JSA volume 4: Fair Play


By Geoff Johns & various (DC Comics)
ISBN: 978-1-84023-628-6

Now firmly re-established as a major force in the DC universe as well as the commercial comics market, the Justice Society of America went from strength to strength after the rebirth of the seminal, eternal hero Hawkman (see the previous volume JSA: the Return of Hawkman), with Geoff Johns writing increasingly grander epics, tinctured with intriguing soap-opera sub-plots whilst scrupulously exploring and reinventing the internal mythology that has kept the characters as beloved best friends for generations of fans.

This volume, collecting issues #26-31 of the monthly comic and pertinent selections from JSA Secret Files #2, leads off with ‘Breaking Storms’ (co-plotted by Davis S. Goyer and illustrated by Javier Saltares & Ray Kryssing) finding assorted members of the team getting reacquainted, generally carrying out day-to-day business, but beyond the rewarding view of heroes behind their masks, the groundwork for two upcoming epics were stylishly foreshadowed as a pair of old enemies made their first cautious moves…

‘Who Do You Trust?’ (with art from Rags Morales & Michael Bair) found the nominally reformed villain Black Adam making himself less than welcome with his new team-mates until magical boy-scout Captain Marvel intervened, and it was back to all-out action in ‘Upping the Ante’ (illustrated by Derec Aucoin) when extreme gambler Roulette laid plans to pressgang the JSA for her next cage-fighter gladiatorial tournament.

The plan got underway in ‘Thunderstruck’ (Morales & Bair) as the team elected a new chairman only to find themselves abducted and enslaved; forced to fight each other to the death for the edification of super-villains and evil millionaires. Throughout it all Roulette was playing a double-game: something other than greed for profit and blood was fuelling her actions…

The big climax began in a ‘Face-Off’ (by Stephen Sadowski, Christian Alamy & Dave Meikis) but the saga paused – if not digressed – for a short interlude featuring the team’s youngest members, Jakeem Thunder and Star-Spangled Kid (with art from Peter Snejbjerg), who were caught up in a battle with a “Jokerised” Solomon Grundy.

‘Kids’ was part of a braided crossover event that spanned the entire DC pantheon (see Batman: the Joker’s Last Laugh for more details and murderous high jinks) but scripter Johns also cannily used the opportunity to advance one of those aforementioned big plots by bringing back the original Johnny Thunder – who wanted his magic genie back from Jakeem…

Roulette’s motives were revealed even as her illicit fight-club went down in flames when the triumphant JSA overwhelmed her assembled hordes in ‘Fair Play’ (Sadowski & Keith Champagne) and this volume concludes with a team field trip to Gotham City and a terse encounter with the Dark Knight in ‘Making Waves’ (chillingly executed by Snejbjerg) as the assembled heroes raced to rescue a kidnapped baby…

Superhero stories simply aren’t to everybody’s tastes, but if the constant and continuous battle of gaudy costumes and flashy personas must be part of the graphic narrative arts market then high quality material like this should always be at the top of the list. If you haven’t been tempted yet these sterling stirring tales might make a convert of you yet…

© 2001, 2002 DC Comics. All Rights Reserved.

Iron Man: Enter: the Mandarin


By Joe Casey & Eric Canete (Marvel)
ISBN: 978-0-7851-2522-5

With the blockbuster sequel to the Iron Man movie imminently expected, there’s a lot of shiny glittery product out there devoted to the Golden Avenger and this impressive reworking of Tales of Suspense #50-55, which introduced his greatest foe, is still available and probably one of the most accessible to new readers as well as being a cast-iron cracker in its own right (and for a highly recommended look at those original masterpieces see Marvel Masterworks: Iron Man 1963-1964 – other reprint editions are available…).

The excellent Joe Casey has taken the events of that landmark sequence created by Stan Lee and Don Heck and first published from February to July 1964, at the height of the Cold War, and by refocusing on the villain rather than the hero has managed the tricky task of updating without radically counteracting or denying what has gone before.

Originally released as a six issue miniseries it shows how the oriental mastermind was a Chinese aristocrat who discovered ten rings in the belly of a crashed spacecraft, but due to his arrogance simply retired to await the moment when the world would eventually become his. Calling himself The Mandarin he idled away his days until the communist government provoked him into an angry life. Unfortunately, this unforeseen activity provoked American intelligence agency S.H.I.E.L.D. into action too…

Convincing weapons-technocrat Tony Stark to investigate, they are unaware that they are sending Armoured Avenger Iron Man to a meeting with destiny: his initial clash with the Chinese warlord will set the Mandarin on an obsessive, aggressive vendetta against both Stark Industries and the entire debased modern world…

As well as featuring a delightfully entertaining take on supporting cast favourites Pepper Potts and Happy Hogan this epic includes skirmishes with the deadly Scarecrow, Crimson Dynamo and the Mandarin’s own son, but the real graphic rewards come in the form of the spectacular, devastating clashes with the inimical Master of Menace that open and close this great tale, illustrated with clunky, retro-magnificence (think of Art Deco with all the nuts and bolts on show) by Eric Canete (whose sketchbook of covers is also included at the back of the book), winningly coloured by Dave Stewart.

Enter: the Mandarin is quite simply one of the best Iron Man books in years. What are you waiting for…?

© 2007, 2008 Marvel Publishing, Inc. All Rights Reserved.

Justice League of America: Second Coming


By Dwayne McDuffie, Ed Benes & various (DC Comics)
ISBN: 978-1-84856-253-0

By the time of the stories in this collection (issues #22-26 of the most recent incarnation of the World’s Greatest Superhero team) writer Dwayne McDuffie has his feet comfortably under the table and begins to play with the secondary characters that always offer the most narrative opportunity in such large congregations of major and minor stars.

Beginning with ‘The Widening Gyre’, illustrated by Ed Benes, he also cleans up some of the longer-running plot threads as the Red Tornado finally gets a new body, after months of inhabiting the JLA computers after being destroyed by the killer android Amazo (see Justice League of America: the Tornado’s Path). Sadly, whilst his relationship with his human wife and child looks set to resume, the tempestuous affair between Red Arrow and Hawkgirl is rapidly spinning out of control and beast-empowered heroine Vixen has finally come clean to her team-mates about her out-of-control abilities, Amazo reveals he is neither gone nor forgotten…

Once more assuming control of the Tornado’s new body in ‘Things Fall Apart’ the parasitic automaton resumes its programmed task of destroying the JLA, but as it again crashes to defeat in ‘The Blood-Dimmed Tide’ (this chapter illustrated by Alan Goldman, Prentis Rollins, Rodney Ramos & Derek Fridolfs), Vixen and guest-star Animal Man realise that something is terribly amiss with their powers, origins and even reality itself…

‘The Best Lack All Conviction’ (with art from Benes, Doug Mahnke, Darick Robertson, Shane Davis, Ian Churchill, Ivan Reis, Christian Alamy, Rob Stull, & Joe Prado) finds one faction of the team tracking down Amazo’s creator whilst the other half are drawn into a reality-warping battle with the trickster god Kwaku Anansi. The mythical creator of all stories claims to have designed Vixen (and Animal Man’s) abilities, and now forces the malfunctioning warrior into curing her current maladies – even if she has to die in the process.

With her comrades re-imagined into a plethora of disturbing alternate incarnations Vixen battles to overcome her own failings and rescue “the Real World” from a creature utterly beyond good and evil, and with a particularly unpleasant method of teaching salutary lessons in the climactic ‘Spiritus Mundi’, a impressive and quirky conclusion from McDuffie and Benes that proves that you don’t need A-List stars to tell great stories…

Sleek, glossy, action-packed and leavened with great characterisation and sharp one-liners, the JLA‘s continuing adventures are still among the very best modern superhero sagas around. If you’re not a fan yet, reading these books will swiftly and permanently alter that reality…

© 2008, 2009 DC Comics. All Rights Reserved.

Showcase Presents Supergirl volume 2


By Jerry Siegel, Leo Dorfman, Jim Mooney & various (DC Comics)
ISBN: 978-1-84856-055-0

Superhero comics don’t often do whimsical and thrilling anymore. They especially don’t do short or self-contained. The modern narrative drive concentrates on extended spectacle, major devastation and relentless terror and trauma. It also helps if you’re a hero who has come back from the dead once or twice or wear a combat thong and thigh boots…

Although there’s nothing intrinsically wrong with that, sometimes the palate just craves a different flavour. Once this continued cosmic cataclysm was the exception not the rule, and this second enchanting black and white compendium of the early career of Superman’s cousin Kara Zor-El of Argo City happily displays why.

After a few intriguing test-runs Supergirl began as a future star of the expanding Superman pocket universe in Action Comics #252 (May 1959). Superman’s cousin Kara had been born on a city-sized fragment of Krypton, hurled intact into space when the planet exploded. Eventually Argo City turned to Kryptonite like the rest of the detonated world’s debris, and her dying parents, observing Earth through their scopes, sent their daughter to safety as they perished. Landing on Earth, she met Superman who created the identity of Linda Lee and hid her in an orphanage in small town Midvale whilst she learned of her new world and powers in secrecy and safety.

This second collection, encompassing all the Girl of Steel’s adventures from the back of Action Comics #283 (December 1961) to #321 (February 1965), finds the young heroine still in training, her very existence kept secret from the general public and living with adoptive parents Fred and Edna Danvers – who are also completely unaware that the orphan they have recently adopted is a Kryptonian super-being.

The accent on these stories generally revolves around problem-solving, identity-preserving and loneliness, with both good taste and the Comics Code ensuring that readers weren’t traumatised by unsavoury or excessively violent tales. Such plots, akin to situation comedies, often pertained, as in the first story represented here: ‘The Six Red “K” Perils of Supergirl!’, by Jerry Siegel and regular artist Jim Mooney.

Peculiar transformations were a mainstay of 1960s comics, and although a post-modern interpretation might discern some metaphor for puberty or girls “becoming” women, I rather suspect the true answer can be found in the author’s love of comedy and an editorial belief that fighting was unladylike. Red Kryptonite, a cosmically altered isotope of the radioactive element left when Krypton exploded, caused temporary physical and sometimes mental mutations in the survivors of that doomed world – a godsend to writers in need of a challenging visual element when writing characters with the power to drop-kick planets…

Here the wonder-stuff generates a circus of horrors, transforming Supergirl into a werewolf, shrinking her to microscopic size and making her fat (I’m not going to say a single word…).

The drama continued in the next instalment, ‘The Strange Bodies of Supergirl!’ wherein she grew a second head, gained death-ray vision (ostensibly!) and changed into a mermaid. This daffy holdover to simpler times presaged a big change in the Maid of Might’s status as with the next issue her parents learned her true origins and her existence was revealed to the world in the two-part saga ‘The World’s Greatest Heroine!’ and ‘The Infinite Monster!’ both appearing in issue #285, as Supergirl became the darling of the universe: openly saving the planet and finally getting the credit for it.

Action #286 pitted her against her cousin’s greatest foe in ‘The Death of Luthor!’, whilst ‘Supergirl’s Greatest Challenge!’ saw her visit the Legion of Super-Heroes (quibblers be warned: initially their far-future era was the 21st century. It was quietly retrofitted to a thousand years from “now” after the tales in this volume) and save the Earth from invasion. She also met the telepathic descendent of her cat Streaky. His name was Whizzy (I could have left that out but chose not to – once more for smug, comedic effect…).

‘The Man who Made Supergirl Cry!’ signaled the beginning of Leo Dorfman’s run as scripter. Little is known about this prolific writer, other than he also worked under the name Geoff Brown, producing quality material continuously from the Golden Age until his death in 1974. In this tight little thriller Phantom Zone villains took control of Supergirl’s new dad in a plot to escape their ethereal dungeon dimension, whilst #289’s ‘Superman’s Super-Courtship!’ is something of a classic, as the Girl of Steel scoured the universe for an ideal mate for her cousin. Charming at the time, modern sensibilities might quail at the conclusion that his perfect mate was just like Supergirl herself, but older…

‘Supergirl’s Super Boy-Friends!’ saw both human Dick Malverne and Atlantean mer-boy Jerro catch super-powers after kissing her (I’m again saying nothing here) whilst she didn’t actually become ‘The Bride of Mr. Mxyzptlk!’ when the fifth dimensional prankster transferred his unwanted attentions to her in Action #291.

An extended storyline began in the next issue when the girl got a new “pet”. ‘The Super-Steed of Steel!’ was a beautiful white horse who helped her stave off an alien invasion, but the creature had a bizarre and mysterious past, revealed in ‘The Secret Origin of Supergirl’s Super-Horse!’, and a resolution of sorts was reached in ‘The Mutiny of Super-Horse’.

A new cast member joined the series in ‘The Girl with the X-Ray Mind!’, a psychic with a shocking connection to the Superman Family, and her secrets were further revealed in ‘The Girl who was Supergirl’s Double!’ It was the beginning of an extraordinarily tense and epic continued storyline that featured Phantom Zone villains, Luthor, Supergirl’s arch enemy Lesla Lar, the destruction of Atlantis and genuine thrills and excitement. Earth was threatened by ‘The Forbidden Weapons of Krypton!’ and it took ‘The Super-Powers of Lex Luthor!’ to finally save the day.

Action #299 returned to whimsical normality with ‘The Fantastic Secret of Superbaby II!’, and the anniversary 300th issue featured ‘The Return of Super-Horse!’: another multi-part tale that revealed ‘The Secret Identity of Super-Horse!’ in #301, only to suffer ‘The Day Super-Horse went Wild!’ in the next episode.

By this time Supergirl was featured on every second Action Comics cover, and was regularly breaking into the lead Superman story. All those covers, by art dream-team Curt Swan and George Klein are collected herein, as is their Dorfman-scripted Man of Steel tale ‘The Monster from Krypton!’ from #303, with Supergirl having to battle her Red K transformed cousin. Sadly the art is misattributed to Mooney in the credits, but he actually did draw the moving tragedy of ‘Supergirl’s Big Brother!’ for his regular second-feature in that issue.

Supergirl got a new arch-enemy in ‘The Maid of Menace!’ but Black Flame was not as problematic as ‘The Girl Who hated Supergirl!’ (again solely credited to Mooney but I’m pretty sure its at least part-inked by John Forte). Action #306 was a pure mystery thriller as Girl of Steel became ‘The Maid of Doom!‘ whilst ‘Supergirl’s Wedding Day!’ almost proved that no girl can resist a manly man… almost!

‘The Super-Tot from Nowhere!’ proved to be a most difficult adventure in babysitting and #309’s ‘The Untold Story of Argo City!’ began another long saga revealing the true fate of Kara’s Kryptonian mum and dad, whilst ‘Supergirl’s Rival Parents!’ saw her having to chose between them and her Earth family.

More equine revelations came on ‘The Day Super-Horse Became Human!’ whilst eerie coincidence was examined in ‘The Fantastic Menace of the “LL’s”.’ ‘Lena Thorul, Jungle Princess!’ brought the troubled psychic back into the Girl of Steel’s so-complicated life, and the soap opera screws began really tightening when parent trouble resumed in ‘Supergirl’s Tragic Ordeal!’

It was the start of another wicked plot, continued in ‘The Menace of Supergirl’s Mother!’ and concluded in ‘Supergirl’s Choice of Doom!’, but the heroine’s problems were only beginning. In Action #317, Luthor’s latest scheme resulted in ‘The Great Supergirl Double-Cross!’, after which her life changed forever when ‘Supergirl Goes to College!’

Now nominally on her own at sedate Stanhope College, the dramas of catty rival and suspicious sorority sisters were added to identity preserving, boy-chasing and superhero-ing, but first she had to prove she wasn’t ‘The Super-Cheat!’ to keep her place at university. ‘The Man Who Broke Supergirl’s Heart!’ was not only a cad but an alien one, and this volume finishes on an emotional high with #321’s ‘The Enemy Supergirl!’ stuffed with intrigue, imposters and even coma-patients…

Throughout this four-odd year period Kara of Krypton underwent more changes than most of her confreres had in twenty years, as the editors sought to find a niche the buying public could resonate with, but for all that these stories remain exciting, ingenious and utterly bemusing. Possibly the last time a female super-character’s sexual allure and sales potential wasn’t freely and gratuitously exploited, these tales are a link and window to a far less crass time and display one of the few strong female characters that parents can still happily share with their youngest girl children. I’m certainly not embarrassed to let any women see this book, unlike any “Bad-Girl” book you could possibly name.

© 1961-1964, 2008 DC Comics. All Rights Reserved.

Iron Man Vs. Whiplash


By Marc Guggenheim, Brannon Bragga, Briones & Steve Mutti (Marvel/Panini UK)
ISBN: 978-1-84653-460-8

In the mainstream Marvel universe the citizenry are recovering from an interminable series of major catastrophes such as the Civil War and a Secret Invasion by shape-shifting Skrulls. In this heady age of confusion technical wizard and billionaire weapon-smith Tony Stark has been revealed to the world as the armour-clad superhero Iron Man.

After a similarly-armoured invader destroys a village full of Russian dissidents in a high-tech bloodbath captured on Stark-constructed satellites and seen around the world, the bewildered inventor finds himself on trial for crimes against humanity. Accused of acting as a mercenary for the Russian government Stark has been perfectly framed. Found guilty, he is to be interned for life when lucky disaster strikes.

The village of Volstok was full of discredited scientists and anti-Putin agitators when the Iron assassin struck, and one of them managed to fatally damage the attacker. This survivor used the fragments to create his own armoured energy weapons, and crazed by a need for revenge, goes after Stark as the deadly Whiplash.

In prison, Stark has been busy. Knowing he can’t prove his innocence from behind bars he has constructed a ramshackle suit of armour from odds and ends he has scrounged or stolen. When the vengeance hungry Whiplash attacks, Stark seizes his chance and escapes after an inconclusive clash with the Russian.

With his faithful assistant Pepper in tow Stark goes on the run, ferreting out the hideous secret of the men who destroyed his reputation, but even cleared of the crime he has made an implacable enemy in Whiplash, who holds his inventions, if not his actions, as responsible as the Russian government for the Volstok massacre.

This simple, uncomplicated action-yarn is a palatable piece of eye-candy, capably concocted by scripters Marc Guggenheim and TV writer/producer Brannon Braga (Star Trek, Threshold, 24, Flash Forward), enticingly realised by artists Phillippe Briones & Andrea Muti and colourist Matt Milla. Originally released as a four-issue miniseries, this book happily falls into a category of accessibility that will please fans of the film franchise who don’t want or need to bone up on Iron Man’s near fifty year publishing history.

Fast and furious fun and frolics with an iron-clad satisfaction guarantee…
™ and © 2010 Marvel Entertainment LCC and its subsidiaries. All Rights Reserved. A British edition released by Panini UK Ltd.

Ultimate Armour Wars


By Warren Ellis & Steve Kurth (Marvel/Panini UK)
ISBN: 978-1-84653-441-6

The Marvel Ultimates project began in 2000 with a thoroughly modernizing refit of key characters and concepts to bring them into line with contemporary “ki-dults” – perceived to be a separate buying public to we baby-boomers and our declining descendents who seemed content to stick with the various efforts that sprang from the fantastic talents of Kirby, Ditko and Lee. Eventually this streamlined new universe became as crowded and continuity-constricted as its predecessor and in 2008 the cleansing publishing event “Ultimatum” culminated in a reign of terror which apparently (this is comics, after all) killed three dozen odd heroes and villains and millions of ordinary mortals.

Although a huge seller (in contemporary terms, at least) the saga was largely trashed by the fans who bought it, and the ongoing new “Ultimatum Comics” line is quietly back-pedalling on its declared intentions…

The key and era-ending event was a colossal tsunami that drowned the superhero-heavy island of Manhattan and this post-tidal wave collection (assembling issues #1-4 of the miniseries Ultimate Comics Armor War – and yes, it has been spelled differently for this British Edition) picks up the story of the survivors as well as the new world readjusting to their altered state.

Young Tony Stark is a tech-genius weapon-smith – and amiable drunk – from a family of armaments manufacturers. When the wave hit, his greatest treasure was lost in his state-of-the-art Manhattan Corporate HQ. A public figure in his trademarked Iron Man war-suit, he is down to his last few million bucks and sifting through the wreckage of his building when a cybernetic super-thief called The Ghost steals his precious strongbox, and would have killed the billionaire brat if not for the intervention of Justine Hammer, daughter of Stark’s greatest enemy: a girl dying from her father’s abusive attempts to giver her marketable super-powers.

Wearing a suit painfully similar to the Iron Man suit the Ghost vanishes, leaving Stark with the realisation that his technology has been pirated and sold to unscrupulous monsters. Although spoiled and dissolute even Stark can’t drink enough to wash away all the blood his inventions could spill if he doesn’t take control back…

With Justine in tow he follows the bloody trail, finding and neutralising all illicit incidences of his armour from malevolent arms dealer Dr. Faustus to deviant Balkan mad scientist Bram Velsing to the ever-OTT Metropolitan Police Force (who use their Stark-based tin-suits to quell political protest and civil disobedience… same as it ever was…)

Eventually the trail leads to the shocking mastermind behind the plot, with plenty of twisty-turny revelations in store – or not, depending on how astute you are, how much attention you’ve been paying and of course on whether you’ve read the original tale this was based on (see the graphic novel Iron Man: the Armor Wars as well as our review of same).

Visually stunning (True Brits especially will revel in the spectacular battle in the skies over London) thanks to artist Steve Kurth and the colouring magic of Guru EFX, Warren Ellis’s tale is sharp and witty, if fairly predictable: heavy on attitude and action, and over almost too quickly, leaving the reader genuinely hungry for more…

Once removed from the market hype and frantic, relentless immediacy of the sales arena there’s a chance to reassess these tales on merit alone, and given such a opportunity you’d be foolish not to take a good hard look at this solid, accessible superhero yarn.
™ and © 2010 Marvel Entertainment LCC and its subsidiaries. All Rights Reserved. A British edition released by Panini UK Ltd

JSA: volume 3 The Return of Hawkman


By David S. Goyer, Geoff Johns & various (DC Comics)
ISBN 1-84023-628-0

The third collection of the revered, revived and very legendary Justice Society of America continued the crusade to resurrect or re-induct all the classic big names by reviving the biggest name and most visually arresting of the original team: Hawkman.

However, before that epic unfolds this volume (reprinting issues #16-26 of the monthly comic and portions of JSA Secret Files #1) kicks off with a triumphant extended return engagement for some old foes with ‘Injustice Be Done’. The first chapter ‘Divide and Conquer’ (illustrated by Stephen Sadowski and Michael Bair) finds an expanded Injustice Society in possession of the heroes’ most intimate secrets, ambushing them whilst they’re off guard with significant success.

In ‘Cold Comfort’ mastermind Johnny Sorrow reveals his plans as the heroes begin their fight back, and we see his horrific origins in ‘Sorrow’s Story’ (with additional art Steve Yeowell), before the World goes to Hell with ‘Into the Labyrinth’ (extra inks by Keith Champagne) and the ghostly Spectre returns to save the day.

And spectacularly fails…

The saga concludes in cataclysmic fashion with ‘Godspeed’ as Black Adam and Jakeem, the heir of genie-wielding Johnny Thunder join the team, but not before Jay Garrick the veteran Flash is lost in time and space…

Compelling as it was the entire saga was just a set-up for the eponymous ‘Return of Hawkman’ which I’ll get to after this necessary diversion…

Hawkman is one of the oldest and most revered heroes in comic-books, premiering in Flash Comics #1 (January 1940), created by Gardner Fox and Dennis Neville, although the most celebrated artists to have drawn the 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 Shiera had been murdered by High Priest Hath-Set. Moreover with his returned memories came the knowledge that his love and his kicker were also nearby.

Using the restored knowledge of his past life he fashioned a costume and flying harness, hunting his killer as the Hawkman. Once his aim had been achieved he and Shiera maintained their “Mystery-Man” roles to fight modern crime and tyranny with weapons of the past.

Disappearing at the end of the Golden Age they were revived by Julie Schwartz’s crack creative team in the early 1960s (see Showcase Presents Hawkman volume 1 for further details), and after a long career involving numerous revamps and retcons  the Pinioned Paladin “died” during the Zero Hour crisis.

Now the lost Jay Garrick awakens in old Egypt greeted by a pantheon of that era’s superheroes. Nabu, the Lord of Order who created Doctor Fate, the original incarnation of Black Adam and Khufu himself reveal the true origins of Hawkman whilst in the 21st century the JLA‘s heavenly hero Zauriel tells the modern Hawkgirl just who and what she really is in ‘Guardian Angels’.

The epic further unfolds as a major connection to the alien Hawkworld of Thanagar is clarified and explored in ‘Lost Friends’ and as Garrick returns to his home time Hawkgirl is abducted to the aforementioned Thanagar by its last survivors, desperate to thwart the schemes of the insane death-demon Onimar Synn who has turned the entire planet into a zombie charnel house.

As the JSA frantically follow their abducted member to distant Polaris in ‘Ascension’ Carter Hall makes his dramatic return from beyond and saves the day in typical fashion before leading the team to magnificent victory in the concluding ‘Seven Devils’.

Illustrated by Buzz, Rags Morales, Sadowski, Bair, David Meikis and Paul Neary, this latest return not only led to Hawkman regaining his own title (more graphic novel magic to review soonest!) but also stands as one of the most cosmic and grand-scaled of all the JSA‘s adventures.

Complex, enticing, thrilling and full of the biggest sort of superhero hi-jinks, if costume drama is your meat, this book should be your prey…

© 2001, 2002 DC Comics.  All Rights Reserved.

JSA volume 2: Darkness Falls


By Geoff Johns, David S. Goyer, Stephen Sadowski, Michael Bair & various (DC Comics)
ISBN: 978-1-56389-739-9

Following hard on the heels of their successful revival of the industry’s first super-team, the assorted creators hit the ground running and began expanding the roster and finding bigger and bolder cataclysms for the multi-generational army to combat.

The Justice Society of America was created in the third issue of All-Star Comics (Winter 1940/1941), an anthology title featuring established characters from various All-American Comics publications, by the simple expedient of having the heroes gather around a table and tell each other their latest adventure. From this low key collaboration it wasn’t long before the heroes joined forces to defeat the greatest villains and social ills of their generation.

Gathering issues #6-15 of the monthly JSA comicbook in one mighty tome, this volume begins with the official relaunch of the team in ‘Justice. Like Lightning…’ (illustrated by Marcos Martin & Keith Champagne) as the veteran members Flash, Sentinel and Wildcat assume the role of mentors for both current and future champions only to be attacked by a demented super-human named Black Adam. The bombastic battle serves to introduce some very far-reaching plot threads as the new incarnations of Doctor Fate, Hourman and Hawkgirl journey to ancient Egypt to solve the mystery of the Black Marvel’s madness, before the second major story-arc of the series begins.

In ‘Darkness Falls’ (art by Stephen Sadowski & Michael Bair) Sentinel’s troubled son Obsidian, haunted by his own powers, seemingly goes mad and attempts to drag the world into a supernatural realm of dark despondence. Naturally there’s more to the mess that might first appear, and when the new Doctor Mid-Nite appears it’s not long before the black tide begins to turn…

The epic concludes in a savage battle for the ‘Black Planet’ and Wildcat then takes centre-stage for a magnificent solo stint against the entire Injustice Society in ‘Wild Hunt’ – the best “Die Hard” tribute ever seen in comics.

Beginning with ‘Split’ (by Bair & Buzz) the next extended saga pits the team simultaneously against serpentine super-terrorist Kobra and the time-bending villain Extant (who killed many of the original team in Zero Hour) forcing the still largely untested JSA to divide its forces between a world in peril and a continuum in crisis.

‘The Blood-Dimmed Tide’ concentrates on the anti-Kobra contingent but their swift victory is spoiled when the sole survivor of the other team appears to bring them into battle against Extant in ‘Time’s Assassin’, ‘Chaos Theory’ and the spectacular ‘Crime and Punishment’ wherein reality is stretched beyond its limits, the gates of the afterlife are propped open and more than a few dead heroes return…

Complex and enthralling, these super shenanigans are the very best of their genre, filled with wicked villains and shining, triumphant heroes, cosmic disaster and human tragedies, always leavened by optimism and humour.

As such they’re simply not for every graphic novel reader, but if you can put yourself into the head and heart of a thrill-starved ten year old and handle the burden of seven decades of history, these tales will supercharge your imagination and restore your faith in justice…

© 2000, 2002 DC Comics. All Rights Reserved.

JSA volume 1: Justice Be Done


By James Robinson, David S. Goyer & various (DC Comics)
ISBN: 978-1-56389-620-0

After the actual invention of the comicbook superhero – for which read the launch of Superman in 1938 – the most significant event in the genre, and indeed industry’s progress was the combination of individual sales-points into a group. Thus what seems blindingly obvious to us with the benefit of four-colour hindsight was proven – a number of popular characters could multiply readership by combining forces and readerships. Plus of course, a whole bunch of superheroes is a lot cooler than just one – or even one and a sidekick.

The Justice Society of America was created in the third issue of All-Star Comics (Winter 1940/1941), an anthology title featuring established characters from various All-American Comics publications, by the simple expedient of having the heroes gather around a table and tell each other their latest adventure. From this low key collaboration it wasn’t long before the guys – and they were all guys (except Red Tornado who pretended to be one – don’t ask!) until Wonder Woman premiered in the eighth issue regularly joined forces to defeat the greatest villains – and social ills of their generation.

Within months the concept had spread far and wide…

And so the Justice Society of America is rightly revered as a true landmark in the development of comic books, and, when Julius Schwartz revived the superhero genre in the late 1950s, the key moment would come with the inevitable teaming of the reconfigured mystery men into a Justice League of America. From there it wasn’t long until the original and genuine returned. Since then there have been many attempts to formally revive the team’s fortunes but it wasn’t until 1999 on the back of both the highly successful revamping of the JLA by Grant Morrison and Howard Porter and the seminal but critically favoured new Starman by Golden Age devotee James Robinson, that the multi-generational team found a concept and fan-base big enough to support them.

This first volume collects the prequel tale from JSA: Secret Files #1 and the first complete story-arc from JSA #1-5, detailing with great style and remarkable facility (considering the incredibly convoluted continuity of the feature) how the last active survivors of the original team, Wildcat, Flash and Green Lantern/Sentinel, unite with the inheritors of the veteran team’s legacy to continue the tradition, train the next generation of heroes and battle one of the oldest evils in the universe.

It all begins with the death of the Sandman, octogenarian Wesley Dodds, who beats the odds one last time to thwart an unstoppable ancient foe and warn his surviving comrades of the peril to come…

At Dodds’ funeral a horde of death-demons attack the mourners after the hero known as Fate is murdered, and the assembled mourners – legacy heroes Sand, Stargirl, Hourman, Atom Smasher, Starman and Obsidian, plus Black Canary, Wonder Woman (actually her mother Hippolyta) and the aforementioned trio above are sent on a tripartite mission to rescue three babies; one of which is the new incarnation of the magical hero Doctor Fate.

Meanwhile, unbeknownst to all, a wild card has been introduced with the unexpected return of another departed comrade in the guise of a new and deeply troubled Hawkgirl…

Although deeply fixed in the vast backstory of the DC universe, ‘Gathering Storm’, ‘The Wheel of Life’, ‘Old Souls’ and ‘Ouroboros’, illustrated by Scott, Benefiel, Stephen Sadowski, Mark Propst and Michael Bair, is a accessible superhero-rebirth saga, wonderfully compelling with a frenetic pace that keeps the reader barrelling along. The struggle against the mystery villain is pitched perfectly, with plenty of clues for the old-timers and enough character illustration to educate and satisfy those who have never heard of “the Dark Lord…”

With the revival and reintroduction of Hawkgirl and Doctor Fate achieved, the volume concludes with ‘Grounded’ (illustrated by Derec Aucoin and Bair) focusing on the history and new powers of the latest Sandman and introducing a new Mister Terrific to the team, whilst foreshadowing horrors yet to come…

Complex, thrilling, breathtaking; this is the very best modern superhero comics can aspire to: adding to rather than subtracting from the shared mythology whilst not afraid to dump the utterly unsalvageable bits of stuff that just won’t play today – never once forgetting that it’s all about entertainment…

Although this will never be a universally acclaimed graphic novel like Maus or Watchmen, for dyed-in-the-wool tights and fights fans JSA: Justice Be Done is just what the Doctor ordered and what Fate decrees…
© 1999 DC Comics. All Rights Reserved.

Modesty Blaise: Green Cobra


By Peter O’Donnell, John Burns & Pat Wright (Titan Books)
ISBN 13: 1-84576-420-3

Titan Books’ marvellous series re-presentation the classic British newspaper strip continues and concludes a period of artistic instability with this fourteenth volume (encompassing April 2nd 1979 to May 23rd 1980) as the superb John M. Burns finishes his groundbreaking and far too brief tenure as illustrator on the World’s Greatest Adventure Heroine, abruptly replaced mid-strip by veteran Pat Wright – who also didn’t stick around for very long…

Burns had worked on Junior Express and School Friend but really began his auspicious rise as part of the team of artists who worked on the Gerry Anderson licensed titles TV Century 21 and its sister magazines (he is fondly remembered for Space Family Robinson in Lady Penelope). He drew strips for The Daily Sketch, Daily Mirror and Sun with long, acclaimed runs on The Seekers and the saucy strip Danielle, before briefly and controversially taking over Modesty Blaise.

He has since worked on TV-based series for Look-In and Countdown and found a welcome home in the legendary British science fiction comic 2000AD, where he works on Judge Dredd, Nikolai Dante and his own Bendatti Vendetta.

Although Burns only drew 272 consecutive daily strips, his influence on Modesty was marked and long-lasting. His deft ability with nib and brush are highlighted here with a further complimentary feature reprinting 6 more of the illustrations he drew for O’Donnell’s Modesty prose novels. Also included is another text feature on the oddly arbitrary editorial censorship the strip endured at this period, and particularly the rather heavy-handed manner in which Cartoon Editor Gerald Lip was ordered by Evening Standard Editor Charles Wintour to summarily fire Burns, and ten months later, after only 198 strips, Wright as well, in just as brusque and inexplicable a manner. To this day no one why they were dismissed.

Of Pat Wright himself I know very little, other than he is an exceptionally talented draughtsman, well capable of handling a dramatic feature like Modesty, and also a highly skilled comedy cartoonist working in both line and painted colour. He looks to have been one of the artists used by Fleetway in the late 1970’s on such titles as Action and Valiant (but I’m only guessing here). Just another unsung hero of an industry far too reticent in giving credit where it’s due…

Modesty and Willie Garvin are ex-criminals who retired young, rich and healthy from a career where they made far too many enemies. They were slowly dying of boredom in England when British Spymaster Sir Gerald Tarrant offered them a chance to have fun, get back into harness and do a bit of good in the world. Accepting, they have never looked back…

This volume begins with the eponymous ‘Green Cobra’ and finds Burns at his most effective in a sly and gripping tale of intrigue wherein a band of professional espionage agents kidnap Tarrant’s right hand man Fraser, with a view to breaking and selling him to the highest bidder.

This is a tale rich in character, which spends some welcome time on the bit-players for a change, although when Modesty and Willie go into action against the devilish Dr. Vigo and Pandora, an death-crazed assassin who covets Modesty’s hard-earned reputation, the pace is hectic and the action non-stop. Full of twists and clever subterfuge, this tripartite struggle between Tarrant’s agents, established enemy network Salamander Four and the mysterious new organisation Green Cobra all add to one of the most captivating Modesty yarns ever.

‘Eve and Adam’ is a deliciously quirky tale blending whimsy with terrifyingly grim geopolitical horrors as millionaire philanthropist Dan Galt throws a party for Modesty and Willie, before drugging and transporting them to an isolated part of Africa. It transpires that Galt is dying and believes that humanity will soon follow him. Determined that the race will not be lost he dumps his guests naked and helpless in his new Garden of Eden expecting them to repopulate the world after we’re all gone.

Sadly the old duffer has made a few wrong assumptions. Firstly, Modesty and Willie are simply unable to relate to each other sexually – their bond is far deeper than that. Secondly, the world just isn’t that big anymore: Galt’s oasis in the middle of a desert is disputed territory warring African nations are seeking to control, and finally, his new Adam and Eve are never helpless…

As the pair are preparing to trek out of the desert a satellite crashes into their garden, carrying geological data that the state of Burenzi and its opponent nations will kill to possess. Before too long a small unit from the former and a large troop of mercenaries from the latter have invaded paradise, and they’re not the kind of people who leave witnesses…

Burns was fired without warning or explanation four weeks into this saga and Pat Wright deftly took over just as the bloodshed of a brutal war of attrition escalated, with Modesty and Willie making alliances and picking off ruthless soldiers in a gritty, effective contemporary thriller.

This volume, and Wright’s artistic tenure end with a thoroughly engaging Christmas themed crime-mystery ‘Brethren of Blaise’ which finds our tarnished heroes exposing a criminal scheme perpetrated against one of England’s most impoverished aristocratic families. Hidden treasure, nasty murders and a delightfully thrilling supernatural frosting combined with superb humour and action make this an exception tale in an often grim canon.

During this tale, and once more for no apparent reason, Editor Wintour had Modesty’s illustrator fired. His replacement, Neville Colvin, managed to survive a while longer…but that’s a tale for another graphic novel and a different review.

Originally a newspaper strip created by Peter O’Donnell and drawn by the brilliant Jim Holdaway, Modesty and her charismatic partner in crime (and latterly crime-busting) Willie Garvin have also starred in 13 prose novels and short story collections, two films, one TV pilot, a radio play and nearly one hundred comic strip adventures between 1963 and the strip’s conclusion in 2002. She has been syndicated world-wide, and Holdaway’s version has been cited as an artistic influence by many major comic artists.

These are unbeatable stories from a brilliant writer and his greatest creation; timeless tales of crime and punishments more enthralling now than ever, and which never fail to deliver maximum thrills and enjoyment. It’s never too late to embrace your Modesty…

© 2008 Associated Newspapers/Solo Syndication.