Batman: R.I.P. – the Deluxe Edition


By Grant Morrison, Tony S. Daniel, Sandu Florea, Lee Garbett & Trevor Scott (DC Comics/Titan Books)
ISBN: 978-1-84856-137-3

After a sustained and vicious campaign of brutal psychological warfare, the all-encompassing criminal hegemony calling itself the Black Glove has succeeded in destabilising the already dubious mental equilibrium of Batman. The Glove’s enigmatic, quixotic leader Dr. Hurt is on the verge of his greatest triumph…

Grant Morrison’s controversial, much-touted extended saga relating “the Death of Batman”, promised much and managed to leave many fans confused, angry and unsatisfied, but us older lags knew full well that whatever happened, however long it took, Bruce Wayne would be back and the dance would begin all over again. So let’s take a look at this culminatory saga on its isolated, intrinsic merits and not as part of the hysterical “Buy Me! Buy Me!” huckster-hype: a solitary book starring one of the industry’s most resilient stars.

I’m reviewing the rather lovely Deluxe British edition produced by Titan Books: a lavish oversized hardback that really feels like a special event and which collects the contents of Batman #676-683 plus the portentous prelude from DC Universe #0, and also includes an extensive cover gallery – including all the variants – and a sketch section by Morrison and artist Tony S. Daniel.

After the aforementioned prelude (by Morrison & Daniel), a confrontation and mutual warning for the Dark Knight and the Clown Prince, ‘Midnight in the House of Hurt’ (which begins Sandu Florea’s cracking contribution as inker) sees the villainous clan commence their end-game as distracted, exhausted, head-over-heels-in-love Batman is dragged through further tribulations. The criminal cabal invite the Joker to join their Black Glove, whilst in ‘Batman in the Underworld’ the hero’s greatest allies begin to suspect that he’s out of control: even Bruce Wayne is no longer sure…

The first inkling of a counterplan comes with a glimpse of Batman’s earliest cases – a time when the master strategist had time to plan for every possible contingency. With his closest confidante apparently dead a radical new Caped Crusader stalks Gotham – the outlandish Batman of ‘Zur En Arrh’. Death and Chaos rule on the streets in ‘Miracle on Crime Alley’ and the utterly unpredictable Clown makes his characteristically savage move in ‘The Thin White Duke of Death’…Naturally it’s not what anybody expected…

Let’s be clear here: at the time of the original comics publication, for the industry and fan-base the Death of Batman was already a done deal. With the mega-crossover event Final Crisis rumbling along like a gaudy juggernaut, everybody “knew” that Bruce Wayne was a goner and only waited to see how, so when ‘Hearts in Darkness’ finally appeared with a resplendent, resurgent, triumphant Batman vanquishing and vanishing, leaving a slew of unanswered questions, there were howls of protest.

However these are readers who were aware of a greater picture that involved the entire DCU. For the purposes of this collection though and any casual reader picking it up, there is a solid narrative conclusion which is marvelously supplemented by the two-issue postscript ‘Last Rites’ which follows.

Illustrated by Lee Garbett and Trevor Scott, ‘The Butler Did It‘ and ‘The Butler Did It Again’ focus on Alfred Pennyworth as he adapts to a life without Master Bruce and his driven alter-ego. Looking backwards and to the future these contemplative pieces pinpoint some key moments of Batman’s serried history whilst carefully planting those clues that would inform the adventures of his successor and even lay a trail of breadcrumbs that would lead to the return of Bruce Wayne…

With the addition of such fashionably despised elements as Bat-Mite and Black Casebook continuity (see Batman: the Black Casebook), as well as deferring/postponing the traditional last chapter explanation and wrap-up, Morrison caught a lot of flak for this tale, but in all honesty, with the value of distance and hindsight this whole thing actually works very well, indeed.

Pretty, enthralling beautiful and magnificently compulsive, this is a Bat-book well worth another look.

© 2008, 2009 DC Comics. All Rights Reserved.

Titan books, who published this edition, are responsible for a huge number of publications; their magazines and graphic novels range from British and World comics and strip classics to fantasy, science fiction, licensed product and DC/Vertigo material for all tastes. Their fabulous new website/blog should beopen for business as you read this. Why not check them out as soon as you’re done here?

NoMan


By various (Tower Books)
ISBN: 42-672

I’ve often harped on about the mini-revolution in the “Camp-superhero” crazed 1960s that saw four-colour comicbook classics migrate briefly from flimsy pamphlet to the stiffened covers and relative respectability of the paperback bookshelves, and the nostalgic wonderments these mostly forgotten fancies still afford (to me at least), but here’s one that I picked up years later as a marginally mature grown man.

Although the double-sized colour comics T.H.U.N.D.E.R. Agents, its spin-offs Undersea Agent, Dynamo, NoMan and the magnificent war-comic Fight the Enemy were all distributed in Britain (but not, I think their youth-comedy title Tippy Teen) these monochrome, re-sized book editions, to the best of my knowledge, were not.

It doesn’t matter: to my delight, it seems that even today the format and not the glow of childhood days recalled is enough to spark that frisson of proprietary glee that apparently only comic fans (and Dinky Toy collectors) are preciously prone to.

Of course it doesn’t hurt when the material is as magnificent as this…

The history of Wally Wood’s immortal spies-in-tights masterpiece is convoluted, and once the mayfly-like lifetime of the Tower Comics line ended, not especially pretty: bogged down in legal wrangling and petty back-biting, but that doesn’t diminish the fact that the far-too brief careers of The Higher United Nations Defense Enforcement Reserves was a benchmark of quality and sheer bravura fun for fans of both the reawakening superhero genre and the 1960s spy-chic obsession.

In the early 1960s the Bond movie franchise went from strength to strength, with action and glamour utterly transforming the formerly understated espionage vehicle. The buzz was infectious: soon Men like Flint and Matt Helm were carving out their own piece of the action as television shanghaied the entire bandwagon with the irresistible Man From U.N.C.L.E. (beginning in September 1964), bringing the whole genre inescapably into living rooms across the world.

Creative maverick Wally Wood was approached by veteran MLJ/Archie Comics editor Harry Shorten to create a line of characters for a new distribution-chain funded publishing outfit – Tower Comics. Woody called on many of the industry’s biggest names to produce material for the broad range of genres the company envisioned: Samm Schwartz and Dan DeCarlo handled Tippy Teen – which outlasted all the others – whilst Wood, Larry Ivie, Len Brown, Bill Pearson, Steve Skeates, Dan Adkins, Russ Jones Gil Kane and Ralph Reese all contributed to the adventure series.

With a ravenous public appetite for super-spies and costumed heroes exponentially growing the idea of blending the two concepts seems a no-brainer now, but those were far more conservative times, so when T.H.U.N.D.E.R. Agents #1 appeared with no fanfare or pre-publicity on newsstands in August 1965 (with a cover off-sale date of November) thrill-hungry readers like little me were blown away. It didn’t hurt either that all Tower titles were in the beloved-but-rarely-seen 80 Page Giant format: there was a huge amount to read in every issue!

All that being said the tales would not be so revered if they hadn’t been so superbly crafted. As well as Wood, the art accompanying the compelling, rather more mature stories was by some of the greatest talents in the business: Reed Crandall, Gil Kane, George Tuska, Mike Sekowsky, Dick Ayers, Joe Orlando, Frank Giacoia, John Giunta, Steve Ditko and others.

This slim, seductive digest stars the UN Agency’s number two troubleshooter (after the iconic Dynamo) in four stirring spy thrillers featuring a winning combination of cloak-and-dagger danger, science fiction shocks and stirring super-heroics. Although UN commandos failed to save brilliant Professor Jennings from the mysterious Warlord, they rescued some of the scientist’s greatest inventions, including a belt that could increase the density of the wearer’s body, a brain-amplifier helmet and a cloak of invisibility.

These prototypes were divided between several agents, creating a unit of superior fighting men to counter the increasingly bold attacks of global terror threats such as the aforementioned Warlord.

Inexplicably, the origin tale ‘T.H.U.N.D.E.R. Agent NoMan’ which told how aged Dr. Anthony Dunn had his mind transferred into an artificial android body equipped with the invisibility cape is not included here, but the book’s back cover features a Wood pin-up “file page” which distils the powers and background into a handy recap. In those long-ago days kids didn’t much care for long-winded and endless reworkings of past detail: origins just weren’t as important as beating bad-guys….

Incredibly strong, swift and durable, NoMan had one final advantage: if his artificial body was destroyed his consciousness could transfer to another android body. As long as he had a spare ready, he could never die.

The action starts with ‘In the Warlord’s Power’ (by Bill Pearson, Dick Ayers, Joe Orlando and Wood) as the artificial agent has to defend an entire Missile Base from an assault by an army of Zombie-men, swiftly followed by ‘NoMan Faces the Threat of the Amazing Vibraman’ (Pearson, John Giunta, Wood & Tony Coleman) wherein the threat was far les esoteric but no less deadly: a freelance villain who used devastating sound weapons.

Next the Invisible Agent tackled a fiendish Mastermind equipped with his own android army in ‘The Synthetic Stand-Ins’ by Steve Skeates, Mike Sekowsky & Frank Giacoia, and the explosive adventures rush to a classy climax in ‘The Caverns of Demo’ (astoundingly illustrated by Gil Kane, Wood and Dan Adkins) wherein NoMan faced an entire island of Neanderthal Beast-Men controlled by an arch criminal who had stolen his cloak of invisibility! Sheer magic!

Supplemented by an exciting ‘NoMan in Action’ fact-feature this is a book that would have completely blown away pre-teen me and still has all the impact of a blockbuster bomb. These are truly timeless comic tales that improve with every reading and there’s precious few things you can say that about…
© 1966 Tower Comics, Inc. All rights reserved.

Hawkman Volume 1: Endless Flight


By Geoff Johns, James Robinson, Rags Morales & various (DC Comics)
ISBN13: 978-1-84023-714-6

Although perhaps one of DC’s most long-lived and certainly their most visually iconic character, the various iterations of Hawkman have always struggled to find enough of an audience to sustain a solo title. From his beginnings as the second feature in Flash Comics, Winged Wonder Carter Hall has struggled through assorted excellent but always short-lived reconfigurations. From ancient hero to the re-imagined Thanagarian space-cop and post-Crisis on Infinite Earths freedom fighter (both named Katar Hol – see Showcase presents Hawkman volumes 1-2 and Hawkworld respectively) to the seemingly desperate but highly readable bundling together of all the past versions into the reincarnating immortal berserker-warrior of today, without ever really making it to the big time. Where’s a big-time movie producer/fan when you need one?

Hawkman premiered as the second feature in Flash Comics #1 (January 1940), created by Gardner Fox and Dennis Neville, although the most celebrated artists to have drawn this Winged Wonder are Sheldon Moldoff and Joe Kubert, whilst a young Robert Kanigher was justly proud of his later run as writer.

Carter Hall was a playboy archaeologist until he uncovered a crystal knife that unlocked his memories. He realised that once he was Prince Khufu of ancient Egypt and that he and his lover Chay-Ara had been murdered by High Priest Hath-Set. Moreover with his returned memories came the knowledge that both lover and killer were also nearby and aware…

Using the restored knowledge of his past life Hall fashioned a costume and flying harness, becoming a crime-fighting phenomenon. Soon the equally reincarnated Shiera Sanders was fighting and flying beside him as Hawkgirl. Together these ancient “Mystery-Men” battled modern crime and tyranny with weapons of the past.

Fading away at the end of the Golden Age (Hawkman’s last appearance was in All Star Comics #57, 1951 as leader of the Justice Society of America) they were revived nine years later as Katar Hol and Shayera Thal of Thanagar by Julie Schwartz’s crack creative team Gardner Fox and Joe Kubert – a more space-aged interpretation which survived until 1985’s Crisis, and their long career, numerous revamps and retcons ended during the 1994 Zero Hour crisis.

When a new Hawkgirl was created as part of a revived Justice Society comicbook, older fans knew it was only a matter of time before the Pinioned Paladin rejoined her, which he did in the superb JSA: the Return of Hawkman.

Which is where Endless Flight takes off: reprinting issues #1-6 of the comicbook that spun-off from that epic extravaganza, plus the one-shot Hawkman Secret Files. The new series begins with the reborn, reunited heroes settling into a comfortably familiar setting as museum curators in the Louisiana City of St. Roch – a venue with as great story potential as it was during the Silver Age when Katar Hol had a similar job in Midway City.

The reconstituted Hawkman now has knowledge of all his past lives: many millennia when and where he and his princess fought evil together as bird-themed champions, dying over and over at the hands of an equally renewed Hath-Set. Most importantly, Kendra Saunders, the new Hawkgirl differs from all previous incarnations. This time Shiera was not born again, but possessed the body of a grand-niece when that tragic girl committed suicide. Although Carter Hall still loves his immortal inamorata his companion of a million battles is no longer quite so secure or sure of her feelings…

‘First Impressions’ by Geoff Johns, James Robinson, Rags Morales & Michael Bair drops the couple straight into a high-flying adventure as their oldest foe orchestrates an opening attack just as a new friend goes missing in India. ‘Into the Sky’ further explores new lives and ancient civilisations as the Hawks travel to the subcontinent in a leftover Thanagarian space-cruiser and encounter old enemies Shadow-Thief and Copperhead stealing artifacts from a lost – and trans-dimensional – city.

‘Lost in the Battlelands’ sees the Feathered Furies striving against ancient Vedic warriors to save enslaved, intelligent, six-limbed elephant men, an epic struggle that concludes in a savage war of liberation in ‘Beasts of Burden’.

Meanwhile back home in St. Roch, millionaire Kristopher Roderic is laying sinister long-term plans and a superlative archer is committing murders in the street…

‘Hidden Past and Hidden Future’, by Johns, Patrick Gleason & Christian Alamy, reveals Shadow-Thief’s connection to Roderick whilst retelling the ancient tragedy of Prince Khufu, his betrothed Chay-Ara and their betrayal by the Priest Hath-Set, before ‘Slings and Arrows’ (Johns, Robinson, Morales & Bair) finds Hawkman butting heads with old “Frenemy” Green Arrow, a cunning two-part thriller that features bad-guy bowman The Spider (fans of James Robinson’s superb Starman run will be delighted to see him again) attempting to frame the Emerald Archer and set up the Hawks to kill him…

Grim, gripping and often brutal, these opening tales of a noble savage taking back what once was his are some of the very best adventures of the Winged Wonders and hint at even greater things to come. A must-read for older fans of costumed melodramas, they are still a powerful, beautiful and compelling example of what great creators and fresh ideas can achieve with even the oldest raw material.

Don’t delay any longer. Hunt this book down now…

© 2002, 2003 DC Comics. All Rights Reserved.

JLA: volume 3 Rock of Ages


By Grant Morrison, Howard Porter, John Dell & others (DC Comics)
ISBN: 978-1-56389-416-9

After the Silver Age’s greatest team-book died a slow, painful, embarrassing death, not once but twice, DC were taking no chances with their next revival of the Justice League of America and tapped Big Ideas wünderkind Grant Morrison to reconstruct the group and the franchise.

And the idea that clicked? Shove everybody’s favourite Big Names in the team.

Of course it worked, but that’s only because as well as star quantity there was an absolutely huge burst of creative quality. The stories were smart, compelling, dauntingly large-scale and illustrated with infectious exuberance. One glance at JLA and anybody could see all the effort undertaken to make it the best it could be.

This third collection re-presents issues #10-15 of the resurgent revival and covers a spectacular landmark tale where old-world goodies-vs.-baddies met contemporary fringe science chic for a rollercoaster ride of boggled minds which only served to set up even bigger concept clashes further down the line. That’s the magic of foreshadowing, folks…

Superman, Batman, Wonder Woman, the Martian Manhunter, Flash, Green Lantern and Aquaman are the legends who are targeted by a coalition of arch enemies comprising Lex Luthor, the Joker, Circe, Mirror Master, Ocean Master and Doctor Light, in the prologue ‘Genesis and Revelations’ wherein ghastly doppelgangers of the World’s Greatest Heroes go on a campaign of destruction all over the globe. Even with new members Aztek and Connor Hawke (the new Green Arrow), on board the new “Injustice Gang’ are running the heroes ragged, but the stakes change radically when the telepathic Martian Manhunter detects an extinction-level entity heading to Earth from deep space…

Rock of Ages proper begins with ‘Hostile Takeover’ as the legion of villains press their advantage whilst the New God Metron appears to warn the JLA that the end of everything is approaching. As Circe tries to head-hunt Aztek, Arrow and Plastic Man, Green Lantern and Flash are treated to a distressing view of the Universes beyond our own reality, as they are dispatched to recover the fabled Philosopher’s Stone in a last-ditch effort to save the worlds.

In ‘Wonderworld’ the fabled last defenders of Cosmic Reality proffer a grim warning of Mageddon, the Anti-Sun, ender of all things to the lost superheroes. Shell-shocked, they are rescued by Hourman, an artificial time-controlling intelligence, and return to our plane of existence only to find it has been conquered by the evil god Darkseid.

‘Wasteland’ is a bleak and chaotic taste of the Final Crisis, with humanity all but dead, and the surviving champions fighting their last battle against the horrors of Apokolips-on-Earth, leading to a perfect Deus-ex-Machina moment of triumph in ‘Twilight of the Gods’ as this wicked universe is un-made and “our” reality reinstated.

Unfortunately if you’ve been keeping up, that was the continuity where the Injustice Gang were beating the stuffing out of the good guys…

‘Stone of Destiny’ brings the saga to a neat and satisfying conclusion as the villains go down fighting and an approximation of order is restored in a cataclysmic combat climax. With Gary Frank, Greg Land, John Dell & Bob McLeod lending artistic assistance to the spectacular proceedings, Morrison and Porter resolve the epic and close with a perfect example of the maxim “always leave them wanting more” – shocking twist to make the reader hungry for the next instalment.

If you haven’t read this sparkling slice of fight ‘n’ tights wonderment then your fantastic comic-life just isn’t complete yet. Savvy, compelling, challenging but not afraid of nostalgia or laughing at itself, the new JLA was an all-out effort to be Smart and Fun. For that moment these were the “World’s Greatest Superheroes” and these increasingly ambitious epics reminded everybody of the fact. This is the kind of thrill that nobody ever outgrows. Got yours yet?

© 1997, 1998 DC Comics. All Rights Reserved.

Superman vs. the Flash


By Jim Shooter, Curt Swan & various (DC Comics)
ISBN: 978-1-4012-0456-3

The comic-book experience is littered with eternal questions that can never really be satisfactorily answered. The most common and most passionately asked always begin “who would win if…” or “who’s strongest/smartest/fastest…”

Teenaged scripting wunderkind Jim Shooter knew that very well when he pitched and subsequently scripted a Superman story in 1967 that created a sub-genre of comic-plot and led inevitably and delightfully to the graphic novel under review here.

DC Editors in the 1960s generally avoided such questions as who’s best for fear of upsetting some portion of their tenuous and perhaps temporary fan-base, but as the superhero boom slowed and the upstart Marvel Comics began to make genuine inroads into their market, the notion of a definitive race between the almighty Man of Steel and the “Fastest Man Alive” became an increasingly enticing and sales-worthy proposition.

This sporty chronicle gathers together the initial contest and numerous rematches between the heroic speed-demons, but if you’re seeking a definitive answer you won’t find it here. These are splendid costumed entertainments; adventures designed to catch your breath and quicken your pulse. It not about the winning: it’s all to do with the taking part…

‘Superman’s Race With the Flash’ (Superman #199, August 1967) gets the ball rolling in a stirring saga by Shooter, Curt Swan & George Klein, wherein the two speedy champions were asked to compete in an exhibition contest by the United Nations, thereby raising money to fight World Hunger. Naturally they agreed, but the clever global handicap, circling the planet three times, was secretly subverted by rival criminal combines attempting to stage the greatest gambling coup in history…

Of course justice and charity triumphed in the end, but the stakes were catastrophically raised in the inevitable rematch from Flash #175 (December 1967). ‘Race to the End of the Universe!’ found the old rivals speeding across the cosmos when ruthless alien gamblers threatened to eradicate Central City and Metropolis unless the pair settled who was fastest. Scripter E. Nelson Bridwell added an ingenious sting in the tale, whilst Ross Andru & Mike Esposito delivered a sterling illustration job in this yarn, but once more the actual winning was deliberately fudged.

When World’s Finest Comics became a team-up vehicle for Superman the first guest star was the Flash who again found himself in speedy if contrived competition. ‘Race to Save the Universe!’ and its conclusion ‘Race to Save Time’ (WFC #198-199 November and December 1970, by Denny O’Neil, Dick Dillin & Joe Giella) once more upped the stakes as the high-speed heroes were conscripted by the Guardians of the Universe to circumnavigate the entire cosmos at their greatest velocities to undo the rampage of the mysterious anachronids, faster-than-light creatures whose pell-mell course throughout the galaxies was actually unwinding time itself. Little did anybody suspect that Superman’s oldest enemies were behind the scheme…

Chase to the End of Time!’ and ‘Race to the End of Time!’ opened the new team-up series DC Comics Presents (#1-2, July-August and September-October 1978) as Marty Pasko and the utterly superb Jose Luis Garcia-Lopez & Dan Adkins rather reprised the World’s Finest tale with warring alien races tricking Superman and Flash into speeding through the time-stream to prevent Earth’s history from being corrupted and destroyed. As if that wasn’t dangerous enough, nobody could predict the deadly intervention of the Scarlet Speedster’s most dangerous foe, Professor Zoom, the Reverse-Flash…

After the Crisis on Infinite Earths DC heroes got a sound refitting, and the frankly colossal power levels of the heroic community were downscaled to more believable levels. Some stalwarts even died, and when ‘Speed Kills!’ debuted in Adventures of Superman #463 (February 1990 by writer/artist Dan Jurgens and inker Art Thibert), touted as the first race between the fastest men on Earth, there was a new kid in the Flash’s uniform: ex-sidekick Wally West had graduated to the role.

The story itself is a delightfully whacky romp wherein 5th dimensional pest Mr. Mxyzptlk coerced the pair into running a race everybody knew was fixed from the get-go…

This collection concludes with a spectacular saga unerringly aimed at older fans. ‘Speeding Bullets’ (from one-shot DC First: Flash/Superman July 2002) is by Geoff Johns, Rich Burchett & Prentis Rollins, and features villain Abra Kadabra who challenges the Man of Steel and the 1940s Flash Jay Garrick to catch the current Vizier of Velocity who is running amok at hyper-speed and rapid-aging with every step…

If they can’t catch him then the Fastest Man Alive won’t be…

With the addition of some of the very best covers the company has ever produced to this book, readers casual or deeply devoted are guaranteed a joyous thrill-ride from some of the most entertaining stand-alone stories in DC history. On your marks… get set… Buy!

© 1970, 1972, 1973, 1978, 1990, 2002, 2005 DC Comics.  All Rights Reserved.

Pink Flamingos Book 1: Bring Down the Night and Pink Flamingos Book 2: Maybe Next Time… Maybe Never


By John R. & Carol Q. Sansevere, illustrated by William Rieser (Octopus)
ISBN’s: 978-0-70643-186-5 and 978-0-70643-307-4

Let’s all pop back once or even twice more to the ever-so-now 1980s with these stylish, radically different and frankly peculiar experimental graphic novels that pretty much typified and encapsulated the dichotomies of the age of Big Hair and Brash Money, and layered them lavishly over a pastel-tinted attempt to glam up the old formulas that worked so well for the Famous Five, Nancy Drew and the Hardy Boys.

The Pink Flamingos are a close clique of fashionably attractive Palm Beach teens whose taste for glamour and adventure draw them into some pretty tricky situations. These Chic Chicks are Lana the model, Carla the singer, Amber the waitress/biker babe, Jackie the TV intern and Jody the spoiled rich one…

In volume 1: Bring Down the Night the quirky quintet first get together when a mutual friend commits suicide. As with everything in that swank locale, sophisticated, connected drug-dealer Joey De Silva is at the heart of the web of temptation, corruption and death and the feisty females decide that if the cops won’t touch him then they’ll take him down in their own unique way…

The in-your-face, unashamed hedonism and seductive shoulder-padded indolence continues in Maybe Next Time… Maybe Never as the Material Girls follow Carla to New York City and her big break in the music biz, but sadly, behind the glitz and glamour, drugs and depravity are never too far way… Meanwhile as romance rears its well-coiffed hunky head for one of the Flamingos, Poor Little Rich Girl Jody discovers that for some families money never could buy love…

Originally published by Shuster & Shuster in the US these books appear to be more fashion sketches and studies than straight comics narrative and the oddly removed, if not outright distant writing style looks uncomfortably like an actual recycled unsold pitch “bible” and shooting script for a proposed TV show (and believe me I’ve worked on far too many of those to mistake the feel) but even so the overall effect is not unpleasant or lacking in entertainment value when considered as graphic novels.

Rieser’s bold and vivid storyboard-based illustrations blends well with the faux-TV script narrative captions, and despite a rather static, lifestyle-mag, fashion shoot feel to the action, if you’re a fan of Miami Vice, 21 Jump Street, Dallas, Dukes of Hazzard or even early Neighbours there’s a nostalgic buzz to be gleaned from these rather wholesome adventures for Young Adults.
™ & © 1987, 1988 Angel Entertainment, Inc. All rights reserved.

Superman and the Legion of Super-Heroes


By Geoff Johns, Gary Frank & Jon Sibal (DC Comics)
ISBN: 978-1-84856-009-9

Once upon a time, in the far future, a band of super-powered kids from dozens of alien civilisations took inspiration from the greatest legend of all time and formed a club of heroes. One day these Children of Tomorrow came back in time and invited that legend to join them…

And thus began the vast and epic saga of the Legion of Super-Heroes, as first envisioned by writer Otto Binder and artist Al Plastino in the landmark Adventure Comics #247 (April 1958). Since that time the fortunes and popularity of the Legion have perpetually waxed and waned, with their future history tweaked and rebooted, retconned and unwritten over and again to comply with editorial diktat and popular whim.

The current trend is to re-embrace the innocent, silly, joyous, stirring and utterly compelling pre-Crisis on Infinite Earths tales but to shade them with contemporary sensibilities and with this in mind Geoff Johns has been gradually reinstituting the Lore of the Legion in a number of his assignments. Beginning most notably with Justice League of America: the Lightning Saga and culminating in the ongoing New Krypton and War against Brainiac sagas the Legion are back and once more carving out a splendid niche in the DC Universe.

Along the way came this superb, nostalgia-enhanced cracker of a tale which reestablished direct contact between the futuristic paladins and the Man of Tomorrow…

Collecting Action Comics #858-863, this chronicle finds the Legion back in the 21st century, summoning Superman to save Tomorrow’s World once more. Long ago the Legion had regularly visited: spiriting the young Kryptonian to a place and time where he didn’t have to hide his true nature. However, once he began his public career, the visits ceased and his memories were suppressed to safeguard the integrity of history and the inviolability of the time-line.

Now a desperate squad of Legionnaires must reawaken those memories since the Man of Steel is the last hope for a world on the edge of destruction. In the millennium since his debut Superman has become a beacon of justice and tolerance throughout the Utopian Universe, but a radical, xenophobic anti-alien movement has swept Earth, marginalising, interning and even killing all non-Terrans. Moreover, a super-powered team of Legion rejects has formed a Justice League of Earth to lead a crusade against all extraterrestrial immigrants, claiming Superman was actually a true-born Earthling, and declaring him their spiritual leader…

Of course Kal-El of Krypton must travel to the future and not only save the day but clean the racist stain from his name – a task made infinitely more difficult because Earth-Man, psychotic xenophobe leader of the Earth-First faction, has turned our yellow sun a power-sapping red…

Bold, thrilling and absolutely enthralling, the last-ditch struggle of a few brave aliens against a racist, fascistic and completely ruthless totalitarian tomorrow is the stuff of pure comic-book dreams. Superman strives to unravel a poisonous future where all his hopes and aspirations have been twisted, with only his truest childhood friends to aid him, and the incredibly intense and hyper-realistic art of Gary Frank and Jon Sibal makes it all seem not only plausible but inevitable…

With this kind of material, the new-old may well be back for all time…

© 2007, 2008 DC Comics. All Rights Reserved.

Siege


By Brian Michael Bendis, Olivier Coipel, Michael Lark & others (Marvel/Panini UK)
ISBN: 978-1-84653-452-2

The things that superhero comic-books do best are Spectacle and Cosmic Retribution: the cathartic comeuppance of someone who truly deserves it. So this collection, reprinting the Siege: Cabal one-shot and the four-issue Siege miniseries it led to (selected portions of the vast 2010 publishing event that partially re-set and restored the traditional “Stan & Jack” Marvel Universe) is an effective and welcome hint of a new dawn in the recently bleak and unfriendly world of Captain America and his costumed cohorts…

Norman Osborn, one-time Green Goblin, has through various machinations become America’s Security Czar: the “top-cop” in sole charge of the beleaguered nation’s defence and freedom. Under his meteoric rise the Superhuman Registration Act led to the Civil War, Captain America was arrested, murdered and resurrected (see Captain America Reborn), and numerous horrific assaults on mankind occurred: including the Secret Invasion and the “Dark Reign” which led up to the graphic novel under review here

As well as commanding all the covert and military resources of the USA, Osborn now has his own suit of Iron Man armour and as Iron Patriot leads a hand-picked team of ersatz Avengers. The country should by rights be beyond any possibility of threat or harm. However as the events of Siege: The Cabal (Bendis, Lark & Stefano Gaudiano) graphically depict, Osborn is playing a deadly double game. The Cabal is a Star Chamber of super-villains comprising Osborn, Asgardian God Loki, gang-boss The Hood, mutant telepath Emma Frost, Taskmaster, Sub-Mariner and Doctor Doom.

But cracks are beginning to show, both in the criminal conspiracy and Osborn himself. When Iron Patriot promises to conquer Asgard for Loki, Doom secedes from the group, prompting a disastrous battle between the Masters of Evil…

Asgard is currently displaced and floating scant metres above the soil of Oklahoma. Using his position as Chief of Homeland Security Osborn manufactures an “Asgardian incident” and launches an all-out invasion on the Gleaming City, overruling the new American President to do so.

And so begins Siege (by Bendis, Coipel & Mark Morales) a knock-down, drag-out fight pitting all the long-cultivated metahuman resources of Osborn – paramilitary strike force H.A.M.ME.R., the Dark Avengers and the villainous penal battalion of The Initiative – against the sorely pressed and time-lost Asgardians…

However Osborn has gone too far and the President fires him.

So What?

Well, now the scattered and fugitive “real” superheroes such as Captain America, Nick Fury, the original Iron Man, Spider-Man, the Vision and all the other underground and Secret Avengers are safe to act, but they had better hurry because Thor’s hard pressed people cannot stand against Osborn’s god-killing ultimate weapon…

Despite feeling a little rushed in places, this is a grand, old-fashioned Fights ‘n’ Tights cataclysmic clash of good guys and bad guys, magnificently illustrated and astonishingly compelling. After years of dark and dangerous anti-heroics it’s a splendid palate-cleanser for what Marvel promises to be a new Heroic Age…
© 2010 Marvel Entertainment LCC and its subsidiaries. All Rights Reserved. A British edition released by Panini UK Ltd.

Dungeon Twilight volume 3: The New Centurions


By Joann Sfar & Lewis Trondheim, Kerascoet & Obion, translated by Joe Johnson (NBM)
ISBN: 978-1-56163-578-8

This slim tome is yet another instalment of the eccentric, raucous, addictively wacky and frankly stupendous franchise that is far better experienced than read about. Dungeon: Twilight joins Dungeons Parade, Zenith and Monstres as a wholly defined sub-series of a truly vast epic which follows the history of a fantastic magic castle on the magical, anthropomorphically stable world of Terra Amata…

The inhabitants of this weirdly surreal universe include every kind of talking beast and bug as well as monsters, demons, smart-alecs, wizards, politicians and stroppy women-folk. There’s always something happening and it’s usually quite odd…

The nominal star was originally a duck with a magic sword which forced him to channel dead heroes and monsters, but by this stage Herbert of Craftiwich has risen to the rank of Grand Khan – though he’s still not quite sure how – the doddering old guy in charge when the entire world of Terra Amata exploded. Now secondary stars have risen to prominence, off-beat heroes such as the nomadic crimson warrior Marvin the Red – an unsavoury bunny in super-powered armour – and Herbert’s revolting children: the sexually voracious acting ruler Duchess Zakutu and her treacherous, spiteful brother Papsukal.

This volume starts as the world’s various exotic survivors eke out a perilous existence on isolated islands chaotically afloat hundreds of metres above a global sea of molten lava…

Comprising two translated albums it all kicks off with ‘The New Centurions’ illustrated by the delightfully adroit Kerascoet, in which Marvin begins to chafe under the Machiavellian intrigues and back-biting that dominate life in the ruined court of the Khan. Tasked with training assorted soldiery who won’t take a rabbit-warrior seriously yet keenly aware that the vultures are circling Marvin knows that when the take-over attempt begins they won’t be ready…

Inevitably that day comes and the usurpers are victorious, but Herbert survives to regroup: however Marvin and his mentor the Dust King are fed up with the whole interminable push-and-shove of politics and quit. Sneaking away they go looking for some uncomplicated adventuring among the floating Islands in the sky…

In ‘Revolutions’, with art by Obion, the pair are soon stranded on a giant chunk of land that is slowly rotating in a downward manner. With their bat-steed dead and Marvin’s armour lost to carnivorous grass the wanderers are forced to continually climb upwards just to stay in place. The alternative is a rapid and terminal plunge to the surging lava-seas below…

Eventually they come across a group of bears and other creatures who are pulling a gigantic villa and garden, keeping it one step ahead of the rotation doom. Why do the bedraggled and exhausted volunteers pull so determinedly? Is it for the eight hours of rest and sustenance in the paradisiacal gardens they are granted every third shift? Is it the favours of the willing women of the little Lord Takmool’s family? Or is the diminutive aristocrat simply the slyest snake-oil salesman and most duplicitous capitalist conman in the universe?

The Dust King is not so easily fooled but even he eventually joins the eager Marvin on the team – it is, after all, the only game in town. However this Garden of Eden supplies its own temptations and serpents and the darkly satiric allegory looks set to come to a bloody end until catastrophe strikes the entire island and a whole new world comes into being in the spectacular aftermath…

Surreal, earthy, sharp, poignant, hilarious and brilliantly outlandish, this fantasy comedy is subtly addictive to read and the vibrant, wildly eccentric cartooning is an absolute marvel of exuberant, graphic style. Definitely not for the young reader, Dungeon is the kind of near-the-knuckle, illicit and just plain smart read that older kids and adults of all ages will adore, but for a fuller comprehension – and even more insane fun – I strongly recommend buying all the attendant incarnations too.

© 2006, 2009 Delcourt Productions-Tronfheim-Sfar-Kerascoet-Obion. English translation © 2010 NBM. All Rights Reserved.

Superman & Batman vs. Vampires & Werewolves


By Kevin VanHook & Tom Mandrake (DC Comics)
ISBN: 978-1-4012-2292-5

The Man of Steel and the Dark Knight are two characters who have, for the most part, escaped their lowly comic-book origins and entered the greater meta-fictional literary landscape populated by the likes of Mickey Mouse, Fu Manchu, Tarzan and  Sherlock Holmes. As such their recognition factor outside our industry means that they get to work in places and with other properties that might not appeal to funny-book purists – take for example this controversial tale that piles on heaped helpings of monster-bashing, and which, despite a host of DC guest-stars, feels more like a test launch than a guaranteed hit.

Superman & Batman vs. Vampires & Werewolves is an intriguing, if flawed, oddment (with one of the clunkiest titles ever imagined) that might appeal to the casual graphic novel reader, especially if they’re not too adamantly wedded to the comic-book roots and continuity of the DC Universe.

Prowling the streets of Gotham, Batman comes across a partially devoured corpse and is promptly boots-deep in an invasion of mindless berserker vampires and werewolves who swiftly turn the city into a charnel house. Helpless to combat or contain the undead rampage, the Caped Crusader accepts the aid of enigmatic (but rational) vampire Marius Dimeter and his lycanthropic counterpart Janko who grudgingly ally themselves with the hero to track down Herbert Combs, a truly deranged scientist resolved to traffic with the Realms Beyond.

To facilitate his goals Combs had turned Janko and Dimeter into the cursed creatures they are and unleashed his plague of horrors on America to further his research. He is infecting more helpless humans and has become an actual portal for Lovecraftian beasts to invade our reality…

Superman joins the fray as one of these Elder God nightmares is unleashed but even after its defeat is no real help: hampered more by his ethical nature than his utter vulnerability to magic. Far greater aid is provided by super-naturalist Jason Blood and his Demonic alter-ego, whilst Kirk Langstrom, who can deliberately transform into the monstrous Man-Bat, provides both scientific and brutally efficient cleanup assistance.

Fellow heroes such as Wonder Woman, Nightwing and Green Arrow turn up and join the battle with great effect, but after their admittedly impressive cameos and participatory contributions wander off before the overarching threat is ended. Nuh-uuh! Once the team-up begins comics guys (who aren’t paid big bucks like big-name guest actors) don’t leave until the day is saved.

So it’s up to the headliners – with Dimeter and Janko – to finally restore order and normality but the cost is high both in blood and convictions… In the final outcome the heroes are – relatively – victorious but the ending is rather ambiguous and leaves the impression that the whole affair has been a pilot for a Dimeter spin-off

This is clearly a break-out publishing project, aimed at drawing in new readerships like those occasional movie tie-ins that drive professional fans crazy (see Superman & Batman vs. Aliens & Predator), and on that level the daft and inconsistent plot can be permitted if not forgiven.

VanHook more often makes films than comics and the tale is certainly most effective on the kind of action and emotional set-pieces one sees in modern film: so even if there are far too many plot holes big enough to drive a hearse through, the sensorial ride should carry most readers through. Most importantly the art of Tom Mandrake is as ever astoundingly powerful: dark brooding and fully charged for triumph and tragedy…

So whilst not perhaps for every collector, there’s still a great deal of sinful pleasure to be found here. And let’s face it: who doesn’t like monster stories or finding out “who would win if”…
© 2008, 2009 DC Comics. All Rights Reserved.