MARVEL: 1985


By Mark Millar & Tommy Lee Edwards (Marvel/Panini UK)
ISBN: 978-1-84653-406-5

There’s an old saying in our business that “the Golden Age of comics is ten” (or eight or eleven or… you get the picture). Simply stated it posits that there’s a perfect moment when dawning comprehension and sophistication meets childish wonderment and imagination head-on and whatever you’re reading at that time suddenly transcends Art, Entertainment, Every Thing: it becomes all-encompassing magic.

And no matter what, nothing that follows – cars, sex, extreme ironing – absolutely nothing can touch or tarnish or diminish that Road to Damascus moment.

Hold that thought and consider this collection of the 2008 miniseries from Mark Millar and Tommy Lee Edwards – two superb creators more commonly associated with the older end of the marketplace. In 1985 cynical young Toby Goodman is just getting seriously into comic-books. His local comic store has just turned him on to the maxi-series Marvel Super-Heroes: Secret Wars and the four-colour madness he’s increasingly drawn into acts as a welcome respite from his personal life.

His parents are getting divorced and he’s embarrassed that his cool dad can’t get his life together while the yuppie whiz-kid his mom’s living with seems to be an obnoxious “Mr Perfect.” The old ramshackle Wyncham House where his dad and that weird kid Clyde used to play and collect funny-books twenty years ago has been taken over by a strange bunch of oddballs. They offer Toby’s dad the pristine collection of comics in the cellar – left untouched since Clyde Wyncham was put in a sanatorium – but honest fellow that he is Jerry Goodman tells them to sell the stash to the comic store – just like you or I would…

And then things start to get weird. Toys that don’t exist start appearing. People dressed like Marvel Super-villains start appearing around the tiny town. A giant green monster who looks and talks like the Incredible Hulk catches Toby snooping…

This intriguing tale recounts what happens when a fantasy world invades our real one, and the everyday actions of comic life become gritty horror as all the villains of the Marvel Universe are brutally unleashed on a Small Town USA. As the carnage escalates only Toby knows what to do. Using a portal in Wyncham House the boy goes into the Marvel Universe to fetch the super-heroic cavalry…

This tale reads like a movie plot seeking to marry the way-out world of comics to our world, and has some pleasant echoes those Gardner Fox days of Infinite Earths as well as a flavour of Marvel’s own boldly innovative Nth Man series (by Larry Hama and Ron Wagner, from 1989-91 if you’re interested) and it won’t be to everybody’s taste, but if you’re a casual visitor or lapsed fan this well-executed yarn might tickle some old fancies.

© 2007, 2008 Marvel Entertainment, Inc. and its subsidiaries. All Rights Reserved. (A BRITISH EDITION BY PANINI UK LTD)

UNCLE SCROOGE & DONALD DUCK Gladstone Comic Album Special #2


By Carl Barks (Gladstone)
ISBN: 0-944599-27-3

Carl Barks is one of the greatest storytellers America has ever produced, and was finally beginning to get the recognition he deserved when he died in 2000, a few months shy of his hundredth birthday.

His early life is well-documented elsewhere if you need detail, but briefly, Barks worked as a animator at Disney’s studio before quitting in 1942 to work in comics. With studio partner Jack Hannah he adapted a Bob Karp script for an unmade cartoon short into the comicbook Donald Duck Finds Pirate Gold which was published as Dell Four Color Comics Series II #9 in October of that year. Although not his first published comics work, it was the story that shaped the rest of his career.

Until the mid-1960s Barks worked in productive seclusion writing and drawing a vast collection of comedic adventure yarns for kids, creating a Duck Universe of characters such as Gladstone Gander (1948), the Beagle Boys (1951), Gyro Gearloose (1952), Flintheart Glomgold (1956), John D. Rockerduck (1961) and Magica De Spell (1961) to augment the stable of cartoon actors from the Disney Studio. His greatest creation was the crusty, paternalistic, money-mad bajillionaire Scrooge McDuck.

So magical were his creations that they actually influenced the animation output of the parent company itself, although his work was actually done for the licensing company Whitman/Dell/Gold Key, and not directly for Disney.

Throughout this period Barks was blissfully unaware that his work, uncredited by official dictat as was all the companys output, was nevertheless singled out by a rabid and discerning public as being by “the Good Duck Artist.” When some of his most dedicated fans finally tracked him down, his belated celebrity began. As well as only being fair it meant that an awful lot of great work was now able to be conscientiously reprinted, by an adoring and grateful band of well-intentioned aficionados.

Gladstone publishing began re-releasing classic Barks material, and a selection of other Disney comics work, in a variety of formats beginning in the 1980s and this album is one of my favourites.

In glorious oversized format it reprints Uncle Scrooge #5 (1954) wherein Donald and his nephews are bullied and bamboozled by the miserly mallard into finding the sunken city of Atlantis. It’s a stirring blend of timeless slapstick comedy and fanciful Boy’s Own adventure that entrances and captivates, and it supplemented by a couple of single-page gag strips that still deliver a chortle today.

These are followed by the contents of Donald Duck Four Color #256 from 1949. “Luck of the North” features another duel of wits and fortitude between the irascible Duck and his good-for-nothing but preternaturally lucky cousin Gladstone Gander, which leads to the pair going treasure hunting to Alaska: with Huey, Dewey and Louie in tow to keep the grown-ups from acting too childishly.

This is a epic yarn fit for Indiana Jones himself, full of action, hardship, fantastic discoveries and rip-roaring spectacle – all delivered in the mesmerising line style that so elevated Barks above his peers. Topped off with another gag-short from Donald Duck Four Color #178 (1947) this album perfectly shows why Barks is so revered and influential.

Thankfully even if you can’t find this particular volume, Barks’ work is now readily accessible through a number of publishers and outlets. So if you’ve never experienced captivating brand of magic, no matter what your age or temperament you can easily experience the wonder of what Will Eisner called “the Hans Christian Andersen of Comics.”

© The Walt Disney Company. All Rights Reserved.

THE HEART OF THE BEAST

Heart of the Beast
By Dean Motter, Judith Dupré & Sean Phillips (Vertigo)
ISBN: 1-56389-145-X

From the early days of DC’s Vertigo imprint comes this disturbing reworking – or more accurately contemporary sequel – to one of literature’s greatest stories of mystery and gothic imagination. Dean Motter is a creator with a singularly unique voice and style and his collaboration with Judith Dupré on this moody script adds a chilling edge to a fantasy which is suitably sub-titled “a love story”.

Released as an original hardcover graphic novel it tells of Sandra, who spends a fateful night tending bar at a New York Gallery opening paid for by the rich but creepy celebrity plastic surgeon Dr. Andrew Wright. Even in the supremely decadent world of the Art Glitterati the surgeon is infamous, with dubious connections to the high and mighty and the down and dirty.

So Sandra is surprised when she meets the beautiful, sensitive Victor, a poetic rose among crass, wealthy thorns. Despite herself she is drawn to the mysterious paragon who seems so much more than Dr. Wright’s factotum and dogsbody.

A man of many secrets, Victor is almost the ideal lover, but his devotion to the shadier side of the doctor’s dealings with gangsters and art forgers augers nothing but disaster for their budding relationship. Furthermore there is some hideous secret he is keeping from her – an obstacle not even the truest love can overcome…

I’ve tried to keep the origin of the source work as vague as possible here since the unfolding secret is well-handled and adds to the dawning horror of the situation. The love-story spirals to a tragic conclusion that echoes that of the classic novel, and the beguiling painted art of Sean Phillips heightens the mood, evoking the distant past and spotlighting the harsh modern world with equal skill.

This tale failed to find a large audience when first released, but it’s a solid story superbly told and I’m convinced it would do well if released today – especially in a more economical paperback edition.
© 1994 Dean Motter & Sean Phillips. All Rights Reserved.

THE PRIVATE FILES OF THE SHADOW

Private Files of the Shadow
By Dennis O’Neil, Michael Wm. Kaluta and various (DC Comics)
ISBN: 0-930289-37-7

Before comic books, thrill-hungry readers got their measured doses of extraordinary excitement from cheaply produced periodical novels dubbed “pulps” because of the low-grade paper they were printed on. There were hundreds published every month ranging from the truly excellent to the pitifully dire in every style and genre. In the contemporary adventure medium there were two star characters who outshone all others.

The Superman of his day was Doc Savage, Man of Bronze, and the dark, relentless creature of the night dispensing his own terrifying justice was called The Shadow.

Originally the radio series Detective Story Hour, based on unconnected yarns from the Street & Smith publication Detective Story Magazine, used a spooky voiced narrator (most famously Orson Welles, although he was preceded by James LaCurto and Frank Readick Jr.) to introduce the tales. Code-named “the Shadow”, and beginning on July 31st 1930, he became more popular than the stories he introduced.

The Shadow became a proactive hero solving mysteries and on April 1st 1931 debuted in his own pulp series, written by the incredibly prolific Walter Gibson under the house pseudonym Maxwell Grant. On September 26th 1937 the radio show officially became The Shadow with the eerie line “Who knows what evil lurks in the hearts of Men? The Shadow knows!”

Grant wrote 282 of 325 novels over the next two decades, which were published twice a month. The series spawned comic books, seven movies, a newspaper strip (by Vernon Greene) and all the merchandising paraphernalia you’d expect of a superstar brand. The pulp series ended in 1949 although many novels have been written (both by Gibson and others) since 1963 when a pulp and fantasy revival gripped America.

The Golden age comic book ran for 101 issues before cancellation in 1949 and Archie/Radio/Mighty Comics published a controversial modern-day version in 1964-5, written by Robert Bernstein with art from John Rosenberger and latterly Paul Reinman.

In 1973 DC acquired the comic rights and produced a captivating if brief series of classic tales that were unlike any other superhero title then on the stands. Scripter Denny O’Neil and designer/illustrator Mike Kaluta set their cloaked avenger solidly in the horror vein, treating the series as if it were part of the company’s stable of successful terror titles like House of Mystery and firmly placed him in the only milieu possible: America of the 1930s. Sadly the pair only worked on five of the dozen stories, but those were collected into this superb hardcover in 1989.

‘The Doom Puzzle’ found the cloaked crusader with his faithful crew Moe, Shrevvy, Harry Vincent and Margot Lane on the trail of brutal petty thugs and a criminal mastermind attempting to pull off a colossal theft, and the second issue featured a murderous case of industrial espionage that revolved around the seedy Sorber Carnival in ‘The Freak Show Murders’.

The third tale was a sheer delight for fans of gothic comic art as Berni Wrightson inked Kaluta on ‘The Kingdom of the Cobra’ as the Shadow exposed nefarious doings behind the forbidding granite walls of Ainsley Prison.

A bootlegging gang lead the dark avenger to a ruthless criminal mastermind in ‘Death is Bliss’ (co-written by Len Wein) and the reprints end far too soon with the atmospheric martial arts enigma ‘Night of the Ninja’.

There’s one last treat in store however as Kaluta wrote and drew (with colours by Elaine Lee) an all-new tale ‘In the Toils of Wing Fat’ especially for this collection – a 15 page visual tour-de-force that saw the Shadow hunting for a kidnapped child in the deadly streets of Chinatown.

This is where I normally demand that this great book be republished – and I really hope somebody does because these are fabulous tales of period adventure – but my fondest hope and belief is that a large trade paperback with all twelve issues collected is on somebody’s release schedule.

The Kaluta stories are incredible and significant adventures but the four tales illustrated by the legendary Frank Robbins and even the unfairly slighted three by E.R Cruz (one of which contains a team-up with fellow pulp star The Avenger) are worthy of renewed scrutiny by the millions of fans and would-be followers.

Obviously there’s always going to be rights issues over any property with such a chequered publishing history, but if Dark Horse can publish Marvel Conan and Star Wars material, surely something can be done with the world’s first Dark Knight?
© 1989 Condé Naste Publications, Inc. All Rights Reserved.

WARRIORS OF PLASM: THE COLLECTED EDITION

WARRIORS OF PLASM: THE COLLECTED EDITION
WARRIORS OF PLASM

By Jim Shooter, David Lapham and various (Defiant)
No ISBN:

If the 1980s was the decade where anybody with a pencil and a printer’s phone number could enter the business, the 1990s saw the rapid rise – and very often swift fall – of the small corporation publisher. Lots of businesses opened or acquired a comics division to augment or supplement their core business: like the Nintendo Comics that were packaged by and published in conjunction with Valiant Comics.

Jim Shooter founded Valiant with Bob Layton, and later went on to launch the short-lived but highly impressive Defiant Comics of which this book is – to my knowledge – the only collected edition.

That’s a great pity as the range of talent that briefly worked there as well as the titles themselves showed great promise. The legal war of attrition with Marvel that caused their early closure is well documented elsewhere, so I’ll swiftly move on to the product itself.

The Flagship title Warriors of Plasm was a powerful alien intervention tale set mostly in an alternate universe where a single race had taken genetic science to such extremes that their homeworld had become a voracious planetary organism which continually fed on the biomass of other worlds.

Society on The Org was hierarchical, imperialistic and ritually sadistic, where the credos of “survival of the fittest” and “evolve or die” had the force of fanatical religion. Ruled by a weak Emperor, the court lived a life of brutal hedonistic luxury, revelling in decadence, relentlessly jockeying for advantage.

Lorca is a Seeker, high in the court and charged with finding new worlds for the Org to consume, but something within him defies the official doctrine that personality is an aberration and that all bio-matter belongs to the greater whole. Bodies are mulched and recycled whilst individuality is an anti-social aberration, yet all organisms clearly would do absolutely anything not to die.

Spurred on by his corrupt rival Ulnareah, Lorca forms an illegal relationship with Laygen, a girl created without state-approval, and when caught he is forced to recycle her to preserve his own existence.

Bitter and discontented he returns to work, but when he discovers Earth beyond the transdimensional veil he sees an opportunity to overthrow the Org and take supreme control. The humans are strong, individualistic, fierce warriors, and with his genetic augmentation could to defeat any force the Org could muster. He teleports 10,000 test subjects to his private vats but something goes wrong.

Only five humans survive, mutated into superhuman beings, but the Seeker is unaware of this since he’s been arrested by the authorities who never stopped watching him…

How the transformed humans escape and the uneasy alliance they form with the unlikely liberator Lorca makes for a refreshingly novel spin on the old plot of revolution and redemption, and Shooter’s dialogue and characterisations of what could so easily have been stock characters adds layers of sophistication to this fantasy drama that many “adult” comics would kill for even today.

David Lapham’s incredible art and design inked by Mike Witherby, simultaneously understated and outrageous, captivates and bewilders, adding a moody disorientation to a superb, action-packed thriller, especially in the incredible, climactic four-page fold-out battle scene.

Originally produced as Warriors of Plasm #1-4, ‘The Sedition Agenda’ was preceded by an issue #0 daringly released as a set of trading cards and supplemented by a prequel tale outlining the social relevance of the gory global sporting phenomenon known as Splatterball, written and drawn by Lapham with inks by Bob Smith, and all these tales are gathered here for your delectation.

I have no idea where you can find a copy of this terrific little book but I hope you do, just as I wish that some smart publisher would pick up the rights for all the Defiant material: and then we’ll get the entire band back together and finish all the other stories and…
© 1994 EEP, L.P. All Rights Reserved.

SPIDER-MAN: THE LOST YEARS

Spider-Man: The Lost Years
Spider-Man: The Lost Years

By J.M. DeMatteis, John Romita Jr. & Klaus Janson (Marvel)
ISBN: 978-0-78510-202-1

(UK Boxtree edition ISBN: 978-0-75220-359-1)

If you mention “the Clone Saga” to an older Spider-Man fan you’ll probably see a shudder of horror pass through the poor sap, although many will secretly profess to have liked parts of it.

For the uninitiated: Peter Parker was cloned by his old biology teacher Miles Warren AKA the Jackal; defeated his double in a grim identity-battle, only to discover years later that he was in fact the doppelganger and a grungy biker calling himself Ben Reilly was the true, non-artificial man.

Irrespective of how that saga played out, was retro-fitted, ignored, reworked and such-like, at the time this classy little book was released, that was the web-crawling state-of-play and that’s all the new reader needs to enjoy a cracking good read.

Collecting a mini-series that ran parallel to the saga unfolding in the four regular monthly comics, this is the tale of what happened to the character who lost that Parker-on-Parker battle, going on the road across America and ending up trapped in a crime war in distant Salt Lake City.

Dark and brooding, our hero-on-the-edge is embroiled in a drama of bloody betrayal made doubly deadly by Kaine: a flawed and degenerating Parker clone also created by the Jackal, now let loose with a deadly agenda of his own.

DeMatteis is on terse, tense, top form and the bombastic art from Romita Jr. and Janson adds a rawness and gritty texture to this yarn which is utterly accessible to even the freshest Spider-phile. Well worth your time even if clones do make you shudder…
© 1996 Marvel Characters, Inc. All Rights Reserved.

THE SENSATIONAL SHE-HULK – A MARVEL GRAPHIC NOVEL

THE SENSATIONAL SHE-HULK Graphic Novel
THE SENSATIONAL SHE-HULK

By John Byrne, Kim DeMulder & Petra Scotese (Marvel)
ISBN: 0- 87135-084-X

The story goes that in those faraway days when trademarks and copyrights were really important comic publishers were worried that rivals would be able to impinge on their sales by producing distaff versions of their characters. Thus Marvel rush-released Spider-Woman and She-Hulk so that nobody else could.

Whereas that seems rather hard to believe I must admit that the original 20-issue run of Bruce Banner’s tragic cousin Jennifer Walters was by no means the company’s finest moment. But time and deft handling by seasoned creators has since made her one of Marvel’s most readable properties, and that revolution started with this thoroughly enjoyable little tome from that “remake kid” John Byrne.

At the time of its creation the lady lawyer had joined the Fantastic Four and could change between her human and Gamma-ray enhanced forms at will, retaining her intellect in both forms, and all the fourth-world hi-jinks of her second series was yet to come…

Against the backdrop of a sentient cockroach invasion the story involves the shady higher-ups who oversee the high-tech espionage outfit S.H.I.E.L.D. ordering the abduction of the She-Hulk for unspecified “National Security” purposes. When tough but fair Nick Fury refuses to comply the mission goes ahead without him, leading to a major battle in the streets of New York and the eventual capture of not only our heroine but also a large number of passers-by.

Trapped aboard the flying helicarrier base, She-Hulk is subjected to numerous indignities and abuses whilst her boyfriend Wyatt Wingfoot and the other civilians are treated as hostages for her good behaviour. Unfortunately one of those ordinary mortals is a zombie vehicle for those cockroaches I mentioned earlier, and they want to drop the floating fortress on the city below as a declaration of war against humanity…

Spectacular action that truly utilises the expanded page format of this graphic novel line, and sharp scripting elevates this old plot to new heights and although I personally find the coy prurience of some of the semi-nude scenes a little juvenile, that’s not enough to spoil the fun in a what’s otherwise a highly effective little disaster thriller.
© 1985 Marvel Characters Inc. All Rights Reserved.

THE THING IN THE PROJECT PEGASUS SAGA

THE THING IN THE PROJECT PEGASUS SAGA
THE THING IN THE PROJECT PEGASUS SAGA

By Mark Gruenwald, Ralph Macchio, John Byrne, George Pérez, Joe Sinnot & Gene Day (Marvel)
ISBN: 0-87135-350-4

Although the glory-days of Marvel were undoubtedly the years of Lee, Kirby and Ditko, through to the Adams, Buscema, Englehart, Gerber, Steranko and Windsor Smith Second Wave, lots of superb material came out the latter years when the company transformed from inspirational small-business to corporate heavyweight. This is not said to demean or denigrate the many fine creators who worked on the tide of titles published after that heady period, but only to indicate that after that time a certain revolutionary spontaneity was markedly absent from the line.

It should also be remembered that this was not deliberate. Every creator does the best job he/she can: posterity and critical response is the only arbiter of what is a classic and what’s simply another issue. Even high sales don’t necessarily define a masterpiece – unless you’re a publisher…

Nevertheless every so often everybody involved in a particular publication seems to catch afire at the same time and magic still occurs.

A great case in point is this self-contained mini-saga that first appeared in the pages of the Fantastic Four spin-off title Marvel Two-in-One which was used as a team-up vehicle, partnering the charismatic Thing with the cream of Marvel’s cast list over its hundred issue run and a handful of pretty impressive annuals.

Project Pegasus first appeared as a maguffin in issues #42 and 43, a federal research station dedicated to investigating alternative energy sources and a sensible place to dump super-powered baddies when you’ve finished trouncing them. Ten issues later writers Gruenwald and Macchio stretched their creative muscles with a six-issue epic (Marvel Two-in-One #53-58, 1979) that found the Thing back at Pegasus just as a sinister plan by a mysterious mastermind to eradicate the facility went into effect.

Trapped in the claustrophobic confines of the base Ben Grimm leads a motley team of heroes as they seek to recapture a number of escaped energy-based villains including Solarr, Klaw and Nuklo, fend off an invasion by super-powered lady wrestlers (I know what you’re thinking but trust me, it works) and prevent a living singularity from sucking the entire Project into infinity.

Most remarkably, the high-tension bombastic action rattles along without the appearance of any major stars – a daring move for a team-up title. Leading off with the solo(ish) debut of Quasar, swiftly followed by a reprogrammed Deathlok, a revamped Giant-Man (formerly Black Goliath), the extra-dimensional super-woman Thundra and Wundarr – an alien superboy who evolved into the pacifist hero The Aquarian in the final episode – these are not names that would have been considered sales-boosters, but their combination here truly proves the old adage about there being no bad characters…

Another solid decision was the use of John Byrne and Joe Sinnott to illustrate parts 1-3 and George Pérez and the late, great Gene Day to finish off the tale. Both pencillers were in their early ascendancy here and the artistic energy just jumps off the pages.

As a bonus this volume also contains appropriate text pages from the Marvel Universe Handbook, a cutaway diagram of Project Pegasus and the comedy classic from Marvel Two-in-One #60 which featured The Thing and Impossible Man in hilarious combat with three of Marvel’s earliest bad-guys. ‘Happiness is a Warm Alien‘ is by Gruenwald, Macchio, Pérez, and Day, a delightful change-of-pace that applies some much needed perspective to all the pulse-pounding drama that preceded it.

This is a solid example of super-heroic hokum that is as readable now as it ever was, and I’m unable to explain why such a minor classic should ever be out of print. This collection is available – albeit at some remarkably high prices – but it should be part of Marvel’s always-in-print line…
© 1988 Marvel Entertainment Group, Inc/Marvel Characters, Inc. All Rights Reserved.

LANN


By Frank Thorne (Ken Pierce Books)
ISBN: 0-912277-31-9

Frank Thorne is one of the most individualistic talents in American comics. Born in 1930 he started his comics career drawing romances for Standard Comics alongside the legendary Alex Toth before graduating to the better paid Newspaper strips to illustrate the Perry Mason adaptation for King Features Syndicate. He went to Dell/Gold Key, where he drew Flash Gordon, Jungle Jim, The Green Hornet, and the seminal sci-fi classic Mighty Samson.

At DC he did some unforgettable work on Tomahawk and Son of Tomahawk before being hired by Roy Thomas at Marvel to illustrate his belated breakthrough strip Red Sonja, a fantastic fantasy strip that would shape the rest of his career.

Forever connected with feisty, earthy, highly sexualised women, in 1978 he created the outrageously bawdy (some call her vulgar) swordswoman Ghita of Alizarr for Warren’s adult science fantasy anthology 1984/1994 as well as such adult satirical strips as Moonshine McJugs for Playboy and Danger Rangerette for National Lampoon. He won the National Cartoonists Award for comic books in 1963, an Inkpot Award and a Playboy Editorial Award.

In 1984 he crafted this enchanting moody hard-science detective thriller for Heavy Metal, foregoing swords and sorcery for star-ships and ray-guns, but the sassy, compelling strong woman figure is still present in the darkly sexy police agent Lann. Fresh from a rejuvenation treatment that literally takes years off her she’s sent to the decadent Neon-Six to investigate the kidnapping of two girls – apparently the children of the most notorious gangster in the system. But as is always the case things are not what they seem…

With the frankly useless droid Glitch and her old partner and bed-mate Shard (who’s still awaiting his youth treatment) she negotiates a maze of lies and blaster-fire to uncover a dastardly plot that affects the entire system in this very adult, very entertaining romp reminiscent of both Barbarella and Blade Runner.

This slim oversized tome also includes a couple of photo-articles of the artist and his many lovely models plus a fascinating piece on the storyboarding of the (sadly never released) concept video. The accompanying sketches and notes provide a revealing glimpse of how a true original makes it all happen.

Thorne is much more appreciated in Europe than in English-speaking countries but with modern sensibilities we should re-examine the writing and incredible art of this superb comics all-rounder. This is definitely a book any broad-minded, grown-up aficionado will adore. Let’s hope somebody revives it soon…
© 1984, 1986 Frank Thorne. All Rights Reserved.

CAPTAIN BRITAIN AND MI13: SECRET INVASION

Captain Britain and MI13
Captain Britain and MI13

By Paul Cornell, Leonard Kirk, Jesse Delperdang & Scott Hanna (Marvel/Panini UK)
ISBN: 978-1-84653-407-2

Collecting issues #1-4 of the surprise hit comic, this rousing romp sees mutant super-spy Peter Wisdom helm a new team of British superheroes as part of a big company crossover from Marvel. Secret Invasion described the all-out attack of the insidious shape-changing Skrulls, whose long-term plan to infiltrate all strata of Earth society nearly resulted in the total subjugation of mankind.

The British front saw the aliens attack our Sceptr’d Isles in an attempt to control all Earth’s inherent magic, only to be held at bay by the Dunkirk spirit of Wisdom, Black Knight, Spitfire, John the renegade Skrull, newcomer (and female Muslim hero) Faiza Hussain and a revamped Captain Britain.

I could further outline the plot for you but as this is a lovely example of beguiling, back-to-the-wall, last stand super-heroics with the added advantage of being easily assimilated by even the most uninformed new reader, I’ll simply state that this is a grand adventure of evil aliens, valiant heroes, the Bulldog Breed and spectacular action on a fresh yet ancient magical canvas, which almost any devotee of graphic literature will adore.

Make it your personal quest to possess this gem…

© 2008, Marvel Entertainment, Inc. and its subsidiaries. Licensed by Marvel Characters B.V. All Rights Reserved.