Thorgal volume 5: The Land of Qa/The Eyes of Tanatloc


By Rosiński & Van Hamme, translated by Luke Spear (Cinebook)
ISBN: 978-1-905460-80-9 (Album PB)

One of the very best and most celebrated fantasy adventure series ever created, Thorgal deftly accomplishes the seemingly impossible: pleasing critics and selling in vast quantities.

The prototypical Game of Thrones saga debuted in iconic weekly Le Journal de Tintin in 1977 with album compilations beginning three years later. The far-reaching, expansive generational saga has won a monolithic international following in numerous languages and dozens of countries, generating a flotilla of spin-off series, and thus naturally has found a strong presence in the field of global gaming.

In story-terms, Thorgal offers the best of all weird worlds, with an ostensibly historical setting of bold Viking adventure seamlessly incorporating science fiction elements, magic, horrendous beasts, social satire, political intrigue, soap opera, Atlantean legends and mythically mystical literary standbys such as gods, monsters and devils.

Created by Belgian writer Jean Van Hamme (Domino, XIII, Largo Winch, Blake and Mortimer) and Polish illustrator Grzegorz Rosiński (Kapitan Żbik, Pilot Śmigłowca, Hans, The Revenge of Count Skarbek), the feature grew unstoppably over decades. The creative duo co-completed 29 albums between 1980 and 2006 when Van Hamme moved on. Scripting duties fell to Yves Sente who collaborated on a further five collections until 2013.

In 2016, Xavier Dorison wrote one and in 2018 Yann (Yannick Le Pennetier) another, after which the latter remained as scripter whilst RosiÅ„ski took a break with Fred Vigaux illustrating 2019’s L’Ermite de Skellingar: the 37th tome in the sequence…

By the time Van Hamme departed, the canon had grown to cover not only the life of the titular hero and his psionically-gifted son Jolan, but also other indomitable family and cast members through a number of spin-offs (Kriss de Valnor, Louve, La Jeunesse de Thorgal), gathered under the umbrella title Les Mondes de Thorgal – with each eventually winning their own series of solo albums.

In 1985, American publisher Donning released a brief but superb series of oversized hardcover book translations but Thorgal never really found an English-speaking audience until Cinebook began its own iteration in 2007.

What Has Gone Before: As a baby Thorgal was recovered from a ferocious storm at sea and raised by Northern Viking chief Leif Haraldson. Nobody could possibly know the fortunate foundling had survived an interstellar incident which destroyed a starship full of super-scientific aliens…

Growing to manhood, the strange boy was eventually forced out of his adopted land by ambitious Gandalf the Mad who feared the young warrior threatened his own claim to the throne. For his entire childhood, Thorgal had been inseparable from Gandalf’s daughter Aaricia and, as soon as they were able, they fled together from the poisonous atmosphere to live free from her father’s lethal jealousy and obsessive terror of losing his throne…

Danger was always close but after many appalling hardships, the lovers and their new son finally found a measure of cautious tranquillity by occupying a small island where they could thrive in safety…

The original series wanders back and forth through the hero’s life and Cinebook’s fifth double-album edition (comprising 10th epic Le pays Qâ and sequel saga #11 Les Yeux de Tanatloc from 1986, and available in both paperback and digital formats) reveals how Thorgal Aegirsson’s dreams of a life of splendid and secure isolation are forever ended by an old enemy…

The Land of Qa opens in the deepest winter as Thorgal and Aaricia’s island home is invaded by a band of mercenaries. The warrior and his wife are hosting new friends Argun Tree Foot and his tempestuous nephew Tjall the Fiery but the idyllic holiday ends in rage and humiliation as vicious pirates abduct the aged armourer and Jolan.

Before the enraged father can head after them, he is intercepted by a former acquaintance: ruthless thief Kriss of Valinor. She has taken a profitable commission and ensured Thorgal’s assistance despite their past animosities and potential objections. Gloatingly enjoying the upper hand, Kriss even acquiesces when Aaricia forcefully insists on coming with them…

The situation escalates into madness when Kriss’ allies/clients arrive, sailing a boat through the winter skies, held aloft by a series of vast balloons. Jolan and Tree Foot are already far out at sea, in a more conventional vessel, but their ultimate destination is anything but familiar…

Aboard the sky-ship, Thorgal and his companions, having been rendered unconscious by alien technology, are given a subliminal history lesson by a high priest of the distant Land of Qa – a region resembling pre-Columbian Central America. Since his own memories of his alien origins have been suppressed, the astounding tale of two warring men of godlike power who elevated savage primitives into warriors able to subjugate a continent means nothing to Thorgal…

He has no conception that he is the son of one of those pale deities and grandson of the other. All he knows is that he must steal the magic mask of one of them for the other, and his despised partner-in-crime Kriss cannot be trusted…

The mission seems doomed from the start. As Jolan and Tree Foot are unceremoniously marooned in a strange, arid land by their captors, far away and high above them the sky-ship is ambushed by enemy vessels. The horrific skirmish leaves Thorgal, Aaricia, Tjall and Kriss stranded in wild jungles miles from their target-destination: the imperial city of Mayaxatl and the almighty Ogatai who is their destined victim…

Compounding the crisis, Jolan and Tree Foot have also discovered a lost city. Xinjin is the capital of Ogatai’s puissant alien enemy, and holds secrets that somehow trigger strangely familial intuitions in Thorgal’s psychically precocious son…

And in the lush jungles, the father too experiences unwelcome premonitions and vague memories of people he has never met…
The saga continues – but does not conclude – in The Eyes of Tanatloc as the distanced and separated family works to reunite, driven by unknown and inexpressible forces. After endlessly battling horrific beasts, enduring and defeating deadly swamps and the perils of their own motivations, Thorgal’s party finally escapes the green hell and begins their assault on Mayaxatl. It has left them all exhausted and changed…

All the while, in Xinjin, dying Tanatloc has been subtly training little Jolan, trying to explain to his wary descendent the nature of the powers they share and their unearthly origins. The tutelage is sadly wasted, as high priest Variay subverts and derails his God’s efforts for his own reasons and with the intention of installing the boy as the new god-king of Xinjin…

To be Concluded…

A rousing generational fantasy epic, Thorgal is every fantasy fan’s ideal dream of unending adventure: by turns ingenious, expansive, fierce, funny, phenomenally gripping and incredibly complex. this cunningly crafted, astonishingly addictive tale offers a keen insight into the character of a true, if exceedingly reluctant, hero and the waves he makes in a fabulous forgotten world. What fanatical fantasy aficionado could possibly resist such barbaric blandishments?
Original editions © Rosiński & Van Hamme 1986, Les Editions du Lombard (Dargaud-Lombard SA). English translation © 2009 Cinebook Ltd.

The Medusa Chain and Ax


By Ernie Colón (DC Comics) (Marvel)
ISBN: 978-0-93028-900-3(TPB Medusa Chain) 978-0-87135-490-7(TPB Ax)

Born in Puerto Rico on July 13th 1931, Ernie Colón Sierra was a tremendously undervalued and unsung maestro of the American comics industry whose work has been seen by generations of readers. Whether as artist, writer, colourist or editor his contributions have affected the youngest of comics consumers (Monster in My Pocket, Richie Rich and Casper the Friendly Ghost for Harvey Comics and his similar work on Marvel’s Star Comics imprint) to the most sophisticated connoisseur with strips such as sci fi classic Star Hawks.

His catalogue of “straight” comic-book work includes Battlestar Galactica, Damage Control and Doom 2099 for Marvel, Vampirella, Grim Ghost for Atlas/Seaboard, the fabulous Arak, Son of Thunder, I… Vampire, Amethyst: Princess of Gemworld, an Airboy revival for Eclipse, Magnus: Robot Fighter for Valiant and so very many others. He was a master of many trades and served as an innovative editor as well.

Amongst his vast output, there were also his sophisticated experimental works such as indie thriller Manimal, and the brace of seminal genre graphic novels I’m urging you to track down today.

In 2006 with long-time Harvey Comics/Star Comics collaborator Sid Jacobson, he created a graphic novel based on government Commission findings entitled The 9/11 Report: A Graphic Adaptation. In August 2008, they released a 160-page follow-up: After 9/11: America’s War on Terror, Che: a Graphic Biography and Vlad the Impaler. In 2010 they released Anne Frank: The Anne Frank House Authorized Graphic Biography and created in 2014 with Gary Mishkin The Warren Commission Report: A Graphic Investigation into the Kennedy Assassination.

Even while diligently hard at work on newspaper strip SpyCat – which appeared in Weekly World News from 2005 until his death – he sought other challenges, such as historical works A Spy for General Washington – an account of Revolutionary War secret agent Robert Townsend – and The Great American Documents: Volume 1, both collaborations with his author wife Ruth Ashby.

He put his pen down forever on August 8th 2019…

The Medusa Chain
During the first wave of experimental creativity that gripped the 1980s comics business Colón crafted this (even lettering and colouring it himself) science fiction thriller through DC’s pioneering, oversized Graphic Novels line.

Intriguing, complex and multi-layered, it’s the gritty tale of Chon Adams, a star-ship officer convicted of a dreadful crime, and subsequently sentenced to a lifetime of penal servitude on a deep-space space cargo ship. It’s also about how he finds a kind of fulfilment in a situation most would describe as a living hell…

Powerfully flavoured by Alfred Bester’s The Stars My Destination (also known as Tiger! Tiger!) by way of noir prison/chain-gang movies like George W. Hill’s The Big House, this is a fascinating tale-within-a-tale as Chon’s “crime” is gradually revealed whilst he endures and survives against unbelievable odds in the depths of infinity gaining unlikely allies and a grain of self-respect…

Graphic, uncompromising and thoroughly compelling, this classy tale careens from cynical depths of human depravity to heights of glorious high fantasy with ease: a true lost gem of that bold comics boom, and a cracking read for any older SF fan.
And the one good thing – for you – about Colon’s inexplicable – but relative – obscurity is that copies of this gem – and well his later Marvel graphic novel Ax (see below) are still readily available through internet retailers at ridiculously low prices. Definitely one you really, really want…

Ax – (A Marvel Graphic Novel)
Four years later, Colón was still riding that creative wave. As fantasy gradually replaced science fiction as the public’s preferred genre, he repeated his one-man-band show with a captivating thriller released through Marvel’s oversized Graphic Novels line – and this time he got to own the fruits of his labours.

Intriguing, complex and multi-layered, it is the parable of Ax: a young peasant boy who seems to his Feudal overlord to have all the trappings of a new messiah. However, all is not as it seems. Many eyes are watching the boy and not all of them are from the same level of reality…

Blending social commentary, Apocalyptic dystopian futurism and traditional sword-and-sorcery with fierce intensity and stunning visuals, and devised in the manner of Moebius’ Airtight Garage, this is yet another lost gem that couldn’t find an audience on its release, but at least it’s readily available through many online retailers and deserves another shot.
The Medusa Chain © 1984 DC Comics. All Rights Reserved. Ax © 1988 Ernie Colón. All rights reserved.

A Matter of Time


By Juan Gimenez (Catalan Communications)
ISBN: 978-0-87416-012-3 (Album PB), Del Rey edition (2005): 978-0-34548-314-0 (PB)

The pandemic is hitting hard and hitting everywhere now. Here’s a rather rushed response to news that a global giant has been taken from us. I’ll have more in the days to come: reviews of his more recent triumphs and books you can get in digital formats, unlike this lost classic that – as always – is long overdue for a new edition…

Juan Antonio Giménez López was born in Mendoza, Argentina in 1943 and after studying industrial design, attended the Academy of Fine Arts in Barcelona. Hugely influenced by Hugo Pratt and Francisco Solano López, Giménez broke into the comics field with stories for Argentine magazines Record and Colomba before beginning a long association with European comics in such publications as Spain’s Zona 84, Comix International and 1994; France’s Metal Hurlant and Italy’s Lanciostory, L’Eternauta and Skorpio. He ultimately attained critical acclaim and gaining global fame with his scintillant Metabarons series produced in collaboration with Alejandro Jodorowsky.

Giménez’s preferred metier was adult-oriented tales of science fiction and/or combat. He was an accredited expert on all things avionic or to do with air combat. Back in 1985, Catalan Communications collected into one gloriously baroque and stunningly beautiful fantasy anthology a selection of time-travel related short stories – many of which had appeared in American Heavy Metal – usually known as The Time Paradox Tales. Dark, sardonic and incorporating sublimely lyrical overtones of classic 2000AD Future Shocks or Twisted Times, these are a feast of irresistible “sting-in-the-tale” stories…

Following an expansive and lavishly illustrated critique from Carlos Gimenez (no relation), the elegantly lush procession of exotic, eccentric 8-page excitements begins with ‘DIY’, wherein a father and son meddle with the wrong home-computer program and dear old dad ends up a terrified touchline visitor at some of the most dangerous moments of all time and space…

Following on, ‘Tridisex’ details the horrific fate of a couple of salacious chronal researchers who land in the right place at the right time but at the wrong size, after which ‘Express’ sees a dedicated time-assassin dispatched into the past to unwittingly murder himself before ‘Entropy’ details a tragic timeslip which causes the greatest combat aircraft of two eras to experience the closest of encounters…

‘8½’ then explores the secret advantage of the fastest gunslinger of the Wild West and recounts the fate of a time-tourist who rooted for him whilst a tragic synchronicity-loop and incomprehensible paradox at last explains the great leap forward of an ancient civilisation in ‘Chronology’…

‘Residue’ takes the exercise in futility that is war to its inescapable conclusion in a lustrous four-page paean to technological advantage, bringing this magnificent artistic treat to a close on the darkest of downbeats…

Gritty, witty and ever so pretty, A Matter of Time is pure speculative gold: old-fashioned, cutting-edge fantasy fun and electrically-charged entertainment with a satirical edge and its tongue firmly in its cheek. Perfume for the eyes so breathe deeply and jump aboard.

In later years, the Master’s fantasy forays grew ever more ambitious. Whilst working with fellow Argentinian émigré Ricardo Barreiro on As de Pique and The City, he collaborated with industry giants such as Carlos Trillo, Emilio Balcarce and Roberto Dal Prà.
A gifted writer, he generated many of his own classic yarns. However, in 1992, after completing his own space opera epic The Fourth Power, he began an astounding 8-volume run on his visual magnum opus – illustrating Jodorowsky’s The Metabarons: expanding the universe built by Moebius and reshaping the nature and scope of graphic sci fi forever.
Juan Giménez died on April 2nd 2020 at his home in Mendoza, from complications of COVID-19.
© 1982-1985 Juan Gimenez. English translation © 1985 Catalan Communications. All rights reserved.

Yoko Tsuno volume 7 – The Curious Trio


By Roger Leloup (Cinebook)
ISBN: 978-1-84918-127-3 (PB Album)

The edgy yet uncannily accessible European exploits of Japanese scientific adventurer Yoko Tsuno began gracing the pages of Le Journal de Spirou from the September 24th issue in 1970 and are still going strong, with 29 albums at the last count. The mind-blowing, eye-popping, extremely expansive multi-award-winning series was created by Belgian author, artist and novelist Roger Leloup, who was born in 1933 and worked as one of Hergé’s meticulous background assistants on the iconic Adventures of Tintin strip before striking out on his own.

Compellingly told and superbly imaginative, whilst always framed in hyper-realistic settings and sporting utterly authentic and unshakably believable technology, these illustrated epics were at the forefront of a wave of strips featuring competent, brave and immensely successful female protagonists which began revolutionising European comics in the 1970s and 1980s and are as potently empowering now as they ever were.

The series has a complex history in English. Comcat previously released a few adventures – albeit poorly translated and adapted – before British-based Cinebook acquired the franchise and opened a comprehensive and entrancing sequence in 2007 with the seventh collected exploit (1976’s La frontière de la vie– AKA On the Edge of Life).

Moreover, in French and Dutch the first Spirou stories ‘Hold-up en hi-fi’, ‘La belle et la bête’ and ‘Cap 351’ were all brief, introductory vignettes testing the waters. Miss Tsuno truly hit her stride with premier full-length epic Le trio de l’étrange, which started serialisation with the May 13th 1971 issue. Translated as The Curious Trio, it was actually the 7th chronicle released by Cinebook and is still not available digitally…

The story opens in a busy TV studio at midnight (back when actual humans pushed, pulled and focussed the clunky paraphernalia) as young Director Vic Van Steen loses his rag with best pal Pol Paris for falling asleep on his camera. Later, still smarting from another fractious tiff, the pair walk home past a deserted construction site and espy what looks like an elegantly brilliant burglary…

The quietly flamboyant break-in is, in fact, a pre-arranged test by a sleekly capable freelance Japanese electrical engineer named Yoko Tsuno. She has been hired by the owners of a major company to test their new security. After apologising for nearly ruining her trial with their well-intentioned interference, the lads invite the enigmatic tech-bod to join their film crew as sound engineer on a proposed outside shoot.

The gig is to explore a region of flooded caves for a documentary and before the week ends the new friends are hauling equipment to a spectacular cavern, ready to work out the technical details. No sooner do they begin, however, than something goes terribly wrong when the trio are dragged deep underground by irresistible, swirling waters…

From here the achingly realistic and rationalist strip takes a huge leap into the uncanny as their subterranean submersion dumps them into a huge metal-shod vault where they are seized by blue-skinned humanoids.

The colossal complex is of incredible size and, as the captives are bundled into a fantastic vessel which runs on rails via magnetic levitation and driven even deeper underground, a handy translation helmet enables the only friendly-seeming stranger to explain. Her name is Khany and her race, the Vineans, have been sleeping deep beneath the Earth for almost half a million years…

However, since recently awakening, internecine strife has entered the lives of the colonists. Ambitious militaristic brute Karpan now constantly manoeuvres to seize power from the vast electronic complex known as The Centre, which regulates the lives of the colonists.

The humans’ first meeting with the blustering bully does not go well. When he attempts to beat Khany, martial artist Yoko gives him a humiliating and well-deserved thrashing…

Infuriated, Karpan tries to disintegrate them but is pulled away by security forces. As the newcomers resume their trip to the Centre, he secretly follows their magnetocarrier, resolved to destroy them…

As the maglev ship hurtles to unimaginable depths, Khany introduces the humans to a stowaway – her young daughter Poky – while relating the astounding tale of the Vineans’ escape from planetary doom and two-million-light-year voyage to Earth. Accustomed to subterranean living, on arrival the Vineans hollowed out a mountain and dug down even further.

The history lesson is interrupted by Karpan’s murderous attack, which is only thwarted by Yoko’s quick thinking and her companions’ near-insane bravery…

Eventually, after another, far more subtle murder attempt, the badly damaged magnetocarrier reaches its destination and the astonished visitors are brought before a stupendous computer to plead their case and expose Karpan’s indiscretions. The vast calculator dubbed The Centre controls every aspect of the colony’s life and will deliver judgement on the human invaders’ ultimate fate. After mind-scanning Yoko its pronouncement is dire: the strangers are to be placed in eternal hibernation…

When Pol plays his long-hidden trump card and threatens to destroy the machine with a stolen disintegrator, diplomatic Khany proposes a solution; suggesting simply waiting until they can all confront the still-absent Karpan. Yoko is still deeply suspicious and not convinced that Karpan is responsible for every attempt on their lives. That “night”, while Yoko’s resting, Poky sneaks into her habitation chamber and takes her on an illicit tour of the underside and innards of the impossibly huge complex. The jaunt verifies the engineer’s suspicions with a ghastly revelation. What they expose is a horrific threat not just to the Vineans – Karpan included – but to every human on the surface of Earth…

The eerie mystery then explodes into spectacular action and a third act finale worthy of a James Bond movie as Tsuno’s dramatic duel with an incredible malign menace settles the fate of two species…

Absorbing, rocket-paced and blending tense suspense with bombastic thrills, spills and chills, this is a terrific introduction to a world of rationalist mystery and humanist imagination with one of the most unsung of all female action heroes and one you’ve waited far too long to meet…
Original edition © Dupuis, 1979 by Roger Leloup. All rights reserved. English translation 2012 © Cinebook Ltd.

Arena – A Marvel Graphic Novel


By Bruce Jones (Marvel)
ISBN: 978-0-87135-557-7

In  the early 1980s Marvel led the publishing pack in the development of high quality original graphic novels: mixing out-of-the-ordinary Marvel Universe tales, new in-continuity series launches, creator-owned properties, licensed assets, movie adaptations and even the occasional creator-owned property in extravagantly expansive packages (a square-ish standard page of 285 x 220mm rather than the now customary elongated 258 x 168mm) that felt and looked instantly superior to the average comicbook no matter how good, bad or incomprehensible (my way of saying outside your average Marvel customer’s comfort zone) the contents might be.

By 1990 Marvel’s ambitious line of outré all-area epics had begun to stall and some less-than-stellar tales were squeaking into the line-up. Moreover, the company was increasingly relying on hastily turned out cinema adaptations with built-in fan appeal and safe in-continuity stories offering established and company copyrighted characters rather than creator-owned properties and original concepts. The once-unmissable line began to have the appearance of an over-sized, over-priced clearing house for leftover stories.

So this stunning suspense saga counts as one of the last – and very best – indie/mainstream fiction experiments from before the rot set in; a creepy, clever, sexy thriller from screenwriter,  novelist, artistic Everyman and ardent EC fan Bruce Jones which sets up shop in Stephen King and Ray Bradbury territory to deliver an overwhelmingly impressive rollercoaster of shocks and twists.

Sharon and her 12 year old daughter Lisa are driving through the majestic rural backwoods of America. It’s a pretty acrimonious journey and when the opportunity presents itself Mom takes a break and goes for a refreshing dip in a mountain pool whilst daughter stays in the car sulkily playing with her toy planes.

Sharon’s idyllic moment is shattered when she sees a jet crash scant yards away. However she can’t find any wreckage or even the slightest sign of it. Lisa saw and heard nothing and neither did the sinister voyeur who had been spying on them…

Rushing back to his shack simpleminded Lem tells his demented Granny about the strange woman. The old crone smells opportunity: if they can capture her and if she’s fertile they can sell her babies in the Big City… and even if she’s not big brother Rut will have a new plaything for awhile…

Lost in the deep woods Lt. Roberts, USAF crawls out of her crashed plane and hears voices. Sharon and the downed pilot start talking and realise that although they can’t see each other they are standing side by side. They’re invisible because they’re separated by two decades…

Somehow the mountain and forest are one huge time-warp… and increasingly, various eras are overlapping. Even though Sharon can only talk to Roberts, dinosaurs and cavemen are chaotically roaming over the hills, endangering both women in their own time-zones…

At that moment Lem and Rut strike, snatching Sharon. locking her up ready to make some money-spinning young ‘uns. From the car little Lisa sees her mother taken and twenty years in the future pilot Lisa Roberts suddenly remembers the horrifying moment her mother was killed by Hillbilly rapist psychopaths…

The time-shifts briefly stabilise and the two Lisas meet…

With beasts and worse roaming the woods the elder Lisa realises she has a chance to unmake the worst day of her life, but there are complications she could never have imagined in store for her and the girl she used to be…

Sultry, sinister and devilishly cunning, this chronal conundrum is beautifully illustrated by Jones and his corkscrew plot is packed full of genuine surprises. Don’t think you’ve guessed the ending because you most likely haven’t…

A perfect sci fi movie-in-waiting, this terse and evocative yarn follows all the rules for a great screen shocker without ever having to “dumb-down” the temporal mechanics in deference to the Great Un-read in the popcorn seats.

Smart, seductive storytelling for sharp-witted punters, this is book long overdue for re-release, but until that happy future materialises, this remains a time-lost gem you should track down however long it takes…
© 1989 Bruce Jones. All Rights Reserved.

Firestorm the Nuclear Man: Reborn


By Stuart Moore, Jamal Igle & Keith Champagne & various (DC Comics)
ISBN: 978-1-4012-1219-3 (TPB)

One of the best “straight” superhero series of the last decade came and went with very little fanfare and only (thus far) this intriguing collection to mark its passage. Firestorm the Nuclear Man was created by Gerry Conway & Al Milgrom, launched in 1978 and promptly fell foul of the “DC Implosion” after five flamboyant, fun-filled issues.

High School Jock Ronnie Raymond and Nobel winning nuclear physicist Martin Stein were, due to a bizarre concatenation of circumstances, caught in an atomic blast that melded their bodies and minds into a fusion-powered being with extraordinary powers over matter and energy. Ronnie had conscious control of their consolidated body, and became an exuberant, flashy superhero, with a unique pantheon of villains all his own.

He was drafted into the Justice League of America, and eventually won a  well-received back-up series in The Flash (#289 to 304) which led to his second chance; Fury of Firestorm (100 issues and five Annuals between June 1982 and August 1990) before fading into the quiet semi-obscurity of team-books and guest-shots.

In 2004 Dan Jolley & Chrisscross reinvented the character. Black Detroit kid Jason Rusch was brought back from the brink of death thanks to a blazing energy ball (the Firestorm matrix seeking a new host after the murder of its previous body – although nobody discovered that for nearly a year…). This new version of the Nuclear Man can absorb any other body into the matrix, using them as a kind of battery – or more accurately spark plug – for Jason’s powers.

After impressively establishing himself as a hero in his own right he joined Donna Troy‘s Space Strike Force in the Infinite Crisis, consequently suffering hideous injuries.

Inexplicably this volume (reprinting issues #23-27 of the third Firestorm comicbook series) ignores all that back-story and begins as part of the One Year Later narrative strand. Jason can now only combine with fellow atomic hero Firehawk, and their un-combined personas cannot safely be more than a mile apart. That’s rather problematic as Jason is a student in New York and Lorraine Reilley, when not Firehawk, is a United States Senator. Jason’s teleporting girlfriend Gehennaisn’t too keen on how much time her man and that “Older Woman” spend together either…

As Firestorm they are desperately searching for Martin Stein, missing for a year and somehow connected to a plot to destroy the Earth, but their quest has also made them/him the target for some extremely dangerous people…

By trying not to give too much away I might have made this tale seem a bit daunting or confusing, but it really isn’t. This is a deliciously clever and witty adventure, providing plenty of opportunities to bring first-time fans up to speed, with likable characters, dastardly villains, an intriguing mystery, plenty of action and loads of laughs – just like the rest of the series was. It reads enchantingly and is really beautiful to look at, so I just don’t understand why newcomers’ first exposure to this material should be with the 23rd chapter and not the first…

You would have thought Firestorm’s appearances in TV animation delight the Brave and the Bold or as one of the Legends of Tomorrow would have prompted somebody to release the rest of this utterly appetising little gem in trade paperback or digital editions by now. Still it’s never too late to start agitating for change is it?
© 2006 DC Comics. All Rights Reserved.

Star Trek Classics Volume 4: Beginnings


By Mike Carlin, Pablo Marcos & various (IDW)
ISBN: 978-1-61377-671-1 (TPB)

Many companies have published comic book adventures based on the exploits of Gene Roddenberry’s legendary brainchild, and the run from the 1980s produced under DC’s aegis were some of the finest. Never flashy or sensationalistic, the tales embraced the same storytelling values as the shows and movies, and were strongly character and plot-driven.

A fine example can be found in this epic primer by long-time writer Michael Carlin, illustrated by the underrated Pablo Marcos, which collects miniseries Star Trek: The Next Generation #1-6 from February – July 1988 and not to be confused with the monthly comic-book that followed it.

With inks by Carlos Garzon & Arne Starr, colours by Carl Gafford and letters from Bob Pinaha, the bold adventures – available in trade paperback or in digital formats you can scan on your personal PADDâ„¢ – commence with double length saga ‘…Where No One Has Gone Before!’

Here, the revamped and reimagined NCC-1701-D starship Enterprise heads into a completely unexplored sector of the galaxy. As freshly-installed and formidably prestigious Captain Jean-Luc Picard acclimatises to his new crew and mission, the ship is fired upon by beings unknown on recently discovered planet Syntagus Thelev.

That’s a bizarre mystery, considering the unseen inhabitants are currently negotiating with the Starfleet vessel and claim they know nothing about the attacks…Although the ship is in no imminent danger, the quandary Picard to despatch a top-level Away Team to find out where the barrages are coming from…

In the end, it requires the uncanny psychic abilities of Ship’s Counsellor Deanna Troi to reveal the uncanny source and motives of the astral assaults…

The second tale is a Christmas yarn wickedly spoofing a certain tale by Dr. Seuss, as ‘Spirit in the Sky!’ finds the Enterprise in festive mode, with the many cultures and families all celebrating their particular version of the Yule Season, before a flock of mysterious strangers invite themselves to the feasts. Happily, their obsessive covert hunt for a eerie energy spirit ends joyously… after a few tense moment and close encounters…

Issues #3-5 comprise an extended repeat confrontation with an apparently omnipotent moral gadfly. ‘Factor Q’ finds the crew assaulted by terrifying memories made real. Particularly targeted is Security Chief Tasha Yar who relives her appalling abusive early years as a survivor of The Colony, when an Away Mission traps her on an alien vessel, even as the almighty Q attempts to seduce Picard into a shooting war with an equally-manipulated stranger ship.

Events escalate in ‘Q’s Day’ as the increasing unstable instigator turns the screw: bringing Yar’s old abuser back to torment her, killing helmsman Geordi LaForge, terrifying the crew and rapidly descending into frustration-induced insanity, before the impossible becomes commonplace as more judgemental intruders from the Q Continuum manifest with their own imponderable agenda in concluding chapter ‘Q Affects!’…

Wrapping up this initial foray into the future, ‘Here Today’ sees Enterprise ordered to investigate seeming paradise planet Faltos via concealed orders somehow hardwired into android crewman Lieutenant Data. An extragalactic Shangri-La, the weird world has – over uncounted eons – been able to pacify and integrate every hostile visitor, but when the benevolent emissaries of the Foundation beam down, they find that the miraculous haven is a unique and inescapable trap…

Or is it?

These tales originate from the earliest days of the TV series so there are a few uncertain moments and quirks of characterisation obsessive fans might quibble over, but overall these are solid adventure yarns in the tried-&-trusted Rodenberry manner that will astound and satisfy Trekkies, Trekkers, comics fans and even the Next-est Generation just coming to the franchise via the current Star Trek: Picard TV revival/revamp…
® & © 2013 CBS Studios Inc. STAR TREK and related marks and trademarks of CBS Studios Inc. © 2013 Paramount Pictures Corporation. All rights reserved.

The Wolf of Baghdad


By Carol Isaacs/The Surreal McCoy (Myriad Editions)
ISBN: 978-1-912408-55-9 (TPB) eISBN: 978-1-912408-71-9

Contemporary history is a priceless resource in creating modern narratives. It has the benefits of immediacy and relevance – even if only on a generational level – whilst combining notional familiarity (could you tell the difference between a stone axe and a rock?) with a sense of distance and exoticism. In comics, we’re currently blessed with a wealth of superb material exploring the recent past and none better than this enchanting trawl through a tragic time most of us never knew of…

Carol Isaacs is a successful musician (just ask the Indigo Girls, Sinead O’Connor or the London Klezmer Quartet) and – as The Surreal McCoy – a cartoonist whose graphic gifts are regularly on show in The New Yorker, Spectator, Private Eye, Sunday Times and The Inking Woman: 250 Years of Women Cartoon and Comic Artists in Britain. She found her latest inspiration in a two-thousand-year old secret history that’s she been party to for most of her life…

British-born of Iraqi-Jewish parents, Isaacs grew up hearing tales of her ancestors’ lives in Baghdad: part of a thriving multicultural society which had welcomed – or at least tolerated – Jews in Persia since 597 BCE.

How 150,000 Hebraic Baghdadians (a third of the city’s population in 1940) was reduced by 2016 to just 5 is revealed and eulogised in this potently evocative memoir, told in lyrical pictures and the curated words of her own family and their émigré friends, as related to her over her growing years in their comfortably suburban London home.

Those quotes and portraits spark an elegiac dream-state excursion to the wrecked, abandoned sites and places of a socially integrated and vibrantly cohesive metropolis she knows intimately and pines for ferociously, even though she has never set a single foot there…

As well as this enthralling pictorial experience, the art and narrative have been incorporated into a melancholy motion comic (slideshow with original musical accompaniment) that also demands your rapt attention.

The moving experience is supplemented by an Afterword comprising illustrate text piece ‘Deep Home’ (first seen in ‘Origin Stories’ from the anthology Strumpet) which details those childhood sessions listening to the remembrances of adult guests and family elders and is followed by ‘The Making of The Wolf of Baghdad’ which explains not only the book and show’s origins, but also clarifies the thematic premise of ‘The Wolf Myth’ which permeates the city’s intermingled cultures.

‘Other Iraqis’ then reveals some interactions with interested parties culled from Isaacs’ blog whilst crafting this book, whilst the comprehensive ‘Timeline of the Jews in Iraq’ outlines the little-known history of Persian Jews and how and why it all changed, before ‘A Carpet’s Story’ details 1950’s Operations Ezra and Nehemiah which saw 120,000 Jews airlifted to Israel.

Wrapping up the show is a page of Acknowledgements and Suggested Reading.

Simultaneously timeless and topical, The Wolf of Baghdad is less a history lesson than a lament for a lost homeland and way of life: a wistful deliberation on why bad things happen and on how words pictures and music can turn back the years and make the longed for momentarily real and true.
© Carol Isaacs (The Surreal McCoy) 2020. All rights reserved.

The Wolf of Baghdad will be published on January 30th 2020 and is available for pre-order now. Isaacs will be touring the motion-comic throughout 2020 at various venues and festivals around England. For more information please check her blog.

Countdown Annual 1972


By Many & various, edited by Dennis Hooper (Polystyle Publications)
SBN: 85096-018-5

As the 1960s ended, comics editors realised their readership was becoming increasingly sophisticated and sought to keep their attention with upscale rebrandings and style changes. Venerable old TV Comic and even TV21 were no longer dynamic enough and one answer to the situation – from licensing specialist Polystyle – was Countdown.

Running for a mere 58 weeks (beginning 20th February 1971) as a glossy, high end periodical, before its first dramatic makeover – which saw it relaunched on April 1st 1972 as TV Action + Countdown and ultimately TV Action – it subsisted until August 1973 when it was rolled up into TV Comic.

The magazine boasted a rich creative throughput, but the majority of the television-fuelled drama strips were written by editor Dennis Hooper, with additional material from Robin Hillborn, Allan Fennell and possible Angus Allen. However, as the company had access to TV 21‘s archive and used reprint material, I could just be misremembering…

This is the only official Annual. The following year it became Countdown Annual… for TV Action, but don’t let that put you off: whether you’re a telly addict or comics fanboy, this book is stuffed with superb entertainment.

The action opens with a full-colour UFO thriller ‘The Circus’ illustrated by Jon Davis. The saga of a predatory alien body-snatcher used as a cash-cow by a failing Irish carnival show is interrupted (like an advert break?) by photo/fact feature ‘The Defenders’, wherein the secrets of Gerry Anderson’s covert anti-extraterrestrial force SHADO (Supreme Headquarters, Alien Defences Organisation) are outlined, but the story finale remains explosive and satisfying.

Rendered in black-&-red on white paper, 2-page gag strip ‘Dastardly and Muttley’ (by Peter Ford?) sees the cartoon clowns still hunting that infernal pigeon, after which a ‘Countdown Quiz’ tests your knowledge of the Space Race.

Staying in the Wild Black Yonder, Don Harley limns tense Thunderbirds thriller ‘Terror at Torreba’ with a crashed meteor bringing madness and destruction to Africa…

Arnold Kingston was the chief writer of extremely contemporary science fact features for the Countdown comic so it’s safe to assume he’s responsible for the ‘Think Tank! News from the Frontiers of Science’ photo noticeboard here, and another ‘Countdown Quiz’ as well as later features in the book.

Dastardly and Muttley then return, afflicted with dreams of cinematic stardom, after which Martin Asbury paints a full-colour ‘Captain Scarlet’ tale as the Mysterons suborn a giant killer robot and let it run amok…

Board game ‘Countdown Rescue Mission’ dovetails into dystopian prose sci fi short story ‘Countdown: Dangerous Friend’ – magnificently illustrated by John M. Burns – whilst ‘Rockets’ provides a potted photo-history of the real march into space.

Abortive Gerry Anderson Property ‘The Secret Service’ (Peter Ford again) finds priest and part-time secret agent Father Unwin leading the charge back into restricted colour as he and his partner Matthew use their Minimiser shrinking ray to steal back microdots from a hostile embassy

Photo feature ‘A Day with Dr. Who’ visits the locations used whilst filming The Daemons, before ‘U.F.O.s in history’offers a more evidential lesson on extraterrestrial encounters, whilst a colour ‘Jon Pertwee pinup’ brings us to a cracking Time Lord tale as Dr. Who battles floral doom in ‘The Plant Master’, brilliantly illustrated by Jim Baikie.

Slim but potent, this box of delight then ends with prose yarn ‘Joe 90 Resigns’ as the 9-year-old breaks the rules to rescue his father from an alpine emergency.

Closing with the ‘Answers’ to all those quiz questions and a stunning UFO photo section, this is a powerful and evocative treat you’d be crazy to miss…
© Polystyle Publications 1971.

Supercar Annual


By Alan Fennel, G. Wood and H.J. Cauldwell (Wm. Collins and Sons)
No ISBN:

For its entire existence British Comics have tapped into and exploited other entertainment icons such as stage, film and radio stars. As television became commonplace in the 1950s and exploded during the late 1960s – especially in the range and variety of children’s shows and cartoons – those programmes increasingly became a staple source for cheap weeklies but especially the Seasonal Annual market, not just for celebrities such as Arthur Askey or Abbott & Costello but increasingly the shows themselves: adding extra episodes to little aficionados’ finite canon.

Moreover, in an era before home recordings of any sort, these were exploits that could be enjoyed over and over again…

During that critical developmental period, Gerry Anderson’s innovative and increasingly high-tech puppet-show dramas revolutionised kids’ TV, and their comics tie-ins did exactly the same for our pictorial reading habits.

TV Century 21 (the unwieldy “Century” was eventually dropped) was patterned on a newspaper – albeit from 100 years into the future – and this shared conceit carried the avid readers into a multimedia wonderland as television and reading matter fed off each other. The incredible graphic adventures were supplemented with stills taken from the TV shows (and later, films), and a plenitude of photos also graced the text features and fillers which added to the unity of one of the industry’s first “Shared Universe” products,

Number #1 launched on January 23rd 1965, instantly capturing the hearts and minds of millions of children, and further proving to our comics editors the unfailingly profitable relationship between television shows and healthy sales.

Filled with high quality art and features, printed in gleaming photogravure, TV21 featured previous shows in strips such as Fireball XL5, Supercar and Stingray to supplement currently airing big draw Thunderbirds. In a bizarre attempt to be topical, the allegorically Soviet state of Bereznik constantly plotted against the World Government (for which read “The West”) in a futuristic Cold War to augment the aliens, aquatic civilisations and common crooks and disasters that threatened the general well-being of the populace. Even the BBC’s TV “tomorrows” were represented by a full-colour strip starring The Daleks.

Before all that, however, there were far simpler and more inclusive epics for kids at Christmas from the Anderson stable: such as this charming tome, credited to future Anderson staff writer Alan Fennel with cartoon art, strips, puzzles and illustrations by G. Wood and H. J. Cauldwell.

Supercar was Anderson’s (in conjunction with designer Reg Hill and scriptwriters Hugh and Martin Woodhouse) second marionette series, following on from comedy western Four-Feather Falls. Soundly science fictional, it was the first to be internationally syndicated and detailed the exploits of a futuristic flying car, as piloted by dashing test pilot Mike Mercury. His adventure prone entourage included batty boffins Professor Rudolph Popkiss and Dr. Horatio Beaker – who invented and built the mechanical beast – as well as boy sidekick Jimmy Gibson and his mischievous pet Mitch who was a monkey…

Located in a desert base at Black Rock, Nevada, the team had daring adventures all over the world (seen in the 39 episodes recorded between 1961-1962), and frequently faced wicked enemy agent Masterspy and his henchman Zarrin.

Broadcasts began in January 1962 and were eagerly awaited by millions of fans who found solace when the show closed by buying TV Comic for further exploits.

There were three annuals released, of which this is the last, offering an unconventional experience since all the strips and prose adventures comprise one large complete saga.

Following an enthralling painted double-page frontispiece of the wonder vehicle at the bottom of the sea, the action opens with Cauldwell’s full-colour strip ‘Killer Whale’ as the action-ready team save ocean-going scientist Doctor Bombay from one of his own maddened experiments. In the aftermath, they learn the savant has been recently been restored to his previous role as Maharajah of Subahn and agree to escort him home to take up the reins of power…

Before they can set off, however, a fresh emergency occurs, and Supercar is needed to fix a sabotaged trestle in Wood’s 2-colour strip ‘Bridge of Danger’ and their base is plundered of secrets in prose mystery yarn ‘The Workshop Robbery’. Thankfully, Mike is as adept at crimefighting and counterespionage as he is at flying…

Following puzzle page ‘World Flight’, monochrome strip ‘Close-Up on Danger’ finally sees the journey to Subahn begin, but during a stopover in London deposed former dictator Randah Singh deploys a hired assassin to kill Bombay in front of a live studio audience…

Plot foiled, the voyagers resume their flight, leaving us to enjoy a puzzle-maze in ‘S-O-S’ before a flashback prose tale details how Beaker and Popkiss discovered ‘The Treasure of Mesa Verde’ despite the larcenous efforts of Masterspy and Zarrin…

Another full-colour section begins with activity pages ‘What is Wrong with this Picture?’ and ‘Memory Game: Exploring Space’, before ‘Sahara Inferno’ finds Supercar diverted again to help extinguish a blazing natural gas well. General knowledge teaser ‘Nevada Quiz’ then segues into a new restricted colour section foe Wood’s ‘Kidnapped’ wherein Randah Singh hires Masterspy and Zarrin to ensure Maharajah Bombay never takes up his throne…

Rebus page ‘The Lost Diplomatic Plane’ leads to another prose flashback for ‘Mission to Destroy’; revealing how Supercar was instrumental in eradicating an illegal weapons cache in Malaya, after which a return to the present sees Bombay’s triumphal accession procession interrupted by the ‘Eruption!’ of the local volcano…

Memories evoked, a prose tale follows of a time in Switzerland when a souped-up mechanical doll triggered ‘The Avalanche’ before the extended saga concludes in full-colour with ‘The Triumphant Procession’ as Randah Singh plays his last murderous ace…

Blending charm with action and exoticism with big laughs, this is a splendid example of simpler times and all-ages storytelling that no nostalgia-afflicted baby boomer could possibly resist.
© 1963, A.P. FILMS and A.T.V. Ltd. All rights reserved.