Justice Society of America: The Demise of Justice


By Len Strazewski, John Broome, Paul Levitz, Rick Burchett, Grant Miehm, Mike Parobeck, Tom Artis, Frank McLaughlin, Frank Giacoia, Arthur Peddy, Bernard Sachs, Joe Staton & various (DC Comics)
ISBN: 978-1-7795-0744-0 (HB/Digital edition)

Win’s Christmas Gift Recommendation: Golden Ageist Evergreen Enjoyment… 8/10

Released in 2021 to celebrate their 80th anniversary, here’s yet another DC core concept given fresh wings by a modern movie. If you can find it, this hardback/digital delight is good old fashioned fun and will make a perfect present for you or yours…

After the actual invention of the comic book superhero – the Action Comics debut of Superman in 1938 – the most significant event in the industry’s history 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: consumers couldn’t get enough of garishly-hued mystery men, and combining many characters inevitably increased readership. Plus, of course, a mob of superheroes is just so much cooler than one – or one-and-a-half if there’s a sidekick involved…

The creation of the Justice Society of America utterly changed the shape of the budding business and – technically – All Star Comics #3 (cover-dated Winter 1940-1941, released in December 1940) was the kick-off. However, in that landmark, the assembled heroes merely had dinner whilst recounting recent cases and didn’t actually go on a mission together until #4 (cover-dated April 1941).

With the simple notion that mighty mystery men hung out together, history was made and it wasn’t long before they started working together…

However, when WWII ended, superheroes gradually declined, and most companies had shelved them by 1950. The plunge in popularity led to a revival in genre-themed titles and characters, and it was a stripped-down team (Flash, Green Lantern, Hawkman, The Atom, Black Canary, Dr. Mid-Nite and Wonder Woman) who battled on in contemporarily tailored crime and science fiction sagas before the title abruptly changed into All Star Western with #58.

It would take a second age of superheroes to revive them, this time as the champions of a parallel universe dubbed Earth Two…

Gathered here is a near-forgotten limited series concerning the latter days of the team’s Golden Age that originally ran in Justice Society of America #1-8 (April to November 1991), augmented by the last tale of the original era as seen in All-Star Comics #57, (February/March 1951), plus a turning point tale from Adventures Comics #466 (December 1979). They are preceded a sparkling, informative and appreciative Foreword by Golden Age aficionado and super scripter Mark Waid.

The miniseries – subtitled Vengeance from the Stars! – that comprises the majority of this tome was scripted by journalist and educator Len Strazewski (Speed Racer, The Flash, Phantom Lady, Starman, The Fly, The Web, Prime, Prototype, Elven) and illustrated by a rotating team of artists, opening as Rick Burchett illustrates ‘Beware the Savage Skies’. Here recently-retired mystery man Ted Knight – AKA Starman – is attacked in his private New Mexico observatory by incredible astral energy beings. Broken and dispirited, he is then enslaved by an old enemy who purloins his wondrous gravity rod before luring Jay (Flash) Garrick into a deathtrap that results in power outages across America…

The plot thickens with ‘The Sack of Gotham’ (art by Grant Miehm) as radio and television executive Alan Scott seeks to keep the lights on in his city whilst Black Canary prowls the darkened streets deterring looters and career criminals. Distracted by a museum break-in, she finds herself punching way, way up as undead monster/moron Solomon Grundy and a gang of determined bandits help themselves to ancient Egyptian artefacts at the behest of a hidden client. By the time Scott arrives as Green Lantern, the Canary has been thrashed and captured, leaving him to battle an animated star constellation dubbed Sagittarius

Burchett inks the astoundingly talented Mike Parobeck in #3’s ‘Dead Air’, as the star thing blacks out Gotham and Scott struggles to stop it. Complications occur when Grundy – afflicted with an obsessive hatred of Green Lantern – forgets the orders from the mystery Machiavelli to attack his emerald enemy. Far away, Ted Knight learns that his gleeful foe intends to conquer Earth by eradicating modern technologies and attitudes and replace them with primordial magic and tyranny…

Tom Artis & Frank McLaughlin limn #4 as ‘Evil of the Ancients’ sees reincarnating Egyptian warrior Hawkman uncovering star-themed neolithic treasures in his day job as archaeologist Carter Hall. These findings expose the history and provenance of the constellation creatures, but also trigger the arrival of another…

Despite aerial valour and the US Army’s best efforts, deadly colossus Andromeda storms off with a clutch of atom bombs and only the sudden arrival of The Flash prevents utter disaster. The clash resumes in ‘Double Star Rising!’ by Parobeck & Burchett, as arcane knowledge and modern tech savvy combine to trace the stellar plunderer and the incredible pyramid of power it is constructing. When the heroes try to destroy it they are confronted with a second energy horror but find a way to defeat both at once, compelling the man behind the plot to finally take a personal hand in the fight…

Far across the country the Lantern and the Canary escape captivity in ‘Danger Flies the Skies’ (Artis & McLaughlin), thanks to some timely aid from valiant sidekick Doiby Dickles, and track west after the museum artefacts in time to reinforce Flash and Hawkman in ‘The Return of the Justice Society’ (art by Miehm & Burchett). Redeemed and reinspired, Knight once more takes up his costumed identity to end the villain’s plot in ‘Battle of the Stars!’

In the heady aftermath, the JSA ponder what the next decade will bring, unaware that political conspiracies, public paranoia and a wave of intolerance masquerading as social conformity was waiting to change the world in ways no one could anticipate…

In continuity terms, this was technically the antepenultimate adventure of the JSA, with the rousing romp slyly heralding mood swings in the heartland of Democracy. It is thus smartly supplemented by the team’s final appearance of the Golden Age (in All-Star Comics #57) and a chilling, thematically-aligned codicil from Adventures Comics #466.

Written by John Broome and illustrated by Frank Giacoia, Arthur Peddy & Bernard Sachs, All-Star Comics #57 was the JSA’s last hurrah as ‘The Mystery of the Vanishing Detectives!’ pitted them against criminal mastermind The Key. When he abducted Earth’s greatest criminologists in advance of a spectacular robbery spree, the superheroes were called in to solve the case and prevent an impending catastrophe. It took a lot of time and effort, but the JSA never fail…

The fallow period and gradual return of the JSA was a major success of fan power in the 1960s, but that decade too ended with superheroes on the wane. During the torrid and turbulent 1970s, many of the comics industry’s oldest publishing ideas were finally laid to rest. The belief that characters could be “over-exposed” was one of the most pernicious and long-lasting (although it never hurt Superman, Batman or the original Captain Marvel), garnered from years of experience in an industry which lived or died on that fractional portion of pennies derived each month from the pocket-money and allowances of children which wasn’t spent on candy, toys or movies.

By the end of the 1960s, comic book costs and retail prices were inexorably rising and a proportion of titles – especially the newly revived horror stories – were consciously being produced for older readerships. Nearly a decade of organised fan publications and letter writing crusades had finally convinced publishing bean-counters what editors already knew: grown-ups avidly read comics too. Moreover, they happily spent more than kids and craved more, more, more of what they loved.

Explicitly: If one appearance per month was popular, extras, specials and second series would be more so. By the time Marvel Comics Wunderkind Gerry Conway left The House of Ideas, DC was willing and ready to expand its variegated line-up with some oft-requested fan-favourite characters. Paramount among these was the Justice Society of America, the first comic book super-team and a perennial gem whose annual guest-appearances in the Justice League of America and other superhero titles had become a beloved tradition and treat.

Thus in 1976 writer/editor Conway marked his second DC tenure (he had first broken into the game writing horror shorts for Joe Orlando) by reviving All Star Comics with #58.

In 1951, the original title transformed overnight into All Star Western with the numbering running for a further decade for the home of cowboy crusaders like Strong Bow, The Trigger Twins, Johnny Thunder and Super-Chief. Now, set on Earth-Two, and in keeping with the editorial sense of ensuring a series be relevant to young readers too, Conway reintroduced the veteran team, leavened with a smattering of teen heroes forming a contentious, generation gap-fuelled “Super Squad”…

Augmented by Robin (a JSA-er since the mid-1960s in Justice League of America #55), Sylvester Pemberton/Star-Spangled Kid and a busty young thing who rapidly became the feisty favourite of a generation of growing boys: Kara Zor-L Power Girl. Closing this collection is a short piece as she and fellow newcomer Huntress discuss how the Golden Age ended…

Taken from massive 68-page anthology title Adventure Comics 466 where Paul Levitz & Joe Staton delivered a pithy history lesson exposing the reason why the team vanished at the beginning of the 1950s, ‘The Defeat of the Justice Society!’ shows how the American Government cravenly betrayed their greatest champions. Set during early days of the McCarthy era anti-communist witch-hunts, a sham trial provoked the mystery men into voluntarily withdrawing from public, heroic life. There they stayed until the costumed stalwarts of Earth-One started the whole Fights ‘n’ Tights scene all over again…

These exuberant, rapid-paced and imaginative yarns perfectly blend the naive charm of Golden Age derring-do with cynically hopeful modern sensibilities. Here you will be reassured that no matter what, in the end our heroes will always find a way to save the day. These are classic tales from simpler times and a glorious example of traditional superhero storytelling at its finest: fun, furious and ferociously engaging, excitingly written and beguilingly illustrated. No Fights ‘n’ Tights fan should miss these marvellous sagas.
© 1951, 1979,1991, 2020 DC Comics. All Rights Reserved.

No Surrender


By Constance Maud: adapted by Scarlett & Sophie Rickard (SelfMadeHero)
ISBN: 978-1-91422-406-5 (TPB/Digital edition)

Win’s Christmas Gift Recommendation: Triumphant Tribute to Freedom Fighters and Literary Legends… 9/10

Constance Elizabeth Maud (1857-1929) was a child of privilege: daughter of a celebrated English scholar and cleric. She was primarily educated in France and lived there or in Chelsea for most of her life. Between 1895 and 1924 she wrote numerous articles and 8 novels – of which No Surrender was the penultimate – and became a member of the 400-strong Women Writers Suffrage League.

In 1908 she joined The Women’s Social and Political Union and The Women’s Freedom League: turning her writings to the needs of the cause. Her work subsequently appeared in many periodicals, especially magazines like the Suffragist movement’s newspaper Votes For Women.

In No Surrender (published in 1911 – and again in an annotated centenary edition released by publisher Persephone in 2011), Maud incorporated actual events with fictionalised analogues of many contemporary activists participating in the struggle to craft a history and playbook of the campaign for emancipation. The book became a rallying point and recruiting tool for the movement and was used to promote the soft end of the battle for equality. It inspired countless women (and presumable many male sympathisers) with a dramatised story of how the great and good would join with the humblest workers and unite to overcome…

Maud lived just long enough to see British women secure the right to vote: in 1918 with the Representation of the People Act – which enfranchised women over 30 years old – and at last witnessing universal female suffrage established in 1928’s Act, legislating that all Britons of 21 years or above could freely vote.

The main reason why No Surrender was such an effective weapon in the war to win the vote for all is that its propaganda and polemic were disguised by readily accessible drama. Beginning in industrial hub Greyston, ‘The Mill’ tells how northern mill worker Jenny Clegg is fired up by the many injustices afflicting women’s lives: with cruelty, unfair taxation, financial neglect, legitimised maltreatment and a status of second-class citizens chaining every female to a man of the gutter…

Rebelling, she forsakes her crusading socialist love interest Joe Hopton – a successful prime mover in winning better lives and wages for male workers – and dedicates her life to winning those same rights and representation for women. Upper class Suffragist Mary O’Neill has a more refined but similarly intransigent family at ‘The Country House’ all decrying her passion for women’s suffrage. She and Jenny will become friends, allies and leading lights in the struggle, inspiring millions of women, converting men, embarrassing the authorities and challenging a society where even other women refuse to see a status quo threatened…

Both driven by ‘The Calling’, they and a growing army of allies will invade London and suffer police and legal suppression in ‘The Courtyard’ and face ‘The Magistrate’ but never stray from their course. Whether testing tactics in ‘The Routes To Battle’ or challenging their detractors through heated debate on ‘The Cart’ the socially-distanced allies never stop their work, and gradually make converts even amongst the stratified intelligentsia who enjoy the closeted luxuries of ‘The Weekend Cottage’

The story sees numerous characters interact on many levels like a soap opera, but underpinning it all is a roster of actual protest events woven into the plot, such as ambushing a number of off-duty cabinet ministers in ‘The Church’ and then infiltrating ‘The Dinner Party’ to reinforce their message.

The darkest and most notorious moments of the cause are also featured, as Clegg, O’Neill and other notable activists of every class endure imprisonment, abuse and medical torture – but each according to their own social rank and standing in ‘The Crushed Butterfly’, ‘The Prison’ and the deeply distressing culmination of ‘The Punishment’. Always, efforts to disunite and separate rich from poor, inherently virtuous from tawdry and lowborn, fails as the core principle – that they are all women together – completely eludes the smug, hectoring, insensate elitist male oppressors, prejudiced and scared working men and the Anti-Suffrage Women’s groups populated with ladies who know and defend their privileged place in the world…

Ultimately, Jenny and Joe are united in the cause and Mary makes her own converts in ‘The Homecoming’ before the story ends with a proud rallying of all in the march to inevitable universal enfranchisement and victory in ‘The Standard is Raised’ – a rousing graphic tour de force with illustrator Sophie Rickard crafting a stunning multi-page fold-out any art fan would cry to see…

Maud’s tale was ostensibly a romance and account of families in crisis with a thinly disguised moral message like a Dickens or Thomas Hardy novel. She explored and contrasted the lives of poor working folk with gentry and aristocracy, but also scrupulously catalogued the added travails and insecurities of working women. At this time women had been successively deprived of most financial and civil rights and privileges. They had to pay taxes but enjoyed no representation under the law; could not be legal guardians of their own children or property and, if married, could not divorce whilst their husbands could. The men could also beat them, but only with cudgels of judicially-mandated size…

At the end of this hefty and substantial graphic novel there’s a chart showing when – and how incrementally – the nations of the world instituted female enfranchisement, and an Afterword by adapting creators Scarlett & Sophie Rickard (Mann’s Best Friend, A Blow Borne Quietly, The Ragged Trousered Philanthropists), naming names and offering factual provenance for the incidents and characters enriching the narrative.

It also declares why – in the current environment where a citizen’s right to dissent and protest is being deviously and criminally whittled away – the principles of organised resistance and role and consequences of righteous civil disobedience must be stridently defended…

Fair minded, honestly and powerfully expressing the views of all – including those opposing universal enfranchisement (and restoration of previously-removed social and civil rights) – Maud’s words are reinvigorated here with the authorities, capitalists, police and judiciary all given a fair hearing – and generally convicted out of their own mouths.

Of particular interest to modern readers will be the opinions of women who didn’t want a vote and the low workingmen who were generally the most passionate and violent opponents of change and equality…

Powerful, enraging, engaging and even occasionally funny, this never-more-timely tale of the force of the disenfranchised with their backs to the wall and ready to fight is supremely readable and should be compulsory viewing for all – as long as we don’t force anyone to…
© 2022 SelfMadeHero. Text © 2022 Sophie Rickard. Artwork © 2022 Scarlett Rickard. All rights reserved.

Some Frightful War Pictures illustrated by W. Heath Robinson


By W. Heath Robinson (Last Post Press)
ISBN: 978-1-4733-3483-0 (PB/Digital edition)

Not many people enter the language due to their own works and efforts. Fewer still last the course and remain relevant. Can you recall what “doing an Archer” means? We’ll soon be calling it “doing a Boris”… or “Truss” or “Sunak” or…

Moreover, when such endeavours also challenge egregious public perceptions and seek to correct outrageous out-of-control attitudes whenever  governments seek to enflame the worst of humanity for immediate political gain – and yes I am drawing parallels with now – these heroes need to be remembered just as much as The Fallen of so many wars. On this day of all days, never forget that, and also please recall that all the dead we commemorate are only that way because politicians and diplomats on all sides of every conflict failed to do their jobs right and only cartoonists and satirists ever called them out for it…

William Heath Robinson was born on 31st May 1872 into an artistic dynasty. His father Thomas was chief staff artist for Penny Illustrated Paper and older brothers Thomas and Charles were also illustrators of note. After proper schooling, William tried – unsuccessfully – to become a watercolour landscape artist before turning to the family trade.

In 1902, he released fairy story Uncle Lubin before finding graphic work at The Tatler, Sketch, Strand, Bystander and London Opinion. During this period, he developed the humorous whimsy and penchant for eccentric over-engineered mechanical devices for simple tasks which made him a household name.

During The Great War, Heath Robinson uniquely avoided the jingoistic stance and fervour of many of his competitors, preferring to satirise the absurdity of conflict itself in every periodical venue and volumes of collected cartoons. When the shooting stopped, he went on to a career of phenomenal success and creativity in cartooning, illustration and advertising.

Sadly he found himself doing it all over again in World War Two…

William Heath Robinson died on 13th September 1944.

There was a mild resurgence of interest in his efforts some years ago (from whence stems this timely collection) and if you’re interested you could scour the internet or even real bookshops for Hunlikely! (1916) or The Saintly Hun: A Book of German Virtues (1917). More general joys and niggles can be seen in Flypapers (1919), Get On With It (1920), The Home Made Car (1921), Quaint and Selected Pictures (1922), Humours of Golf (1923) and Let’s Laugh (1939), and in larger compendia Heath Robinson At War (1941) and The Penguin Heath Robinson (1946)

His literary collaborations can be found in The Incredible Inventions Of Professor Branestawm – 1933, accompanying the novels of N Hunter – or in Mein Rant with R. F. Patterson (1940).

In the 1970s and 1980s Duckworth reprinted a selection of albums including Inventions, Devices, The Gentle Art of Advertising, Heath Robinson at War, Humours of Golf, How To Be A Motorist, How To Be A Perfect Husband, How To Live in a Flat, How To Make your Garden Grow, How To Run a Communal Home, How To Build a New World, and, ominously and rather perspicaciously foresightfully, How To Make the Best of Things

Some of these may still be found at or ordered through your local Library Service. Both Ribaldry and Absurdities were reissued in the 1990s and were readily available online last month…

There is very little point of in-depth analysis in the limited space available here, but surely some degree of recommendation is permissible. In Absurdities (1934), Heath Robinson personally gathered his favourite works into a single volume that more than any other describes the frail resilience of the human condition in the Machine Age and particularly how the English used to deal with it all. They are also some of his funniest panels.

In Railway Ribaldry – a commission from The Great Western Railway Company to celebrate their centenary in1935 (and more power to them; can you imagine a modern company paying someone to make fun of them?) – he examined Homo Sapiens Albionensis, as steel and rails and steam and timetables gradually bored their way into the hearts and minds of us folk. Much too little of his charming and detailed illustrative wit is in print today, a situation that cries out for rectification more than any other injustice in the sadly neglected field of cartooning and Popular Arts.

I apologize for the laundry-list nature of the above, but I’m not sorry to have produced it and neither will you be when you find any the wonderful, whimsical, whacky work of William Heath Robinson, Wizard of Quondam Mechanics.

In the spirit of his unique contribution to war and peace, this review ostensibly concerns his first combat collection which is readily available in digital editions. Published in 1915, Some Frightful War Pictures reprinted gags and observations first published in The Sketch and The Illustrated Sporting and Dramatic News: assaulting both the despised and press-pilloried “Boche” and the Empire’s own inept High Command with genteel mockery.

In complex, convoluted cartons with titles like ‘The True Reason of the War (July 1914)’, ‘Nach Paris!’, ‘Hague Convention Defied!’, ‘Kolossal!’, ‘The War Lord at the Front!’ and ‘War Komforts!’, the artist repeatedly points out how alike all sides are, whilst subtly hinting that other ways of settling issues are always available…
© 2017 The Estate of William Heath Robinson.

Metalzoic – DC Graphic Novel #6


By Pat Mills & Kevin O’Neill and various (DC Comics)
ISBN: 978-0-93028-910-2 (Album TPB)

Once again sad news comes to us that another comics great – and brilliantly entertaining convention companion – has gone too soon. We use the word unique far too often in our hyperbole-ridden industry, but I can honestly say there was never anyone quite like Kevin O’Neill, so – rightfully shamed by guilt – I’ll be reviewing a bunch of his best stuff that I never-quite-got-around-to in the weeks and months to come, but for now let’s look again at one of his most remarkable and neglected manic masterpieces… 

In the years immediately following the release of Crisis on Infinite Earths, DC Comics was a paragon of experimentation and quality, as this decidedly post-punk, English-flavoured offering from 2000 AD mainstays and certified “British Invaders” Pat Mills & Kevin O’Neill proves.

Not long after this book was published. illustrator O’Neill won the singular accolade of having his entire style of drawing – not a panel, not a story, but every single mark he left on paper – banned by the dried-up-but-not-quite-dead Comics Code Authority!

Not that it stopped the rise of his remarkable and truly unique talent in later triumphs such as Marshal Law, Serial Killer and The League of Extraordinary Gentlemen.

“Kev” was born in 1953 and, at age 16, began work as an office boy/art corrector for British weekly Buster. He worked in every aspect of the compartmentalised industry: lettering, art paste-up, logo design, colouring and more. He even apparently self-published a fanzine – Just Imagine: The Journal of Film and Television Special Effects

As the kids stuff began to pale, life changed in 1977, when author/editor Pat Mills transferred him to a forthcoming, iconoclastic new science fiction comic.

O’Neill became a mainstay: producing covers, pinups and Future Shock short stories, whilst contributing to serials like Ro-Busters, satirical super parody Captain Klep, ABC Warriors and breakthrough character Nemesis the Warlock.

From there on, America came calling in the form of DC Comics…

In the far, far future robotic animals have evolved on the declining planet to fill the vacated niches once populated with specialised organic creatures. Civilised humanity has absconded to the stars and Mek-Animals roam the savage Earth. Armageddon is the ruler of the ape-like Mekaka, proud and ambitious, but his tribe are losing faith. They live on scavenged power and the mammoth-like Wheeled Beasts have not been seen for five years…

But this season they will return, led by the terrible God-Beast Amok, and the Mekaka will kill him and rule the world. Sadly, complications arise when joy-riding humans Jool and Ngila crash on this desolate dying world: one which most humans have forgotten ever existed. They have knowledge, but no survival instincts at all…

After US publication, the story was later serialised in 2000 AD #483-942, where it found a more welcoming audience before tragically vanishing from sight and memory. However, it remains purely primal savage satire: a fantastic fantasy; that remains an incontrovertible highpoint in DC’s abortive 1980s Graphic Novel line. Its scope and power are mesmerising and its return to print long, long overdue. Let’s hope someone gets the message…
© 1986 DC Comics Inc. All Rights Reserved.

Monsters! and Other Stories


By Gustavo Duarte (Dark Horse)
ISBN: 978-1-61655-309-8 (PB) eISBN: 978-1-62115-886-8

In comics, Less Is More.

You start with pictures. They should be clearly understood. Deathless prose so often just gets in the way…

This stunning breakthrough compilation from Brazilian graphic raconteur Gustavo (Bizarro; Guardians of the Galaxy; Dear Justice League) Duarte’s earliest works is a sublime masterclass in cartoon comedy: a trio of engrossing mini-epics each hallmarked by breakneck pace, captivating atmosphere and escalating conceptual insanity, all delivered via inspired sight-gags and superb drawing.

Following an effusive Introduction extolling the virtues of pantomimic comics and the sheer wonder of silent comedy from indisputable arch-maestro Sergio Aragonés, a twisted triptych of hilarious terror tales opens with ‘Có!’ (2009).

Here is a sardonically sinister saga of alien abductions, pig husbandry and commercial chicken-rearing practises, tinged with bizarre transformations, existential confrontations and the unmitigated horror of incomprehensible extraterrestrial agendas…

Anthropomorphically unfolding next, ‘Birds’ (2011) pecks at the cutthroat business world. One ordinary day a sinister murder mystery ensues, with two avian office workers having the worst day of their lives. A tense situation swiftly degenerates into a surreal bloodbath where only Death holds true dominion…

Concluding this soundless extravaganza is bombastic battle bout ‘Monsters!’ from 2012. This is a manic celebration of Kaiju (that’s city-stomping, rampaging giant beasties to old folk like you and me) as a jaded recreational angler reels in a big catch before becoming one as a colossal lizard wades ashore to tear up the town and literally sample the night life. As the creature inevitably attracts gargantuan rivals ashore for a showdown and the human populace panic, an elderly gentleman patiently gathers ingredients for a very ancient and special potion. He’s seen this all before and has the perfect solution…

This manic, mostly monochrome tome is the acme of artistic thrills and chills, perfectly capturing the addictive wonderment of monster stories and crafted by a master of fun and thrills.

Less is More. Silence is Golden. Get this Book.
© 2009, 2011, 2012, 2014 Gustavo Duarte Publications, Inc. All rights reserved.

The Grave Robber’s Daughter


By Richard Sala (Fantagraphics Books)
ISBN: 978-1-56097-773-5 (PB/Digital edition)

Richard Sala was a lauded and astonishingly gifted exponent and comics creator who deftly blended beloved pop culture artefacts and conventions – particularly cheesy comics and old horror films – with a hypnotically effective ability to tell a graphic tale.

A child who endured sustained paternal abuse, Sala grew up in West Chicago and Scottsdale, Arizona. Retreating into childish bastions of entertainment, he eventually escaped family traumas and as an adult earned a Masters’ Degree in Fine Arts. He became an illustrator after rediscovering a youthful love of the comic books and schlock films that had brightened his youth.

He started his metafictional, self-published Night Drive in 1984, which led to appearances in legendary 1980s anthologies Raw, Blab! and Prime Cuts, subsequently producing animated adaptations for Liquid Television.

He died in 2020 aged 65, but his work remains welcomingly atmospheric, dryly ironic, wittily quirky and mordantly funny; indulgently celebrating childhood terrors, gangsters, bizarre events, monsters and manic mysteries. His most well-known characters are a host of wonder women, like gloriously trenchant storybook investigator Peculia, gun toting mystery maid Violenza, disenchanted ex-cop Natalie Charms, and this particular femme so very fatale – girl sleuth Judy Drood

The Grave Robber’s Daughter is an irresistible tract of baroque pictorial enchantment, culled from Sala’s anthological series Evil Eye (#14) and sees the self-proclaimed sleuth Judy Drood abruptly stuck in a strange little town after her car suddenly breaks down. After venting some understandable spleen when the phonebooth she uses to call for assistance also dies, the irascible, potty-mouthed teen trudges to the bucolic, way-off-the-beaten-track and downright spooky backwater of Obidiah’s Glen: a sleepy hollow that seems at first glance completely deserted.

Walking on, Drood discovers an abandoned amusement park where a gang of extremely rude youths are insouciantly consuming booze and smoking. After being mocked in a snide manner only teenagers can attain, Judy plunges deeper into the sideshows, only to endure similar brusque treatment from a troupe of sketchy performers.

The carny has certainly seen better days, and the congregating clowns and delinquents make her nervous enough to leave in a dignified hurry. Eventually, back in town she bangs on a random door and learns the houses are all empty. Drood’s on the verge of another epic rage explosion when she hears a sound and finds a small girl sneaking around.

Outrunning the scared scamp, Drood quizzes little Nellie Kelly and hears a tales of supernal terror…

Everything was normal until the circus came to Obidiah’s Glen, but when the clowns paraded through town, the adults all followed and now are gone. Only a few high school kids seemed able to resist the call and they just mocked and laughed…

Drood accompanies Nellie to her own shack on the wrong side of the tracks and hears a tale of personal woe before falling asleep. She wakes up just as a clown attacks and – on brutally killing him – discovers something stomach churningly scary about the jolly invaders. Galvanised and furious, Judy tracks missing Nellie to the funfair and deals with a carnival of horrors in the Hall of Embalmed Abominations and other spooky funhouses. She has a bit more trouble discouraging the horny, potential teen rapists, but benefits from a brief distraction from Nellie…

All too soon the bad kids’ boastful ringleader Timothy reveals how many wrong assumptions Judy has jumped to, disclosing the truth about Nellie and her outlaw dad, the awful pact made with a dead witch and how Tim saw his chance to grab incredible ultimate power by getting rid of all the parents…

Sadly, as Judy knows there’s no reason or sense in the world, only chaos and opportunity, when the arcane armageddon she’s anticipated hits, she’s well on her way out of the frying pan and into the fire…

Delivered in manic and moody monochrome, this pacy chiller plays with a choice selection of contemporary Bêtes noir, mingling tropes and mixing memes with stunning audacity to craft a mash-up for the ages.

The Grave Robber’s Daughter amusingly exposes the seamy, scary underbelly of a darkly possible existences, blending nostalgic escapism with the frenetic frisson of children scaring themselves silly under the bedcovers at night: an ideal treat for the big kid in your life – whether they are just you, utterly imaginary or even relatively real…
© 2006 Richard Sala. All rights reserved.

Superdupont – The Revival


By Marcel Gotlib, François Boucq & Karim Belkrouf, translated by Edward Gauvin (Europe Comics)
No ISBN: Digital only release

In a world that has apparently devolved far beyond the reach of satire and parody – if not quite yet grotesque caricature – it’s always comforting to look back and recall a time when such creative acts had some effect on morality if not actual behaviour. Once upon a time everyone in Europe believed that the French, British, Germans, Italians, Spanish, Belgians, Irish, Scots and all the rest languished, locked into cultural acts and idiom that made them all unique unto themselves, even as politicians became unwilling “guest stars” in numerous strips.

These days we just call it racism and acknowledge that nearest neighbours are the ones we argue with most, but that doesn’t mean that Asterix, Spirou, Lucky Luke, Clifton and all the rest aren’t still hilarious…

The most comforting aspect of the situation was that the nationalistic, jingoistic True Believers of every nation have always been best taken to task by their own fellow citizens, calling out their innate idiocies via comedy and cartoons. In France, the tradition achieved greater impact when adult comics pioneer Marcel Gotlib (1934-2016: Les Dingodossiers; Rubrique-à-Brac; Clopinettes; Gai-Luron; Pervers Pépère; Hamster Jovial) united with artist Jacques Lob (1932 – 1990): maker of Jerry Spring; Ténébrax; Submerman; Blanche Épiphanie; Ulysse; Snowpiercer and more. As a united front they confronted Gallic nationalism head-on by pinching an idea from America to create a Patriotic Superhero for the post-De Gaulle era…

Superdupont was a strip spoof of patriotic costumed crusaders, targeting France’s ingrained national attitudes in the manner many British comedians today have used when lampooning “frothing Gammons” and “Little Englanders”. Feel free to carry out your own research on those terms…

The strip debuted in the September 21st 1972 issue of increasingly radical comic Pilote, prior to colonising Gotlib’s own mature-reader publication Fluid Glacial three years later. The reason for Superdupont being a collaborative effort is wonderfully egalitarian and fraternal too. When writer/artist Gotlib and Jacques Lob discovered they had both simultaneously come up with the same idea, they joined forces and achieved an even greater satirical synergy as “GotLob”!

They soon relinquished art duties to Alexis (Dominique Vallet) until that artist died in 1977, and thereafter workshopped irregularly seen releases over the years: episodes encompassing visual and verbal contributions from and joint efforts with Jean Solé, Daniel Goossens, Al Coutelis, François Boucq & Karim Belkrouf, Lefred-Thouron and even original American inspiration Neal Adams, who all contributed after Lob’s untimely death in 1990. Sadly, no-one has felt able to continue the feature since Gotlib’s passing in 2016…

In that year, the six original collected Superdupont tomes were at last supplemented by one final sally from Gotlib, in conjunction with modern marvel François Boucq (La Vie, La Mort et Tout le Bazar, Les Leçons du Professeur Bourremou, The Magicians Wife, Face de Lune, Bouncer, Le Janitor, Jérôme Moucherot), and his frequent work-partner Karim Belkrouf (Rock Mastard, Cocktail Transgenic). Superdupont: Renaissance introduced a fresh face to the francophone oeuvre as the mighty modern champion of all things Gaul returned in the role of proud father…

One point to remember here: a big part of Gotlib’s legacy was the brutal enforcement of a modern adult sensibility to the previous kid’s only comics biz. It shows in much of his comics work and particularly in his editorial stance and choices as co-founder of Fluide Glacial and L’Écho des savanes. In Superdupont, it’s seen as deliberately crass and vulgar situations, scenarios and language as well as cruelly satirical social commentary. If you can’t handle it, don’t look, but truly it’s no worse than late night TV or the cartoon equivalent of modern radio “shock jocks”…

In the original texts the beret-bedecked wonder was the son of the Unknown Soldier entombed beneath the Arc de Triomphe: super-powered, manically chauvinistic and resolute in his defence of all things French – especially business, colonialism and women. He battled terrorist gang Anti-France and foreigners in general, who all spoke an unruly linguistic polyglot of English, Spanish, Italian, German and Russian he dismissed as “Anti-Français”…

Clad in slippers, baggy slacks with a tricolour belt, striped jersey beret and safety-pinned cape, he led the resistance against modernism and foreign contamination, swilling red wine, smoking Gauloises and eating far too much soft cheese. Despite his powers, the champion of Camembert prefers to punish his many foes with his mastery of boxe française …what us interlopers would likely call “Savate”…

Translated as Superdupont: The Revival, the fun-filled French lessons restart following Gotlib’s fond reminiscences on the creation of the Gallic Guardian – and his reasons for returning – in revelatory Introduction ‘The Birth of a Legend’, after which the Good Old Days resume with some shocks and surprises…

The cosmos reels like a DC Comics mega-crossover as a nervous, flying, chain-smoking figure circles the maternity wing of a hospital. Inside the doctors and midwives are panicking at a most unusual birth. After some frantic – not to say gross – moments, Superdupont greets his new son: a bonny baby even more gifted and glorious than his proud sire…

After a rapid flashback précising his parents’ amorous assignation and precarious natal achievement, the early days of Superdupont Jr. detail why and how papa takes over the childrearing in a series of spectacular stunts and training exercises – whilst poor mummy recuperates in the ICU…

The infant’s sky-rending antics and fabulous frolics alarm the nation’s trigger-happy military and – after ‘Superdupont Changes a Diaper!’ – lead to a spot of civil unrest when the nipper starts interacting with alarmed ground-based mortals, prompting Da-Da to deliver a quick lecture on power and responsibility in Real Man style.

Tragically, as Superdupont demonstrates the fine art of saving plunging passenger jets, ruthlessly relentless, ever-present evil strikes, abducting his titanic toddler!

Plunged into despondency, Superdupont digs deep into ‘Le Coeur d’un Père’ before renewing his search, unaware that human devil The Pope of Darkness and his lamentable legion of malign malcontents is trying to contaminate the innocent babe with their own wickedness and create an appalling counterpoint to the champion of goodness…

However, as the furious father closes in, wrecking the assembled arsenal of evil, neither he nor his fetid foes have considered how junior might feel about being a pawn in someone else’s game…

Surreal, splendidly self-deprecating and self-referential whilst unceasingly breaking fourth walls – and a bit of the ceiling too – these raucous romps continually play with the accepted tropes and memes of superheroic fiction and even the graphics and visual lexicon of superhero idiom; adding layers of mirth and meta-meaning to the barbed, concealed critiques of the doomed and decaying world we’re now lumbered with…

If you have a quick mind, strong stomach and a dry wit in need of whetting, this is a ludicrous but lovely laugh-bomb you should not miss. Just don’t do the accent, okay?
© 2015 – DARGAUD – BOUCQ, GOTLIB & BELKROUF. All rights reserved.

One-Punch Man volume 01


By ONE & Yosuke Murata (Viz Media)
ISBN: 978-1-421585-64-2 (Tankobon PB/Digital edition)

The influence of America’s uniquely inspirational superhero phenomenon has spread all over the world since 1939, but if and when recycled through local lenses is always recreated as something profoundly different. Here’s how one Japanese team reprocessed the concept with staggering success…

Wanpanman (AKA One-Punch Man) began life as a webcomic created by an enigmatic creator calling himself ONE – or occasionally Tomohiro. His other notable works include Mob Psycho 100 and Makai no Ossan but the online epic was a personal passion project: a manic spoof and wickedly incisive parody of the American superhero idiom played strictly for mock-heroic laughs. Soon after its 2009 launch the feature went utterly viral, logging over 10 million hits and making traditional publishers sit up and take notice. It also became a firm favourite of many manga creators…

At that time mangaka (“comics-maker”) and illustrator/designer/animator Yusuke Murata (Partner; Eyeshield 21; Kaito Colt; Monster of Earth; Jump Square; Blust!) was looking for something different to work on. Born on July 4th 1978 in Miyagi Prefecture, the artistic prodigy had first come to prominence at age 12 by winning a major games art competition – twice. After schooling, he inevitably turned pro in 1995.

Having completed 37 volumes of Eyeshield 21 (an American Football drama serialized in Weekly Shonen Jump between July 2002 and June 2009), working on the anime adaptation and completing other features, in 2009 Mr. Murata became seriously ill and believed he was going to die.

Wanting to go out doing what he loved, the artist contacted ONE from his hospital bed, and convinced the mystery man to allow his baby to be redrawn by him and published digitally. It was serialised on SHUEISHA Inc.’s manga platform Tonari no Young Jump and became an even bigger hit – all over again. The reworked saga was eventually printed in books and syndicated internationally – 26 Tankobon volumes thus far and global sales well north of 30 million copies. Its unstoppable success spawned games; all manner of merchandise; a radio drama; international animation shows and a now well-overdue live action Hollywood movie…

So, how does it read, comics fans?

In truth, remarkably well to my aged western eyes.

A paean to cathartic, mindless violence lovingly and ultra-realistically rendered, the reworked epic opens with the catastrophic destruction of a modern city in the initial chapter. Amidst the rubble, ruin and senseless loss of human life, the monstrous culprit is confronted by a caped figure claiming to be a “hero looking for fun”…

As the beast-being ramps up the carnage, expositorially bombarding its weedy opponent with its motivation and backstory, the weary-seeming champion strikes back, ending his enemy with ‘One Punch’. The action seems to frustrate him beyond words…

In ‘Crab and Job Hunting’, a flashback to three years earlier finds unemployed, deeply depressed nebbish Saitama confronted by rampaging vengeful crustacean-thing Crablante and accidentally discovering his true vocation – extreme violence – whilst saving a mischievous boy whose pranks triggered the chaos-spree. Inspired, Saitama starts training: practising to become the best fighter in the world…

Eventually stricken bald by his efforts, our hero is now a despondent ‘Walking Disaster’ as his advanced progress mean that every battle is over too soon, ended with a single blow and affording him no pleasure because winning is just too easy, even against giant mutants created by crazy mad scientists like Fukegao and his monstrous human guinea pig brother Marugori or invading ‘Subterraneans of Darkness’: merciless mole monsters claiming to be the “True People of the Earth”. Even their ravening hordes are insufficient to Saitama’s needs. He only ever feels alive when exerting himself in combat, but every battle finishes before he can really get going…

A rare and uncharacteristic moment of personal introspection while killing bugs in his kitchen anticipates a massive clash against a horde of mosquitoes next, but this ‘Itch Explosion’ and subsequent staggering loss of life has a sexily human(oid) origin and cause which prompts an unprecedented second duel in ‘Saitama’. Here, our jaded justice deliverer finds a teen cyborg sidekick to reluctantly mentor in the form of earnest, eager, painfully gung-ho Genos

The introduction of this disciple expands the series’ scenario, offering first hints at rival secret organisations on the beleaguered Earth (in which entire cities and populations are annihilated with astonishing frequency and ease) as the creature-creating House of Evolution reviews its recent failures before unleashing its bestial legion of monsters in ‘A Mysterious Attack’ on the weird bald guy scotching their schemes…

‘This Guy?’ then sees the ruthless assault escalate when Genos joins in before he’s being singled out by cyborg Armored Gorilla. The devastating duels deliver colossal collateral carnage with the heroes triumphant and consequently learning a few shocking facts about the maniacs stalking them from a brutally battered survivor…

To Be Continued…

The costumed calamity continues and concludes with a bit of Bonus Manga as we glimpse luxuriously coiffed 12-year Saitama beginning junior High School where he is immediately targeted by older bullies …and even teachers. The mysterious school Samaritan can’t help but things change – for the worst – when a marauding monster also goes after him in ‘200 Yen’

His problems with baldness are then addressed in a quiet (but still monster-mashed) mountain break before a couple of pin-up pages/cover images end this first round of riot and ruckus…

Men in tights and svelte, spandexed warrior women are certainly an acquired taste, and Japan has often embraced and reworked actual US properties like Batman, Spider-Man and the X-Men with mixed effect, but this home-grown hero offers a unique take on the genre that is bonkers, bizarrely infectious and far from the seemingly mindless nonsense it at first appears. Under the lavish and potent artwork and silly plots is a superbly hilarious pastiche with a seductive secret message.

This manic mass-destructive, lovingly and meticulously rendered testosterone-fuelled fist-fest embraces savage slapstick silliness and must surely appear like what western people who don’t know comics always assumed manga looked like, but this is all about subtext and will delight western Fights ‘n’ Tights fans who can see beyond the masks and thigh boots…
ONE-PUNCH MAN © 2012 by ONE & Yosuke Murata. All rights reserved.

The City: A Vision in Woodcuts


By Frans Masereel (Dover Publications)
ISBN: 978-0-486-44731-5 (TPB/Digital Edition)

We tend to think of graphic novels as being a late 20th century phenomenon, and one that fought long and hard for legitimacy and a sense of worth, but the format was pioneered popularised much earlier in the century… and utilised for the most solemn, serious and worthy purposes.

At the same time as the earliest newspaper strips were being rebound as collected editions, European Fine Artists were addressing the world’s problems in “Wordless Novels”: assembling individual artworks – usually lino or sometimes woodcuts – into narrative sequences which, as the name implies, used images, not dialogue or captions, to tell a story. This also accounts for the other names of the articles – Woodcut Novels/Novels in Woodcut.

The fashion grew out of the German Expressionist movement of the early 20th century which revived and repurposed medieval woodblock printing techniques and even imagery for its own artistic agenda and purposes and was most popular during the 1920s and 1930s. The undisputed master of the form was Flemish artisan Frans Masereel, whose many works were phenomenally popular in German and whose influence spread far and wide – particularly to Depression-era America where Lynd Ward adopted the process for his many sallies against social iniquity, and Giacomo Patri unleashed his anti-capitalist salvo in the wordless novel White Collar as well as comedic parodies such as Milt Gross’ He Done Her Wrong

Masereel (1899-1972) was born in Blankenberge, Belgium and raised by his stepfather, an avowed socialist. He left home to study art in Paris supporting himself through magazine and newspaper illustration, political cartooning and his earliest woodcut prints. He was also a devout pacifist, refusing to fight in WWI, where he instead acted as a translator for the Red Cross. As a result he was unable to return to his homeland and lived most of his life in Germany, Switzerland and France.

In 1918 he created his first narrative: 25 Images of a Man’s Passion and followed up a year later with his masterpiece Passionate Journey. Masereel crafted more than 40 wordless novels, primarily woodcuts, but also a quartet of traditional pen & brush sagas, plus countless illustrations, commissioned paintings, animation works and more. Always stridently and forcefully defending the ordinary man from the horrors of capitalism, disaster and especially warmongering, his potent ability to hone meaning and capture emotion in singular images influenced generations of artists and cartoonists including Ward, Georg Grosz, Will Eisner, Art Spiegelman, Clifford Harper, Eric Drooker, Otto Nückel, Peter Kuper, George Walker and Peter Arno.

The book under review today was first released in 1925 as La Ville: cent bois gravés in France and as Die Stadt in Germany. Originally comprising 100 prints (13cm x 8cm) bound into book form, it quickly became a touchstone for many artists and critics and was hailed as the precursor of a film genre which made environment the focus of narrative (like Berlin: Symphony of a Metropolis or Man With a Movie Camera) and subsequently rereleased in 1961, 1972 and 1988 before this definitive 21st century Dover edition.

The City: A Vision in Woodcuts is translated from the German version as produced by Kurt Wolff Verlag AG (Munich 1925): seeking to forego actual sequential narrative by delivering its stark and startling images encapsulating the modern urban existence. Of course, humans being what we are, readers will find themselves unconsciously imposing form on those unfolding, uncompromising extremely explicit images anyway…

The candid exploration encompasses the highest and lowest echelons of society all rubbing up against each other, zeroing in page by page on the emotions, reactions and consequent horrors such friction creates…

There are bawdy entertainments, diligent toil, crimes of all kinds, quiet times almost unnoticed. We see smoke stacks, railway lines, canals, ports, traffic jams, subways and stations. There are rush hour crowds, fights, civil protests and always personal tragedies: accidents, bad births, thefts, affray, rape murder…

Buildings go up and come down, there is rush and rubbish and courtroom drama: vast office regiments, factory lines and foundry creations. Opulence and desperate poverty co-exist, with the exploited, maimed, forgotten and unwanted ignored by those enjoying themselves at all costs. The masses sing, dance, imbibe carouse and even indulge themselves being part of a grand State funeral. Always people come and people go, some for a different life and others to a “better world”…

It’s a place of constant change and the pace never slows… education, celebration and pauses for thought embrace art edification and human degradation on demand but there is also – for the bold and unbroken – a glimmer of hope…

Stirring, evocative and still movingly inspirational as the world returns to those dark days of Haves, Have-Nots and Why-Should-I-Cares?; this magnificent rediscovery is inventive, ferocious in its dramatic delivery, instantly engaging and enraging: a book long overdue for revival and reassessment and one every callous “I’m All Right” Jackass and “Why Should I Pay For Your…” social misanthrope needs to see or be slapped with…
No © asserted.

Valerian – The Complete Collection volume 5


By J-C Méziéres & P Christin with colours by E. Tranlé: translated by Jerome Saincantin (Cinebook)
ISBN: 978-1-84918-400-7 (Album HB/Digital edition)

Valérian: Spatio-Temporal Agent first took to the skies and timestream in 1967: gracing the November 9th edition of Pilote (#420) in an introductory serial which ran until February 15th 1968. Although an instant hit, album compilations only began with second tale – The City of Shifting Waters – as the creators considered their first yarn as a work-in-progress, not quite up to their preferred standard.

You can judge for yourself by getting hold of the first hardcover compilation volume in this sequence of compilations Or you can consider yourself suitably forward-looking and acquire an eBook edition…

The groundbreaking fantasy series followed a Franco-Belgian boom in science fiction comics sparked by Jean-Claude Forest’s 1962 creation Barbarella. Other notable hits of that era include Greg & Eddy Paape’s Luc Orient and the cosmic excursions of Philippe Druillet’s Lone Sloane, which all – with Valérian in the vanguard – boosted public reception of the genre. It all led, in 1977, to the creation of dedicated fantasy periodical Métal Hurlant

Valérian and Laureline (as the series became) was light-hearted and wildly imaginative: a time-travel action-adventure romp drenched in wry, satirical, humanist and political social commentary. The star was – at least initially – an affable, capably unimaginative, by-the-book cop tasked with protecting universal timelines and counteracting paradoxes caused by casual, incautious or criminally-minded chrononauts…

In the course of that debut escapade, Valerian picked up impetuous, sharp-witted peasant lass Laureline, who was born in the 11th century before becoming our star’s assistant and deputy. In gratitude for her truly invaluable assistance, the he-man hero brought her back to Galaxity, the 28th century super-citadel administrative capital where the feisty firebrand took a crash course in spatiotemporal ops before accompanying him on his cases…. luckily for all existence.

The series is not only immensely popular but also astoundingly influential.

This fabulous fifth oversized hardback – also available digitally – re-presents 1988’s On the Frontiers, 1990’s The Living Weapons and 1994’s The Circles of Power, and again offers a treasure trove of text features, beginning with critical appraisals ‘Valerian and Laureline: The Stuff of Heroes’; ‘Valerian, the Accidental Hero’; ‘Laureline, Bewitching and Wise’ and ‘The Heroes’ Metamorphosis’ by Stan Barets. Accompanying them are clip-art photo features ‘The Secret Charms of Laureline’, ‘The Colours of Laureline’ and essay ‘And Meanwhile…’ (detailing the creative duo’s other occupations at the time of creation).

A flurry of photos, sketches, designs and reference material detail the connections between comic album The Circles of Power and movie epic The Fifth Element in ‘A Taxi for Two’, and rounding out the extras is a selection of reportage comics by inveterate traveller Christin, illustrated by Philippe Aylmond, Alain Mounier, Enki Bilal, Méziéres, Olivier Balez and Max Cabanes.

Then, following a retrospective overview of the albums, it’s time to blast-off…

Valerian is arguably the most influential science fiction series ever drawn – and yes, I am including both Buck Rogers and Flash Gordon in that undoubtedly contentious statement. Although to a large extent those venerable newspaper strips formed the medium’s foundations, anybody who has seen a Star Wars movie has seen some of Jean-Claude Méziéres & Pierre Christin’s brilliant imaginings which the filmic franchise has shamelessly plundered for decades: everything from the look of the Millennium Falcon to military uniforms to Leia’s Slave Girl outfit…

Simply put, more carbon-based lifeforms have experienced and marvelled at the uniquely innovative, grungy, lived-in tech realism and light-hearted, socially-critical swashbuckling of Méziéres & Christin’s co-creation than any other cartoon spacer ever imagined. Now having scored their own big budget movie, that surely unjust situation is finally addressed and rectified…

Packed with cunningly satirical humanist action, challenging philosophy and astute political commentary, the mind-bending yarns always struck a chord with the public and especially other creators who have been swiping, “homaging” and riffing off the series ever since.

Sur les frontiers (On the Frontiers to English-speakers) was the 13th tale and marked a landmark moment in the series’ evolution.

When first conceived, every adventure started life as a serial in Pilote before being collected in album editions, but with this adventure from 1988, the publishing environment changed. This subtly harder-edged saga debuted as an all-new, complete graphic novel with magazine serialisation relegated to minor and secondary function. The switch in dissemination affected all top characters in French comics and almost spelled the end of periodical publication on the continent…

In the previous storyline the immensity of Galaxity had been erased from reality and our Spatio-Temporal Agents – with a few trusted allies – were stranded in time and stuck on late 20th century Earth…

Here, and now, we open in the depths of space as a fantastic and fabulous luxury liner affords the wealthy of many cultures and civilisations the delights of an interstellar Grand Tour. Paramount amongst guests are two god-like creatures amusing themselves by slumming amongst lower lifeforms whilst performing an ages old, languidly slow-moving mating ritual of their kind…

Sadly, puissant, magnificent Kistna has been utterly deceived by her new intended Jal. He actually has no interest in her or propagating the species: he intends stealing her probability-warping powers…

Jal is a disguised Terran and once he has completed his despicable charade, compels the ship’s captain to leave him on the nearest world: a place its indigenes call Earth…

Stranded on that world since Galaxity vanished, partners-in-peril Valerian and Laureline have been using their training and a few futuristic gadgets they had with them to become freelance secret agents. At this moment they’re in Soviet Russia where Val has just concluded that the recent catastrophic meltdown of the Chernobyl nuclear reactor was deliberately sparked by persons unknown…

As officials on site absorb the news, Val is extracted from the radioactive hotspot and ferried by laborious means across the frozen wastes to Finland and a belated reunion with Laureline and Mr. Albert: previously Galaxity’s jolly, infuriatingly unflappable 20th information gatherer/sleeper agent. The topic of discussion is tense and baffling: who could possibly profit from sparking Earth’s political tinderbox into atomic conflagration?

Far away in a plush hotel, a man with extraordinary luck discusses a certain plan with his awed co-conspirators, unaware that in the Tunisian Sahara near the frontier with Libya, three time-travelling troubleshooters are following his operatives…

That trail leads to a nuclear mine counting down to detonation, but happily the agents are well-versed in tackling primitive weaponry and the close call allows Albert to deduce why Libya and an unknown mastermind are working to instigate nuclear conflict in Africa…

After another near-miss on the US-Mexican border, investigators finally get a break, isolating the enigma behind these many almost-Armageddon moments. However, when Laureline approaches the super-gambler financing global nuclear terrorism through his bank-breaking casino sprees, she is astounded to realise the deadly disaster capitalist knows Galaxity tech…

As Valerian hurtles to her rescue, he discovers the enemy is an old comrade. For what possible reason could a fellow Galaxity survivor orchestrate Earth’s destruction? After all, isn’t it the home and foundation of the time-travelling Terran Empire they are all sworn to protect and restore?

This stunning caper was Christin & Méziéres deft re-rationalisation and clarification of their original drowned Earth storyline (as seen in 1968’s The City of Shifting Waters): adjusting it to the contemporary period that they were working in, with the added benefit of sending Valerian and Laureline into uncharted creative waters. Thus the agents’ solution to the problem of their deranged, broken – and god-powered – comrade was both impressively humane and winningly conclusive…

It was followed by 1990’s Les Armes Vivantes, with Valerian and Laureline forced to expend their last assets – a damaged astroship, some leftover alien gadgets and their own training – to eke out a perilous existence as intergalactic trans-temporal mercenaries.

Despite the misbehaviour of fractious inter-dimensional circuits in the much-travelled ship, our celestial voyagers are bound for distant, disreputable planet Blopik where Val has agreed to hand-deliver some livestock-improvement supplies. Moralistic Laureline is deeply suspicious of the way her man is behaving: it’s as if he’s doing something he knows she will disapprove of…

After a pretty hairy landing, she exits the ship to explore the burned-out pest-hole on her own. making the acquaintance of a trio of unique individuals: intergalactic performers stranded in their worst nightmare – a world without theatres and an absentee manager…

Before long they are all travelling together. The showbiz trio – malodorous metamorphic artiste Britibrit from Chab, indestructible rock-eater Doum A’goum and the indescribable Yfysania are seeking a venue to play in and appreciative audience to admire them, whilst taciturn Valerian is simply hunting the proposed purchaser of the wares in his case.

Laureline is, by now, frankly baffled. The centaurs who inhabit Blopik only understand and appreciate one thing – combat – and the planet’s cindered state is due to them setting fire to everything during the annual war between rival tribes. She can’t imagine what such folk would want with “farming gear”. For that matter, she also can’t imagine why Valerian keeps arguing with whatever he has in his travel-case…

Eventually, however, the alien Argonauts reach a grassy plain to be met by a bombastic centaur general. For “met”, read attacked without warning, but the natural abilities of the astounding performers soon gives pause to the hooved hellions and warlord Rompf agrees to parlay. He’s a centaur with a Homeric dream and Shakespearean leanings as well as the proposed purchaser of the bio-weapon in Valerian’s case. That thing has come direct from Katubian arms dealers and Laureline is appalled that Val has sunk so low and been devious enough to keep her out of the loop…

Rompf has declared War on War. He seeks to unify the tribes of Blopik by beating them all into submission and desperately needs the flame-spitting, foul-mouthed Schniafer couriered by the shamefaced former Spatio-Temporal peacekeeper to seal the deal. However, now that he’s seen what the offworld clowns can do, Rompf wants them too…

The various vaudevillians are not averse to the idea, but pride demands they put on a show too! They even have ideas how Laureline can be part of the fun.

…And that gives Valerian a chance to redeem himself too…

This tesseract of timely tales close here for now with The Circles of Power (released continentally in 1994 as Les Cercles du pouvoir). The hard-ridden, worn-out brutally battered astroship has finally given up the ghost after reaching planet Rubanis: an advanced but violently volatile and dangerous world divided into five nested rings of influence and specialism. Leaving the ship for some extremely costly repairs in the anarchic, technological boomtown of the First Circle, the Spatio-Temporal Agents start looking for some way of earning enough cash to pay for it all…

Worryingly, their occasional allies the Shingouz have already found a profitable prospect (and naturally factored in their own cut): sending the humans to meet old acquaintance and current planetary Chief of Police Colonel Tlocq in his palatial, low-orbit, high security citadel. That means taking a flying taxi and learning more than they wanted to as their highly excitable, enthusiastic and informative cabbie briefs them on the planet. He is also a young man with strong beliefs, big ideas and an often expressed violent streak…

Tlocq is a venal, casually violent but extremely efficient being policing a brutal, callous rogue world with permanently conflicting interests. Moreover, he has adopted mistrust, deception and institutional corruption as the most effective methodology to keep everything on an even keel. His policy seems to be “keep your enemies close and your allies and subordinates close enough to stab in the back”…

His chief deputy Krupachov holds the exalted rank of “Informer” and they maintain a constant atmosphere of productive, self-limiting disorder in and between the ringed regions…

However, even Tlocq has realised that something extra nasty is unfolding below him: not just in the always-explosive Heavy Industry First Circle but also in the Second (Business) Circle; the Trade/Entertainments/Arts morass of the Third Circle and even the elitist, crime-free and off-limits Fourth Circle reserved for Religion, Administration, Finance and Aristocracy. This rarefied region generates what passes for Tlocq’s directives, orders and operating rules, but he hasn’t received anything from them for some time now…

In the past he received direction via one of the ubiquitous enigmatic “machines” dotted around the cities, but is utterly opposed to letting the humans poke around inside them. He believes the machines are somehow connected to the sporadically spreading, microcephaly-inducing Scunindar virus cropping up all over Rubanis. In fact, the last time Valerian and Laureline saw him (in The Ghosts of Inverloch), Tlocq was dying from it, but he seems to have fully recovered now…

To ensure they do things his way, Tlocq doubles their fee and, knowing exactly how his world works, also gives an advance: a Grumpy Transmuter from Bluxte, able to spontaneously generate any kind of cash to buy their way out of trouble…

What he wants is not clearcut or straightforward. Although the Colonel still controls the utterly mercenary, self-serving forces under him, he has lost faith in and contact with those above who issue his orders. He wants the outsiders to bypass them and invade the ineffable Fifth Circle and find out who or what truly governs this world…

Valerian and Laureline begin by heading for the Third Circle in the flying cab, but are immediately targeted by a hidden foe. Attacked by a by a mystery woman in a tricked-up luxury vehicle that could only come from the richer echelons, they are forced down, but thanks to the cabbie’s combat skills, bring the war-limousine down with them. Go-getting taxi pilot S’traks also leads them to shelter in a seedy club in the region of entertainment…

The Shingouz are already there, haggling with a seedy mechanic who claims to know a secret way into the Last Circle…

All dickering and bargains are put on hold when their attacker bursts in, leading a squad of Vlago-Vlago mercenaries and wielding a “moroniser” whip that paralyzes, pauses cognition and wipes short-term memory. Helpless and hidden, Val and the cabbie watch merciless crime lord Na-Zultra cart off stupefied Laureline, much to the anger and frustration of her incorrigible, besotted new admirer S’traks…

It’s his idea for the undeclared love rivals to conceal themselves in the crashed limo and wait for vicious virago Na-Zultra to reclaim her highly exclusive property, and it almost works, but when they emerge from the vehicle thy are deep in unknown territory, covertly watching a procession of High Priests, business moguls and assorted aristopatrons attend a secret ceremony. They all have preternaturally shrunken heads…

Regaining consciousness a prisoner, Laureline resists all Na-Zultra’s entireties and threats of torture whilst extracting the schemer’s intentions. She learns that the ambitious criminal was hired by some faction in the Fourth Circle to secure control of Rubanis for them, but now intends to seize power for herself. When Valerian and S’Traks are discovered, Na-Zultra goes after them with the majority of her forces and Laureline makes her move…

After recuing the men and having exposed a web of conspiracies as well as the deliberate pointless of their commission, the heroes split up with Valerian confronting Tlocq about his true intent whilst Laureline seeks out the Shingouz to finally expose the mystery of the Last Circle, with go-getting S’traks using the deteriorating situation and his cabbie connections to mobilise the lower classes in an armed uprising…

Ultimately the shocking truth is exposed, triggering planetary revolution with Tlocq, Na-Zultra and S’Traks leading separate factions. Before the dust at last settles, he is well on his way to controlling Rubanis via a popular revolution across all the Circles…

Smartly subtle, sophisticated, complex and hilarious, the exploits of Valerian and Laureline mix outrageous satire with blistering action, stirring the mix with wryly punishing, allegorically critical social commentary: challenging contemporary cultural trends to forge one of the most thrilling sci fi strips ever seen.

These stories are some of the most influential comics in the world, timeless, dynamic, funny and just too good to be ignored. The time is now and there’s no space large enough to contain the sheer joy of Valerian and Laureline, so go see what all the fuss is about right now…
© Dargaud Paris, 2017 Christin, Méziéres & Tran-L?. All rights reserved. English translation © 2018 Cinebook Ltd.