Valerian and Laureline volume 12: The Wrath of Hypsis


By Méziéres & Christin, with colours by Evelyn Tranlé; translated by Jerome Saincantin (Cinebook)
ISBN: 978-1-84918-304-8

Valérian: Spatio-Temporal Agent debuted in weekly Pilote #420 (9th November 1967) and was an instant smash-hit. The feature soon became Valérian and Laureline as his feisty distaff sidekick rapidly developed into an equal partner and scene-stealing star through a string of fabulously fantastical, winningly sly and light-hearted time-travelling, space-warping romps.

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

Initially Valerian was an affably capable yet unimaginatively by-the-book space cop tasked with protecting the official universal chronology (at least as it affects humankind) by counteracting and correcting paradoxes caused by incautious time-travellers.

When he travelled to 11th century France in debut tale Les Mauvais Rêves (Bad Dreams and still not yet translated into English), he was rescued from doom by a tempestuously formidable young woman named Laureline whom he had no choice but to bring back with him to Galaxity: the 28th century super-citadel and administrative capital of the Terran Empire.

The indomitable female firebrand crash-trained as an operative and accompanied him on subsequent missions – a beguiling succession of breezy, space-warping, social conscience-building epics. This so-sophisticated series always had room to propound a satirical, liberal ideology and agenda (best summed up as “why can’t we all just get along?”), constantly launching telling fusillades of commentary-by-example to underpin an astounding cascade of visually appealing, visionary space operas.

The Wrath of Hypsis is the twelfth Cinebook translation: concluding a landmark tale and marking a turning point in the ongoing epic. Initially every Valérian adventure began as a serial in Pilote before being collected in album editions, but after this adventure from 1985, the publishing world shifted gears. From the next tale and every one thereafter, the mind-bending sagas were released as all-new complete graphic novels. The switch in dissemination affected all popular characters in French comics and almost spelled the end of periodical publication on the continent…

(One clarifying note: in the canon, “Hypsis” is counted as the twelfth tale, due to the collected albums being numbered from The City of Shifting Waters: the second actual story but the first to be compiled in book form. When Bad Dreams was finally released as a European album in 1983, it was given the number #0.)

Les Foudres d’Hypsis originally appeared in then-monthly Pilote #M128-135, spanning January to September 1985: an action-packed trenchant romp that reset a growing paradox that had been slowing building since The City of Shifting Waters…

In previous volume The Ghosts of Inverloch the immensity of Galaxity was eradicated from reality by agents unknown, leaving only the Chief of the Spatio-Temporal Service to plunge back in time to 1986: the chronal crisis-point which triggered the disaster.

Spatio-Temporal partners-in-peril Valerian and Laureline joined him by extremely convoluted paths after gathering a trio of Shingouz traders and Ralph – an affable aquatic super-mathematician – from different eras and galactic backwaters.

They all rendezvoused at Inverloch Castle, far from escalating petty crises and a mounting unrest afflicting Earth which would peak with the melting of the polar ice-caps, destruction of modern human civilisation and consequent birth-pangs of Galaxity.

The Scottish citadel was home to British intelligence supremo Lord Seal, his brilliant wife Lady Charlotte and her current guest Mr. Albert: Galaxity’s volubly jolly, infuriatingly unrushed and always tardy 20th century information gatherer/sleeper agent.

This distinguished, exceptional band had gathered to prevent Earth’s devastation but Galaxity’s sudden disappearance added even greater urgency to the mission…

The tale continues here as the strange crew review the worsening situation. Nuclear powers across the planet are experiencing inexplicable and potentially fatal malfunctions. Alien objects keep appearing in random locations and – thanks to the extraterrestrial input of Seals visitor’s – they can lay the blame upon the machinations of Hypsis: an enigmatic planet which constantly perambulates from system to system, quadrant to quadrant…

Seal’s contacts have narrowed down the potential crisis point to one of a number of ships in the Arctic. Soon the odd allies are covertly heading north in British weather ship HMS Crosswinds…

Thanks to Ralph’s talents and growing friendship with a pod of Orcas, the maritime search is gradually narrowed down and before long Crosswinds closes in on a quaint schooner named Hvexdet… and none too soon.

The time-lost Chief has locked himself in his cabin, Valerian is wracked by nightmares of vanished Galaxity and numerous doomed Earths whilst the gambling-addicted Shingouz have almost won or traded everything aboard ship not bolted down or welded on…

Cornering the Hvexdet in a field of pack ice, dauntless Captain Merryweather gives orders to ram, spooking the schooner into blasting off into space and instituting devastating retaliation. It’s what the Chief has been waiting for. With Crosswinds sinking and the crew heading for the lifeboats, he orders Valerian, Laureline, Seal, Albert, the Shingouz and Ralph to join him in the astroship: following the invaders’ flight to find nomadic Hypsis…

Pursuit is erratic and convoluted until Valerian has the idea of linking Ralph to the ship’s systems and predicting Hvexdet’s final destination. The scheme works perfectly and before long the astroship touches down on a strange, rocky world with immense towers dotting the landscape.

And that’s where things get really strange as Valerian learns why Earth was scheduled for nuclear meltdown, meets the incredible true owners of the troubled birthplace of humanity and watches in astonishment as Albert, Laureline and the Shingouz negotiate an unbelievable deal which saves Earth, but not (necessarily) his beloved and much-missed home Galaxity…

Astute fans will realise that this ripping yarn was writer Pierre Christin and artist Jean-Claude Méziéres; way of rationalising the drowned Earth of 1986 (as seen in their 1968 adventure The City of Shifting Waters) with the contemporary period that they were now working in. It also gave them an opportunity to send Valerian and Laureline in a new direction and uncharted creative waters…

To Be Continued…

Smart, subtle, complex and frequently hilarious, this sharp trans-time tale beguilingly blended outrageous satire with blistering action and deft humour with cosmic apostasy to completely reenergise what was already one of the most thrilling sci fi strips in comics. The Wrath of Hypsis is one of the most memorable romps Méziéres & Christin ever concocted, and heralded the start of a whole new way to go back to the future…
© Dargaud Paris, 1985 Christin, Méziéres & Tranlệ. All rights reserved. English translation © 2016 Cinebook Ltd.

Star Trek: Gold Key Archives volume 5


By Arnold Drake, John David Warner, George Kashdan, Allan Moniz, Alfredo Giolitti & various (IDW)
ISBN: 978-1-63140-598-3

Star Trek launched in the USA on September 8th 1966, running until June 3rd 1969: three seasons comprising 79 episodes. A moderate success, the show only really achieved its stellar popularity after going into syndication; appearing in all American local TV regions perpetually throughout the 1970s and beyond.

It was also sold all over the world, popping up seemingly everywhere and developing a fanatically devoted fanbase.

Comicbook franchising specialist Gold Key produced a series which ran for almost a decade beyond the show’s cancellation. Initially these were controversially quite dissimilar from the screen iteration, but by the time of the tales in this sturdy full-colour hardback collection (reprinting issues #25-28 and #30-31 from July 1974 to July 1975), quibbling fans had little to moan about and a great deal to cheer as the series was the only source of new adventures starring the beloved crew of the Starship Enterprise.

Following an Introduction – ‘Discovering New Tales’ by Trek writer expert Bjo Trimble – the exploratory escapades resume with a fast-paced thriller written by Arnold Drake and illustrated as always by Alberto Giolitti.

Here the USS Enterprise arrives at a planet which seems recently deserted, only to discover aberrant solar radiation is causing planetary matter and objects to shrink into non-existence. With the landing party captured by the diminishing natives, Chief Engineer Scott investigates the sun itself and gets a major overdose of the radiation. In a desperate race against time, Mr. Spock and Dr. McCoy must pull out all the stops to save the incredible shrinking man and the ‘Dwarf Planet’…

John David Warner scripted and Angelo Todaro assisted Giolitti in crafting ‘The Perfect Dream’ for the next issue as the Enterprise crew face a Starfleet board of inquiry after their last mission ends with the obliteration of a planet.

As the testimony unfolds the bemused officials hear the incredible story of an unstable world-sized ship, a utopian culture chillingly reminiscent of Earth’s feudal Shogunate of Japan, a deranged geneticist using clones to build an impossibly idealised and stratified society and a mad scheme to repeat the experiment with Vulcans grown from Spock’s stolen DNA…

In ‘Ice Journey’ (Warner & Giolitti) the Enterprise is conducting a highly suspect population survey on sub-arctic world Floe I which soon drops Captain Kirk, Spock and evolutionary specialist Dr. Krisp into the middle of a eugenics-fuelled race war…

‘The Mimicking Menace’ – written by George Kashdan – pits the veteran starmen against deadly duplicates of themselves on a bleak volcanic asteroid before they discover the attacks and bizarre energy drains are the result of First Contact with a radically new form of life…

Star Trek #29 was a reprint of the very first issue so we skip here to #30 and ‘Death of a Star’ (scripted by Allan Moniz) with the Enterprise on site to observe a star going nova and catapulted into calamity as sensors pick up a planet full of life-readings where none should be. Moving swiftly to evacuate the endangered beings they are astonished to discover only one creature: an old woman who claims to be the dying sun…

Warner then concludes the entertainment with ‘The Final Truth’ with the Starfleet vessel officiating as new planet Quodar officially joins the Federation. The mission goes dreadfully awry after Captain Kirk’s shuttle – full of crewmembers and a Starfleet Admiral – crashes on pariah world Tristas where the survivors are captured by sadistic scientists obsessed with discovering the secrets of life. As Spock organises a rescue mission the embattled Kirk uncovers a staggering cosmic secret the Ministers of Science have been carefully concealing for eons…

Rounding out this compelling compendium are cast photos, a gallery of painted covers and a picture-packed historical feature highlighting ‘George Wilson: Gold Key Reprints’. Stunning sci fi thrills and dashing derring-do abound in this thrilling collection of comics classics which will delight not just TV devotees and funnybook fans but also any reader in search of a pictorially powerful grand adventure.
® and © 2016 CBS Studios, Inc. Star Trek and related marks are trademarks of CBS Studios, Inc. All Rights Reserved.

The Art of Vampirella: The Warren Years


By Frank Frazetta, Enrich, Sanjulián, Ken Kelly Vaughn Bodé & various artists, written by David Roach (Dynamite Entertainment)
ISBN: 978-1-60690-390-2

Jim Warren originally established himself in the American comics marketplace with monochrome B-Movie fan periodical Famous Monsters of Filmland and satire magazine Help! In 1965 he took his deep admiration of the legendary 1950s EC Comics to its logical conclusion: reviving anthology horror periodicals and pitching them at older fans.

Creepy was stuffed with clever strip chillers illustrated by the top artists in the field (many of them ex-EC stars) and Warren neatly sidestepped the all-powerful Comics Code Authority – which had ended EC’s glory days and eventually their entire comics line – by publishing his new venture as a newsstand magazine.

It was a no-lose proposition. Older readers didn’t care to be associated with “kid’s stuff” comicbooks whilst magazines already held tempting extra cachet (i.e. mild nudity and a little more explicit violence) for readers of a transitional age.

Best of all, the standard monochrome format cost a quarter of what colour periodicals did to print.

Creepy was a huge and influential hit, especially among the increasingly rebellious, Rock ‘n’ Roll crazed teen market; often cited as a source of inspiration for the nascent underground commix movement and now furiously feeding on the growing renewed public interest in the supernatural.

In true Darwinian “Grow or Die” mode, Warren looked around for new projects, following up with companion shocker Eerie and the controversial war title Blazing Combat.

As the decade closed he launched a third horror anthology, but Vampirella was a little bit different. Although it featured the traditional “host” to introduce and comment on stories, this narrator was a sexy starlet who occasionally participated in the stories: eventually becoming hero and crowd-pulling star of her own regular feature.

Another radical variation was that here female characters played a central role. They were still victims and targets but increasingly, whether name stars or bit players, were as likely to be the big menace or save the day. Whatever their role, though, they were still pretty much naked throughout. Some traditions must be protected at all costs…

Another beguiling Warren innovation and staple was the eye-catching painted covers on every issue…

The hidden story behind Warren’s introduction of Vampirella is fully disclosed in David Roach’s incisive history of the magazine whose covers are reprinted in their entirety – spanning September 1969 to March 1983 – in this pictorial treasury.

Accompanied by informative context and commentary, they are presented as both finished newsstand-ready product with all typography and logos and as full-page reproductions of the original artworks, denuded of all distracting text and editorial modification.

This magnificent oversized (234 x 307 mm) hardback proudly displays every cover from the run: 112 issues, the 1972 Annual and the Pantha Special – and even includes a series of photographic entries featuring Barbara Leigh in full costume. She was pegged to play the deliciously Deadly Drakulonne in a sadly-unrealised Hammer Horror movie.

Following a revelatory Introduction from Enric Torres-Prat who as “Enrich” painted dozens of astoundingly eye-catching covers, Roach’s ‘Vampirella: an Introduction’ traces her history and development as well as the company-saving arrival of the Spanish illustrators of Josep Tutain’s European S.I. agency.

The astonishing work of these astounding painters and draughtsmen turned Warren around and made them the most visually unique publisher on the American scene. Moreover this Introduction is illustrated not just with American material but also pages of comics and covers S.I. provided for the British market during the 1960s and 1970s.

The major portion of this beguiling tome is quite rightly all about the art, and the parade of painterly peril and pulchritude includes works by Aslan (Alain Gourdon), Frank Frazetta, Bill Hughes, Vaughn Bodé, Jeff Jones, Larry Todd, Ken Kelly, Boris Vallejo, Sanjulián (Manuel Pérez Clemente), Pepe Gonzalez, Luis Dominguez, Josep Marti Ripoll, Lluís Ribas, Hank Londoner (photographer for the Leigh covers), Bob Larkin, Kim McQuaite, Jordi Penalva, Esteban Maroto, Steve Harris, Paul Gulacy, Terrance Lindall, Jordi Longaron, Noly Panaligan, Albert Pujolar and Martin Hoffman.

This captivating, vibrant tome is as much a historical assessment as celebration of stellar talent: a beautiful, breathtaking and brilliantly inspirational compendium for the next generation of artists and illustrators.

If you are gripped by the drive to make pictures but want a little encouragement, this luxurious compendium offers all the encouragement you could possibly hope for – and is powerfully intoxicating too.
Vampirella ™ and © 2013 Dynamite Entertainment. All rights reserved.

Star Trek Gold Key Archive volume 4


By Arnold Drake, John David Warner, Gerry Boudreau, Alfredo Giolitti & various (IDW)
ISBN: 978-1-63140-449-8

Star Trek launched in the USA on September 8th 1966, running until June 3rd 1969: three seasons comprising 79 episodes. A moderate success, the show only really achieved its stellar popularity after going into syndication; running constantly in American local TV regions throughout the 1970s.

It was also sold all over the world, popping up seemingly everywhere and developing a fanatically devoted fanbase.

There was very little merchandising but an inevitable comicbook – from franchising specialist Gold Key – which ran for almost a decade beyond the show’s cancellation. The initial comics tales were controversially quite dissimilar from the screen episodes in many details, but by the time of the tales in this sturdy full-colour hardback collection (reprinting Star Trek #19-24 from July 1973 to May 1974), most inconsistencies had been ironed out and Italian superstar illustrator Alberto Giolitti had hit a peak of creativity.

Following Introduction ‘Where No Star Trek Comic Had Gone Before’ from Trek merchandising expert Paula M. Block, the trans-galactic trips resume with ‘The Haunted Asteroid’ – written by Arnold Drake and offering a rare Stateside inking job by Sal Trapani over Giolitti’s pencils – as the Starship Enterprise is despatched to investigate uncanny events at the universe’s most romantic tourist spot: a glittering space tomb built by an ancient ruler as a tribute to his lost love.

Before long the crew too are experiencing bizarre visions and seemingly supernatural visitations, leading Captain Kirk and his team to uncover an even more amazing solution and proof that true love is eternal…

Drake & Giolitti then detail how the odious task of escorting spoiled brat Crown Prince Raviki home to take up the reins of government becomes a deadly affair after planet Nukolee becomes ‘A World Gone Mad’. Moreover, whatever poisoned the minds of the boy’s subjects soon starts affecting the crew of the Enterprise…

John David Warner scripted ‘The Mummies of Heitius VII’ as Kirk and Company are ordered to escort an archaeological find to a research facility. When the body in question comes to life and shanghais the ship, the Captain, Mr. Spock and Dr. McCoy are drawn into a terrifying struggle against ancient automatons programmed to turn organic beings into slave cyborgs…

‘Siege in Superspace’ – written by Gerry Boudreau – sees the Enterprise drawn through a black hole into a higher realm and sucked into a war between humanoid refugees and ghastly war-machines grown by a marauding artificial intelligence from the flora and geology of their homeworld…

‘Child’s Play’ (also by Boudreau) follows a desperate SOS to a planet wracked by plague and devoid of adults. Infected by a disease which kills in days, the starship crew’s search for a cure is hampered by bellicose kids indulging in full-contact war games and well used to seeing everybody die before their thirteenth birthday…

This cosmic compendium concludes with another Drake & Giolitti collaboration as ‘The Trial of Captain Kirk’ finds the bold hero back on Earth to answer charges of bribery, corruption and collusion with pirates.

Subject of a most assiduous frame-up, Kirk happily acts as a stalking horse while Spock, McCoy and Engineer Scott ferret out the real traitor: a trail which leads into the highest echelons of Star Fleet…

Rounding out this compelling collection is a gallery of painted covers and a remarkably scanty biographical feature ‘George Wilson: About the Artist’; a man of immense imagination, prodigious talent and prolific output, but one about whom precious little is known.

Straightforward sci fi thrills and dashing derring-do pack this thrilling and astoundingly compelling collection of comics classics which will delight not just TV fans and comics collectors but also any reader in search of a graphically superior good time.
® and © 2015 CBS Studios, Inc. Star Trek and related marks are trademarks of CBS Studios, Inc. All Rights Reserved.

Private Beach


By David Hahn (Dover Comics & Graphic Novels)
ISBN: 978-0-486-80749-2

Win’s Christmas Gift Recommendation: Epic and Intriguing… 8/10

Most of these reviews follow a strict formula. Say something to prove how clever I am, offer a smidgen of background and context, list the contents, précis the story in the book and then urge you to buy it.

That’s not just going to work with this astoundingly beguiling collection, gathering a cherished personal project from Montana-based artist and writer David Hanh, who first came to mass popular attention with Bite Club, Robin, Fables, Batman: The Ultimate Training Guide and Lucifer; before gaining more acclaim and career traction on Ultimate X-Men, The Escapist, Marvel Adventures: The Fantastic Four and Spider-Man Loves Mary Jane, as well as his 2011 creator-owned series All Nighter.

His most recent successes include Erfworld and Batman ’66 Meets the Man From UNCLE…

In 1995 at Antarctic Comics, Hahn had begun an oddly quirky, semi-surreal slice-of-life drama with distinct overtones of Twin Peaks and the witty, sleek flavours of Love and Rockets. It was entitled Fun and Perils in the Trudyverse but became Private Beach when the increasingly overworked creator transferred the series to Slave Labor Graphics. That latter revision comprises the seven issues (released between February 2001 to December 2002) collected and reprinted in this splendid monochrome tome. Of course, the pot is infinitely sweetened for long-term devotees with an all-new 30-page concluding chapter plus many pages of pictorial and text extras.

Following an Introduction from Jeff Parker and Preface by Hahn we are ushered into the beguiling life of affably ordinary but enchantingly engaging wage-slave Trudy Honeyvan and her interesting pal Sharona Cupkey – but that’s only after a brief scene-setting aside from God…

‘Slappy’ opens in 1978 where teen Trudy sees something strange in the night sky, and thereafter begins a lifelong relationship with the numeral 8. Moving to now, forthright adult and crappily employed clerical drone Miss Honeyvan heads to the beach with Sharona to acerbically pass judgement on movies, culture and the other sun-worshippers whilst watching a celebrity seal being returned to the wild.

It is a memorable moment for all the wrong reasons…

Everyday weirdness begins to mount in ‘Doors Opening’ as strangers and old friends all uniformly take on a fresh significance and Trudy is offered a bizarre second job in new nightclub Heaven’s Rift. Then there are the visions and the impossible messages on Trudy’s cherished Magic Eightball…

‘Land of Sam’ focuses on outer entourage Siobhan Cupkey, Sam Murphy and Junior Watkins as a succession of petty, minor and increasingly bizarre events threaten Trudy’s coolly cynical, socially-aware mellow, after which ‘Three Wishes’ finds our increasingly off-kilter star moving towards making a life-altering decision…

The pressures of Sharona’s soul-crushing nursing job, Sam’s disability and Junior’s lack of direction are explored in ‘Wednesday as Usual’ whilst Trudy adds to her growing collection of tension-boosting written warnings from persons unknown before breaking down in ‘Gears Shifting’; destroying her eightball, enduring a mind-altering experience and surviving a life-threatening criminal encounter…

When her dire clerical job abruptly ends, Trudy surrenders to whatever the universe is trying to tell her and hires out to drive a classic car across America to its new owner. All geared up to start ‘Counting Horizons’, she nervously agrees to turn the job into a road trip by inviting Sharona and Siobhan to share the tedium. Before too long all the encircling oddity and ominous events converge in bloody tragedy and a confrontation with something incredible…

It was 14 years before fans and addicts were to receive the incredible answers to the sly parade of astounding events which are shared here in ‘CHAPTER 8’. Happily, it was worth every moment as a horrifying confrontation explains what has been going on around Trudy since 1978 and sets her on a most unique and dangerous path.

I, for one, couldn’t be more content and if you are reading these adventures for the first time you are in for the ride of your life…

Supplementing the grand progression is a collection of Beach Shorts from Hanh and his friends, starting with a traumatic formative moment ‘Alone’, after which Trudy and Sharona suffer traffic jams and introspection in ‘Boxed’.

‘Mall Watching in the Trudyverse with Trudy and Sharona’ dates from 1994 and depicts the friends in gobby, declarative mode whilst ‘Faithless’ – illustrated by Mike Worley in a delightful Archie Comics pastiche – displays the abiding patience Sharona applies to her patients every day.

The perils of casual encounters are explored in Hahn’s experimental vignette ‘Inklings’ before the author shares ‘7 Things About the Movies That Make Me Want to Vomit’, and invites David Membiela, John Kissee & Ray Villarosa to show Sam Murphy’s contemplative mood in ‘Footwork’.

Trudy and Sharona then blend pop-cultural hot-dogging with the ancient art of shopping in ‘Mabel & Gloria’ before this marvellous confection concludes with a ‘“Sharona and Trudy” Pin-up’ by Kerry Callan and a ‘“Pie Fan” Pin-up’ from Hahn & Chad Smith.

Blending the easy female camaraderie of Walking and Talking with the existentialist unease of Blue Velvet or the latest iteration of Westworld – sweetened by stunning black-&-white art and breathtakingly smart dialogue – Private Beach is a captivating tale to ponder and savour over and over again.
© 2016 by David J. Hahn. Foreword © 2016 by Jeff Parker. All rights reserved.

Vampirella Archives volume One


By Forrest J. Ackerman, Don Glut, Nicola Cuti, Tom Sutton, Neal Adams, Ernie Colon, Billy Graham, Jeff Jones, Dan Adkins, Frank Frazetta & various (Dynamite Entertainment)
ISBN: 978-1-60690-175-5

After years of stifling restriction, the American comic book industry finally started to break out of a self-imposed straitjacket in the mid 1960s. The kids of the Counterculture had begun creating and disseminating material relevant to their lives in largely self-produced “Underground Commix” whilst other publishers sought other ways around the draconian Comics Code applied to comic books.

The most elegant solution was the one chosen by Jim Warren, who had originally established himself with black and white B-Movie fan periodical Famous Monsters of Filmland and satire magazine Help!

In 1965 he took his deep admiration of the legendary 1950s EC Comics to its logical conclusion: reviving the concept of anthology horror short stories and pitching them at older fans. Creepy was stuffed with clever, sardonic, tongue-in-cheek strip chillers illustrated by the top artists in the field (many of them ex-EC stars). Warren circumvented the all-powerful Comics Code Authority – which had ended EC’s glory days and eventually their entire comics line – by publishing his new venture as a newsstand magazine.

It was a no-lose proposition. Older readers didn’t care to be associated with “kid’s stuff” comic-books whilst magazines had tempting cachet (i.e. mild nudity and a little more explicit violence) for readers of a transitional age; moreover the standard monochrome format was a quarter of the costs of colour periodicals.

Creepy was a huge and influential hit, especially among the increasingly rebellious, Rock ‘n’ Roll crazed teen market; often cited as a source of inspiration for the nascent underground commix movement and now furiously feeding on the growing renewed public interest in the supernatural.

In true Darwinian “Grow or Die” mode, Warren looked around for new projects, following up with companion shocker Eerie and the controversial war title Blazing Combat.

As the decade closed he launched a third horror anthology, but Vampirella was a little bit different. Although it featured the now traditional “host” to introduce and comment on the stories, this narrator was a sexy starlet who occasionally participated in the stories. Before too long she actually became the hero and crowd-pulling star of her own regular feature, but that’s material for a later volume…

The other big change was that here female characters played a far more active role. They were still victims and target but increasingly, whether name stars or bit players, they were as likely to be the big menace or save the day. Whatever their role, though, they were still pretty much naked throughout. Some traditions must be protected at all costs…

Another beguiling Warren staple was the eye-catching painted cover on every issue. Here they are the only full colour pages in an otherwise magnificently monochrome or duo-toned tome, crafted by Frank Frazetta, Bill Hughes, Larry Todd & Vaughn Bodé, Jeff Jones & Bodé and Ken Kelly. However to be fair I must say that the reproduction on some black-&-white pages leaves a lot to be desired…

This massive magazine-size (216 x 32 x 279 mm) hardback collection gathers – in their entirety – the contents of the first seven issues (spanning September 1969 to September 1970). This was a crucial transitional period which saw superheroes dying out at every publishing company; replaced by a genre revival and spearheaded by a tidal wave of horror titles after the Comics Code was frantically rewritten to combat plunging sales.

This volume begins with Vampirella #1, that aforementioned painted cover and a black-&-red Frazetta frontispiece – probably scripted by Editor Bill Parente – setting the blackly humorous tone for a fearsome fangtastic fun fest.

The original contents page follows – as do they all in their appropriate place. This compendium also includes every letters page and fan feature – and even the nostalgia-triggering ads of the era. If you are a modern monster fan or kit collector you’ll probably simultaneously weep and drool at the sight of these lost treasures…

The strip sensationalism begins with ‘Vampirella of Drakulon’ by Forrest J. Ackerman & Tom Sutton; introducing a planet where the rivers ran with blood and life evolved to drink it.

However, following a withering drought Drakulon was dying. Happily for the sultry starving vampire a ship from Earth arrives, full of people with food in their veins and a ship that can take her to where there’s plenty more.

Vampi’s role from the outset was to be another story host and for the rest of this collection that’s what she mostly is. Her role as an active adventurer didn’t properly begin for quite awhile…

So here the chills continue with ‘Death Boat!’ by Don Glut & Billy Graham with the survivors of a shipwreck being picked off one by one by a bloodsucker in their midst. They perish one per night but when the mortals number just two both are still wrong about who the killer is…

Glut & master draughtsman Reed Crandall conspired on ‘Two Silver Bullets!’ as a trapper fights to save his daughter from a werewolf after which ‘Goddess from the Sea’ by Glut and Neal Adams offers a splendid treat for art-lovers: the story of a man seduced by a sea-siren was shot directly from the illustrator’s incredible pencil art.

Glut & Mike Royer offer a timely Halloween warning in ‘Last Act: October!’ whilst ‘Spaced-Out Girls!’ (Glut & Tony Tallarico) sees a saucer full of extraterrestrial honeys come shopping for husbands before the premier package closes with Nicola Cuti & Ernie Colon’s mindbending magical murder mystery ‘A Room Full of Changes’.

The spooky story-bonanza resumes in issue #2, opening with coming attraction featurette ‘Vampi’s Feary Tales…’ – courtesy of Sutton – after which Vampi’s putative cousin ‘Evily’ is introduced by Bill Parente & veteran horror-meister Jerry Grandenetti. Here Drakulonian émigré and Earthly sorceress climactically clash over star-billing and bragging rights…

‘Montezuma’s Monster’ is scripted by R. Michael Rosen (incorrectly credited to Glut) and illustrated by Bill Fraccio & Tallarico in their composite identity of Tony Williamsune, detailing the fate of a treasure-hungry explorer who doesn’t believe in feathered serpents whilst ‘Down to Earth!’ by Ackerman & Royer leaves the hosting to Vampirella’s blonde counterpart Draculine as our star auditions for a film role…

That theme continues in ‘Queen of Horror!’ (Glut & Dick Piscopo) wherein a B-Movie starlet uses unique and uncanny advantages to get everything she deserves whilst Cuti & William Barry reveal the tragedy of two brothers who discover a new predatory species of inland cephalopod in ‘The Octopus’.

Cuti & Colon’s ‘One, Two, Three’ then explores the power of love in a world of robots and Glut & Graham render a ‘Rhapsody in Red!’ with a weary travellers fetching up at a lonely house to deliver a big surprise to the resident vampire…

The third issue augmented ‘Vampi’s Feary Tales…’ with correspondence section ‘Vampi’s Scarlet Letters’ before ‘Wicked is Who Wicked Does’ features the return of Evily in a short shocking battle against ogres by Parente & Sutton.

Al Hewetson & Jack Sparling count ‘4- 3- 2- 1- Blast Off! To a Nightmare!’ in the tale of a spaceship full of 24-hour party people who end up as hors d’oeuvres for something very nasty even as ‘Eleven Steps to Lucy Fuhr’ (by Terri Abrahms [story]; Nick Beal [adaptation] and art by Ed Robbins) sees many men drawn to a bizarre bordello and a sinister fate… until the unlikeliest of saviours takes a hand…

‘I Wake up… Screaming!’ is an all Billy Graham affair as a frightened girl is made aware of her true nature in a sci fi chiller whilst Cuti & Piscopo plunder mythology to deliver a salutary tale of fairy tale oppression and bloody liberation in ‘The Calegia!’

A cunning vampire meets his lethal match in Graham’s ‘Didn’t I See You on Television?’ after which Rosen & Sparling close the issue detailing the downfall of a vicious spoiled brat caught in ‘A Slimy Situation!’

Vampirella #4 opened with Sutton revealing past episodes of witch killing in ‘Vampi’s Feary Tales: Burned at the Stake!’ before Parente & David StClair reach psychedelic heights in a tale of alien amazons and their deadly ‘Forgotten Kingdom’ whilst Cuti & Royer combine murder and time travel in ‘Closer than Sisters’…

A city-slicker falls for a hillbilly hottie and gets sucked into a transformative shocker after trying ‘Moonshine!’ (Glut & Barry), Bill Warren & Sparling reveal the fate of a beautiful and obsessive scientist who bends the laws of God and Man ‘For the Love of Frankenstein’ and a very modern black widow asks a controlling stalker to ‘Come Into My Parlor!’ in a wry yarn by Rosen & Piscopo.

Richard Carnell (story); Jack Erman (adaptation) & Sparling then close the show with a weird and nasty tale of a nobleman auditioning women for marriage in ‘Run for Your Wife!’

The fifth issue begins with the usual ‘Vampi’s Feary Tales…’ as Sutton exposes ‘The Satanic Sisterhood of Stonehenge!’ before Glut, Fraccio & Tallarico see a greedily impatient heir speed his benefactress to her ultimate end, unheeding of her beloved pets and ‘The Craft of a Cat’s Eye’.

Cavemen battle dinosaurs in an arena of ‘Scaly Death’ in a visceral treat from Glut & Graham whilst the astounding Jeff Jones lends fine art sensibilities to the murderous saga of a girl, a guy and ‘An Axe to Grind’ after which Parente & Sutton detail the crimes of a sadistic Duke whose fate is sealed by an aggrieved astrologer and astrally ‘Avenged by Aurora’…

Glut, Fraccio & Tallarico see graves robbed and corpses consumed in neat bait-&-switch thriller Ghoul Girl’ whilst T. Casey Brennan & Royer reveal the solution of a bereaved husband who finds an ‘Escape Route!’ back to his dead beloved before Glut & Sparling end it all again via an implausible invasion from the moon in ‘Luna’.

Vampi’s Feary Tales…’ in Vampirella #6 features Dan Adkins’ graphic discourse on centaurs acting as a prelude to romantic tragedy the ‘Curse of Circe!’ as Gardner Fox & Grandenetti combine to relate how a strange sea creature offers the witch’s latest conquest his only certain method of escape.

Cuti & Sparling then share a story of civil war in the land of ghosts and how love toppled ‘The Brothers of Death’ whilst ‘Darkworth!’ by Cuti & Royer shows how a stripper graduates to murdered assistant of a stage magician and pulls off her own amazing trick in the name of vengeance after which Fox & Adkins explore the lives of the recently dead with ‘New Girl in Town!’ and Vern Burnett & Frank Bolle return to gothic roots to depict embattled humans outwitting nocturnal predators by volunteering a ‘Victim of the Vampyre!’

Larry Herndon, Fraccio & Tallarico (as Tony Williamsune) get creepily contemporary as a doctor tries to fix an overdosed patient and sends him way, way out on a ‘One Way Trip!’ before Buddy Saunders & Bolle combine adultery and attempted murder in ‘The Wolf-Man’: a wickedly scientific shocker about a very different kind of feral killer…

Vampirella #7 saw Archie Goodwin join as Associate Editor and perhaps his influence can be seen as the issue experiments with a connected theme and extended tale scripted by Nicola Cuti. Graham and Frazetta start the ball rolling by explaining ‘Why a Witch Trilogy’ and Vampirella introduces ‘Prologue: The Three Witches’ before Sutton to segues into the sad story of ‘The White Witch’ who could never feel the sunlight.

Ernie Colon picks up the experimental progression as ‘The Mind Witch’ trades magic for science to expose the fate of a psychic predator, after which Graham closes the deal with ‘The Black Witch’ who thought she could conquer love but failed to realise its appalling power…

After Cuti & Sutton’s palate-cleansing ‘Epilogue: The Three Witches’, Doug Moench graduates from letter writer in #3 to scripter as ‘Plague of the Wolf’ – illustrated by Bolle – tracks a bloody serial killer’s progress under the full moon and ‘Terror Test’ offers a shocking psychological thriller by Rosen & “Williamsune” with more than one sting in the tail.

In ‘The Survivor’, Saunders & Colon unite to explore a post-apocalyptic world where dedicated archaeologists still struggle to escape their bestial natures and this mammoth first compilation concludes with Rosen & Grandenetti viewing ‘The Collection Creation’ with an artist who finds the wrong kind of immortality…

Stark, surprisingly shocking and packed with clever ideas beautifully rendered, this epic tome (narrowly) escapes and transcends its admittedly exploitative roots to deliver loads of laughs and lots of shocks: a tried and true terror treat for fans of spooky doings and guiltily glamorous games.
© 2012 DFL. All rights reserved.

The Art of Sean Phillips


By Sean Phillips, Eddie Robson and various (Dynamite Entertainment)
ISBN: 978-1-60690-420-6

Win’s Christmas Recommendation: A Magical Trawl through Fan-favourite Moments… 9/10

Sean Phillips started selling comic strips in 1980. He was 15 years old, still at school and for all intents and purposes “living the dream”. He’s been doing it ever since, with dedication, professionalism and ever-increasing proficiency.

This magnificent oversized (234 x 310 mm) hardback reproduces hundreds of comics pages and covers, plus an assortment of out-industry artwork, as accompaniment to an astonishingly forthright extended interview and career retrospective of the phenomenally talented and terrifying dedicated illustrator, covering his earliest cartooning efforts right through to his next big thing. There’s even baby pictures and school work. Of course Sean and his friends did make their first professional strip sale – to the local newspaper – when they were twelve…

Compiled by Phillips and writer and journalist Eddie Robson, with contributions from fellow artists, writers and editors the artist worked with over the decades, the book includes an Introduction from co-conspirator Ed Brubaker and offers many complete strips fans will probably never have seen.

As well as many unpublished works the gallery of visual wonder include early strips on “Girls” comics and Annuals such as Bunty, Judy and Diana For Girls as well as college work, try-out pages and portfolio pieces created with the sole purpose of getting into the cool mainstream…

Phillips is equally adept with paints and pen-&-ink and the book tracks his career as a jobbing artist through Bunty to early “mature reader” title Crisis (Crisis, New Statesmen, Straitgate), 2000AD and The Megazine (Armitage, Devlin Waugh), and that crucial jump to America as part of the “British Invasion”; producing features and one-offs at Vertigo and becoming part of the initial intake who launched and cemented the radical imprint’s look. Of particular interest and strongly emphasised are his runs on Kid Eternity, Hellblazer and The Invisibles.

The longed-for move into super-heroics began with Batman, a sidestep into Star Wars and back to Spider-Man. Early hints of later specialisation can be spotted in Scene of the Crime, Gotham Noir and Sleeper, but he was also busy with Wildcats and X-Men. He truly became a major name through the monumental sensation that was Marvel Zombies, but more attention here is paid to poorer-selling critical hit and career crossroads Criminal.

The parade of pictorial perfection continues with finished pages and original art from many more titles including User, Intersections, Incognito and more, strips and covers for licensed titles such as Serenity, Predator, Stephen King’s The Dark Tower spin-offs and for classic film repackager Criterion. Other non-comics work includes true lost gems such as political strip ‘Right Behind You’ from The Sunday Herald depicting how a certain meeting between George W. Bush and Tony Blair probably went as a certain invasion was discussed…

The comics conversation concludes with sneaky peeks at then-upcoming projects Fatale and European album Void 01 and we know just how damn good those both turned out…

Also sporting a healthy Bibliography section, heartfelt Acknowledgements and a Biography page, this massively entertaining, vibrant tome is as much an incisive and philosophical treatise on work-ethic as celebration of a stellar career telling stories in pictures: a beautiful, breathtaking and brilliantly inspirational compendium for the next generation of artists and writers, whatever their age.

If you already have the urge to make pictures but want a little encouragement, this rousing celebration offers all the encouragement you could possibly hope for – and is just plain lovely to look at too.
© 2013 Dynamite Entertainment. All artworks, characters, images and contributions © their respective creators or holders. All rights reserved.

Dreadstar – The Beginning

By Jim Starlin (Dynamite Entertainment)
ISBN: 978-1-60690-119-9

The creative renaissance in comics during the 1980s resulted in some utterly wonderful strip sagas which shone briefly and brightly within what was still a largely niche industry before passing from view as the business and art form battled spiralling costs, declining readerships and the perverse and pervasive attitude in the wider world that comicbooks were the natural province of mutants, morons and farm animals (I’m paraphrasing).

Unlike today, way back then most grown-ups considered superheroes as adolescent power fantasies or idle wish-fulfilment for the uneducated or disenfranchised, so an entertainment industry which was perceived as largely made up of men in tights hitting each other got very little approval – or even notice – in the wider world of popular fiction.

All that changed with the advent of the comic book Direct Sales Market. With its more targeted approach to selling, specialist vendors in dedicated emporia had leeway to allow frustrated creators to cut loose and experiment with other genres – and even formats.

All the innovation back then led inescapably to today’s high-end, thoroughly respectable graphic novel market which, with suitable and fitting circularity, is now gathering and re-circulating many of the breakthrough tales from those times; not as poorly distributed serials and sequences, but in satisfyingly complete stand-alone books.

Marvel was the unassailable front-runner in purveying pamphlet fiction back then, outselling all its rivals and monopolising the lucrative licensed properties market (like Star Wars and Indiana Jones) which once been the preserve of the Whitman/Dell/Gold Key colossus. This added to a zeitgeist which proved that for open-minded readers, superheroes were not the only fruit…

As independently published titles hit an early peak, Marvel instigated its own creator-owned, rights-friendly fantasy periodical in response to the overwhelming success amongst older readers of Heavy Metal magazine. Lush, slick and lavish, HM had even brought a fresh, music-&-literature based audience to graphic narratives…

That response was Epic Illustrated: an anthological magazine offering stunning art and an anything-goes attitude – unhindered by the censorious Comics Code Authority – which saw everything from adaptations of Moorcock’s Elric and Harlan Ellison novellas to ‘The Last Galactus Story’, plus numerous stories which would become compelling forerunners of today’s graphic novel industry.

The first issue also discretely started a very gradual introduction to one of the era’s biggest Indie sensations: Vanth Dreadstar…

This collection gathers a number of stories originally culled from an assortment of different places. The saga started in Epic Illustrated (#1-9, 12 and 15, spanning Spring 1980 to December 1982), whilst tangentially diverting in 1981 to Eclipse Graphic Album Series #5 (The Price) and then 1982’s Marvel Graphic Novel #3: Dreadstar: all laying the groundwork for one of the most successful independently-owned comic book characters of the era, and one of the most long-lived…

This stellar hardback re-presents those tales in the original monochrome or painted full-colour, with writer/artist Starlin aided and abetted by letterer by Tom Orzechowski. For this edition the art has been remastered by Jerron Quality Color, Mike Kelleher and Digikiore Studios.

Already a big gun thanks to his run on Captain Marvel, the engendering of mad Titan Thanos and the reinvention of Adam Warlock, Starlin cemented his cosmic creator credentials and seeming preoccupation with death and nihilism through the grandiose saga Metamorphosis Odyssey.

Delivered in painted grey-tones, the serialised tale began with the introduction of mighty alien wizard ‘Aknaton’: savant of ancient and benevolent race the Osirosians. These masters of the cosmos were perturbed by the advent of rapacious barbarian species the Zygoteans who were slowly and inexorably conquering planets and eradicating all life in the Milky Way galaxy.

Aknaton’s people fought back on behalf of all creation, but knew that their resistance was numbered in mere millennia before the predators would win.

Unsettled by the prognostication, Aknaton set out on a desperate tour of the galaxy, planting life seeds weaving a web of possibility and even depositing an incredible sword of power in a last-ditch plan which would take a million years to complete…

The first seed flowered in the form of spiritually advanced intellectual monster ‘Za!’, whilst another blossomed into 15-year old ‘Juliet’, taken by Aknaton from Earth in 1980 just as the Zygoteans arrived to eradicate the rest of her species.

The mage’s last living puzzle component was butterfly winged psychic ‘Whis’par’ whose gifts and sensitivities easily divined the dark underpinnings of Aknaton’s ambitions…

During this chapter the artwork transitioned into full-painted colour, and by the time the wizard reached war-torn ice-world Byfrexia to recruit ‘Vanth’ the cosmic conflict was in full phantasmagorical flow. This emotionless resistance leader battling the Zygoteans was a man with incredible physical powers, bequeathed by a magic sword he had found: the very weapon Aknaton has planted eons previously…

‘The Meeting’ between Vanth and his notional maker was interrupted by Zygotean killers, affording the wizard opportunity to assess his handiwork in action. He quickly realised the hero was far more powerful than he had intended….

Nevertheless the quest moved on to a recently-razed paradise, but ‘Delloran Revisited’ was merely a step tin a search for an ultimate weapon so long lost, so well hidden that Aknaton had no clue to its current location…

Appraising his unique team of one final push, Aknaton enjoyed ‘Sunrise on Lartorez’ before absenting himself to meet God and discuss ‘Absolution’, after which a ‘Requiem’ sounded for life as the Zygoteans found them and lit the skies with ‘Nightfire’.

Forced into precipitate action, ‘Dreamsend’ turned into ‘Doomsday!’ as Aknaton’s plan finally came into play… with cataclysmic effect…

A million years later, an energy bubble bursts in another galaxy and sole survivors Aknaton and Vanth find themselves on a rural world not much different from any other. They still have business to settle and only one will walk away from the ‘Aftermath’ of what they’ve done…

With the illustration reverting to painted monochrome, The Price is set in that new Empirical Galaxy: one riven by an unending war between intergalactic robber barons the Monarchy and omnipresent mystico-political religious order the Instrumentality. Over 200 years these instinctive enemies have taken half a galaxy each and now battle to maintain a permanent stalemate. The economies of both factions depend on constant slaughter but no outright victory…

At the heart of that strained environment, rising Instrumentality bishop Syzygy Darklock is drawn by arcane forces and the diabolical plotting of terrorist mage Taurus Killgaren onto a path of inescapable doom and destruction.

It begins with the demonic assassination of Darklock’s brother; leading the outraged cleric on a path of damnation and revelation, gaining immense mystic power and wisdom but only at the cost of sacrificing everything he ever loved.

He also is forced to share Killgaren’s infallible vision of the fearful future and the role a man named Dreadstar will play in the fate of the universe…

After the huge success of ‘The Death of Captain Marvel’ (Marvel Graphic Novel #1), Starlin was eagerly welcomed back for the third release. Here he finally launched Dreadstar as a creator-owned property that would kickstart the Epic Comics line into life.

The full-colour painted story focused on Vanth the man, as the immortal Cold Warrior abandoned his sword and warlike ways, settling down to decades of farming on isolated agri-world Caldor with retired Instrumentality researcher Delilah.

Toiling beside the gentle gengineered cat-people operating the farm planet, Vanth found a kind of contentment, which was only slightly spoiled when a bizarre creature named Syzygy Darklock set up his tent in the mountain wilderness and began tempting the old soldier with tales of the outer world and veiled promises of great knowledge and understanding .

Vanth was with the savant when Monarchy ships found Delilah and the cat-people. In the wake of their casual atrocities he renounced his vow of peace and resolved to end the stupid, commercially expedient war his way…

The drama concludes with ‘Epilogue’: one last black-&-white tale first seen in Epic Illustrated #15, and designed as bridging introduction to the hero’s comic book debut. Vanth and his cat-man ally Oedi are trying to quietly get off Instrumentality mining colony the Rock, but Dreadstar is nigh-fatally distracted by a worker who is the very image of his dearly departed Delilah.

Before he can do anything really stupid however the mine roof caves in and threatens all his ambitious plans to bring peace and stability to the Empirical Galaxy…

Bold, bombastic and potently cathartic, this is no-nonsense space opera with the just the right amount of deep thought, comforting cynicism and welcoming pop philosophy added to flavour the action and spice up the celestial grandeur. Above all this is smart, trenchant, uncomplicated fun for grown-up space freaks and well worth a few moments of your time…
© 2010 James Starlin. All rights reserved. Dreadstar is a registered trademark of James Starlin, and the Dreadstar logo and all characters and content herein and the likenesses thereof are also trademarks of James Starlin unless otherwise expressly noted.

Attu: The Collected Volumes


By Sam Glanzman (Dover Comics & Graphic Novels)
ISBN: 978-0-486-80158-2

Win’s Christmas Gift Recommendation: Epic Blockbuster Entertainment to digest that Dinner by… 8/10

After far too many years as an industry secret, in recent years Sam Glanzman has finally been awarded his proper station as one of American comics’ greatest and most remarkable creators – thanks in no small part to the diligent efforts of publishing house Dover, which has resurrected his groundbreaking graphic novel sequence A Sailor’s Story and overseen the collection of his astonishing semi-autobiographical series USS Stevens.

However, Glanzman has been drawing and writing comics since the 1940s, most commonly in the classic genres – war, mystery, adventure and fantasy – where his raw, powerful and subtly engaging style and wry wit made his work irresistibly compelling to generations of readers

On titles such as Kona, Monarch of Monster Island (and where’s the definitive omnibus collection of those wild yarns?), Voyage to the Deep, Combat, Jungle Tales of Tarzan, Hercules, the Haunted Tank, The Green Berets and cult classic The Private War of Willie Schultz, Glanzman always produced magnificently rousing yarns which fired the imagination and stirred the blood. That unceasing output always sold well and won him a legion of fans amongst fellow artists at least, if not from the insular and over-vocal fan-press.

In the 1990s Glanzman worked with Tim Truman’s 4Winds company on high-profile projects like The Lone Ranger and Jonah Hex whilst concocting a fantastic multi-genre mash-up named Attu. The first two volumes in a proposed series of original graphic novels, they were released at a time when the US marketplace was experiencing a glut of product and a storm of speculator interest. Those of us in the know patiently awaited more sci-fi barbarian wonderment, but it never materialised.

Now the wait is over: the first two books have been gathered into one superbly substantial oversized (278 x 208 mm) monochrome tome, graced and augmented at last by Glanzman’s unpublished third chapter.

Following Jeff Lemire’s fervent Foreword ‘What the Heck is Attu?’ and a fascinating Introduction and behind-the-scenes reminiscence from Tim Truman in ‘Four Winds and Forbidden Caves’, the uncanny blend of action and mystery begins…

On the primal super-continent of Gondwana in 137 million B.C., oddly clean-cut caveman Attu is making himself unpopular to the rest of the Kassar Tribe. Known as the Truth Seeker, the pest constantly vexes and troubles his hirsute, mountain-dwelling fellows and subsequently remands himself and forward-looking boy companion Oom to the lowlands: a place of giants, terrible beasts and uncanny creatures we would know as dinosaurs.

He also finds a lethally booby-trapped cave full of incomprehensible things where a beautiful woman sleeps in a tube of clear, warm ice…

Determined to liberate and possess her, Attu goes an on impromptu walkabout, encountering a multitude of strange monsters and weird men; learning new things and expanding his mind at every opportunity. When he appropriates a peculiar device under most unlikely circumstances, he instinctively knows it belongs with the pillar of

warm ice and the treasure inside…

Book Two: Durenella continues the wild rush of ideas as Attu – no longer a primitive by any means – unlocks the hibernation chamber of an alien princess and is cautiously introduced to and indoctrinated in the star-spanning culture of the Empire of Drago. Hearing – and eventually comprehending – the tragedy of Durenella as her Seeker Ship crashed to the primitive Earth and the crew all died, the caveman realises he now has no place on his own world anymore.

There’s also no place for him on fiercely embargoed and stratified Drago – even after a rescue ship arrives – unless he, the princess and the Emperor himself collude in a shameful and dangerous subterfuge which could topple a dynasty if exposed…

The series stalled for years as the nineties comicbook market turmoil essentially shut down 4Winds, but here the saga continues with the eagerly anticipated third chapter Jan-Uk.

The action-packed, blood-drenched extravaganza surprisingly goes back, not forward, to detail the brutal origins of Attu. As a young warrior barely past his manhood rites, Jan-Uk’s life changes forever after his father is betrayed and murdered and the boy seeks vengeance. His sire was both chief and seer, and before his demise foresaw his son living with strangers who rode strange birds from the stars but all that seems impossible to explain as the young warriors sets out after brutal rival Laanta and his cronies.

When the crime was perpetrated, Jan-Uk stalked the killers across the terrifying wilderness and tracked them up a mountain where even more primitive, half-ape creatures named Kassars lived. And then there was a blinding flash of light…

To Be Continued? (By Gosh I hope so…)

Following the astounding action extravaganza, Stephen R. Bissette offers a vast and comprehensive Caveman Comics Afterword on ‘Deconstructing Attu (Or: How a science Fiction Adventure Graphic Novel Can Indeed Be a Personal Work of Art from One of the Unsung Masters of Silver Age Adventure Comics’ and the book concludes with a bunch of stunning visual Extras including roughs, unused art (and hints of what’s next for Attu) plus charming pinups from Glanzman and celebrity guest contributors such as Michael T. Gilbert and Phil Hester.

An unrepentant fabulist adventure combining pre-history, monsters, murder mystery, political intrigue, super-science and even time-travel, this is a purely delightful slice of old-fashioned comics fun, rendered in stark, savage black and white; a brilliant paean to a bygone style and age. Moreover, it’s still not too late to urge this wonderful graphic master to sort out the next volume…
© 2016 Sam Glanzman. Foreword © 2016 Jeff Lemire. Introduction © 2016 Timothy Truman. Afterword © 2016 Stephen R. Bissette. All rights reserved.

Star Trek Gold Key Archives volume 3


By Len Wein, Arnold Drake, Alfredo Giolitti, Giovanni Ticci & various (IDW)
ISBN: 978-1-63140-231-9

Star Trek debuted on American televisions on September 8th 1966, running until June 3rd 1969: three seasons comprising 79 episodes. A moderate success, the series only really became super-popular after going into syndication; running constantly in American local TV regions throughout the 1970s. It was also sold all over the world, popping up seemingly everywhere and developing a fanatically devoted fanbase.

There was some merchandising, and an inevitable comicbook – from Gold Key – which ran for almost a decade beyond the show’s cancellation. However, at the start neither authenticity nor immediacy were paramount. Only six issues were released during the show’s entire 3-season original run. Published between July 1967 and December 1968, those quirkily enticing yarns were all gathered in the first Star Trek: Gold Key archive collection.

The reason for the inaccuracies between screen and page was simple and a clear indication of the attitude both studio and publisher held about science fiction material. Initial scripter Dick Wood had seen no episodes when commissioned to write the comic, and with Italian artists Nevio Zaccara and Alberto Giolitti, received only the briefest of outlines and scant reference materials from the show’s producers. The comics craftsmen were working almost utterly in a vacuum…

Nevertheless, by the time of these interstellar exploits – reprinting Star Trek #13-18 from February 1972 to May 1973 – most of the well-intentioned contradictions of established Trek lore were long gone, thanks to better reference materials and familiarity with the actual show. These printed Enterprise incidents and missions are far closer to canonical parity with the TV phenomenon.

Following entertaining Introduction ‘Let’s See what She’s Got’ from educator and Trek scholar Joseph F. Berenato, the extra-solar explorations resume with ‘Dark Traveller’ (by Len Wein & Giolitti) which sees the Enterprise taken over by a shadowy being of incredible power who boosts its capabilities to send the crew hurtling across the universe.

Nomad shares his story of a world that grew too perfect and fell into cultural stagnation, and how he abandoned it for more primitive, questing races, before concluding that now his energies are fading his time to return home has come…

However, when he and his unwilling travelling companions reach Utopia, they find no paradise but a ruined world wracked by bloodshed, with mechanical killers everywhere, intent on eradicating the organic population.

Stranded far from home, the Federation crew have no choice but to join Nomad’s brutal war against an old friend driven to madness and mass-murder if they are to have any chance of seeing familiar stars again…

Star Trek #14 from May 1972 reveals how a diplomatic mission goes lethally awry after James Kirk is injured during a landing party excursion. Subsequently tasked with feting an unaligned dignitary whose civilisation and political allegiance is also being courted by Klingon emissaries, the Captain seemingly goes crazy and provokes ‘The Enterprise Mutiny’.

However, canny Mr. Spock deduces there is another explanation for his comrade’s sadistic and erratic behaviour…

August found Enterprise propelled beyond reality by a cosmic maelstrom and latterly becalmed in a region where physical laws don’t work properly. Invited to visit the ‘Museum at the End of Time’ by its uncanny Curator, Kirk, Spock and Dr. McCoy meet explorers from many worlds and eras who have long ago lapsed into immortal indolence. Typically the newcomers cannot reconcile themselves to the fact that there is no escape from the timeless limbo that holds them…

The situation escalates into bloody warfare when Klingons from a battle-cruiser also caught in the cosmic storm invade the museum. As chaos erupts, the time-lost denizens of limbo finally regain their old verve and fight back, just as Spock discovers the timeless realm is dying. The imminent end, however, does present one perilously slim chance of returning to their original plane of existence…

In November an Enterprise shuttlecraft suffered a catastrophic accident and crashed on a primitive, feudal world where the Federation crew had to hide their alien natures from a superstitious, theocratic cult tyrannising the primitive populace. To stand any chance of rescue Kirk, Spock, McCoy and their subordinates had to ally themselves with a resistance movement to escape torture and death on the ‘Day of the Inquisitors’…

With #17 (February 1973), Arnold Drake replaced Wein as scripter and Giolitti split his illustrative duties with studio-mate Giovanni Ticci to solve the riddle of ‘The Cosmic Cavemen’.

On a distant world shared by dinosaurs and stone-age humans, Kirk, McCoy and Chief Engineer Scott are captured and paraded before telepathic priestess Lok. Their shock and disbelief go off the scale when they are taken to an idol which is the spitting image of Spock…

The immediate crisis seems over after the Vulcan beams in to rescue his crewmates, but wily Lok has a plan to place her tribe beyond the reach of all rivals and subtly steals the death dealing weapons of the starmen to further her aims…

The cosmic comic cavalcade then concludes with an interstellar crime caper from Drake, Giolitti & Ticci as planet Styra – threatened with imminent destruction – digitises and records its entire population on bio-magnetic tape, entrusting the Enterprise to transport and restore them to life on a new world.

Sadly, comely castaway Allura has already inserted herself aboard ship and begins vamping Spock whilst her partner – deranged showman and magician Anzar – purloins the tape and holds ‘The Hijacked Planet’ hostage.

The crazed genius believes he has every avenue covered but has never faced anyone as clever as the Vulcan or as foolhardy as James Kirk…

Rounding out this compelling collection is a gallery of painted covers by elusive but brilliant George Wilson and an in-depth, fact-packed biography and assessment of the phenomenal strip illustrator in ‘Alberto Giolitti: About the Artist’.

Fun, thrilling and astoundingly compelling, these are comics classics not just for devoted TV fans but a prime example of graphic storytelling at its most engaging.
® and © 2015 CBS Studios, Inc. Star Trek and related marks are trademarks of CBS Studios, Inc. All Rights Reserved.