “Trading Cards†in the 1990s) all fed the colossal hungry Art-sponge which was the developing brain of the kids who make comics.
But by the 1970s an odd phenomenon was increasingly apparent. New talent coming into the industry was more and more only aware of only comic-books as a source of pictorial fuel. The great illustrators and storytellers who had inspired the likes of Howard Chaykin, Bernie Wrightson, Mike Kaluta, P. Craig Russell, Charles Vess, Mike Grell, and a host of other top professionals were virtually unknown to many youngsters and aspirants. I suspect the reason for this was the decline of illustrated fiction in magazines – and of magazines in general. Photographs became a cheaper option than artwork in the late 1960s and generally populations read less and less each year from that time onwards.
In the late 1980s publisher Donning created a line of oversized deluxe editions reprinting “lost†classics of fantasy, illustrated by major comics talents who felt an affinity for the selected texts. Charles Vess illustrated Shakespeare’s A Midsummer Night’s Dream, Mike Kaluta did likewise with the script for the silent movie Metropolis, P. Craig Russell created magic for The Thief of Bagdad and Mike Grell took the biggest risk of his career by providing new illustrations (6 in colour and 15 black and white) for a fantasy masterpiece beloved by generations of youngsters.
The Merry Adventures of Robin Hood was first published in 1883, the first work of art prodigy and father of modern illustration Howard Pyle. A jobbing magazine illustrator, Pyle (1853-1911) gathered together many of the stories and legends about Robin Hood, translating them into a captivating ripping yarn for youngsters and furnished the book with 23 spellbinding pictures that created a mythic past for millions of readers. It became the definitive work on the character: all iterations since has been working from or in reaction to this immensely readable and influential book. If you’d care to see the marvelous original illustrations you should track down The Merry Adventures of Robin Hood, a signet paperback (ISBN13: 978-0451522849) which accurately reproduces the 1883 edition complete with Pyle’s drawings.
Pyle was a master storyteller and an incomparable artist who produced many other books illustrated in his unmistakable pen and ink flourish, both adaptations of heroic stories and wholly original material. These include: Otto of the Silver Hand, Pepper and Salt, The Wonder Clock, Men of Iron, The Garden Behind the Moon, plus four books that delineated the life of King Arthur: The Story of King Arthur and His Knights, The Story of the Champions of the Round Table, The Story of Lancelot and His Companions, and The Story of the Grail and the Passing of Arthur.
Believe it or not though, these books are not his greatest legacy and achievement. Pyle was a dedicated teacher also. In 1896 he took a position at the Drexel Institute of Arts and Sciences in Philadelphia where the first students included Violet Oakley, Maxfield Parrish, and Jessie Willcox Smith. He held summer classes at Chadd’s Ford, Pennsylvania where the initial attendees included Stanley Arthurs, W.J. Aylward, Ida Daugherty, Harvey Dunn, George Harding, Percy Ivory, Thornton Oakley, Frank Schoonover and the just-as-legendary N.C. Wyeth (Dunn caught the bug here – becoming another dedicated educator passing on the spark and the drive to the next generation).
In 1903 Pyle founded his own art school in Wilmington, Virginia, and his dedicated, passionate and immensely talented followers became known as The Brandywine School. Why were they so successful and influential? In a word: Action. Before Howard Pyle illustration was formal, staged, lovingly rendered but utterly static. There was no more life than in a posed photograph of the period with all elements locked in paralysis. Pyle introduced flowing, dynamic motion to illustrated art. He created “Lifeâ€.
All of which is a long way of saying that this is a great book with sumptuous Grell illustrations – especially the six paintings (a luxury most publisher’s budgets wouldn’t permit very often in Pyle’s lifetime) and if you’re a fan of his work you should own it. However you might also want to track down a reproduction of the original (there are many) with those groundbreaking original drawings and enjoy the pictorial component which inspired Grell fully as much as that stirring prose.
By Achmed Abdullah, illustrated by P. Craig Russell (Donning/Starblaze edition)
ISBN: 0-89865-524-2
This is a tenuous entry for a graphic novel listing, and potentially a controversial one, but other than all publishers’ motivation to turn a profit these editions of the late 1980s had a worthy purpose and an admirable intention. Donning’s Starblaze Editions began as a way of introducing lost classics to a new audience, by reproducing them with illustrations provided by some of the most respected names in comics. Their other selections were the silent film icon Metropolis by Thea von Harbou, illustrated by Michael Wm. Kaluta, Charles Vess’ illuminated A Midsummer Night’s Dream and controversially The Merry Adventures of Robin Hood, by Howard Pyle with new artworks by Mike Grell replacing the author’s own groundbreaking illustrations: all household names but also tales that very few could admit to have ever actually read.
The Thief of Bagdad (and that’s how the West spelt it back then) began as a film by Douglas Fairbanks in 1924, with a screenplay by Elton Thomas, accompanied by a short story written by Lotta Woods. The fantastic and exotic tale of a common vagabond who wins a Princess was an eye-popping, swashbuckling blend of magic, adventure and romance which captivated the viewing public, leading to what was probably the World’s first ever novelisation of a movie.
Achmed Abdullah (1881-1945) was actually Alexander Nicholayevitch Romanoff, a prolific English author whose father was Russian Orthodox whilst his mother was a Muslim. Educated at Eton and Oxford, he joined the British Army, serving in France, India and China before becoming a jobbing writer of Crime, Adventure and Mystery tales, many apparently based on his own early life. He was also a screen-writer, with his most well-known success being the 1935 film, Lives of a Bengal Lancer (very loosely based on the novel by Francis Yeats-Brown).
As a book this is a cracking, spellbinding read and the illustrations are Russell at this flamboyant best. There are five vibrant full-colour plates and an additional ten large black and white line drawings combining the artist’s clean design line with a compositional style that owes much to the works of Aubrey Beardsley.
Whilst not really a graphic narrative, this book features all the crucial antecedents of one with the additional virtues of being a hugely entertaining concoction garnished with some of the best art ever produced by one of the industry’s greatest stylists. Believe me, you really want this book.
By various (Dark Horse Books)
ISBN: 978-1-84576-471-5
Dark Horse Comics have held the comics producing section of the Star Wars franchise since 1993, and in that time have produced thousands of pages of material, much of it excellent, some not so much: and most of that the earliest material.
Now, it might be heresy to speak this aloud but dedicated fans aren’t all that quality conscious when it comes to their particular fascination, whether its comics about the Old Republic or the latest batch of action figures, or whatever. And no, I’m not just talking about Star Wars fans now.
The Omnibus line is a brilliant and economical way to keep the poorer material in print for such fans by bundling old publications into classy digests (they’re slightly smaller than US comic-books but larger than the standard manga volume, running about 400 full colour pages per book). Tales of the Jedi chronologically collects the various extrapolations set prior to the first film Star Wars IV: a New Hope.
‘The Golden Age of the Sith’ is by Kevin J. Anderson, Chris Gossett and Stan Woch, with colours by Pamela Rambo and lettered by Sean Konot. It’s set 5000 years prior to the rise of Darth Vader and first appeared as a comic miniseries of the same name issued as #0-5. Odan-Urr is a scholarly Jedi obsessed with historical research unwillingly dispatched to a Star system where the charismatic Empress Teta is trying to unite seven warring planets into a pacified, civilised nation. Running supplies to the combatants are the Daragon family, but the last mission goes wrong leaving their children Jori and Gav in the care of the Hutt who financed the missions.
Years later the siblings are hyperspace explorers still trying to work off the debt when they discover a route to a dark and distant system with a hideous secret. Millennia previously when the Jedi first began many succumbed to the Dark Side of the Force. After a brutal war they were driven from the civilised galaxy and lost to history. Fleeing to the outer reaches of space these dark knights found the decadent world of the Sith, which they promptly conquered. Interbreeding with the natives the Jedi became Sith Lords and after brutal ages of conquest retrenched into complacency.
As Jori and Gav arrive in this lost system two warlords are fighting for the vacant position of supreme leader. But now the warlike Sith have a route back to the civilisation that banished them. Jori is coerced into bringing the wizards back to Republic Space with her brother Gav a hostage slowly succumbing to the seductive Dark Side…
This leads directly into the second tale ‘The Fall of the Sith Empire’ as Odan-Urr and Empress Teta lead the resistance to the Sith assault whist the Republic dithers. Originally released as a five issue miniseries (by Anderson, Dario Carrasco Jr., Mark Heike, Bill Black and David Jacob Beckett, coloured by Ray Murtaugh and lettered by Willie Schubert) this epic war-story concludes the tale originally ended on a classic cliffhanger. Full of intrigue and bombast, both parts of this convoluted tale suffer from rather pedestrian art and predictable plot (although the quality of visuals does improve by the end), but nevertheless tells the long-anticipated tale of the first encounter between the Jedi and the Sith Lords. There’s loads of action, drama and heroic sacrifice and it does provide a solid base for succeeding tales to build on.
It is followed by the saga of Ulic Qel-Droma and the Beast Wars on Onderon from the comic book Tales of the Jedi, which began much closer continuity, eventually collected with the Saga of Nomi Sunrider as Knights of the Old Republic in 1997. Written by Tom Veitch, art by Chris Gossett and Mike Barreiro, coloured by Pamela Rambo and lettered by Willie Schubert, it’s set a thousand years after the events of the Sith War. As three young Jedi are sent to the planet Onderon, a world of hideous monsters permanently besieging a vast city citadel of sentient beings, these young heroes are bursting with overconfidence. Unfortunately all is not as it seems…
One year later: Nomi Sunrider is a wife and mother, who dutifully follows her Jedi husband when he is ordered to report to the Jedi Master Thon in the Stenness system. En route he is murdered by bandits for the Adegan crystals he carries (can’t make lightsabers without crystals, right?). As he dies his spirit tells Nomi she must be a Jedi in his place. This intriguing tale of responsibility is the best work in the whole omnibus as Nomi conquers her fears and reservations in time to aid Ulic Qel-Droma and his fellow Jedi on Onderon, who have fallen foul of a secret infestation of Sith sorcerers.
Powerful and moving, the first chapter of Veitch’s script is ably illustrated by Janine Johnston, who then relinquishes the art chores to the quite superb David Roach, whose lovingly rendered realism adds tremendous factual weight to the proceedings. This is the moment the future quality of the franchise was assured.
Increasingly well produced and featuring scenarios familiar to most readers, these are comics stories that act as a solid gold entrance into the world of graphic narrative and one we should all exploit to get more people into comics
I haven’t covered anything specifically created for the very young for a while so let’s rectify that omission with this great activity book for three year olds (and over) that’s a huge bunch of fun and a great introduction to graphic narratives and themes, especially as the subject is also that rarest of animals, a British kids franchise with his own newsstand comic.
In case you haven’t seen the stop-motion adventures of Shaun the Sheep let’s start with a quick biography. He first appeared in the Wallace and Gromit animated feature A Close Shave in 1997 (he’s the one that got shorn – get it? – in the knit-o-matic machine). After a guest-shot on the 2002 series Cracking Contraptions he finally graduated to his own show on the BBC in early 2007.
Shaun is a sheep of singular intellect yet he lives on a farm where he has worryingly surreal adventures which pay mute tribute to those timeless silent classics of slapstick comedy. They are extremely entertaining for both adults and kids alike.
This lovely book uses the best of modern paper technology to tell the eerie tale of annoying aliens who invade the farmhouse where, as usual, the humans and Bitzer the sheepdog are useless. Naturally, Shaun has to deal with the invasion in his own inimitable manner…
This robust hardback is a great introduction to the magical world of books, and especially pictorial narrative. It is augmented by the coolest thing I’ve seen in years: a number of the illustrations are printed on transparent cels, and by the deft application of a torch the pictures come fantastically alive.
In a world where books are increasingly alien to people, the combination of great characters, compelling stories and pictures, plus every darn trick in the book, is a welcome tactic in getting kids reading. Forget games, buy that child a book!