The Adventures of Blake and Mortimer: Atlantis Mystery


By Edgar P. Jacobs, translated by Jerome Saincantin (Cinebook)
ISBN: 978-1-84918-107-5

Master storyteller Edgar P. Jacobs pitted his distinguished duo of Scientific Adventurers Professor Philip Mortimer and Captain Francis Blake against a wide variety of perils and menaces in stunning action thrillers which merged science fiction, detective mysteries and supernatural thrillers in the same timeless Ligne claire style which had done so much to make intrepid boy reporter Tintin a global sensation.

The strip debuted in Le Journal de Tintin #1 (26th September 1946): an international anthology comic with editions in Belgium, France and Holland. The magazine was edited by Hergé, with his eponymous star ably supplemented by a host of new heroes and features for the modern age…

L’enigme de l’Atlantide was the fourth electrifying exploit of the peerless pair, originally serialised from March 30th 1955 to May 30th 1956, and subsequently collected in a single chronicle as the seventh drama-drenched adventure album the following year.

The stunning secret history saga became the 12th translated Cinebook release, and opens here with vacationing Intelligence operative Blake arriving in the Azores on idyllic island Sao Miguel where Mortimer is engaged in exploring deep caves in his ceaseless search for new knowledge.

From the moment he lands the British Agent is under constant scrutiny by mysterious gangsters and no sooner does he join his old comrade than petty acts of vandalism and outright sabotage begin to occur…

Unbeknownst to the pair, whilst they are distracted, a mysterious intruder searches the Professor’s palatial lodgings only to be blasted by an even more fantastic figure with a ray-gun.

The delayed detectives only arrive in time to observe an astounding escape before the bellicose boffin explains how he has apparently discovered a new mineral of incredible potential in the vast cave system far below the surface of the island. He suggests it might be the wonder metal Plato describes as “Orichalcum”; the most prized element of the fabled Atlanteans…

Undeterred by the break-in, the bold Brits lay plans to further evaluate Mortimer’s mammoth cavern and before long a small but dedicated team are scrambling through perilous crevices to terrifying depths in search of more of the mystery.

The “mad English” are no longer the main topic of conversation on the island however: everybody else is glued to newspaper reports of flying saucer sightings…

Glad of their return to obscurity and utterly unaware that one of their team has been replaced by a deadly old enemy, the valiant subterranean explorers struggle on against formidable and oppressive odds underground, but when the Professor’s Geiger Counter begins to react wildly and they recover a huge chunk of the mystery mineral, the saboteur makes his move.

As a sudden storm threatens to wash the entire expedition away, the infiltrator incepts warnings from the surface, swipes the samples and, cutting the rope ladders, abandons Blake and Mortimer to their deaths…

His big mistake is pausing to gloat: a well-aimed rock hurled by the Secret Serviceman seemingly seals the scoundrel’s fate too…

Unable to go back, the plucky duo then decide to chance everything on following a subterranean river under the island in the vanishingly small hope of finding an exit. Instead, after an astounding under-earth odyssey, what they discover is mercilessly marauding pterodactyls and a fantastically advanced civilisation of super-scientists…

Soon the pair are recuperating in the vast bastion of Poseidopolis – thriving last outpost of legendary Atlantis – befriended by young noble Prince Icarus. He happily shares the epic true history of Ancient Earth and his still space-faring nation with them, secure in the knowledge that they will never leave the subterranean metropolis for as long as they live…

Unfortunately, with their customary impeccable timing, the British bravos have arrived just as the city’s most trusted civil servant Magon is about to usurp the hereditary rulers’ millennia of unchallenged power. All too soon they become embroiled in a shattering civil war at the earth’s core.

Not only is the entire kingdom of noble Lord Basileus at stake, but the schemer and his allies also have designs upon the Atlanteans’ outer space dominions and the hapless, ignorant surface nations in between…

Packed with astounding action, double-doses of dastardly duplicity and captivatingly depicting the cataclysmic end of a fabulous secret civilisation, this is one of the Distinguished Duo’s most glorious exploits and one no lover of lost world yarns should miss.

Addictive and fantastic in the truest tradition of pulp sci-fi and Boy’s Own Adventures, Blake and Mortimer are the very epitome of dogged heroic determination; the natural successors to such heroic icons as Professor Challenger, Bulldog Drummond and Richard Hannay, always delivering grand, old-fashioned Blood-&-Thunder thrills and spills in timeless fashion and with mesmerising visual punch.

Any kid able to suspend modern mores and cultural disbelief (call it alternate earth history or bakelite-punk if you want) will experience the adventure of their lives… This Cinebook edition also includes excerpts from two forthcoming albums plus a short biographical feature and chronological publication chart of Jacobs’ and his successors’ efforts.

Original edition © Editions Blake & Mortimer/Studio Jacobs (Dargaud-Lombard S. A.) 1988 by E.P. Jacobs. All rights reserved. English translation © 2011 Cinebook Ltd.

Twin Spica Book 8

New, Revised Review

By Kou Yaginuma (Vertical)
ISBN: 978-1-935654-13-1

Kou Yaginuma first captured the hearts and minds of the public with poignant short story 2015 Nen no Uchiage Hanabi (2015: Fireworks, published in Gekkan Comics Flapper, June 2000). Following its unprecedented success, he expanded the subject and themes into a major manga epic combining hard science and humanist fiction with lyrical mysticism and traditional tales of school-days and growing up.

2024 AD: diminutive teenager Asumi Kamogawa has always dreamed of going into space. From her earliest moments the solitary child gazed up at the stars with imaginary friend Mr. Lion, especially gripped by the twinkling glow of Virgo and alluring binary star Spica.

An isolated, serious child, she lived with her father, a common labourer who had once worked for the consortium which built the rockets for Japan’s Space Program.

When Asumi was a year old, the first Japanese launch ended in utter catastrophe after rocket-ship Shishigō (“The Lion”) exploded on its maiden flight: crashing to earth on the coastal city of Yuigahama. Hundreds were killed and many more injured, including Asumi’s mother.

Maimed and comatose, the matron took years to die. The shock crushed her grieving husband and utterly traumatised infant Asumi.

In response to the disaster Japan set up an astronautics and space sciences training facility where, after years of determined struggle, Asumi was accepted by the Tokyo National Space School. Slowly making friends like Shinnosuke Fuchuya (who used to bully her as child in Yuigahama), boisterous Kei Oumi, chilly and distant Marika Ukita and spooky, ultra-cool Shu Suzuki, Asumi daily moved closer to her unshakable dream of going to the stars.

Against all odds – she is small, looks weak and is very poor – Asumi endures and always succeeds. She still talks with Mr. Lion, who seems to be the ghost of an astronaut who died on the Shishigō…

Individual episodes in these compelling monochrome volumes are divided into “Missions”, all methodically forming a vast tapestry explaining the undisclosed interconnectedness of generations of characters, all linked by the call of the heavens.

Volume 8 comprises numbers 39-46, and also includes a brace of enchanting sidebar stories plus another autobiographical vignette from the author’s own teenage years.

Mission: 39 opens as the still guarded and aloof Asumi undertakes a devout daily personal ritual – absorbing the wonder of the Heavens at the local Planetarium. Times are tough, however, and the venerable old edifice is about to close forever, a victim of economic cuts and dwindling public interest…

Later she rejoins classmates Oumi and Ukita on the school roof for more stargazing. Excitement rises when they think they might have discovered a new supernova…

Mission: 40 concentrates on the rapidly approaching end of semester and exams. Oumi is ill and might not pass, whilst enigmatic Shu reveals yet another hidden talent after being given the shocking news that he is confidentially considered for participation in an American Shuttle mission.

Meanwhile, with Christmas near Asumi shares an intimate moment trimming a tree with shy, diffident Kiriu from the local orphanage. Even this is fraught with implications: he’s apparently an anti-space program activist and she can hardly afford any distractions. With her workload and part-time job she barely has time to think as it is…

Mission: 41 only sees Asumi’s concentration-slipping intensify and we learn some tragic truths about golden boy Suzuki’s dysfunctional and abusive home life. Most disturbingly, Miss Kamogawa’s closest girl classmates now think they’re catching odd glimpses – and even finding physical evidence – of Asumi’s ludicrous “imaginary friend”…

When Kiriu unexpectedly reveals he is leaving Japan, she then has to make a choice between her current feelings and her life’s dream. It takes another typically brash and dramatic intervention during a crucial exam by old rival and “frenemy” Fuchuya to set her straight on what she really needs in the heartrending Mission: 42…

The focus switches to orphan Kiriu’s history and his amazing secret is revealed through a poignant letter to Asumi in Mission: 43, whilst 44 concentrates on mounting school pressure with the conflicted Fuchuya recalling the pivotal moment in his childhood when his fireworks-making grandfather sparked his own interest in the stars… and Asumi…

The Americans’ tantalising offer to send a Japanese astronaut up with the US shuttle becomes public knowledge in Mission: 45 and fierce competition for the single placement ensues. The jolly rivalry is counterpointed by more agonising reminiscences from Shu over the mystery malady that took his mother, before the main storyline concludes in Mission: 46 as the students are made to realise the importance of their final years, and solitary Asumi at last realises how her life has changed. With some surprise she grasps that she has actual friends she might lose so very soon…

The going is getting tougher and, now that they are all nearing the end of their preliminary training, it becomes increasingly, painfully clear to the determined star-students that the bonds so painstakingly forged are on the verge of being severed. After only one more year, final selections will be made: most of the class will fail and vanish from each other’s lives. A countdown clock is ticking…

Also included in this volume are two ancillary tales: ‘Giovanni’s Ticket’ returns to Asumi and Fucchy’s formative years in Yuigahama following the Shishigō crash, exploring their tempestuous relationship whilst the poignant ‘Guide to Cherry Blossoms’ reveals the power of making art and following the path to love whilst examining roads not taken by pensive teacher Kasumi Suzuki during the highly symbolic spring festival.

The book ends with a wistfully autobiographical ‘Another Spica’ vignette culled from author Yaginuma’s lovelorn days as a part-time server on a soft-drink stand in a theme park; one more charming insight into creative minds, art in the raw and unrequited passions…

These deeply moving marvels originally appeared in 2005 as Futatsu no Supika 8 and 9 in the Seinen manga magazine Gekkan Comics Flapper, targeted at male readers aged 18-30, but this ongoing, unfolding beguiling saga is perfect for any older kid with stars in their eyes…

Twin Spica ran from September 2001-August 2009: sixteen volumes tracing the trajectories of Asumi and friends from callow students to trained astronauts and the series has spawned both anime and live action TV series.

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

Rekindling the irresistible allure of the Final Frontier for the next generation (and the last ones too) Twin Spica is quite simply the best…

These books are printed in the Japanese right to left, back to front format.
© 2011 by Kou Yaginuma/MEDIA FACTORY Inc. Translation © 2011 Vertical, Inc. All Rights Reserved.

Prometheus: Fire & Stone


By Paul Tobin, Juan Ferreyra & various (Dark Horse)
ISBN: 978-1-61655-650-1

Spinning out of the movie Prometheus and its comicbook iteration, Fire and Stone was a bold and ambitious publishing event begun in 2014 designed to link four separate franchises into a coherent – if rather time-distanced – universe.

A quartet of 4-part miniseries featuring core concepts from Prometheus, Alien, Predator and AVP: Aliens Vs Predator was conceived by scripters Paul Tobin and Kelly Sue DeConnick, with the calamitous clash of cultures and creatures culminating in one-shot Fire and Stone: Omega.

The first of those pocket series is now available as a sleek paperback collection scripted by Tobin and moodily designed and illustrated by Juan Ferreyra, opening the time and space shredding saga in 2219 AD above the third moon of the Calpamos planetoid in the Zeta 2 Reticuli system.

Four Earth craft have rendezvoused there, seeking answers to the question of what happened to a long-lost research ship.

Historian and filmmaker Clara Atkinson aboard command ship Helios ponders the ongoing mission as the crews of engine core vehicle Geryon, military patrol ship Perses and salvage vessel Kadmos slowly shake off the effects of deep space hibernation and get reacquainted.

Captain Angela Foster is cranky but seems exhilarated at the prospect of hugely valuable salvage and effusive medical officer James Weddel is his usual grabby self, but apparently affable astrobiologist Francis Lane is hiding something. He’s coincidentally in charge of maintaining and servicing the service humanoids such as meek-seeming synthetic assistant Elden – the only being aware of the secretive boffin’s failing health…

What nobody except Foster knows is the true purpose of the mission. She is hunting legendary exploratory ship Prometheus and chimeric, inspirational leader Sir Peter Weyland. Moreover, when Weyland was lost on LV-223 in 2090 he was seeking to prove a crazy theory that a race of giants he called “The Engineers” had seeded the universe with life. He wanted to find the creators of humanity, and now so does she…

Leaving Geryon in orbit, the smaller ships confidently head for solid ground. Foster takes the Helios down and soon discovers that the supposedly barren moon is rich with weird, superabundant, aggressive and extremely ugly lifeforms. Strangely, most of it seems to be concentrated in a single implausible and very forbidding micro-rainforest…

Discoveries come thick, fast and increasingly disquieting. A strange, viscous black goo which seems to be the very essence of raw life. Bizarre corpses and skeletons crushed, torn apart or burned by acid. An ecosystem of fauna filling every biological niche and all looking as if they were patterned on the same creature…

Lane is particularly taken with the omnipresent black ooze and he and Elden are missing when the main party discover a lost human-colony ship somehow shifted to the wrong planet and submerged by a wall of overgrown undergrowth.

They are utterly unprepared for the marauding xenomorphs hungrily waiting inside for fresh prey…

It all goes pretty much as you’d expect (and, I suspect, hope) after that, but whilst the Aliens begin their hideous and inexorable dance of death, other things that will impact the succeeding story-arcs come into play too.

Whilst Foster’s party is searching, a wave of the big-headed bugs swarm the Helios, leaving it locked down and besieged…

Lane begins experimenting with the black goo in a cave, seeking a cure for his cancer. When he injects poor, passive Elden with a sample, the astrobiologist is appalled to see rapid and terrifying forced evolution in action, transforming a harmless and completely docile programmed servant into a monster with a ruthless will and deadly agenda of its own…

Others explorers find a crashed craft of incontrovertibly alien origin and dependable, staunch and fun-loving ebullient military man Galgo grabs up extraterrestrial weaponry. Later, seeing the way the winds are blowing, he promptly abandons the science teams and the Helios to fate…

None of the wide-ranging humans are prepared for the consequences when a long-dormant Engineer begins checking his planetoid-sized laboratory again and, seeing assorted specimens and unidentified creatures running riot, starts dispassionately clearing up the mess and shutting down the chaos…

Soon only three humans are left cowering in the dark but refusing to give in…

To Be Continued…

Fast-paced, intensely gripping and closely following the tried-and-tested formula of the film franchises, this is a superb horror/sci fi romp to delight fans of the cinematic classics and breathtaking thrill rides in general, which also offers a cover gallery and chapter-break art by David Palumbo plus a potent and beguiling selection of designs and notes from illustrator’s Juan Ferreyra’s ‘Sketchbook’.

™ & © 2014, 2015 20th Century Fox Film Corporation. All rights reserved.

Usagi Yojimbo: Senso


By Stan Sakai (Dark Horse)
ISBN: 978-1-61655-709-6

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

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

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

His first comics work was as a letterer, most famously for the incredible Groo the Wanderer, before his nimble pens and brushes found a way to express a love of Japanese history and legend. Also shaped by his hearty interest in the filmic works of Akira Kurosawa and his peers, Sakai turned a proposed story about a human hero into one of the most enticing and impressive – and astoundingly authentic – sagas of all time.

The deliciously rambling and expansive period fantasy series is set in a world of sentient animals whilst specifically referencing the Edo Period of Feudal Japan (how did we cloth-eared Westerners ever get “Japan” from “Nihon” anyway?) and is drenched in classic cultural icons as varied as Lone Wolf and Cub, Zatoichi and even Godzilla to enrich the ongoing exploits of Miyamoto Usagi, a Ronin (masterless, wandering Samurai) whose fate is to be drawn constantly into a plethora of incredible situations.

And yes, he’s a rabbit – a brave, sentimental, gentle, honourable, conscientious and heroic bunny who cannot turn down any request for help…

The long-eared nomad has changed publishers a few times but has been in continuous publication since 1987 – with nearly 40 graphic novel collections and compilations to date – with guest-shots in sundry other series such as Teenage Mutant Ninja Turtles and its TV incarnation – he even almost made it into his own small-screen show but there’s still time yet and fashions can revive as quickly as they die out …

Sakai and his creation have won numerous awards both within the comics community and amongst the greater reading public and his bombastic bunny has branched out into high-end collectibles, art prints, computer games and RPGs, a spin-off sci fi comics serial and lots of toys. In November 2014 the Rabbit Ronin premiered in a stage show here in London…

Celebrating his 30th anniversary our hero recently appeared in a staggering out-of-continuity cosmic clash first seen in the 6-issue miniseries Usagi Yojimbo: Senso (August 2014-January 2015) now gathered into a sturdy monochrome hardback edition.

Senso means War! – it says so on the back of the book – and this epic Armageddon tale opens fifteen years from the rabbit’s current timeframe with all the regular characters in play for the final battle between usurping over-villain Lord Hikiji and the forces of the Shogun led by Lord Noriyuki of the Geishu Clan.

Preceded by comedic cartoon Introduction ‘Usagi and Stan’ and a selection of cover sketches for the compilation volume, the action opens as the Shogun’s forces, led by recently aligned and fully restored Samurai Usagi, clash with the Dark Lord’s armies.

Also drawn into the cataclysmic battle and employed in key positions are valiant bodyguard Lady Tomoe, former bounty hunter General Gennosuke and even the rabbit’s (unsuspected and unacknowledged) son Jotaro.

Even though the battle seems to be going against them the noble young lord is appalled when chief scientist Takenoko-Sensei offers his new prototype weapon – an armoured, steam-powered, self-propelled moving fortress called Kameyama (“Turtle Mountain”).

Preferring defeat to the shame of utilising an atrocity weapon, the indomitable legion of heroes fight on with renewed desperation, but everything changes in an instant when the sky is suddenly rent by a fiery scream and a colossal metal shell crashes onto the field.

In the silent aftermath the shocked remnants of two shattered armies drag themselves from the blood and dust to discover a third force has entered the fray: ghastly beings like giant octopi, killing with heat and light and riding immense three-legged walking machines…

It takes ninja leader Chizu to discover that the rubbery horrors can be killed and their diabolical machines destroyed, but her consequent and so-noble death will not be the last…

Tense, oppressively ominous and downright scary in places, this fabulous reworking of HG Wells’ War of the Worlds is an astounding and compelling variation on the hallowed theme which offers one tantalising “maybe” after another as three decades of beloved characters assemble to face the end of a world and triumph in a most incredible manner, and at the most horrific of prices…

Amongst the bonus features in this titanic tome are all six wraparound covers from the miniseries and a Process section offering comparisons, deleted and reworked pages and scenes plus fascinating developmental notes and sketches from the story.

The multi-faceted legendary Lepus’ nigh-universal irresistible appeal encompasses every aspect and genre of adventure comics and this moving “End of Days” epic will delight devotees and certainly make converts of the most hardened hater of “funny animal” stories.

Text and illustrations © 2015 Stan Sakai. All rights reserved.

The Light and Darkness War


By Tom Veitch & Cam Kennedy (Titan Comics)
ISBN: 978-1-78276-180-8

During the 1980s the American comics scene enjoyed an astounding proliferation of new titles and companies in the wake of the creation of the Direct Sales Market. With publishers able to firm-sale straight to retail outlets rather than overprint and accept returned copies from non-specialised vendors, the industry was able to support less generic titles and creators could experiment without losing their shirts.

In response Marvel Comics developed a line of creator-owned properties at the height of the subsequent publishing explosion, launching a number of idiosyncratic, impressive series in a variety of formats under the watchful, canny eye of Editor Archie Goodwin. The delightfully disparate line was dubbed Epic Comics and the results reshaped the industry.

One of the most evocative releases was a darkly compelling war/fantasy/science fiction serial with a beautifully simple core concept: Valhalla is real and forever…

Conceived and created by author, poet and comics scribe Tom Veitch (Legion of Charlies, Antlers in the Treetops, Animal Man, Star Wars: Dark Empire) and Cam Kennedy (Fighting Mann, Judge Dredd, Batman, Star Wars: Dark Empire) The Light and Darkness War originally ran from October 1988 to September 1989, just as that period of exuberant creative freedom was giving way to a marketplace dominated by reductive exploitation led by speculators.

Because of that downturn, this fantastic saga of martial pride and redemption through valiant service in the Great Beyond never really got the popular acclaim it deserved, hopefully something this glorious hardback retrospective compilation from Titan Comics will belatedly address…

Following heartfelt reminiscences and an appreciation in the ‘Foreword by Commander Mike Beidler, USN, Retired’ the astounding fable introduces paraplegic Vietnam war veteran Lazarus Jones, a broken, troubled warrior for whom the fighting never ended.

Home when he should have died with his inseparable friends, plagued with red-hot memories of beloved comrades lost when their Huey went down, by 1978 the wheelchair-bound wreck of a man is in a most parlous state.

Shattered by what will one day be designated Post Traumatic Stress Disorder, Laz cannot help making life hell for his devoted wife Chris. His miserable existence takes an even darker turn when Jones begins seeing visions of long-gone Huff, Slaw and Engle all calling him to join them.

A little later when Chris’ car crashes, Laz is severely hurt and left in a coma he might never awake from…

Elsewhere on the other side of Eternity, a shadowy shape speaks to Lazarus offering a choice: he can go back or he can join his long-departed brothers …

And thus begins a fantastic adventure as the half-man is restored to perfect health and reunited with those who know him best. The catch is that this afterlife is like nothing any holy book ever promised. It’s a vast cosmos of painful, unrelenting physicality where strange alien species commingle and Earth’s dead continue much as they had before.

Pilots steer gunships – albeit flying ones made of stone and levitated by little blue aliens called “menteps” – Leonardo da Vinci carries on inventing weapons for powerful lords and soldiers from every era have one more chance to serve and die…

Miraculously and joyously restored, Laz eagerly rejoins Engle, Slaw and Huff in the only thing he was ever good at. Manning a flying boat armed with light-powered weapons he becomes part of a vast force perpetually defying an unimaginable wave of invading evil from the Outer Darkness.

It’s a war with no overall plan or envisaged endgame, just eternal conflict, but recently a dark lord named Na has risen to the foremost rank of the “Deadsiders” and the legions of night seem to be gaining an advantage in the never-ending conflict fought on a million planets and a billion fronts…

For five hundred years however the genius da Vinci has created weapons that have checked the rapid advance and held the invaders to a tenuous stalemate, but Deadsiders are tirelessly patient and resort to inexorably taking worlds one at a time.

But now a novel event has taken place. Although Lazarus has happily enlisted in the army of Light comprised of those who died in battle on Earth, on the other side of the sky his body is still alive…

Stationed on besieged world Black Gate, Laz and the “Light Gang” are unable to prevent libidinous Lord Na from infiltrating and overcoming the planetary defences, but at least they save Governor Nethon‘s daughter Lasha from becoming the conqueror’s latest power-supplying plaything.

Although gradually winning the war for the dark, Na is impatient for a faster outcome. To achieve that end he had his necromancers rediscover an ancient, long-forgotten way to contact the Earth realm and dupes millionaire arms-dealer and devout Satanist Niles Odom into creating a device to physically bridge the dimensions.

Na’s wishes are simple; he wants earthly particle weapons, rail guns, atom bombs…

The unwitting dupe building Odom’s bridge is Nicky Tesla, a brilliant physicist whose intellect rivals that of his dead uncle Nikola, the wizard of electricity who once astounded the world.

With his clairvoyant girlfriend Delpha little Nicky has used his uncle’s old researches to complete an inter-realm gate for crazy-rich Odom, but when an army of zombies come through it and abduct him and Delpha nobody is prepared for what follows.

As the scientists are dragged across into an impossible world where Uncle Nikola is alive again, Laz and the Light Gang – following in Na’s wake – explosively head the other way…

They soon find themselves trapped on their birth-world, just as whole and hale as the day they died… and where Jones still languishes somewhere in a hospital bed.

With all the Afterworlds at stake they have no choice but to fight their way back to the War again…

Also included in this gloriously fulsome chronicle is a sketch-&-developmental art ‘Background Briefing’ by Veitch & Kennedy, discussing the Underground Comic origins and antecedents of the story as well as the history, physics and metaphysics of the Light and Darkness War and a potent overview and personal recollection from Stephen R. Bissette, ‘Endless War: The Life, Loss and Afterlife of Lazarus Jones’.

Fast paced, suspenseful, astonishingly imaginative and utterly beautiful to behold, the complex tale of Laz’s team and their struggle, how two generations of Tesla reshape a war that has been waged forever, and how in the end only love and devotion can battle overwhelming evil is a masterpiece of graphic endeavour and one no lover of fantasy fiction should miss.
The Light and Darkness War is ™ and © 2015 Tom Veitch & Cam Kennedy. All rights reserved.

Yoko Tsuno volume 7: The Curious Trio


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

The edgy yet uncannily accessible European exploits of Japanese scientific adventurer Yoko Tsuno began gracing the pages of Spirou from the September 24th issue in 1970 and are still going strong.

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 Herge’s meticulous background assistants on the iconic Adventures of Tintin strip before striking out on his own.

Compellingly told, superbly imaginative yet 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 revolutionised European comics in the 1970s and 1980s and are as potently empowering now as they ever were.

The first Spirou stories ‘Hold-up en hi-fi’, ‘La belle et la bête’ and ‘Cap 351’ were all short introductory vignettes before Miss Tsuno truly hit her stride with premier epic Le trio de l’étrange which started serialisation with the May 13th 1971 issue.

Although the first of her 26 European albums, in English The Curious Trio was actually the 7th chronicle released by Cinebook and opens in a busy TV studio at midnight (back when actual humans pushed, pulled and focussed the clunky paraphernalia) where 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 a brilliant burglary…

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

The job is to explore a range of flooded caves for a documentary and before the week is out 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 and the trio are dragged deep underground by the irresistible, swirling waters…

From here the remarkably realistic strip takes a huge leap into the uncanny as their subterranean submersion dumps them into a huge metal-shod vault where they are taken prisoner 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 in the Earth for almost half a million years…

However since recently awakening internecine strife has entered the lives of the colonists as ambitious militaristic brute Karpan 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 after he tries to beat Khany, and martial artist Yoko gives him a humiliating and well-deserved thrashing…

In his fury Karpan attempts 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 they hurtle to unimaginable depths in the maglev ship, Khany introduces the humans to a stowaway – her young daughter Poky – and relates the astounding tale of the Vineans’ escape from planetary doom and two million light-year voyage to Earth. Accustomed to subterranean living, when they arrived they hollowed out a mountain and dug down even further.

Her 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, but 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. Whilst she’s resting that “night”, Poky sneaks into her habitation chamber and takes her on an illicit tour of the underside and innards of the impossibly huge complex that verifies her 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 Yoko’s 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.

Ordinary


By Rob Williams & D’Israeli (Titan Comics)
ISBN: 978-1-78276-009-2

Admit it. We’ve all pondered – and both comics and movies have explored in various tones and styles – a particularly thorny contemporary question: what happens when everybody wakes up with superpowers?

Collecting a rather witty riff on that quandary, this wickedly charming little fable from Rob Williams & Matt “D’Israeli” Brooker – first seen in Judge Dredd Megazine #340-345 at the end of 2013, then as a Titan Comics miniseries and now gathered into one scintillating colour hardback tome – takes the big question a step further by positing that on that day of astounding ascension everybody becomes a modern Prometheus but you…

After an effusive Introduction from Warren Ellis the strange tale of off-the-books plumber and inept gambler Michael Fisher begins one typical morning as he wakes up in Queens, NYC. He’s late for another call-out and stumbling almost unthinkingly straight into a great big bunch of complete insanity.

Narrowly escaping a thorough thumping from the Samoans he owes cash to, the harried divorcee arrives at his latest job just in time to see the elderly client rapidly de-age to squelchy nothingness and short-tempered boss Brian turn into a talking bear.

The metamorphic madness is everywhere. Giants, flaming men and snotty dragons are popping up every second but all Michael can think of is calling his ex Sarah to see if their son Josh is okay.

As the freaked-out military rapidly fail to control the situation, the truth slowly dawns. Not just New Yorkers but all of humanity have, in the space of an instant, become a race of shapeshifters, superhumans and worse.

Everyone, apparently, except Michael…

As madness and panic grip the world Mike naturally heads for a bar and after Brian joins him they watch the President’s emergency news conference. It would have gone much better if someone had been able to tell PotUS that his new power was broadcasting his actual thoughts in little cartoon thought balloons above his head…

When TV news reveals his son Josh’s school is on fire Brian urges Michael to get across the river and find his boy but the now-empowered Samoans almost catch him and it takes low cunning, a Midas touch and a cosmically aware cabbie to save the day…

As chaos and carnage grip the nation, deep in the Pentagon the President is visibly (to all and sundry) losing it as his fundamentalist Vice-President stridently argues that the power proliferation is a Heaven-sent blessing intended to help the Land of the Free smite all the world’s unbelievers.

Scottish Genomics Professor and resident scientific expert Dr. Tara McDonald has a more reasoned argument. The situation is a literal plague and uncontrolled super-abilities will destroy mankind unless they find a cure quickly. Already America’s enemies are gathering and nations all over Earth are marshalling their burgeoning meta-resources to settle age-old scores and eradicate contemporary rivals.

However before McDonald can even postulate a remedy they have to find someone who is immune to the catastrophic contagion…

Against incredible odds – which comprise both transformees and the increasingly hard-pressed, savagely dictatorial remnants of the civil authorities – and all his normal instincts Michael has made his way into Manhattan even as in Washington McDonald’s best efforts have yielded pitiful results.

Things really go south after a nuke detonates in Afghanistan and the Veep seizes command. The rabid Christian doesn’t want a cure and when the only man in existence without uncanny abilities becomes a minor media celebrity after rescuing his son from a New York school, the acting Commander-in-Chief’s zealots are only one of a number of ruthless factions instantly targeting the unfortunate Mr. Fisher…

Now it’s a race against time as deadly opponents from warring and friendly nations alike contend to control the unluckiest, most useless man in the world with the fate of humanity in the balance. Fate and science however have teamed up to deliver a big surprise for everybody…

Also included in this thought-provoking package is a gallery of guest pinups from Edmund Bagwell, Ben Oliver, Laurence Campbell, Brian Ching & Michael Atiyeh, Brendan McCarthy, Neil Googe, Dom Reardon, Henry Flint, Alison Sampson & Ruth Redmond, James Harren, Ale Aragon and Mark Buckingham & D’Israeli, plus a little learned discourse – stuffed with the illustrator’s behind-the-scenes sketches and working drawings – on ‘Ordinary Science’ from Evolutionary Biologist and comics fan JV Chamary (PhD)…

Devilishly clever, cruelly passionate, potently humane and devastatingly funny, this sharp treatise on the true meaning of power politics offers a uniquely British spin on the eternal fantastic flight of idle fantasy and will delight all lovers of he genre with a world-weary eye to the way life really works…
Ordinary is ™ and © 2014 Rob Williams and Matt Brooker. All rights reserved.

Troy Trailblazer and the Horde Queen


By Robert Deas (David Fickling Books)
ISBN: 978-1-910200-46-9

In January 2012 Oxford-based family publisher David Fickling Books launched a traditional anthology comics weekly aimed at girls and boys between 6 and 12 which revelled in reviving the good old days of British picture-story entertainment intent whilst embracing the full force of modernity in style and content.

Each issue offers humour, adventure, quizzes, puzzles and educational material in a joyous parade of cartoon fun and fantasy. In the years since its premiere, The Phoenix has gone from strength to strength, winning praise from the Great and the Good, child literacy experts and the only people who really count – the totally engaged kids and parents who read it…

The magazine inevitably led to a line of superbly engaging graphic novel compilations, the latest of which is a rollicking space opera romp that will delight readers with a profound sense of fun and unchecked imaginations.

From that fabulous first year and created by Robert Deas (November, Manga Shakespeare: Macbeth, Pride & Prejudice, Medikidz) comes impetuous stellar sentinel Troy Trailblazer – who originally appeared in The Phoenix #10, 18 and 27-32 – in a riotous complete adventure which mixes light-hearted sidereal shenanigans with just a touch of dark and dreadful doom…

Thanks to the double-page pin-up ‘Meet Team Troy’ you’ll quickly become familiar with the valiant lad, his advanced tactical droid Blip, animalistic alien associate Barrus and super-cool former bounty hunter Jess Jetrider.

Moreover the schematics for ‘The Pathfinder’ will provide all you need to know about the freelance heroes’ astounding starship, so there’s no need to pause before racing into ‘Chapter 1: Mistakes of the Past’ which finds the questing quartet bombastically retrieving the Infinity Jewel with a maximum of collateral damage from the Royal Palace on planet Thagus…

Congratulating themselves on a job well done the astral adventurers celebrate by setting course for the sunny beaches on Solus, but before too long battle-hardened Jessica is roused from hyper-sleep by a disturbing dream and acknowledges a distress call from ice-world Siberas…

On awakening, the baffled lads are far from happy to be wading across glaciers in beachwear and when the arctic conditions wreck the Pathfinder’s engines they lose all sense of proportion. It’s quickly regained, however, when a gigantic snow-beast starts chasing them and hurt feelings turn to pure terror when a clutch of horrific bug-like parasites easily bring the shaggy carnivore down…

Pushing on rapidly through the snows the cosmic champions soon find the mining colony which issued the distress call, only to discover the workers possessed by more of the creepy bugs. Most disturbing is the fact that Jess is seemingly hearing voices and acting weirdly distracted…

Things come to a grisly head when they recover a holo-message from security chief Alan Ripley which describes how deep excavations disinterred a monstrous hive-creature from an entombed starship. His warning is cut off mid-sentence and almost instantly our heroes are running for their lives from the bug-wearing, mind-locked miners who tirelessly hunt their would-be rescuers…

Somewhere amidst all the chaos Jess gets separated from her companions and, apparently answering a mental siren call, wanders off into the deepest part of the pit…

There’s a brief tension-break for ‘Blip’s Autopsy Report’ – wherein the robotic science wizard dissects and provides dissertation on the diabolical parasites – before the shocking suspense resumes with the Pathfinder crew following Jess but ultimately failing to stop her being taken over by the Horde Queen and becoming the malevolent monster’s perfect weapon of complete conquest…

After a frantic panic and race to escape the story resumes fifteen years later in ‘Chapter 2: The Fate of the Future’…

Over that dark period the Horde Queen’s spawn have erupted into space and devastated planet after planet. On Troy’s homeworld of Nova 2, the older, wiser and battle-weary Trailblazer is now leader of the hard-pressed Horde Resistance, fighting a losing battle against the ghastly melding of his best friend and the parasite-mother.

The determined freedom-fighters have lost every battle but thanks to brilliant Blip have devised a last chance solution which might win the war. Unfortunately, just as they activate the cobbled-together time-machine and head back to Siberas to stop Jess ever falling under the Queen’s spell, the triumphant horror bursts in and follows Troy and Barrus back to the beginning…

What happens next is both astoundingly heroic and bitterly tragic and reveals what happy endings actually cost.

Fast-paced, fun and not afraid to be really scary when it counts, this is a superb interstellar saga, excitingly told in a broadly manga manner which will delight space freaks and thrill seekers of all ages.

Text and illustrations © Robert Deas 2015. All rights reserved.

Troy Trailblazer and the Horde Queen will be released on June 4th 2015 and is available for pre-order now.

Neroy Sphinx: Back in the Game


By Daniel Whiston, Johnny McMonagle, James Kircough, Dave Thomson & Bolt-01 (FutureQuake Press)
ISBN: 978-0-9931849-0-1

If you grew up British in the last half century and read home-produced adventure comics you were primarily consuming either war or science fiction tales – and preferably both.

2000AD launched in February 1977 and quickly reshaped the minds of a generation of readers. It has been doing so ever since, consequently affecting and inspiring hundreds of creators…

Very much in the mould of the anarchic, subversive and wickedly cynical weekly comes this superb collection of tales starring a devious and irredeemably self-serving chancer with the fate of humanity unhappily piled on his shifty, unwilling and mostly uncaring shoulders.

Neroy Sphinx first began intermittently appearing in Indie comics sensation FutureQuake – specifically between issues #4-20, from 2005 to 2012 – and his quixotic escapades have now been fully remastered and gathered in this bombastic black-&-white paperback book, supplemented with two new tales.

Any further background you might require is eagerly included in ‘Who is Neroy Sphinx? – Foreword by James Lovegrove’…

Written throughout by Daniel Whiston, a peek into the legendary wrong-un’s murky history is first provided by ‘Blast from the Past: Prologue’, illustrated by Dave Thomson and set in the final days of EarthFed when sleazy politico and trade-whore Neroy saw most of his Ponzi-scheme style deals with alien races coming adrift all at once.

He didn’t care. He was using government resources to sift space for priceless Pre-Collapse artefacts and relics. A fortune could be made with the smallest shard of 10,000-year-old tech and he’s been stockpiling them for years…

However when über-psionic Clarence Griffin located a high-potential prospect, Sphinx, with assistants Anubis and Bast, discovered an asteroid-sized armaments cache of the Ancients and allies quickly became enemies. Sphinx was the only one to return, escorting a lethal and lovely autonomous weapons-system and concealing a deadly secret…

From FutureQuake #4, ‘One Last Job’ (art by Johnny McMonagle with grey-tones by Thomson) opens ten years later with Neroy now a scuzzy conman and partial amnesiac, fallen foul of elderly, astoundingly vicious mobster Mr. Dubblz. The wizened felon wants Sphinx to shepherd an art-heist but hasn’t reckoned on his cat’s-paw fooling not just the cops but also his employer…

Free and finally off-planet, ‘The Job From Hell’ (James Kircough/Thomson) finds the aging grifter on Proxima and slowly recovering memories. Unfortunately the first thing he remembers is that he removed certain recollections himself, in an effort to excise something too horrible to deal with.

In a certain place a decade ago he and Griff had accidentally unlocked a gate which had kept out voracious things from beyond human space for ten millennia. Griffin had done something to slow them down but with the door open they would certainly return one day soon… and now Sphinx again knows they’re coming…

An aimless wanderer, the mountebank resurfaces on a feudal backwater and becomes a pawn in a royal power-grab on ‘The De’Splurge Job’ (McMonagle/Thomson) before getting stuck as an indentured labourer on a privately-owned planet where his native cunning soon exploits the exploiters in ‘Fall to Rise’ (Kircough/Thomson)…

Glimmers of a long-term plan of counterattack can be discerned but things get decidedly hinky after Sphinx’s libidinous nature drags him into a transgender trap and another scammer’s scheme to steal a precious treasure in ‘What You See Ain’t What You Get’ (McMonagle/Thomson), after which more suppressed memories are revealed in ‘Ice Woman’ (Kircough/Thomson) as he is reunited with Fenris, the living weapon he once resurrected.

The meeting is brief and not amicable…

With human space gradually being infested by alien intruders ‘Cassiopian Queen’ (Kircough/Thomson) sees the Machiavellian miscreant captured by the sorry remnants of EarthFed security, only to turn the tables on both cops and the crazy space pirates challenging them for mastery of the void with exactly the kind of illicit tech everyone is chasing him for…

A valued old associate Neroy doesn’t remember fortuitously returns in ‘Enter the Griffin’ (Kircough/Thomson) when Sphinx is infected with a nano-virus to make him a much more motivated thief. Sadly for the gang boss with the antidote, the fabulous fraudster’s former friends haven’t forgotten him…

By now aware of the alien hell that’s coming, the getaway genius finds himself in a most unpleasant Institution beside humanity’s foremost expert on Galactic History, but as he now has a plan to deal with the incipient incursion all Neroy needs is a little more background information before ‘Breakin’ Outta the Bughouse’ (Dave Thomson)…

The final piece of the puzzle means heading back to poor, shattered Earth and a reunion with Griff and Fenris, but sadly ‘Old Familiar Places’ (Thomson) often house bad memories too and Mr. Dubblz has exceptional recall but no mercy…

Everything ends with a tantalising taste of things (hopefully) to come as last survivor Ensign Eudora Carver barely escapes her final skirmish with alien horrors thanks to an infuriating holo-message and bequest from the legendary Neroy Sphinx himself in the Thomson limned ‘Blast from the Past: Epilogue’…

To Be Continued…

But Wait, There’s More…

Rounding off the extraterrestrial experience, ‘Extras’ offers a pulchritudinous pin-up of ‘Princess Alloria’ by McMonagle, a handy ‘Timeline of the EarthFed Universe’ and ‘Script Notes & Sketches’ by Daniel Whiston & McMonagle, plus Dave Thomson’s ‘FutureQuake #20 Cover’ of the diabolical Mr. Dubblz.

Ambitious, gloriously engaging and exceedingly well-executed; this is contemporary space-opera with a broad scope and a deft touch that will delight lovers of edgy but light-hearted fantastic fiction.
© 2014 Daniel Whiston. All rights reserved.

Neroy Sphinx – Back in the Game is a mere £5.00 (plus P&P) and the latest issue of FutureQuake and companion mag Zarjaz are also available at the shop on their website.

Johnny Nemo


By Brett Ewins, Peter Milligan and friends (Titan Comics)
ISBN: 978-1-78276-070-2

In the mid 1980s a creative explosion in British comics saw many groundbreaking new titles and a darkly cynical cultural flowering and renaissance in established titles. Many emergent writers and artists achieved prominence and a goodly few were promptly poached by America, forming what was called a “British Invasion”.

One team that crossed the pond in 1985 was Pete Milligan & Brett Ewins – already firm favourites with 2000AD readers – and for Eclipse Comics they created a darkly nihilistic post-punk private eye in alternative anthology Strange Days.

A year later the stylishly murderous maniac returned in Johnny Nemo Magazine for further far-future mayhem. He then dropped out of sight until Ewins co-opted the P.I.’s caseload and added some original exploits for the first year of indie British start-up Deadline Magazine – a seminal publishing landmark combining comics, pop culture, style, music and fashion he had created with fellow artist Steve Dillon.

Gloriously free of specious character development, Johnny Nemo remained who he always was: a murderous, devious, occasionally self-loathing London lad making a living from his only gifts.

He’s an over-sexed, avaricious, nosy, introverted, philosophical, existentialist thug. He’s also a problem-solver for hire and he lives in the future, which is not so different from now…

Following a fondly reminiscent ‘Introduction by Peter Milligan’ and ‘You’re Bastards. All of You. You’re All Bastards.’ – a heartfelt missive from the moody merc himself as seen in the 2002 collection Johnny Nemo: Existentialist Hitman of the Future – this sturdily resplendent hardcover compilation commences with ‘The Good, the Bad and the Nemo’ wherein the toughest ‘tec in 2991’s New London town is commissioned to investigate Father Burgess’ Orphanage.

The old institution – which once had the displeasure of young Johnny’s company after his parents’ last nervous breakdowns – is run by nuns and they’ve started exploding for no good reason. A seasoned riddle-solver, Johnny knows just who to smack around and soon discovers the incredible reason for the campaign of carnage before smoking out the habitual assassin…

Having made a lot of enemies, Nemo is always prepared for assassination attempts but nothing like the TeleInfo mind-mine which implants thousands of years of rational meanderings and philosophical cant in his usually indecision-free bonce. The measures taken to free-up his brain long enough to terminate his insidious attacker in ‘Cogito, Ergo Buggered’ are both shocking and shockingly effective…

Punishing puns and hyper-absurdism inform the strange case of ‘The White Quiffs of Dover’ after Nemo is hired to ferry a box containing the left testicle of Bing Crosby to an occultist. The potent eldritch artefact is also highly prized by a cult of albino Teddy Boys who will stop at nothing to obtain the treasured totem and unleash the uncanny crooner’s diabolical transmutative force.

However neither they nor the satanic singer pent inside the box have reckoned on Johnny’s innate ability to fight dirty…

Chronologically adrift, the 3 chapters of ‘The Orb of Harmony’ were first seen in the aforementioned Strange Days (from November 1984 to April 1985) and introduced Nemo and his robot secretary/sex-toy/therapist Kalina in a time-twisting tale which saw the enquiry agent hired by the government to recover an alien artefact before its loss sparked an interplanetary incident and intergalactic war.

It wasn’t hard to find the culprits in the jingoistically xenophobic League of Adam, but as they had already disposed of the Orb, the solution and return to status quo (involving the conquest of Earth, an invasion by Sirian slugmen and vast amounts of bloody violence) took a lot of planning and quite a bit of time…

From 1988 ‘The Immaculate Misconception’ is still a marvellously outrageous and controversial yarn as notoriously shag-happy Nemo is hired to protect the virginity of haughty alien hottie Princess Dania.

The demure deb is getting married in the morning and needs to be virgo intacta – something she is determined to avoid at all costs. Set on one last party she is nonetheless stuck with Johnny but calmly convinced that her looks and otherworldly pheromone arsenal will result in some serious, wedding-ending deflowering: if not from Nemo then one of his friends or enemies…

Of course Princess Da has neglected to mention the inescapable biological consequences of a night of illicit bliss with her…

Steve Dillon illustrated the clever case of murder-for-hire which saw media mogul Merdock Ridley contract Johnny to end his mega-rich life. Instantly suspicious, the lethally likely lad did some checking and discovered the job was a ploy on the gazillionaire’s part to cheat his trophy wife Fatima.

However since the trick involved freezing the assets along with the stiff (both to be revived at some time in the future) Nemo and ‘Lady Lucre’ put their heads – and sundry other body parts – together and came up with another option…

Whilst most of this book is in stark black-&-white, the three tales from Johnny Nemo Magazine are re-presented in strident full colour and ‘New London Pride’ (issue #3, February 1986 by Milligan, Ewins & Dillon) sees the hardboiled gumshoe troubled by uncharacteristic bad dreams. To gain a firm grip on himself he decides to go walkabout in the very dangerous gutters of miles-high New London City and vent some spleen against the vile and arrogant skinheads who infest the depths…

‘The Spice of Death’ – an all-Ewins art-fest – was a 2-part tale from Johnny Nemo Magazine #1 and 2 (September and November 1985) which detailed an old-fashioned tale of revenge as grieving Liza Creeture hired the man and his guns to find the killers of her brother.

The trail led to a bunch of rich-kids who hunted the poor for sport, desert metropolis Cairo and a gang of death-junkies who got high on extracted psychic auras of people who died in agony…

As the case proceeded and the bodies piled up, even Nemo began to smell a rat and suspect a cunning trap was in play…

Moving back into monochrome ‘The Hand of God’ then sees the independent trader blackmailed by bent coppers Flask and Stuff into taking out the returned messiah Jesus Christ, leading to the strangest confrontation in future history. However the Son of God is a wily sod and has a trick or two up his sleeve…

This turbulent, irreverent tome terminates with a stunning jam session as ‘New Tales of New London’ offers strip sessions by Rufus Dayglo, Ewins, Jock and Ashley Wood illustrating a sordid shift as Johnny – deflated by recent election results – indulges in introspection and tries out a few alternate personalities in ‘The Make Over’.

Still and all, whether a frou-frou interior designer, a sports hooligan, a laid-back loafer or a depressed down-and out, Johnny Nemo is still a man you don’t want to tick off…

Raucous, vulgar, excessively violent, politically incorrect and powerfully socially conscious, this superbly entertaining catalogue of chronal contretemps and spatial sorties is as potent and powerful as ever and today’s generation of toadies and Brit-fops should make certain they read, absorb and react accordingly…
Johnny Nemo is ™ and © 2014 Peter Milligan & Brett Ewins. All rights reserved.