Age of Reptiles Omnibus volume 1


By Ricardo Delgado (Dark Horse)
ISBN: 978-1-59582-683-1

There’s an irresistible, nigh-visceral appeal to dinosaurs. Most of us variously and haphazardly evolved hairless apes seem to be mesmerically drawn to all forms of education and entertainment featuring the monster lizards of our primordial past.

Designed as a purely visual experience, this hypnotically beguiling series of sequences from Ricardo Delgado offers one of the most honestly awesome brushes with prehistory ever imagined. Age of Reptiles opens a window onto distant eons of saurian dominance and, completely devoid of sound or text, provides a profound, pantomimic silent movie that focuses on a number of everyday experiences which simply have to be exactly how it was, way back then…

Crafted by one of the most respected concept and storyboard men in Hollywood, these dino-dramas offer – even in comicbooks – a unique reading experience that must be seen to be believed, which is why I’m forgoing my usual laborious forensic descriptive blather in favour of a more general appreciation…

The tales originally appeared as a sequence of miniseries between 1993 and 2010 before being subsequently collected as individual compilations. In 2011 this titanic tome, part of Dark Horse’s excellent and economical Omnibus line, gathered the material into one handy Brachiosaur-sized book to treasure forever. In this way older material stays in print as classy, full-colour digests (slightly smaller in proportion than regulation US comic-books but larger and far thicker than standard manga “tankobon” volumes, running about 400 pages per book).

Following the expansive praise of Animator, Director and Producer Genndy Tartarkovsky in his Foreword the original introductions to initial outing ‘Tribal Warfare’ (from Ray Harryhausen, Burne Hogarth and John Landis) precede a fantastic extended clash between a pack – or perhaps more properly clan – of Deinonychus and a particularly irate opportunistic and undeterrable Tyrannosaur.

The savage struggle, literally red in tooth and claw, takes both sides to the very edge of extinction…

As in all these tales, the astoundingly rendered and realised scenery and environment are as much leading characters in the drama as any meat and muscle protagonists and all the other opportunistic scavengers and hangers-on that prowl the peripheries of the war, ever eager to take momentary advantage of what seems more a mutual quest for vengeance than a simple battle for survival…

That theme is further explored in ‘The Hunt’ (with Disney chief Thomas Schumacher offering his observations in the introduction) wherein the eat-or-be-eaten travails of a mother Allosaurus end only after she dies defending her baby. The culprits are a determined and scarily organised pack of Ceratosaurs who then expend a lot of energy trying to consume the carnosaur’s kid amidst scenes of staggering geographical beauty and terrifying magnificence.

Their failure leads to the beast’s eventual return and a bloody evening of the score. Think of it as Bambi with really big teeth and no hankies required…

The theme of unrelenting and ruthless species rivalry and competition is downplayed or at least diverted for the final episode.

‘The Journey’, with introduction and appreciation by educator and illustrator Ann Field) concentrates on an epic migration across the barren surface of the world as millions of assorted saurians undertake a prodigious trek to more welcoming feeding and spawning grounds, dogged every step of the way by flying, swimming and remorselessly running creatures ever-eager for their next tasty meal…

Supplementing the feral beauty of these astonishing adventures is a full Cover Gallery from the assorted original miniseries and book compilations, Delgado’s fulsome and effulgent Essays on his influences (‘Ray Harryhausen and the Seventh Voyage to the Drive-In’, ‘Desi Arnaz and the Eighth Wonder of the World’, ‘Real Dinosaurs: the Art of Charles R. Knight’ and ‘Zen and ZdenÄ›k Burian’) and a fabulous, copious and envy-invoking Sketchbook section with everything from quick motion studies to full colour preliminary pieces for the final artwork..

Although occasionally resorting to a judicious amount of creative anachronism and historical overlap, Delgado has an unquestioned love for his subject, sublime feel for spectacle and an unmatchable gift for pace and narrative progression which, coupled to a deft hand that imbues the vast range and cast of big lizards with instantly recognisable individual looks and characters, always means that the reader knows exactly who is doing what. There’s even room for some unexpectedly but most welcome rough-love humour in these brilliantly simple forthright, primal dramas…
© 1993, 1994, 1996, 1997, 2009, 2010, 2011 Ricardo Delgado. All rights reserved.

Clubbing


By Andi Watson & Josh Howard (Minx/Titan Books edition)
ISBN: 978-1-84576-580-4

In 2007 DC comics had a worthy go at building new markets by creating the Minx imprint: dedicated to producing comics material for the teen/young adult audience – especially the ever-elusive girl readership – that had embraced translated manga material, momentous global comics successes such as Maus and Persepolis and those abundant and prolific fantasy serials which produced such pop phenomena as Roswell High, Twilight and even Harry Potter.

Sadly after only a dozen immensely impressive and decidedly different graphic novels Minx shut up shop in October 2008, markedly NOT citing publishing partner Random House’s failure to get the books onto the appropriate shelves of major bookstore chains as the reason.

Nevertheless the books which were published are still out there and most of them are well worth tracking down – either in the US originals or the British editions published by Titan Books.

One of the most engaging was Clubbing, from Andi Watson & Josh Howard, which stylishly and wittily blended teen rebellion and shopping-culture insouciance with murder-mystery and supernatural horror in an audacious and winning black and white, cross-cultural romantic romp in Wordsworth Country…

Charlotte Brook has been a bad girl. London’s most self-absorbed fashionista, social butterfly and shopping diva, “Lottie” got caught using a homemade fake I.D. to get into an out-of-bounds West End nightclub and ended up coming home in a police car…

Her outraged but rather disinterested parents simply bundled her off for the summer to the wilds of the Lake District where her dull grandfather and good old Grandma Aggie are going to put her to work in their new Golf resort.

Faced with the dire prospect of months of rain, no Wi-Fi coverage, Golf, Women’s Institute do’s, old people, hicks and yokels, golf and mud and golf, Lottie is far from happy, but as always Aggie’s ubiquitous cakes and cuppas go some small way towards assuaging the agony.

Granddad Archie Fitz-Talbot‘s time is constantly taken up with the on-going and behind schedule conversion of his posh old country club into a major modern sport and leisure venue and, after only one wind-blown, rain-sodden tour in the most fabulous outfit from her stylishly inappropriate wardrobe, Lottie realises that she’s actually in hell.

Her poor beloved shoes are all doomed too…

The local teens are a dire lot, rough, rude and pretentious; more interested in gore, blood and faux Satanism rather than music and fashion – like any self-respecting Goth should be – and as for the nice young man Aggie is trying to set her up with, Lottie wouldn’t be seen dead with a guy who loves fishing and golf no matter how good looking he is…

Howard is the least of her problems. In their affable, comfortable way, Archie and Aggie are determined to torture her to death: they feed her wholesome stodgy food, drag her all over the place on walks and trips through the beautiful countryside, take her to W.I. galas and, horror of horrors, ask her to work in the gift-shop with ghastly golf pro Tom Hutchinson – at least until she accidentally burns it down…

Things get decidedly strange after Lottie clashes with officious wizened-ancient employee Mrs. Geraldine Gibbons over towels in the gym, and again at a W.I. cake-baking contest. The old biddy has a real bee in her bonnet and babbles on about secrets and hidden truths and is clearly bingo-wing bonkers…

Lottie begins to suspect otherwise when she and the slowly growing in coolness Howard find the old bat’s strangely mutilated body in a water-hazard on the Links…

Some of those sinister secrets start to emerge when the shaken teen then discovers old Archie is a bit of a player – Urgh! wrinklies indulging in illicit lurrve – and might need to get rid of the occasional octogenarian bit of rough, but something just doesn’t add up and before long Lottie and Howard are grudgingly, disbelievingly swept into a bizarre and baffling mystery with demonic cults, a horrific monster menace from beyond Reality and staggering personal implications for Lottie and her entire family…

Clubbing is a sharp, witty, subtly funny and intriguing coming of age horror-thriller-comedy which follows all the rules of the teen romance genre yet manages to inject a huge helping of novelty and individual character into the mix: a perfect vehicle for attracting to our medium new and youthful readers with no abiding interest in outlandish power-fantasies or vicarious vengeance-gratification – and yes, that does mean girls…

This snazzy so-British reading rave also includes ‘Lottie’s Lexicon’: a cool guide to speaking young Londoner, full creator biographies and three tantalising preview segments from other tempting MINX titles.

Track them all down and enjoy a genuinely different kind of comic book…
© 2007 Andi Watson and DC Comics. All rights reserved.

Batman: Knight and Squire

Batman - Knight and Squire
By Paul Cornell & Jimmy Broxton with Staz Johnson (DC Comics)
ISBN: 978-1-4012-3071-5

British Dynamic Duo Knight and Squire first appeared in the cheerfully anodyne, all-ages 1950s – specifically in a throwaway story from Batman #62 (December 1950/January 1951) – as ‘The Batman of England!’

Earl Percy Sheldrake and his son Cyril returned a few years later as part of seminal assemblage ‘The Batmen of All Nations!’ (Detective Comics #215 January 1955) – a tale retrieved from the ranks of funnybook limbo in recent times and included in Batman: Black Casebook – with sequel ‘The Club of Heroes’ appearing in World’s Finest Comics #89, July-August 1957. That one’s reprinted in Showcase Presents World’s Finest volume 1.

The characters had languished in virtual obscurity for decades before fully entering modern continuity as part of Grant Morrison’s build-up to the Death of Batman and Batman Incorporated retro-fittings of the ever-ongoing legend of the Dark Knight dynasty…

They floated around the brave New World for awhile with guest shots in places like Morrison’s JLA reboot and Battle For the Cowl before finally getting their own 6-issue miniseries (December 2010 – May 2011), courtesy of scripter Paul Cornell and artist Jimmy Broxton (with some layout assistance from Staz Johnson), who rather bit the hand that fed them by producing a far from serious, but captivating quirky and quintessentially English frolicsome fantasy masterpiece.

It all begins, as most things boldly British do, down the pub. However The Time in a Bottle is no ordinary boozer but in fact the favourite hostelry for the United Kingdom’s entire superhuman community: the worthy and the wicked…

Hero and villain alike can kick back here, taking a load off and enjoying a mellow moment’s peace thanks to a pre-agreed truce on utterly neutral ground, all mystically enforced by magics and wards dating back to the time of Merlin…

As the half-dozen chapters of ‘For Six’ open it’s the regular first Thursday of the month – and that’s an in-joke for Britain’s comics creator community – with the inn abuzz with costumed crusaders and crazies, all determined to have a good time.

Cyril Sheldrake, current Earl of Wordenshire and second hero to wear the helm and mantle of The Knight, sends his trusty sidekick Beryl Hutchinson – AKA The Squire – to head off a potential problem as established exotics Salt of the Earth, The Milkman, Coalface, The Professional Scotsman and the Black and White Minstrels all tease nervous newcomer The Shrike.

He’d do it himself but he’s chatting with Jarvis Poker, the British Joker…

The place is packed tonight in honour of visiting yank celebrity Wildcat, and a host of strange, outrageous and even deadly patrons all bustle about as Beryl chats to the formerly cocky kid who’s also getting a bit of grief because he hasn’t quite decided if he’s a hero or villain yet…

She’s giving him a potted history of the place when the customary bar fight breaks out but things take an unconventionally dark turn and an actual attempted murder occurs. It would appear that two of these new gritty modern heroes have conspired to circumvent Merlin’s pacifying protections…

Each original issue was supplemented with a hilarious text page which here act as chapter breaks, so after ‘What You Missed If You’re A Non-Brit’ (a glossary of national terms, traits, terminology and concepts adorned with delightful faux small ads), the tale continues as Beryl and Cyril spend a little down-time in rural Wordenshire where the local civilians tackle the insidious threat of The Organ Grinder and his Monkey so as not to bother the off-duty Defenders.

However the pair do rouse themselves to scotch the far more sinister schemes of inter-dimensional invader Major Morris and the deadly Morris Men…

That’s supplemented by the far-from-serious text feature ‘What Morris Men are Like’…

The saga then kicks into high gear with the third instalment as Britain’s Council for Organised Research announces its latest breakthrough.

C.O.R.’s obsessively romantic Yorkist Professor Merryweather had no idea that her DNA reclamation project would lead to a constitutional crisis after she reconstituted Richard III, but it seems history and Shakespeare hadn’t slandered the Plantagenet at all. The wicked monarch was soon fomenting rebellion, using his benefactor’s technology to resurrect equally troublesome tyrants Edward I, Charles I, William II and the ever-appalling King John and even giving them very modern superpowers…

Of course Knight, Squire and her now besotted not-boyfriend Shrike were at the vanguard of the British (heroic) Legion mustered to fight for Queen and Country and repel the concerted criminal uprising…

Following a history lesson on ‘Cabbages and Kings’, Beryl invited the Shrike back to the Castle for tea, teasing and some secret origins, but things went typically wrong when Cyril’s high tech armour rebelled, going rogue and attacking them all.

The text piece deals with ‘Butlers and Batmen’ before it all goes very dark when lovable celebrity rogue Jarvis Poker gets some very bad news from his doctor and a terrifying follow-up visit from the real Joker.

The CampCriminal was desperately concerned about his national legacy but GothamCity’s Harlequin of Hate is just keen on increasing his ghastly and frankly already astronomical body-count. First on the list is that annoying Shrike kid, but the American psycho-killer has big, bold, bizarre plans to make the UK a completely good guy-free zone…

Broken up with a two-part ‘The Knight and Squire Character List’, it all culminates and climaxes with a spectacular and breathtaking showdown after the malevolent Mountebank of Mirth goes on a horrendously imaginative hero-killing spree that decimates the Costumed Champions of Albion: a campaign so shocking that even Britain’s bad-guys end up helping to catch the crazed culprit…

Rewarding us all for putting up with decades of “Gor, blimey guv’nor” nonsense in American comics whilst simultaneously paying the Yanks back for all those badly researched foggy, cobbled-rooftops-of-London five minutes from Stonehenge stories which littered every aspect of our image in the USA, this witty, self-deprecating, action-packed and deucedly dashing outing perfectly encapsulates all the truly daft things we noble Scions of Empire Commonwealth love and cherish about ourselves.

Stuffed with surreal, outrageous humour, double entendres, quirky characters, catchphrases and the comedy accents beloved by us Brits – Oh, I say, Innit Blud? – and rife with astonishingly cheeky pokes at our frankly indefensible cultural quirks and foibles, this is the perfect book for anyone who loves grand adventure in the inimitable manner of Benny Hill, Monty Python and the Beano.

Also included are covers and variants from Yanick Paquette & Michel Lacombe and Billy Tucci & HiFi, plus a wealth of working art, character designs and sketches by Jimmy Broxton and an unpublished spoof cover in tribute to the immortal Jarvis Poker…

Buy this book. It’s really rather good. Oh, go on, do: you know you want to…
© 2011, DC Comics. All Rights Reserved.

Supernatural: Origins


By Peter Johnson, Geoff Johns, Matthew Don Smith & various (WildStorm)
ISBN: 978-1-84576-754-7

Comicbooks have always enjoyed a long, successful affiliation and nigh-symbiotic relationship with television, but in these days when even the ubiquitous goggle-box business is paralysed and endangered by on-demand streaming, too many channels and far too much choice, the numbers and types of program that migrate to funnybooks is increasingly limited.

Excluding kids’ animation shows, cult fantasy adventure series now predominate in this dwindling arena and one of the best to make that transition to the printed page was the epic monster-fighting saga of two brothers literally on the road to Hell as they tracked down unnatural horrors, mystical malignancies and all the unexplainable things that treat humanity as fair game and delicious delicacies…

Over eight seasons since 2006, the TV series Supernatural has followed Sam and Dean Winchester whose lives were forever changed when a yellow-eyed demon killed their mother.  The horrific event drove their distraught father into a life of eternal wandering: stalking and killing the impossible beasts and horrors he now knew lurked in every shadow.

Years after growing up from a baby on the road to hell, Sam got out of the life and tried to live a normal existence but was eventually dragged back when disaffected, alienated brother Dean called to say that their father had gone missing. It happened right about the time Sam’s girlfriend was killed by a fiery demon…

This impressive official prequel to the TV show follows the dysfunctional Winchester family in the days, months and years after the boys’ mother floated up into the air and spontaneously combusted, leaving father John with unanswerable questions, a hunger for vengeance and two unnatural kids to raise…

After Mary’s death, John packs little Dean and baby Sam into his car and goes into a spin of booze and bar-fights, until he meets palm-reader Missouri Mosley. The prognosticator offers veiled answers and a glimpse into a world of mumbo-jumbo which is proven to be impossibly real when an unseen monster kills Mary’s best friend Julie, who had been babysitting the traumatised boys. Lodged in her ghastly remains was a huge rune-carved fang from no creature ever born on Earth…

Armed with only hints into the true nature of the world, the former marine begins a quest for the tooth’s owner and in Tempe, Arizona meets prickly, reclusive outré scholar Fletcher Gable who identifies it as belonging to a Black Shuck… a Hellhound.

Sending Winchester on to a reported sighting of such in California, the savant offers a further gift: a blank journal in which to record all the notes, photos, clippings, drawings, thoughts and experiences that will inevitably occur now that father and sons are irrevocably set on their particular road to Perdition…

The wise man and his latest student are both painfully unaware that Winchester is himself being hunted…

When Mary’s formidable brother Jacob comes looking for the boys and fearing the worst (although he has no idea of what the can worst actually be), he too becomes embroiled in the quest – to his eternal regret – and only the arrival of the mysterious shadower saves John from becoming the latest casualty of the hellhound…

“Hunter” – more a job description than his name – helps Winchester clear up the mess and cover up the evidence before introducing the now-doubly bereaved and shell-shocked single parent to the full horror of the hidden world of the Supernatural. It’s 1983 and all Hell’s breaking loose…

Soon Winchester is part of an amorphous hidden association of loners known as Hunters: mortals who’ve lost loved ones, seen the truth and had the guts to look for payback…

Partnered with his brusque and enigmatic mentor, John Winchester is still looking for a golden eyed demon and a hellhound with a missing fang as he tackles his first monster – a leaping carnivore known as a “Heeler” with Hunter and another clean-up man named Ichi.

However by the time the trio return to the grimly unique bar known as Harvelle’s Roadhouse where Sam and Dean have been waiting under the lethally efficient care of waitress Ellen, John is a full-blooded monster killer. Good thing too, as Ichi isn’t friendly or human anymore…

Thus begins the perilous pattern: John and Hunter dumping the kids on someone blithely oblivious or horribly in on the secret for a few days whilst they take care of business and that journal filling up with accounts of incredible horror.

Winchester is a fast learner and, after meeting a resurrected priest who gives him a few precious tainted moments with Mary’s spirit, he and his extremely hands-on senior partner revisit Fletcher Gable with some useful intel on the rune-carved fang. Before long they’re heading to one of the spookiest locations in American geography for an appalling gauntlet of terrors, a confrontation with the hellhound, its master, inevitable betrayal and an explanation for all that the bereaved father and his sons have endured…

Dotted with moving, telling “flashbacks” such as the moment in 1991 when even tough, independent and lethally dangerous Dean had enough and tried to run away, abandoning his dad and little brother to an interminable legion of monsters, this initial chronicle also includes a short tale of the boys by Geoff Johns, Phil Hester & colourist JD Mettler.

‘Speak No Evil’ harks back to a day in 1989 when the taciturn Sam asked his big brother just how their mother died. He might even have received an answer if a demon hadn’t smashed through the motel window just then, locked in a death grip with their father…

This rip-snorting, tense and moody thriller lives up to the demands of the dedicated TV following and still fulfils all that’s demanded of a horror comic for readers who haven’t followed the torturous trail of the Winchesters, and this chilling compendium even offers in-process views of covers by Tim Sale and pin-ups, working drawings and sketches by series illustrator Matthew Dow Smith.

Punchy, powerful and spookily addictive…
Compilation and sketchbook © 2008 Warner Bros Entertainment, Inc. All rights reserved. Supernatural and all characters, distinctive likenesses and related elements are ™ Warner Bros Entertainment, Inc.

The Guild


By Felicia Day, Jim Rugg & various (Dark Horse Books)
ISBN: 978-1-59582-549-0

The Guild is a US comedy show which first appeared on the web in 2007, brainchild of actress and author Felicia Day. The quirkily smart, geeky-outsider fantasy revolves around Cyd Sherman, a musician who is more than usually prone to problems in the real world and escapes the dreary horror of it all by joining like misfits in a cyber-spacey online gang (or “Guild”) in a Massively Multiplayer Online Role-Playing Game (or MMORPG) called unsurprisingly “The Game”.

The live action episodes revolve around the interactions of Cyd and her associate ‘Knights of Good’ – all of whom find themselves more at home in an artificial universe of magic, myth, monsters and really mean people rather than mundane reality – although of course there are plenty of impossible tasks, unpalatable hardships and actual mean people here too.

You can check out the show – six seasons thus far – on Day’s dedicated YouTube channel Geek and Sundry…

We don’t do shows here, but since the material clearly overlaps with that old fashioned fantastic universe of comics, Dark Horse Comics approached Day in 2009 in search of a canny cross-fertilisation. The result was a 3-issue miniseries and a short story which appeared on the publisher’s own digital dimension in MySpace Dark Horse Presents #27. That pithy 2-page debut/introduction (illustrated by Jim Rugg and painted and coloured by Juan Ferreya & Dan Jackson) is included here at the conclusion of the main storyline.

On screen the seductive soap opera story is ongoing and began with the characters already in place and interacting, but The Guild comicbook gave Day the chance to work with an unlimited visual budget (that’s the advantage of comics: a monologue in a bedroom costs as much and as little to draw as all the hordes of hell unleashed and riding winged monkeys up the ChampsElysées) and thus inspired her to reveal the secret origins of her outré comrades in a winning, hilarious and deftly moving prequel tale.

Cyd plays far less than second fiddle at the back of a sub-par orchestra and is very fed up with her crappy life. She knows that she’s a failure at everything and a disappointment to everybody.

Although she has a boyfriend and fools herself that it’s love, deep down she knows that Trevor is a manipulative, exploitative, controlling jerk only using her as roadie, housekeeper, bedwarmer, manager, press-officer, writer and arranger of the music he claims as his as he tries hopelessly to break into the rock biz.

She even goes all over town pinning up the flyers she designed for his third-rate band’s gigs…

Cyd first learned about the manic world of consensual alternate realities when she was pinning up a poster in a comicbook and gaming store and, on the insistence of the therapist her dad is paying for, one day tried to break out of her dis-comfort zone by making new friends – if only by becoming a completely different person in a role-playing alternate universe…

After yet another ungrateful disappointment from Trevor the Rock God, she sat at her keyboard and became Codex, a mystic healer in the captivating fairyland of The Game…

Soon she was exulting in graphic slaughter, thievery and high adventure, meeting loads of wild people all revelling in being someone or something other than they were…

And as she learns and evolves in fantasyland, Cyd makes true friends and proper foes, forming her own guild of like-minded questors. They’re all real even if they aren’t actually there, and their effect on Cyd even leads to a satisfactory showdown with the increasingly unbearable Trevor…

Sharp, clever, moving and painfully funny, this an engaging introduction to the milieu and characters of the show and if I’ve skimped on detail you’ll thank me when you marvel at the captivating interactions of the beguiling cast of adorable misfits and wonder at the astonishing facility of illustrator Rugg as he makes both grim reality and miraculous meta-world come to life – each in its own unforgettable manner…

With covers and supplemental artwork by Georges, Jeanty, Dexter Vines & Tariq Hassan, Matthew Stawicki, Kristian Donaldson, Cary Nord & Dave Stewart, Rugg & Dan Jackson, Juan Ferreyra, Paul Lee, Jason Gonzalez and Jon Adams, working designs and a sketchbook collection from illustrator Rugg, complete with commentary by editor Scott Allie, plus a Bonus Section of tryout pages by a crazed band of artists including Zack Finfrock, Indigo Kelleigh, Kevin McGovern and Ron Chan, this slim, fanciful and thoughtfully funny fantasy offers a wry counterpoint to both gaming bombast and comicbook blood and thunder whilst defending your right to another life, liberty of imagination and the pursuit of fairy gold…

If you need the odd, gentle laugh in your hectic, horrible life The Guild might be just the tonic…
The Guild © 2010 The Guild. All rights reserved.

Knights of Sidonia volume 1


By Tsutomo Nihei translated by Kumar Sivasubramanian (Vertical)
ISBN: 978-1-935654-80-3

As I’ve often said, these days nobody does hard comics science fiction like the Japanese – although admittedly our own 2000AD and Warren Ellis’ SF are keeping the flag flying ahead of much of even manga’s greatest masters in their own mostly unacknowledged way…

In the tech-obsessed East, the tough, no-nonsense, nuts-and-bolts mystery and refined imagination of star flight have long been blended with more fanciful and romantic futuristic themes to captivate at least four generations since Osamu Tezuka first started the ball rolling in the 1950s, making space commonplace and conceptually comfortable for the Japanese.

We in Western world have been simultaneously enraptured and frantically trying to catch up, ever since some – too few, alas – of these manga tales first began to be translated into English at the end of the 1980s.

One of the most talented and respected proponents of the genre is Tsutomu Nihei whose triumphs have ranged from wholly self-created graphic epics such the stunning cyberpunk thriller Blame!, its prequel NOiSE, and Biomega to impressive stints on major commercial properties such as comics iterations of the video game Halo and the miniseries Wolverine: Snikt! for Marvel.

Born in 1971, the author prefers to let his works speak for him. His latest series Shidonia no Kishi began in 2009, debuting in Kodansha’s Seinen title Bessatsu Shonen Magazine and running to nine volumes so far.

The premise is familiar but evergreen. A thousand years from now Earth is gone. Our solar system was destroyed by unstoppable alien monsters and the survivors of humanity have scattered to the stars in vast self-contained generational vessels as much rock as rocketship. Over a millennium these colonies have hurtled ever outward seeking escape and survival, whilst within them humans have slowly become something different…

The eponymous Knights of Sidonia are the young pilots gifted enough to pilot the colossal humanoid fighter vessels that defend and scavenge interstellar resources for the ever-moving colony our story concerns…

The story begins with ‘Nagate Tanikaze’s Choice’ as an unexpected event occurs. Unknown to all the inhabitants of the hive-like colony ship years ago, an old man took his infant grandson deep into the bowels of the vessel and vanished. Raised in utter isolation with only tapes, a flight simulator/VR trainer and stolen food, the boy grew into a tough, hardy and independent survivor.

When, after three years, Nagate Tanikaze finally accepted that the corpse in the chair was no longer his “gramps”, he regretfully headed up in search of food and was soon caught by the incredulous authorities. He is starving and impossibly weak, but adamantly refuses to undergo the commonplace genetic procedure that will enable him to photosynthesise starlight. He might well be the only traditionally human being on Sidonia…

His captors-turned-benefactors accept his idiosyncrasies and welcome him into their austere, oddly passionless society, but some people seem to seethe with hostility at Tanikaze’s presence.

He is assigned quarters at a dorm and is welcomed by Ms. Hiyama, a motherly amalgam of human, bear and cyborg. He spends his time acclimatising by aimlessly wandering the vast labyrinthine cocoon which has patterned itself on an idealised 20th century Japan, but trouble still finds him when he wanders into a female photosynthesis chamber and is beaten up by the outraged girls “feeding” inside…

In the higher echelons of the ship, passive panic is gripping the ship’s leaders. Long range sensors have spotted a Gauna – one of the Brobdingnagian bio-horrors that invaded and destroyed Earth ten centuries past – and with grim fatality the Garde pilots are mobilised.

Tanikaze has been tested and found to be a superb pilot prospect. As the ship goes on alert his actual training begins, converting his years on the simulator into hands-on experience…

‘Nagate Tanikaze’s Maiden Battle’ finds the trainee mecha-rider still experiencing some prejudice but making his first friend in pretty Izana Shinatose, a fellow Garde pilot who adopts the outsider, acting as his guide and social mentor. Izana is warm and welcoming and it’s not too long before Nagate accepts “her” (to him) odd situation as a third-gendered, asexual parthenogenetic hermaphrodite. “She” also seems to be mildly telepathic…

Testing on the latest simulator, the outcast astounds all his classmates by scoring far above the machine’s assessment parameters but the purely physical – and appallingly uncomfortable and embarrassing – aspects of wearing a working spacesuit and dealing with the psychological pressures of working in the limitless void still challenges Tanikaze’s resolve and mental resources.

And even training is deadly work. As two squads of Mecha extract ice from a passing asteroid the simple drill turns into a disaster when a Gauna ambushes the novices…

‘Eiko Yamano’s Starry Heavens’ recalls that cadet’s spurning of the students’ superstitious pre-flight ritual before returning to her present as the star-beast consumes her and adds her DNA to its metamorphic mass, simultaneously gravely damaging Tanikaze’s vessel. The telemetry from his ship indicates he’s near death…

Aboard Sidonia, their superiors can only write off the kids and begin readying their only effective weapon – a Heavy Mass Cannon that should push the nigh-unkillable free-floating carnivore far out of range…

The Sidonians are astonished when Nagate apparently regains consciousness and valiantly confronts the gigantic horror slowly assuming Yamano’s form. Incomprehensibly driving it back, he is dragged away by his comrades just as the huge projectile from the mass cannon devastatingly hits home…

‘Norio Kunato’s Fury’ finds the recovering Nagate plagued by ghastly dreams of Eiko’s death – and particularly her imagined transubstantiation into a Gauna. He should be dead but refuses even to give in to the pace of his own healing and soon drags himself on crutches back to lectures. When Izana sees him leaning on willowy Kunato in moments of dizziness, the outraged asexual storms off in a huff…

The baffled Tanikaze only gets the chance to make amends at the Gravity Festival – an annual function that allows the barbarian boy opportunity to eat as much actual food as he can hold – but is distracted by the attentions of fellow pilot Hoshijiro Shizuka who had brought his wounded Mecha and battered body back to Sidonia after the Gauna ambush. However when haughty Norio Kunato insults and assaults Izana, Nagate goes crazy and jumps the elitist bigot. Their battle wrecks the fair, and the outcast learns that many of his fellow pilot candidates feel he is unworthy to ride the giant guardian mecha…

This first monochrome volume concludes with ‘Mochikuni Akai’s Glory’ as the trainees continue their steep and brutal learning curve. The repelled Gauna is gradually, inexorably approaching Sidonia again. Moreover it’s clear that not all the populace despise the new kid. As the first person to fight – let alone survive – a Gauna attack Tanikaze is apparently held in high regard by the older Guardians.

When hot-shot pilot Akai invites Nagate and Izana to a private paradise of artificial seas and beaches, it is to reveal that he and his fellow officers have been tasked with deflecting the beast’s next attack. Although the party is enjoyable and the surroundings stunning, the cadets can’t help but feel they’re intruders at a Last Supper…

To Be Continued…

Like Robert Heinlein, Larry Niven and other masters of the art form, Tsutomu Nihei frequently works in a notional shared continuity (for instance the monstrous Gauna first appeared in his earlier series Abara), but there’s no sense of having missed anything in this premier instalment of a wonderfully engrossing, gloriously engaging epic of Horatian heroism and Mankind’s Last Stand.

Compelling, subtle, spectacular and even funny, this is a yarn no adventure aficionados or sci-fi fanatics should miss.

This book is printed in the traditional Japanese right to left, back to front format.

© 2013 Tsutomu Nihei. All rights reserved.

Twin Spica volume 3


By Kou Yaginuma (Vertical)
ISBN: 978-1-934287-90-3

The hungry fascination, hopeful imagination and fevered anticipation of space travel which was an integral component of post-World War II society is the driving narrative engine for this inspiring manga epic from Kou Yaginuma, who began capturing questing imaginations with his poignant short story ‘2015 Nen no Uchiage Hanabi’ (‘2015: Fireworks’), published in Gekkan Comics Flapper magazine in June 2000.

The author subsequently expanded and enhanced the subject, themes and characters into an all-consuming narrative epic combining hard science and humanist fiction with lyrical mysticism and traditional tales of school-days and growing up.

Diminutive teenager Asumi Kamogawa has always dreamed of going into space. From her earliest moments the lonely child had gazed with intense longing up at the stars, her only companion and confidante her imaginary friend Mr. Lion.

When Asumi was a year old, the first Japanese space-launch ended in utter catastrophe when rocket-ship Shishigō (“The Lion”), exploded: crashing back to earth on the city ofYuigahama where the Kamogawas lived. Hundreds were killed and so many more injured, including Asumi’s mother.

Maimed and comatose, the matron took years to die and the long-drawn-out tragedy utterly traumatised the tiny uncomprehending daughter. The shock also crushed her grieving husband who had worked as a designer on the rockets for Japan’s Space Program.

In the wake of the disaster, Tomoro Kamogawa was assigned by the corporation who built the ship to head the reparations committee. Guilt-wracked and personally bereaved, the devastated technologist had to visit and formally apologise to each and every survivor or victim’s grieving family. The experience completely destroyed the man.

He was certainly no fan of the space program, having lost his wife, his beloved engineering career, and his pride to the race for the stars. He has raised his daughter alone by working two and often three menial jobs at a time for over a decade and cannot countenance losing the very last of his loved ones to the cold black heavens…

In response to the disaster,Japanset up an Astronautics and Space Sciences Academy. After years of passionate struggle and in defiance of her father’s wishes, in 2024 Asumi – an isolated, solitary, serious but determinedly star-bound teenager – was accepted to theTokyoNationalSpaceSchool. She reluctantly left Yuigahama and joined the new class.

Amongst the year’s fresh intake were surly, abrasive Shinnosuke Fuchuya (an elementary school classmate who used to bully her as a child back in Yuigahama), jolly Kei Oumi, chilly Marika Ukita and spooky, ultra-cool style-icon and fashion victim Shu Suzuki who became the shy introvert’s closest acquaintances.

Every day Asumi nudged inexorably towards her goal: the stars. Ever since the crashing rocket had shattered her family, she had drawn comfort from the firmament, with Mr. Lion staring up at the heavens at her wide – especially drawn to the twinkling glow of Virgo and the alluring binary star Spica. And now she was so tantalisingly close…

Small, poor, physically weak but resolutely capable, Asumi endures and triumphs over every obstacle… and she still talks with Mr. Lion – who might just be the ghost of one of the astronauts who died on the Shishigō…

All the students can think of is going to space, but they are constantly reminded of the fact that most of them won’t even finish their schooling…

Asumi – barely four feet, eight inches tall – is constantly struggling to meet the arduous physical requirements dictated by the Academy but has more immediate problems. She is only slowly adjusting to life in Tokyo, sleeps in tawdry communal women’s dorm “The Seagull”, struggles with many of her classes and subsists on meagre funds, supplemented by part-time jobs.

Moreover she has inexplicably incurred the obsessive hostility of astrophysics lecturer Professor Sano. Unbeknownst to Asumi, Sano has a long-hidden grievance with her father and has thus determined to kick her out of the school at all costs…

He has already tried to have her removed because her small size dictates that she needs a customised pressure suit – offering Sano an opportunity to force her out by citing budget restrictions…

The individual stories are broken up into “Missions” and this particularly moving and moody third volume covers numbers 9-13, plus a revealing sidebar tale and another autobiographical vignette about the author’s own school days.

‘Mission: 09’ begins with Asumi returning to her father’s home, pondering if she should ask Mr. Lion if the disgraced engineer was actually responsible for the rocketship crash all those years ago. Meanwhile inTokyo her classmates are trying to intervene in Sano’s obvious vendetta against their friend…

Mr. Lion is there too, but has been drawn to the wedding of Asumi’s old teacher Miss Yuko Suzinari. Although she still desperately misses her fiancé, who piloted The Lion and died in the tragic explosion five years previously, she is getting married today… a fact Asumi discovers from an invitation left in an unopened pile of mail she finds in her father’s empty house…

Having missed another day of school, Asumi again incurs Sano’s wrath as ‘Mission: 10’ begins, but the astrophysicist and his mysterious superior are in for a rude awakening. Meanwhile the determinedly upbeat Miss Kamogawa is having an oddly unifying effect on her fiercely independent classmates, turning rivals into comrades. All, that is, except the chilly, acerbic, mysteriously aloof Marika Ukita…

Undeterred, Asumi probes deeper, and with her phantom mentor’s spiritual advice finally finds a way to crack the ice-queen’s brittle exterior. Valiant, protective Kei Oumi meanwhile openly challenges Sano over his unfair treatment and is soundly reminded by the teacher that the course is a process of elimination. Would she surrender her own chances of success to ensure Asumi remained…?

‘Mission: 11’ continues the deliberation of the completion for final places, but Mr. Lion again offers sage and calming words as, in the upper echelons, Sano’s words and actions have drawn unfavourable criticism, leading to some further surprising revelations about Asumi’s dad, hints of a concealed scandal regarding the construction of the doomed Shishigō and the disappearance of the conniving astrophysicist from the faculty…

With Sano abruptly replaced by the far more amenable and encouraging Mr. Shiomi, Asumi and the gang decide to take a short camping vacation to the Cosmic Communications Center atChiba, but not before Asumi has one last moving confrontation with her former nemesis…

‘Mission: 12’ finds them readying for the trip – all but the stand-offish Ukita who flatly refuses to join them – when an incident in the Multi-Axis Trainer (that’s the cool-looking. spinning ball thingy astronauts sit in) results in the ice-queen collapsing. When she gets out of the infirmary Asumi and Kei follow Ukita home and discover she lives in a palatial mansion…

When they see her being brutalised and abused by a shouting man – presumably her father – Asumi sees red and attacks. Suzuki and Fuchuya are astounded when without any explanation Ukita gets on the bus to Chiba with them and the smiling girls…

At their destination the cash-strapped kids walk until Marika again collapses.

Belligerent Fuchuya picks up the moody girl with the badly bleeding feet and carries her to their destination as ‘Mission: 13’, through dreamy flashbacks and a near-fatal hiking incident, discloses some of the incredible, uncomfortable secrets of Marika Ukita and how her own abiding love affair with the cosmos began…

To Be Continued…

Although the ongoing saga pauses here, there’s even more affecting revelations to come in the complete tale ‘Asumi’s Cherry Blossom’ which harks back to her school days in Yuigahama. A weird, distracted child, she is bullied by many classmates and even a few teachers, but is championed by a boy who seems very interested in her. Takashi Shimazu is a talented artist who won’t let Asumi see what he’s constantly drawing, and he’s absent from school quite a lot, but they strike up a friendship anyway. Asumi really likes the boy, but wishes he wouldn’t joke about being able to see Mr. Lion…

This bittersweet tragedy is followed by a beguiling and introspective ‘Another Spica’ episode in which Yaginuma details his shiftless, ambition-free teens and shared moment of clarity with a girl in his classroom…

These powerfully unforgettable tales originally appeared in 2001-2002 as Futatsu no Supika and in the Seinen manga magazine Gekkan Comics Flapper, targeted at male readers aged 18-30, but this ongoing, unfolding beguiling saga is perfect for any older kid with stars in their eyes…

Twin Spica filled sixteen collected volumes from September 2001 to August 2009, tracing the trajectories of Asumi and friends from callow students to competent astronauts and the series has spawned both anime and live action TV series.

This delightful serial has everything: plenty of hard science to back up the informed extrapolation, an engaging cast, mystery and frustrated passion, alienation, angst and true friendships; all welded seamlessly into a joyous coming-of-age drama with supernatural overtones and masses of sheer sentiment.

Rekindling the magical spark of the Wild Black Yonder for a new generation, this is a treat no imagineer with head firmly in the clouds can afford to miss…

This book is printed in the Japanese right to left, back to front format.
© 2010 by Kou Yaginuma. Translation © 2010 Vertical, Inc. All Rights Reserved.

The Incredible Hercules: the New Prince of Power


By Greg Pak, Fred Van Lente, Ariel Olivetti, Paul Tobin, Reilly Brown, Jason Paz, Terry Pallot, Zach Howard, Adam Archer & various (Marvel)
ISBN: 978-0-7851-4370-3

Comicbook Fights ‘n’ Tights dramas are serious business – but they don’t have to be.

There are too few light-hearted adventure comics around for my liking. Have readers become so sullen, depressed and angst-ridden that it takes nothing but oceans of blood and devastating cosmic trauma to rouse them?

Let’s hope not since we all adore a modicum of mirth with our mayhem, and let’s be honest, there are lashings of sheer comedic potential to play with when men-in-tights  – or in the Lion of Olympus’ case, a very short skirt and leather bondage-leggings – start hitting each other with clubs and cars and buildings.

The contemporary Marvel iteration of Hercules first appeared in 1965’s Journey into Mystery Annual #1, wherein Thor, God of Thunder fell into the realm of the Greek Gods and ended up swapping bombastic blows with the happy-go-lucky but easily-riled Hellenic Prince of Power in the Stan Lee/Jack Kirby landmark ‘When Titans Clash! Thor Vs. Hercules!’

Since then the bombastic immortal warrior has bounced around the Marvel Universe seeking out other heroes and heated fisticuffs as an Avenger, Defender, Champion, Renegade, Hero for Hire and any other super-squad prepared to take the big lug and his constant, perpetual boozing, wenching, bragging and blathering about the “Good Old Days”…

In recent years Herc got a good deal more serious, becoming a far more conventionally po-faced world-saver and even found himself a protégé – don’t call him “sidekick” – in keen teen Amadeus Cho, notionally the Seventh Smartest Person on Earth.

This deliciously wicked and engaging collection, gathering often inappropriate and simultaneously stirring and uproarious contents of Hercules: Fall of an Avenger #1-2 and the follow-up 4-issue miniseries Heroic Age: Prince of Power from 2010, is actually the prequel to a larger epic event but self-contained enough and so entertaining that readers won’t mind or feel short-changed.

The drama unfolds in the aftermath of the mighty man-god’s apparent death with the aforementioned ‘Hercules: Fall of an Avenger’, by writers Greg Pak & Fred Van Lente with art by Ariel Olivetti, as many of the Gods and mortals touched by the life of the departed legend gather at the Parthenon for a wondrous wake to memorialise his passing.

Athena now rules the gods ofOlympus and turns up stylishly late as the gathering share personal tales of the departed legend.

Whilst the he-man heroes such as Thor, Bruce Banner, Skaar, Son of Hulk, the Warriors Three, Wolverine, Angel, and Sub-Mariner dwell on their comrade’s fighting spirit, the women such as Namora, Black Widow, Inuit goddess Snowbird and Alflyse, Queen of the Dark Elves prefer to share fond reminiscences of his other prowess – despite the blushes of the congregation.

However just as Cho prepares to speak his own thoughts, Athena and the remaining Hellenic Pantheon materialise and announce the boy is to be the new commander of the globe-spanning corporation known as the Olympus Group, becoming the next Prince of Power to act as the god’s representative on Earth…

Before Amadeus can react, Athena’s decree leads to a minor rebellion in her own ranks as Apollo challenges her and the assemblage degenerates into another epic brawl. Cho doesn’t care and uses the distraction to act on a suspicion that Hercules is not actually dead. His search of Hades, however, proves fruitless…

One of the smartest humans alive, Amadeus acquiesces and takes control of the Olympus Group to further his own agenda, but makes no secret of his dislike and mistrust of Athena…

Further repercussions of Hercules’ demise are seen when Namora and fellow Agent of Atlas Venus (a seductive Greek Siren, only recently promoted to actual love goddess) are dispatched by Athena to set the Man-God’s earthly affairs in order. Over the millennia the big-hearted, happy warrior accrued vast wealth and used it to set up businesses, trusts, foundations and charities, but now the Queen of Olympus wants to absorb the profitable ones and shut down the lame ducks.

As they track down his holdings and inform administrators of the situation, the grieving wonder women uncover an unsuspected ‘Greek Tragedy’ (by Paul Tobin, Reilly Brown & Jason Paz) on a lost Greek island – a cash-sucking black hole of an orphanage caring for children who just happen to be the innocent spawn of the many monsters Hercules slew in his voyages.

How then can Namora and Venus obey the dictates of the hard-hearted Athena and still honour the spirit of their soft-hearted former lover…?

‘Heroic Age: Prince of Power’ (Pak, Van Lente, Brown, Zach Howard, Adam Archer & Pallot) then occupies the major portion of this chronicle following the progress of Cho as he settles into the uncomfortable role of divine Prince of Power and mortal Chairman of the Board. His first order of business is to divert vast funds into searching the multiverse for Hercules…

Athena’s driving motivation for recruiting Amadeus is that an Age has passed on Earth: where once brute strength was the defining characteristic of the era, the Modern Age is subject to the force of intellect. The new Prince of Power must reflect the reliance on Reason and Intelligence, especially since a long-prophesied “Great Chaos” is coming…

A cosmic congress of pantheons convenes to select a mortal to lead the fight against the on-coming threat and, after much debate, Athena gets her way: clever kid Amadeus Cho is expected to save the entirety of creation…

On Earth the unsuspecting and intolerably obnoxious seventeen-year-old is dealing with lesser problems whilst working towards his own ultimate goal – rescuing Hercules from wherever he’s gone…

The most pressing of these daily duties is defeating mutated maniac the Griffin and saving an amusement park from becoming lunch, just the latest in a procession of monsters acting as vanguards for the approaching Chaos King…

Another problem is that he’s had to lock up his girlfriend Delphyne – Queen of the Gorgons – for trying to assassinate Athena, so when Vali Halfling (son of Asgardian god of Evil Loki) comes calling offering the secret of ultimate divine power, the distracted Cho is understandably intrigued, although not enough to fall for the trickster’s devious scheme…

The vile demigod wants to gather mystical elements from assorted pantheons (Greek, Norse, Egyptian and Hindu) to create a potion that will deliver ultimate divine power and enable the upstart kids to eliminate all other deities, but Cho isn’t fooled and rather than fall for a dishonest alliance he sets out to beat Vali to the ingredients – Hellenic Ambrosia, the Apples of Idunn, the Book of Thoth and Moon-cup of Dhanvantari. The race commences in ‘Blasphemy Can be Fun’ and, after pausing for ‘The Origin of Hercules’ by Van Lente, Ryan Stegman, Michael Babinski, continues with Cho’s one-man invasion of Asgard in ‘Valhalla Blues’.

The neophyte Prince of Power has no idea that he’s been played, and whilst clashing with former idol Thor for the Apples his rival already possesses, Halfling and his super-powered human Pantheon invades and seizes control of the Olympus Group headquarters to grab the Nectar of the Gods…

After a spectacularly pointless battle Thor and Cho unite to stop Vali, heading to the EgyptianLandof the Dead to grab the Book. Again they are too late and their outrageous clash with cat-goddess Sekhmet in ‘Our Lady of Slaughter’ only allows Halfling to come closer to his ultimate goal.

With the old gods on the back foot and Athena close to death, the fate of Cho’s people falls to the furious and lethally ticked off Delphyne…

It all comes to a shattering close in ‘Omnipotence for Dummies’ as Cho ultimately and brilliantly outwits everybody, wins ultimate power, retrieves Hercules from his uncanny fate and promptly surrenders all his divine might to the returned Man-god. He has to: the Chaos King has arrived to annihilate All Of Reality and the situation demands a real hero…

To Be Continued…

With covers and variants by Olivetti, Humberto Ramos, Edgar Delgado, Khoi Pham, Carlo Pagulayan, Paz, Peter Steigerwald, Salva Espin & Beth Sotelo plus pages of character designs by Brown, this bombastic, action-packed thriller also offers scenes of genuine tear-jerking poignancy and hilarious moments of mirth (the tale is especially stuffed with saucy moments of the sort that make grandmothers smirk knowingly, and teenaged boys go as red as Captain America’s boots). An absolute joy for older fans, this epic is also a great example of self-contained Marvel Magic, funny, outrageous, charming and full of good-natured punch-ups.

This is a rare but welcome instance of the company using the continuity without unnecessarily exposing newcomers to the excess baggage which may deter some casual readers from approaching long-running comics material, and if you’re looking for something fresh but traditional, you couldn’t do better than this superb slice of modern mythology.
© 2010 Marvel Characters Inc. All rights reserved.

Usagi Yojimbo book 1: (The Ronin)


By Stan Sakai (Fantagraphics)
ISBN: 978-1-59582-362-5     978-0-93019-335-5 (2005 edition)

One of the very best and most adaptable survivors of the 1980s black and white comicbook explosion/implosion is a truly bizarre and wonderful synthesis of historical Japanese samurai fiction and anthropomorphic animal adventure – a perfect example of the versatility and strengths of a creator-owned character.

Usagi Yojimbo (which translates as “rabbit bodyguard”) first appeared as a background character in multi-talented creator Stan Sakai’s anthropomorphic peripatetic comedy feature The Adventures of Nilson Groundthumper and Hermy, which launched in furry ‘n’ fuzzy folk anthology Albedo Anthropomorphics #1 (1984), subsequently appearing there on his own terms as well as in Critters, Amazing Heroes, Furrlough and the Munden’s Bar back-up in Grimjack.

Sakaiwas born in 1953 inKyoto,Japanbefore the family emigrated toHawaiiin 1955. He attended the University of Hawaii, graduating with a BA in Fine Arts, and pursued further studies at Pasadena’s Art Center College of Design after moving to California.

His first comics work was as a letterer, most famously for the incredible Groo the Wanderer, before his nimble pens and brushes, coupled with a love of Japanese history and legend and hearty interest in the filmic works of Akira Kurosawa and his peers, combined to turn a proposed story about a historical human hero into one of the most enticing and impressive – and astonishingly authentic – fantasy sagas of all time.

The deliciously rambling and expansive period fantasy series is nominally set in a world of sentient animals (with a few unobtrusive human characters scattered about) and specifically references the Edo Period of Feudal Japan or the beginning of the 17th century, simultaneously sampling some classic contemporary cultural icons from sources as varied as Lone Wolf and Cub, Zatoichi and even Godzilla. The epic saga specifically recounts the life of Miyamoto Usagi, a Ronin or masterless, wandering Samurai, making an honourable living as a Yojimbo or bodyguard for hire. As such, his fate is to be drawn constantly into a plethora of incredible situations.

And yes, he’s a rabbit – a brave, sentimental, gentle, artistic, long-suffering, conscientious and heroic bunny who just can’t turn down any request for help or ignore the slightest evidence of injustice…

The Lepine Legend appeared in Albedo #2-4, The Doomsday Squad #3 and seven issues of Critters (1, 3, 6-7, 10-11 and 14) before leaping into his own long-running series and this initial collection gathers those key tales and material from the Usagi Yojimbo Summer Special, from 1984-1986.

The Sublime Swordsbun has changed publishers a few times but has been in continuous publication since 1987 – with over 29 graphic novel collections and books to date. He has also guest-starred in numerous other series, such as Teenage Mutant Ninja Turtles and its TV incarnation – he even almost made it into his own small-screen show but there’s still time yet and fashions can revive as quickly as they die out…

There are high-end collectibles, art prints, computer games and RPGs, a spin-off sci-fi comics serial and lots of toys.

Sakai and his creation have won numerous awards both within the Comics community and amongst the greater reading public, and in 2009 current publisher Dark Horse Comics commissioned an all-new, fully painted anniversary tale which allowed the creator to hone his considerable skills with watercolours.

This debut monochrome compilation opens with ‘The Goblin of Adachigahara’ from 1984 as a weary warrior trudges through the snow and accepts hospitality from a lonely old woman. In return for food and a night’s shelter he tells her of his history and how he lost his master at the battle waged near this hovel many years ago.

Warring against usurper Lord Hikiji, the wanderer’s noble clan chief was betrayed by trusted General Toda and all the rabbit could do was preserve the falling leader’s body from further shame and desecration. Since that time he has been a masterless itinerant living out his tragic Karma…

Now his journey has brought him back to the region of his greatest shame… and although he doesn’t know it, to the shack of foul Toda’s wife and the ghastly debased creature she still loves…

That incredible clash of hero against horror led to ‘Lone Rabbit and Child!’ which set up major plot threads for the future as the Ronin was hired by beautiful swordswoman Tomoe Ame to protect her Lord Noriyuki. The callow youth had been travelling to the capital to ratify his role as leader of the prestigious Geishu Clan following the death of his father, but the party had been repeatedly attacked by ninjas working for the infamous Hikiji – now risen high in the Emperor’s hierarchy.

The insidious schemer was determined to foil the investiture and appropriate the Geishu properties for himself, but had not reckoned on fate and the prowess of the lethally adept Usagi…

In the sequel, as Tomoe recovered from wounds incurred in the defence of her young master and Noriyuki slowly adapted to the subtly perilous life as Lord of a powerful clan, Hikiji’s scapegoat committed suicide and left a damning testament to the villain’s perfidy. But even though a fruitless pursuit of ‘The Confession’ led the Rabbit Ronin to danger and momentary joy it provided no lasting peace or justice…

‘Bounty Hunter’ added outrageous comedy to the all-action mix when conniving thief-taker Gennosuké bamboozled the big hearted bunny into joining in a potentially profitable hunt for a band of outlaw brothers after which Usagi found himself on the wrong side of the law when his noble efforts to save a caravan from bandits resulted in his being rewarded with a stolen steed and branded a ‘Horse Thief’.

‘Village of Fear’ leapt straight into terror territory when the wandering samurai stumbled into a township trapped by a were-beast who treated the peasants as its rapidly-dwindling larder…

Moments of peace and contemplation were few in the Yojimbo’s life but, even when a drunken horde interrupted ‘A Quiet Meal’, the rabbit’s patience took a lot of rousing. Some folks however, really don’t know when to stop boozing and leave well enough alone…

‘Blind Swordspig’ is a masterful comedic parody that also sets up future conflicts as the landless lepus meets a formidable companion on the road whose incredible olfactory sense more than compensates for his useless eyes. How tragic then that the affable Ino is also a ruthless, blood-spilling outlaw who won’t let comradeship affect his hunger for freedom or carnage…

A hint of past tragedies informs ‘Homecoming!’ parts 1 and 2, as the penniless roving, Ronin accidentally returns to the village of his birth and finds his first love wedded to his oldest rival. Moreover when invading ninjas starving in the deepest of winters threaten the village, they take as hostage the son who should have been Usagi’s…

This poignant and heartbreaking glimpse into the past is gloriously offset by the concluding inclusion as ‘Bounty Hunter II’ sees the uproarious return of the bombastic Gennosuké who is again determined to enlist the lethally skilled and formidable swordsbun in a dangerously profitable get-rich-quick scheme involving literally hordes of hostile criminals…

Fast-paced yet lyrical, funny, thrilling and simply bursting with veracity and verve, Usagi Yojimbo is a magical saga of irresistible appeal that will delight devotees and make converts of the most hardened hater of “funny animal” stories.

Sheer comicbook poetry by a True Master…
Text and illustrations © 1987, 2005 Stan Sakai. Book editions © 1987, 2005 Fantagraphics books. All rights reserved.

R.E.B.E.L.S. volume 2: Strange Companions


By Tony Bedard, Andy Clarke, Claude St. Aubin, Karl Moline, Derec Donovan, Kalman Andrasofszky & various (DC Comics)
ISBN: 987-1-4012-2761-6

Once upon a time, DC’s vast pantheon of characters was sensibly scattered, segregated and wholly distinct: separated and situated on a variety of alternate Earths which comprised Golden Age hold-overs, contemporaneous Silver Age stars and later-created heroes. Further Earths were subsequently introduced for every superhero stable the company scooped up in a voracious and protracted campaign of acquisition over the decades. Charlton, Fawcett, Quality Comics and others’ characters resided upon their own globes, occasionally meeting in trans-dimensional alliances and apparently deterring new readers from getting on with DC.

Latterly, when DC retconned their entire ponderous continuity following Crisis on Infinite Earths in 1985-1986, ejecting the entire concept of a multiverse and re-knitting time so that there had only been one world literally festooned with heroes and villains, many of their greatest characters got a unique restart, with the conceit being that the characters had been around for years and the readership were simply tuning in on just another working day.

Of course now the multiverse concept is back and not confusing at all (no! seriously?) but whatever the original reasons, that dramatic 1980s refit did provide for some utterly astounding and cleverly cohesive stories…

In the aftermath of that event, the hero-packed planet Earth was targeted by a coalition of alien races and endured a full-on Invasion which was repulsed by the indomitable resistance of the World’s assembled heroes and villains and a few selected extraterrestrial allies. When the cosmic dust settled a few of these stayed together and formed cops-for-profit outfit dubbed L.E.G.I.O.N., led by a lying, scheming, manipulative obsessive super-genius bastard named Vril Dox: notional son of the villainous super-villain Brainiac of Colu and one of the most superciliously smug creatures in creation.

Overcoming all odds and the general distaste of his own chief lieutenants, Dox moulded his organisation into a force for justice and peace in the universe, with over 80 client worlds happily prospering, until his own son Lyrl – whilst still a baby – usurped control of the organisation: hunting Vril and his core agent team across the universe as desperate R.E.B.E.L.S. ruthlessly pursued by their own intergalactic commercial police force.

By the end of that run of comicbooks in 1996, order and the status quo were fully restored and the Licensed Extra-Governmental Interstellar Operatives Network went back to scrupulously and competently doling out all the peace and security solvent worlds could afford…

In the first volume, Dox’s organisation was snatched from his implacable grasp by an alien incursion from another galaxy, led by a terrifying mystery despot who had apparently subjugated the predatory Starros and turned their mind-sucking, power-leeching abilities to the creation of an unbelievably vast inter-galactic empire, policed by an unstoppable host of super-slaves and subservient legions.

Acting upon information received from his own descendent in the 31st century, Dox began assembling a super-powered strike force from across known space: old allies and pawns, new heroes – and even villains and monsters. Whoever he couldn’t coerce or co-opt Dox created, such as with the crippled Anasazi girl he transformed into a ball of sentient space-spanning energy he dubbed Wildstar…

However, just as he was compiling his arsenal of living weapons and preparing to take back control of L.E.G.I.O.N., events overtook him again. From far outside our galaxy an impossible army of invaders burst through a space rift, all enslaved by and connected to a telepathic starfish creature named Starro, yet somehow controlled by a humanoid master who had learned how to psychically dominate the universally-feared pentagram predators…

Within hours the Armada had destroyed the impregnable homeworld of the dreaded Dominators and were preparing to spread across the Milky Way, until Dox, with typical reckless brilliance, locked the entire quadrant within an impenetrable forcefield stalling the invasion by trapping hundreds of worlds – and his ragtag R.E.B.E.L.S. unit with them – in an inescapable cage with the most rapacious creatures in creation…

Collecting issues #7-9 of the revived comicbook series and the first R.E.B.E.L.S. Annual: Starro the Conqueror (all from 2009), the drama is scripted as ever by Tony Bedard and continues with ‘No Way Out’ (illustrated by Andy Clarke) wherein the only Dominator to escape the fall of his own species’ ancient empire goes hunting for allies and revenge. Dox too is seeking outside help – with as little success – from planetary dictators such as Despero or Kanjar Ro and extremist regimes such as the bellicose Khunds: all elements he used to be paid good money to keep away from decent sentients and his client worlds…

The aquatic, methane breathing mega-teleporters of Gil’Dishpan at least agreed to a meeting with both Dox and the Dominator, keenly aware that their inherent space-shifting capabilities presented Starro’s forces with an irresistible opportunity to break out of the vast but impenetrable force cage frustrating their outward expansion…

The venal Gil’Dishpan had actually planned to give their diplomatic guests to Starro in return for a neutrality pact but the invaders instead attacked the methane-dwellers, ultimately forcing Dox and the last Dominator to make absolutely sure no teleporters remained for the starfish to mind-control…

In ‘Stealth’ (Clarke art again) the ragtag band of resistors track down the banished and now teenaged Lyrl Dox, press-ganging the former tiny tyrant into the fight just as Starro’s metahuman brigade turned their unstoppable attentions upon the Khundish empire – with the now inevitable result of total submission through horrendous bloodshed.

On another front the insidious Psions contrived a ghastly biological cloaking mechanism and despatched the far-from happy Omega Men through the still-open space rift to the Horde’s mysterious point of origin…

The titular ‘Strange Companions’ – lavishly rendered by Claude St. Aubin & Scott Hanna – pulls more threads into the swiftly expanding cosmic tapestry as Wildstar goes in search of other allies trapped within the contained quadrant whilst the Omega Men discover disquieting, unsuspected secrets on the other side of the sky.

As Starro lieutenant Smite personally crushes all resistance on Kanjar Ro’s fortress world Dhor, the dictator is rescued at the last moment by his archenemy Adam Strange, another recruit to Dox’s resistance movement as is Earthling mutant superman Captain Comet.

The assembled rebels don’t have long to catch their breath however as the frustrated Smite arrives in blockbusting manner leading a squad of Starro super-soldiers and tasked with capturing – or is that liberating? – Lyrl Dox: a lad who’s been correctly assessed as even smarter and more ruthless than the father he’s always hated…

To Be Continued…

The rest of this volume reprints the Annual; offering a quintet of tales uncovering secrets and disclosing hidden facts about the unbeatable enemy forces. The eponymous framing sequence ‘Starro the Conqueror’ (illustrated by St. Aubin & Hanna) connects five powerfully revelatory chapters beginning with ‘The Doom that Came to Kalanor’ as the supreme master of the invaders personally destroys the diabolical Despero – a brutal juggernaut who has killed billions in his day. That day, though, is soon done…

The action continues by revealing the backgrounds of the pitiless, uncompromising invaders beginning with the tragic ‘Daughter of Storms’ (with art from Karl Moline & Mark Pennington): life-giving goddess of a world who lost everything when the starfish landed in her skies…

This is followed by an introduction to the worst Starro can offer as St. Aubin & Hanna convene ‘The High Vanguard’: brutal monsters who serve the as the semi-autonomous elite of the rapacious Horde, after which Derec Donovan delineates the story of Smite who was ‘Scourge of the Stars’ even before falling to the unrelenting overlord of infinity…

This volume concludes with the horrific origin of ‘The Star Conqueror’ (art by Kalman Andrasofszky) which shows how a gentle holy man defeated an intolerable invading interplanetary predator and unwittingly unleashed a far greater menace upon all of creation…

With a spectacular cover gallery by Andy Clark & Andrasofszky, this slim tome offers a deliciously intoxicating blend of space opera and cosmic action that will push every button for lovers of staggering science fiction thrills, cut with sharp, mature dialogue and sublimely beautiful artwork. More straight and simple, mind-boggling, slyly cynical, riotous rollercoaster fun no fan of fantasy should do without…
© 2009, 2010 DC Comics. All Rights Reserved.