Superior Carnage


By Kevin Shinick, Stephen Segovia, Dennis Crisostomo, Don Ho & Dan Mexia (Marvel/Panini UK)
ISBN: 978-1-84653-567-3

Back in the anything goes, desperate hurly-burly of the late 1980s and early1990s, fad-fever and spin-off madness gripped the superhero genre in America as publishers hungrily exploited every trick to bolster flagging sales. In the melee Spider-Man spawned an intractable enemy called Venom: deranged, disgraced reporter Eddie Brock who bonded with Peter Parker‘s Secret Wars costume (a semi-sentient alien parasite dubbed the Symbiote) to become a savage, shape-changing dark-side version of the Webspinner.

Eventually the arachnid adversaries reached a brooding détente and Venom became the “Lethal Protector”, dispensing his own highly individualistic brand of justice anywhere but New York City.

But then the symbiote went into breeding mode; spawning a junior version which merged with serial psycho-killer Cletus Kasady. Utterly amoral, murderously twisted and addicted to both pain and excitement, he became the terrifying metamorphic Carnage: a murder-crazy monster tearing a bloody swathe through the Big Apple before an army of superheroes caught him and his equally lethal “family” (as seen in the crossover epic Maximum Carnage).

One of the most dangerous beings on Earth, eventually Kasady was executed with his remains dumped safely into high-Earth orbit.

However, “safe” is an extremely relative word and eventually the crimson killer returned…

More recently, as part of the MarvelNow! restart event, Spider-Man underwent a startling shake-up which left arch villain Otto Octavius in control of the Wallcrawler’s body and permanently installed in Peter Parker’s brain.

The hero’s mind had been maliciously transferred and trapped in the dying body of Dr. Octopus where, despite his every desperate effort, Parker perished with and within that decrepit, expiring frame. With his final efforts he bombarded the psychic invader with his full unvarnished memories and forced Octavius to experience every ghastly moment of tragedy and sacrifice, binding Ock to living the rest of his stolen life in tribute to his enemy and earnestly endeavouring to carry on Spider-Man’s self-imposed mission. However, Octavius’ personality gradually was in control, resulting in a cold, calculating and obsessively Superior Spider-Man.

Scripted by Kevin Shinick (Avenging Spider-Man, Robot Chicken) with art from Stephen Segovia, Dennis Crisostomo, Don Ho & Dan Mexia, this slim, grim tome collects the 5-issue miniseries Superior Carnage (September 2013-January 2014), beginning in an undisclosed containment facility where the recently recaptured Kasady -lobotomised in a clash with the Scarlet Spider – has been transferred to be dumped and forgotten.

Sadly it only makes the monster available to another ruthless maniac…

The Wizard has his own problems: once one of the smartest men on Earth, a battle with Black Bolt has left him with induced and progressive dementia which will soon kill him. Desperate to prove himself to his son (who couldn’t care less), the sinister savant uses mind-control tech to release Carnage – dormant since Kasady became functionally brain-dead – and lets the bloodthirsty beast run wild amongst the prison population…

The Wizard’s goal is to revive and restock his gang The Frightful Four, but he hits a slight snag when the beast proves uncontrollable due to the simple fact that Kasady has no mind…

Lucky for the bewildered boffin his already-restored ally Klaw is still loyal. The creature is composed of solidified sound and easily subdues the rampaging Carnage, since the only vulnerabilities symbiotes possess are no tolerance for fire and extreme sonic frequencies…

With Plan A a bust, the increasingly unstable Wizard then transfers the alien parasite to his confederate Karl Malus, a wheelchair-bound rogue surgeon who is far from happy to be the monster’s new home, but upon whom the aforementioned mind-control mechanisms will work…

And all this time the Superior Spider-Man has been hunting the escapees: dedicating his vast crimefighting resources to seeking out the Wizard, even though he believes there’s little to fear from a demented ex-genius and brain-dead serial killer…

Impossibly, the impromptu tactic works and Malus’ intellect has had a transformative effect on the alien, which now augments its lethal metamorphic abilities with an arsenal of high-tech weaponry.

Delighted and delirious, the rapidly declining Wizard then leads his team in a murderous assault on City Hall, attacking New York’s controversial Mayor J. Jonah Jameson. The big brain has no intention of surviving the foray and fully intends to go out in a headline-grabbing blaze of glory…

It’s just as well, as Malus’ grip on the Carnage creature is slowly slipping…

The doomed desperadoes are just too late. Spider-Man has deployed his own mercenaries to spirit Jameson away, but has in turn severely underestimated the threat posed by the invaders.

Only after all of his men are slaughtered does the Wallcrawler realise his error, and is further shocked when the Wizard – despite his declining faculties – discerns that he’s fighting Dr. Octopus in Spider-Man’s body…

When the Wizard’s control fades Carnage then takes over its host and goes completely wild, beating Spider-Man and destroying Klaw, but as the sound-master’s body explodes, the uncontained fury blasts the Symbiote off and out of Malus…

And into the Wizard…

Shock follows shock as the tales escalates to a spectacular and fearsomely foreboding conclusion that will satisfy every Fights ‘n’ Tights fan’s wildest dreams whilst promising even nastier surprises in days to come…

Smart, sharp, fast-paced and addictively action-packed, this stand-alone saga keeps tensions high and the suspense bubbling, and this creepy chronicle also includes a covers-&-variants gallery by Clayton Crain, Marco Checchetto and Raffa Garres.
The Spider-Man has been reinvented so often it’s almost become commonplace, but this
™ & © 2013 and 2014 Marvel & Subs. Licensed by Marvel Characters B.V. through Panini S.p.A. Italy. All rights reserved. A British Edition published by Panini Publishing, a division of Panini UK, Ltd.

Wolfsmund volume 3


By Mitsuhisa Kuji, translated by Ko Ransom (Vertical)
ISBN: 978-1935654-96-4

Pseudonymous woman of mystery Mitsuhisa Kuji steps up the pace in this third volume (originally seen in Japanese publication Fellows! from 2009 as Ookami no Kuchi: Wolfsmund and a tankobon edition in 2011) of her gripping and chillingly fatalistic historical drama reinterpreting the legend of William Tell.

Set in 14th century Switzerland, the serial details the struggle of three conquered alpine cantons – Uri, Unterwalden and Schwyz – for freedom and independence from the cruel, oppressive and savagely rapacious Habsburg proto-Empire.

At first this interpretation centred around the monolithic fortress Wolfsmund, situated in the Sankt Gotthard Pass: an impenetrable Keep, barrier and waystation between dangerous mountain passes which dictated and controlled the population’s ability to move – or flee, find allies, gather intelligence or stockpile war materiel.

The triple-castle complex is a crucial trade bottleneck between Germany and Italy, housing a garrison of hard-hearted soldiers commanded by a human devil with an angel’s face.

Wolfram the Bailiff is a sadistic sentinel with an infallible eye for spotting resistance: slaughtering freedom fighters and crushing the people’s hopes with baroque and monstrous flair and ingenuity.

Until now no one has survived falling under his excoriating gaze, but the lust for liberty has grown strong in the hearts of a people pushed too far for too long…

The horrific murderously medieval passion play resumes with ‘Albert and Barbara Part One’ and a spectacular display of martial arts illustration as a brother and sister, creatively maimed on Wolfram’s orders, complete their training of a very special student. Elsewhere in Lugano, on the Italian side of the mountains, the rebel force of “the Eternal Alliance” lay their final plans for taking back their land. Everything depends upon a suicide mission to take the barrier fortress and Walter, the forbidding and guilt-wracked son of the fallen liberator Wilhelm Tell…

The resistance leaders have devised a scheme for the young avenger to climb across the unforgiving mountain peaks whilst his combat-teachers sacrifice themselves as living decoys. Albert and Barbara are keenly resigned to their fate, ignoring Walter’s crushing “Survivor’s Guilt”. He has to get through to coordinate the uprising within the cantons and their lives are just a fair price for victory…

The darkly uplifting parable concludes in ‘Albert and Barbara Part Two’ as the siblings boldly introduce themselves at the gates of Wolfsmund and, by sheer bravado and indomitable courage, invade the castle, chasing Wolfram deep into the bowels of his lair.

Their audacious attack leaves them dead, surrounded by a vast harvest of fallen enemies, and their greatest triumph is that the grinning bailiff’s confident poise is shaken as, in a rush of fury, he realises too late that the true blow against him has been struck elsewhere…

In ‘Walter and the Comrades in Fate’ that realisation is revealed after flashbacks disclose the siblings’ pep talks with the valiant Tell. The scene then switches to show in harrowing detail the mountaineer’s epic re-crossing of the treacherous peaks – an act of unsurpassed heroism balanced by Wolfram’s shrewd assessment that his hidden foe can only be the legendary Wilhelm… or perhaps his missing son…

The closing chapters of this excessively graphic and visually uncompromising saga at last relate a turning of the tide as ‘Hedwig and Wilhelm’ opens with a particularly shocking sequence wherein the sadistic bailiff personally tortures Walter’s mother and younger brother seeking confirmation of his mysterious foe’s identity. The interview proves fruitless and Wolfram feels his master’s growing wrath and impatience when he is summoned to report to the Emperor Leopold…

With rebellion brewing in distant Bavaria the supreme overlord is reluctantly forced to leave the Canton situation in Wolfram’s hands… but he is far from content…

Meanwhile Walter makes his way to the rebel rendezvous where he is informed of his family’s plight. Clandestinely joining the crowds rounded up to observe the macabre and grisly executions, the doom-laden wretch can only watch helplessly as the last of his family are put to death by the grinning monster. He might however draw some shred of solace if he knew the dread which secretly grips the bailiff’s heart…

This volume concludes with the climactic ‘Hilde and the Young Cowhands’ as the long-awaited uprising begins and the populace storms and destroys the barrier station’s Southern fortress. With the castle burning the surviving soldiers flee for Wolfram’s Central Keep, unaware that on the German frontier the Northern Fort is now under attack.

Whilst an enraged mob engages the defenders with a frontal assault, Walter leads another suicidal commando raid, bolstered by the jibes of a wanton woman prepared to sacrifice everything for vengeance…

Hilde is the widow of the leader of a local trades Guild. When her husband fell victim to Wolfram’s games she dedicated herself to avenging him, and with the last of his faithful retainers began a reign of horrific reprisals which earned her the nickname “the Ripper of Schwyz”. Now she and the last two cowhands, infiltrated through the roof of the North Castle by Walter’s climbing skills, grimly make their way down to the ground floor, unstoppable engines of destruction…

When the castle falls, the last Tell understands that he not alone in his guilt, but that some things are greater than human life. And now, with both wings fallen, only Wolfram’s force remains, isolated and trapped in the central keep of Wolfsmund…

To Be Continued…

Never a tale for the faint-hearted, with this volume the saga explodes into stunning savagery, forensically examining the costs of liberty in brutally uncompromising character vignettes and breathtakingly intimate portrayals of death at close quarters.

Harsh, seductively cruel and inspirationally ferocious, this unhappy saga is probably most comfortably enjoyed by older readers and those who already know that not everybody lives happy ever after…

Wolfsmund is printed in the ‘read-from-back-to-front’ manga format.
© 2011 Mitsuhisa Kuji. All rights reserved.

Ark


By Peter Dabbene & Ryan Bayliss (Arcana Studio)
ISBN: 978-1-77135-122-5

It’s not that often that I can allow myself to be relatively succinct, but every now and then a tome turns up which is pretty much comic book perfect and I’m left with very little to say except read this by any means necessary…

The first one I’ve seen this year is a gloriously understated science fiction thriller suitable for older teens that got far too little attention (mine included) when it came out, and which is definitely worth the time for any fan of science fiction or offbeat detective stories…

This transatlantic collaboration is written by New Jersey Boy Peter Dabbene and illustrated by British artist Ryan Bayliss, who combine to tell an all too human tale which holds your interest in both the characters and concept long after the final page turns…

It begins far beyond the orbit of Pluto where Explorer, Earth’s first extra-solar colonisation ship, silently drives ever deeper through interstellar space.

The crew, whose families are also aboard, are all fatalistically dedicated to their mission – to find and settle a new world – although some still harbour suspicions and distrust of the unique passengers… even after thirteen years of watching them grow from little children into young adults.

That small select group are all civilians and all Meta-Humans: genetically engineered hybrids combining human and animal DNA, with incredible abilities still barely revealed or explored.

But now a crisis has arisen and Captain Smith is at odds with his Second-in-Command Victor Diaz about how to proceed…

As the entire ship’s company discovers next morning, all contact with Earth has stopped and the Captain wants to ask the Hybrids to join the crew in running the vessel as it continues the mission. Commander Diaz however does not like the freaks and believes it dangerous to allow them full and unfettered access to the ship.

Even the teenagers in question are undecided on the matter. Some, like chimp-form Gerry, are keen and eager to do their bit, but a small rebellious faction feels they are being drafted and exploited.

Debate rages throughout Explorer: many humans have grown close to their cargo over the years and, now the Hybrids have matured, fraternisation – if not love – has become an issue. The die-hard crewmembers draw much comfort from the fact that the freaks age faster than humans and were all designed to be sterile mules…

Most importantly, many of the crew have begun to question the very nature of the mission itself; constantly finding glaring illogicalities in the whole undertaking… Thoughts turn to the possibility that some disaster has befallen the mother planet…

Smith is more worried about the loss of signal than he lets on, however, and tasks Gerry – who is a very literal-minded mega-genius – to help communications officer Winfield  look into why Earth has gone silent.

Ever eager to please, the simian sets to, uncovering a coded message where no normal person would expect to find it and rushes to share it with Captain Smith. The next morning Gerry is gone: apparently lost in space…

Lizard-girl Darien was a silent observer of what truly happened, and although she refuses to share what she saw, mistrust and paranoia run rampant throughout the enclosed community. Nobody believes Gerry died accidentally, but was it suicide or murder?

As suspicions mount and tensions rise, a microcosmic species war erupts which only a concerted coalition of humans and Metas can quash. Throughout the crisis, however, a greater mystery and threat remains: what was in that final message from Earth and does it reveal the real true purpose of the Ark in space?

Clever, beguiling and splendidly aware that with murder what’s paramount is who dies rather than how many, Ark offers a singularly sophisticated tale of unalterable human passion that will delight readers jaded by cosmic megadeaths and overblown angsty overkill.

Perhaps a little hard to find now as a physical book, Ark is available digitally at http://www.comixology.com/ARK/comics-series/10257 but if, like me, you’re a sucker for paper and the scent of ink and glue, you can get a proper book edition from the U.S. Amazon website (http://www.amazon.com/Ark-Peter-Dabbene/dp/1771351225/ref=sr_1_1?ie=UTF8&qid=1391613791&sr=8-1&keywords=ark+dabbene) Or from the publisher Arcana at http://www.arcana.com/store.php?item=633
© 2012 Arcana Studio, Inc. All rights reserved.

Trans-Dimensional Zombie Bummers volumes 1 & 2


By Maree & J.A.H.N.
ISBNs: 978-1-4947-1244-0 & 978-1-4947-2240-1

In Britain we have a glorious tradition of Gentlemanly Amateur Excellence. In the Good Old Days we decried crass commercial professionalism in favour of gifted tryers: Scientists, Inventors, Sportsmen – even colonialists and missionaries – all those who in their time eschewed tawdry lucre, hefty development budgets and “Practicing Beforehand” (“…which ruins the fun”) in favour of just getting on with it and pluckily “Having-a-Bash”.

And a surprising number of those local heroes soared, like Charles Darwin, Robert Boyle or Henry Fox Talbot, and the tradition continues to this day like Trevor Baylis (inventor of the clockwork radio) and has spread to other areas of endeavour such as Eddie “The Eagle” Edwards or our many self-publishing stars like Eddie Campbell or John Maybury.

With such antecedents it especially generates a manly pang of pride in me when that “Can-Do Spirit” results in good comics…

So despite both creative participants here having non-resident status I’m doing them the honour of according them Notional Nationality status for the duration of this review – or as long as they can handle it…

Candidly drawing on Britain’s the venerable tradition of appalling bad-taste, surreal zaniness and shameless, protracted double entendres, Trans-Dimensional Zombie Bummers takes the topical taste for Zombie Apocalypse fiction and convincingly tweaks, twists and tortures (not to mention folds, spindles and mutilates) the genre and zeitgeist with wit, remorseless, sarcastic invention and cynical, surreal socio-political shots to the ‘nads.

The physical editions (the tomes are as available as Kindle editions and in other formats) are big black-&-white paperback tomes (280 x 207mm) stuffed with sly, wry innuendo and, whilst artist J.A.H.N. might have benefited from better reference material and more drawing time in places, author Maree’s trenchant pacing and remorseless parody riffs carry the tale along with frantic, furious, madcap pace…

The end of everything begins in volume 1: The Thin Goo Line where, in a faraway dimension, the world has collapsed into disaster. On this parallel Earth, vain and foolish geneticists meddled with male mating urges and accidentally spawned a virus which turned men into unthinking, out-of-control anally-fixated undead rapists. Of course, it killed them first…

In the wink of an eye civilisation fell, but one scientist built a trans-dimensional portal, intending to escape, only to fall foul of the rectal Armageddon at the very last minute and on landing transformed in another London as a fully-fledged trousers-down crusty carrier…

In the essentially Third World London Borough of Sutton, the brain-dead and preternaturally horny Apocalypse-beast arrives and immediately assaults an unwary Irishman outside a local hostelry.

Instantly infected, the traumatised Son of Erin is comforted by Basil, Rupert and Mandingo (an out-&-proud Gay Black Police Detective); passing homosexual partygoers who take pity on the stunned and shell-shocked (and dying/mutating) Kerryman. Feeling very out of sorts he goes with them for a medicinal drink or ten at their favourite night-spot…

The taint he carries works with terrifying rapidity and within hours the first victim has himself infected hundreds of eager and willing fun-seekers at the wild and woolly club…

Meanwhile his trans-dimensional transgressor has continued its own mindless rampage, only to be arrested by unbelieving coppers who catch him/it having his way with a doubled-over store mannequin. The green and mouldy incoherent invader is thrown into a cell and largely forgotten as reports rapidly come in concerning a rash of unwholesome acts in the streets…

At Sutton police station “old school copper” (for which read brutal, bigoted, bullying undiagnosed psychopath) Inspector Jake hears of the plague of Sodomy and sends his boys out to crush it, but his Manor is not a happy, rich, fashionable borough like utopian paradisiacal neighbour Croydon and he expects terrific resistance from the surly, unruly multi-cultural hoi-polloi who dwell there…

People like class-traitor Julie, a blue-blooded lass and latter-day chav, married to staunch socialist-liberal ex-aristocrat Dale, wine critic for the Workers Revolution newspaper.

She has unspecified connections to the highest in the land but prefers to slum it with her commie-pinko chums, or ultra-extreme Politically Correct roving reporter Bunting Bell of the BBC.

Jake almost prefers the deranged, greedy fundamentalist cant of Pox News journo P. Chariti, eagerly spreading panic around the globe by perpetually broadcasting scenes of what she is sure is the biblical End of Days.

Julie’s first clash with the Priapic perambulators forces her to reveal her deadly proficiency in ninja fighting arts and, barely escaping the shamblers, she dashes home to save her man from another clutch of zombies even as Inspector Jake’s attempts to reclaim his streets goes very badly wrong and his diminished force of rozzers retreats back behind the firmly clenched doors of the police station.…

With the crisis growing and an exponentially growing wave of bumbies roaming the streets, Mayor Hussein broadcasts a call for all uninfected residents – whatever their gender, race or orientation – to take refuge at the huge and sturdy Grand Mosque on Winnie Street and Jake and his men make a desperate dash to comply.

A couple of social classes away at 10 Downing Street, Prime Minister David Cameroon, Chancellor Assbourn and Homely Secretary Terry Pays are aroused from their posh-boy (and girl) games and appraised of the growing disaster somewhere in one of the poor bits of town…

As the situation worsens the triumvirate of Toffs endure a bollocking in Parliament, and wishy-washy Cameroon decides that they need to be seen doing something. However their publicity-junket to the front lines goes horrifically wrong when their helicopter goes down in hostile territory.

Trapped in Sutton and surrounded by insatiable undead rear-enders, Pays is beginning to regret her obsessive purge of police numbers when the political poltroons are surprisingly saved by turban-wearing, sword-wielding worshippers from the Mosque.

Temporarily secure behind its stout walls, they are soon joined by infamous police-hating lawyers Micky Manksfield and Inman Khant who have rushed to Sutton to make sure the rampaging monsters are not brutalised and framed by the cops…

With the country’s governors lost, Parliament is in uproar and ripe for takeover. The blow comes when Britain’s real masters brutally emerge from their shadows and cow the pewling Parliamentarians at the point of their guns.

The scraggy, reanimated remains of Dorris Stokes, Mary Whitehouse, Claire Rayner and Fanny Craddock are scary enough, but when their squad leader exposes herself as the terrifying Maggie T, the Mother of all Parliaments rocks with horror, shock and – from the simpering mummies-boys of the Tory back-benches – fawning adoration and relief…

At the Winnie Street Mosque, the deflated, unsuspectingly ousted government’s very worst enemy has just fought his way through the anarchy-riven borough to join the unsullied survivors, but Radical Scots Islamist Georgy Goaway and his Unregulated Mini Scab Taliban are not there to save their scalps: quite the opposite in fact…

And back in Proper London, Maggie is back to steer the country through its greatest crisis, but as dawn breaks over Sutton nobody is aware that the Ironed Lady is herself in the clutches of a far darker mistress…

The lewd lunacy escalates into even crazier political capital and horrific hoots in the concluding volume – Trans-Dimensional Zombie Bummers 2: In Sutton, No-One Can Hear You Cream with Jake deploying the nauseating Police Community Support Officers whilst Maggie activates the Metropolitan Police’s long-hidden, obscenely secret doomsday weapon (the last working member of the notorious Special Patrol Group, or Bob as likes to be called) before, in the dead zone, Julie reveals her own clandestine links to Britain’s real rulers and the zombie bottom-feeders try to break out of Sutton and spread their atrocious acts into Croydon and other, lesser realms…

Appallingly bad-taste, brutally non-PC, simultaneously fancifully macabre and punishingly politically astute, this extremely funny story takes on a far more powerful significance if you actually live in or around London.

Although drenched in local colour gone wild and geographical in-jokery of a highly refined kind, this is a tale totally unfettered by the strictures of good taste: sardonically blessed with chapter headings such as ‘Play Fisty For Me’, ‘The Evil Head’ and ‘The Porking Dead’ (apparently some of these are under revision so I’ve spitefully chosen not to share them you: get your own copies) whilst always carefully balancing political pokes with blisteringly vulgar sallies at the insanity of modern life.

Shamefully, laugh-out-loud, spit-take, blasting-coffee-from-your-nose funny and happily reminiscent of Robert Rankin’s wonderful Brentford Triangle novels (but with pictures and many, many more bottoms) and as addictively addled as Whoops Apocalypse (Andrew Marshall & David Renwick’s sublime satirical TV show, not the bowdlerised movie adaptation), Trans-Dimensional Zombie Bummers is the kind of story only certain people will want – or be able – to read, so I hope you’re one of us and not one of them…

It doesn’t say so but I’m going to assume © 2013 Maree & J.A.H.N. or maybe © 2013 Trans-Dimensional Zombie Bummers. All rights reserved in either case.

Golden Age Doctor Fate Archives volume 1


By Gardner F. Fox, Hal Sherman, Stan Aschmeier & Jon Chester Kozlak (DC Comics)
ISBN: 978-1-4012-1308-0

One of the most interesting aspects of DC’s golden Age superhero pantheon is just how much more they gripped the attention of writers and readers from succeeding generations, even if they didn’t set the world alight during their original “Glory Days”.

Many relatively short-lived or genuinely second-string characters with a remarkably short shelf life through the formative years of the industry have, since the Silver Age which began in 1956, seldom been far from our attention and been constantly revived, rebooted and resurrected.

After The (Jay Garrick) Flash and The Spectre, probably the most revered, revisited and frequently revived is Doctor Fate, who first appeared in 1940, courtesy of writer Gardner F. Fox and the uniquely stylistic Howard Sherman.

Although starting strong, he was another incredibly powerful man of mystery who failed to capture the imaginations of enough readers to build on the chimeric tone of the times: undergoing a radical revision midway through his initial run and losing his strip even before WWII ended.

Since his Silver Age revival however Fate has become a popular cornerstone of more than one DC Universe…

Following the historically informative and laudatory Foreword by big-time devotee fan and Golden Age Keeper of the Flame Roy Thomas, this monumental 400 page full-colour deluxe hardback (representing the entirety of Doctor Fate‘s run from More Fun Comics #55-98 (May 1940-July/August 1944) introduces the potentate of peril in a 6-page parable wherein he combats ‘The Menace of Wotan’.

During those simpler times origins and motivations were far less important than plot and action, so this eerie yarn focuses on a blue-skinned Mephistopheles’ scheme to assassinate comely lady of leisure Inza and how her enigmatic, golden-helmed protector thwarted the plot. The hero dealt harshly with the nefarious azure mage, barely mentioning in passing that Fate possessed all the lost knowledge and lore of ancient civilisations.

That’s probably the biggest difference between the original and today’s Fate: back then he was no sorcerer but an adept of forgotten science (a distinction cribbed from many Lovecraftian horror tales of the previous two decades of pulp fiction): a hair-splitting difference all but lost on the readers.

In #56 – which sported the first of eleven cover spots for the Wielder of Old Wisdoms –‘The Search for Wotan’ saw Fate carry Inza up the Stairs of Judgement to Heaven where they learned their foe was not dead and was preparing to blow up the entire Earth.

Foiling the plan but unable to permanently despatch the big blue meanie, Fate was forced to bury his enemy alive at the centre of the world…

In ‘The Fire Murders’ in #57, certified doom-magnet Inza was targeted by mystic arsonist Mango the Mighty before her guardian Fate quickly ended the campaign of terror, whilst in the next issue a modern mage recovered ‘The Book of Thoth’ from its watery tomb and unleashed a wave of appalling, uncanny phenomena… until the Blue-and-Gold Gladiator stepped in.

The self-appointed bulwark against wicked mysticism flew out of his comfort zone in More Fun #59 to repel an invasion by ‘The People from Outer Space’ but was firmly back in occult territory for #60 when he destroyed ‘The Little Men’ employed by a legendary triumvirate of colossal Norns to crush humanity.

Behind #61’s striking Sherman cover, ‘Attack of the Nebula’ pitted the Puissant Paladin against a cosmic cloud and wandering planetoid summoned by an Earthly madman to devastate the world, then saw him crush a deranged technologist’s robotic coup in #62’s ‘Menace of the Metal Men’ and save Inza from petrification by ‘The Sorcerer’ in More Fun #63.

Like many of Fox’s very best heroic series, Doctor Fate was actually a romantic partnership, with Inza (after a number of surnames she eventually settled on Cramer) acting as assistant, foil and so very often the target of many macabre menaces. In #64 she and Fate – who still had no civilian identity – shared a pleasure cruise to the Caribbean where a slumbering Mayan God of Evil wanted to utilise her unique psychic talents in ‘The Mystery of Mayoor’.

She got a brief rest in #65 as Fate soloed in a bombastic battle to repel an invasion of America by ‘The Fish-Men of Nyarl-Amen’ but played a starring role in the next episode when Fate exposed a sadistic crook trying to drive his wealthy cousin to suicide by convincing her that she was ‘The Leopard Girl’…

A year after his debut, More Fun Comics #67 (May 1941) at last revealed ‘The Origin of Doctor Fate’ telling how the boy Kent Nelson had accompanied his father Sven on an archaeological dig to Ur in 1920.

Broaching a pre-Chaldean pyramid, the lad awakened a dormant half-million year old alien from the planet Cilia, accidentally triggered security systems which killed his own father. Out of gratitude and remorse the being known as Nabu the Wise trained Kent to harness the hidden forces of the universe – levitation, telekinesis and the secrets of the atom – and after two decades sent him out into the world to battle those who used magic and science with evil intent.

That epic sequence only took up three pages, however, and the remainder of the instalment found time and space for Fate and Inza to turn back a ghostly incursion and convince Lord of the Dead Black Negal to stay away from the lands of the living…

Fate then graduated to 10-page tales and held the covers of More Fun #68-76, beginning a classic run of spectacular thrillers by firstly crushing a scientific slaughterer who had built an invisible killing field in ‘Murder in Baranga Marsh’, before gaining a deadly arch-enemy in #69 when deranged physicist Ian Karkull used a ray to turn his gang into ‘The Shadow Killers’…

In #70 the shadow master united with Fate’s first foe as ‘Wotan and Karkull’ built an arsenal of doomsday weapons in the arctic, but were still too weak to beat the Master of Cosmic Forces, whereas rogue solar scientist Igorovich would have successfully blackmailed the entire planet with ‘The Great Drought’ had Inza not intervened…

With involvement in WWII now clearly inevitable, the covers had increasingly become more martial and patriotic in nature, and with More Fun Comics #72 (October 1941) Fate underwent an unexpected and radical change in nature.

The full face helmet was replaced with a gleaming metallic half hood and his powers diminished. Moreover the hero was no longer a cold, emotionless force of nature, but a passionate, lusty, two-fisted swashbuckler throwing punches rather than pulses of eerie energy. His previous physical invulnerability was countered by revealing that his lungs were merely human and he could be drowned, poisoned or asphyxiated…

The quality and character of his opposition changed too. ‘The Forger’ pitted him against a gang of con-men targeting Inza’s family and other farmers; altering intercepted bank documents to pull off a cruel swindle, whilst a far more rational and reasonable nemesis debuted in #73 as criminal mastermind ‘Mr. Who’ used his body-morphing, forced- evolution Solution Z to perpetrate a series of sensational robberies.

Despite a rather brutal trouncing – and apparent death – the brute returned in #74 as ‘Mr. Who Lives Again’ saw the sinister scientist use his abilities to replace the City Mayor, whilst in #75 ‘The Battle Against Time’ found Fate racing to find a killer who had framed Inza’s best friend for murder…

Underworld chess master Michael Krugor manipulated people like pawns but ‘The King of Crime’ found himself overmatched when he tried to use Inza against Fate, after which #77 saw a welcome – if brief – return to the good old days as ‘Art for Crime’s Sake’ found the Man of Mystery braving a magic world of monsters within an ancient Chinese painting to rescue young lovers eldritchly exiled by a greedy art dealer

Issue #78 featured clever bandits who disguised themselves as statues of ‘The Wax Museum Killers’ whilst #79’s ‘The Deadly Designs of Mr. Who’ revealed how the metamorphic maniac attempted to impersonate and replace one of the richest men on Earth, and in #80 innovative felon ‘The Octopus’ turned a circus into his playground for High Society plunder.

In More Fun #81 cunning crook The Clock used radio show ‘Hall of Lost Heirs’ to trawl for potential victims and easy pickings whilst in the next issue Fate exposed the schemes of stage magician/conman The Red Sage who was offering Luck For Sale!’ after which ‘The Two Fates!’ – fortune tellers who used extortion and murder to bolster their prognostications – were stopped by the real deal…

In #84 the energetic crimebuster braved ‘Crime’s Hobby House!’ to stop thieving special effects wizard Mordaunt Grimm using rich men’s own pastimes to rob them, before big changes for Kent Nelson occurred in #85.

Here the society idler quickly qualified as a surgeon and medical doctor, embarking on a new career of service to humanity. Additionally, his alter ego ditched the golden cape, becoming a more acrobatic and human – if still bulletproof – crimebuster, exposing a greedy plastic surgeon helping crooks escape justice as ‘The Man Who Changed Faces!’

The medical theme predominated in these later tales. ‘The Man Who Wanted No Medals’ was a brilliant surgeon who feared a crushing youthful indiscretion would be exposed after which #87’s ‘The Mystery of Room 406’ dealt with a hospital cubicle where even the healthiest patients always died whilst in ‘The Victim of Doctor Fate!’, Nelson suffered crippling self-doubt when he failed to save a patient.

Those only faded after the surgeon’s diligent enquiries revealed the murderous hands of Mad Dog McBain behind the untimely demise…

Charlatan soothsaying scoundrel Krishna Das was exposed by Fate and Inza in #89’s ‘The Case of the Crystal Crimes’ after which ‘The Case of the Healthy Patient!’ pitted them against a fraudulent doctor and incurable hypochondriac before Mr. Who used his chemical conjurations to shrink our hero to doll size in #91’s ‘The Man Who Belittled Fate!’

The Thief of Time struck again – whilst still in jail – in More Fun #92 as ‘Fate Turns Back The Clock!’ and Hal Sherman ended his long association with the strip in ‘The Legend of Lucky Lane’ wherein an impossibly fortunate felon finally played the odds once too often…

As the page-count dropped back to six pages Stan Aschmeier illustrated the next two adventures, beginning with 94’s ‘The Destiny of Mr. Coffin!’ with Fate coming to the aid of a fatalistic old soul framed for being a fence whilst ‘Flame in the Night!’ saw a matchbox collector targeted by killers who thought he knew too much…

With the end clearly in sight Jon Chester Kozlak took over the art beginning with More Fun Comics #96 and ‘Forgotten Magic!’ as Fate’s Chaldean sponsor was forced to remove the hero’s remaining superhuman abilities for a day – leaving Fate to save trapped miners and foil their swindling boss with nothing but wits and courage.

Then the restored champion exposed the spurious bad luck reputed to plague ‘Pharaoh’s Lamp!’ and ended/suspended his crime-crushing career with #98 by sorting out a case of mistaken identity when a young boy was confused with diminutive Stumpy Small AKA ‘The Bashful King of Crime!’…

With the first age of superheroes coming to a close new tastes were developing in the readership. Fate’s costumed co-stars Green Arrow, Aquaman and Johnny Quick – along with debuting concept Superboy – moved over to Adventure Comics leaving More Fun as an anthology of cartoon comedy features.

Initially dark, broodingly exotic and often genuinely spooky, Doctor Fate smoothly switched to the bombastic, boisterous, flamboyant and vividly exuberant post war Fights ‘n’ Tights style but couldn’t escape the changing times. Now however, both halves of his early career can be seen as a lost treasure trove of tense suspense, eerie enigmas, spectacular action and fabulous fun: one no lover of Costumed Dramas or sheer comics wonderment can afford to miss.
© 1940, 1941, 1942, 1943, 1944, 2007 DC Comics. All Rights Reserved.

E.C. Segar’s Popeye volume 6: “Me Li’l Swee’Pea”


By Elzie Crisler Segar, with Doc Winner (Fantagraphics Books)
ISBN: 978-1-60699-483-2

Elzie Crisler Segar was born in Chester, Illinois on 8th December 1894. His father was a handyman, and the boy’s early life was filled with the kinds of solid, dependable blue-collar jobs that typified his generation of cartoonists. He worked as a decorator and house-painter and also played drums; accompanying vaudeville acts at the local theatre.

When the town got a movie-house he played for the silent films, absorbing all the staging, timing and narrative tricks from keen observation of the screen. Those lessons would become his greatest assets as a cartoonist. It was while working as the film projectionist, aged 18, that he decided to become a cartoonist and tell his own stories.

Like so many others he studied art via mail, in this case W.L. Evans’ cartooning correspondence course out of Cleveland, Ohio, before gravitating to Chicago where he was “discovered” by Richard F. Outcault – regarded by most as the inventor of newspaper comic strips with The Yellow Kid and, later, Buster Brown.

The celebrated cartoonist introduced him around at the prestigious Chicago Herald. Still wet behind the ears, Segar’s first strip, Charley Chaplin’s Comedy Capers, debuted on 12th March 1916. In 1918 he married Myrtle Johnson and moved to William Randolph Hearst’s Chicago Evening American to create Looping the Loop, but Managing Editor William Curley saw a big future for Segar and packed the newlyweds off to New York, HQ of the mighty King Features Syndicate.

Within a year Segar was producing Thimble Theatre, which launched December 19th 1919 in the New York Journal. It was a pastiche of movie-inspired features like Hairbreadth Harry and Midget Movies, with a repertory cast to act out comedies, melodramas, comedies, crime-stories, chases and especially comedies for vast daily audiences. The core cast included parental pillars Nana and Cole Oyl, their lanky highly-strung daughter Olive, diminutive-but-pushy son Castor and Olive’s plain and simple occasional boyfriend Horace Hamgravy (later known as just Ham Gravy).

In 1924 Segar created a second daily strip The 5:15: a surreal domestic comedy featuring weedy commuter and would-be inventor John Sappo and his formidable wife Myrtle (surely, no relation?) which endured – in one form or another – as a topper/footer-feature accompanying the main Sunday page throughout the author’s career, even surviving his untimely death, eventually becoming the trainee-playground of Popeye’s second great stylist Bud Sagendorf.

A born storyteller, Segar had from the start an advantage even his beloved cinema couldn’t match: a brilliant ear for dialogue and accent which boomed out from his admittedly average adventure plots, adding lustre and sheer sparkle to stories and gags he always felt he hadn’t drawn well enough. After a decade or so – and just as cinema caught up with the invention of “talkies” – he finally discovered a character whose unique sound and individual vocalisations blended with a fantastic, enthralling nature to create a literal superstar.

Popeye the sailor, brusque, incoherent, plug-ugly and stingingly sarcastic, lurched on stage midway through the protracted continuity ‘Dice Island’, (on January 17th 1929: see E.C. Segar’s Popeye volume 1: “I Yam What I Yam!”) and, once his part was played out, simply refused to leave.

Within a year he was a regular and, as the strip’s circulation skyrocketed, he gradually took his place as the star. The strip title was changed to reflect the fact and most of the tired old gang – except Olive – consigned to oblivion …

The Old Salt clearly inspired his creator. The near decade of thrilling mystery-comedies he crafted and the madcap and/or macabre new characters with which he furiously littered the strips revolutionised the industry, laid the groundwork for the entire superhero genre (sadly, usually without the leavening underpinnings of his wryly self-aware humour) and utterly captivated the whole wide world.

These superb oversized (375 x 268 mm) hardback collections are the ideal way of discovering or rediscovering Segar’s magical tales, and this sixth and final mammoth compendium augments the fun with another an insightful introductory essay from Richard Marschall exploring ‘The Continuity Style of E. C. Segar: Between “Meanwhile” & “To Be Continued” and closes with an absorbing end-piece essay describing the globalisation of the character in ‘Licensing and Merchandising Move to Center Stage of the Thimble Theatre: Popeye Fisks his way into American Culture plus a 1930 magazine feature graphically revealing the Sailor Man’s natal origins and boyhood in ‘Blow Me Down! Popeye Born at Age of 2, But Orphink from Start’ scripted by unknown King Features writers but gloriously and copiously illustrated by Segar himself.

As always the black-&-white Daily continuities are presented separately to the full-colour Sunday’s, and the monochrome mirth and mayhem – covering December 14th 1936 to August 29th 1938 12th – begins with an all new adventure ‘Mystery Melody’ wherein Popeye’s disreputable dad Poopdeck Pappy is haunted and hunted by the sinister Sea Hag whose ghastly Magic Flute is employed to lure the old goat back into the clutches of the woman he loved and abandoned years ago…

The tension and drama grows in the second chapter ‘Tea and Hamburgers’ when the Hag approaches another old flame – J. Wellington Wimpy – and uses the reprobate’s insatiable lust (for food) to help capture Poopdeck. The plan works, but not quite as the sinister sorceress intended…

In ‘Bolo vs Everyone!’ events escalate completely beyond control as the Hag’s primordial man-monster attacks and the grizzled mariner ends the fight in his own inimitable manner, whilst mystic marvel Eugene the Jeep (a fantastic 4th dimensional beast with incredible powers) uses his gifts to temporarily settle the Sea Hag’s hash…

A decided change of pace began with the next storyline. ‘A Sock for Susan’s Sake’ showcases Popeye’s big heart and sentimental nature as he takes a destitute and starving waif under his wing: buying her clothes, breaking her out of jail and going on the run with her.

His kind-hearted deeds arouse deep suspicions about his motives from friends and strangers alike…

It’s a tribute to Segar’s skills that the storyline perfectly balances social commentary and pathos with plenty of action (that sock in question is not footwear) and non-stop slapstick comedy. Their peregrinations again land Susan and the Old Salt in jail – for vagrancy – but the wonderfully sympathetic and easily amused Judge Penny really makes the prosecution work hilariously hard for a conviction in ‘Order in the Court!’…

Naturally, jealous Olive gets completely the wrong idea and uses the Jeep to track down her straying beau in ‘Who is That Girl?’ leading to the discovery of the ingénue’s origins and the restoration of her stolen fortune – a case calling for the return of ace detective and former strip star Castor Oyl…

The grateful child and her father burden Popeye with a huge reward but as he has his own adequate savings at home he gives it all – with some unexpected difficulty – away to “Widdies and Orphinks”…

In the next sequence the Sailor Man has reason to regret that generosity as, on returning to his house, he finds his hard-earned “Ten Thousing dollars” savings have been stolen…

Most annoyingly he knows Poopdeck has taken it but the old goat won’t admit it, even though he has a new diamond engagement ring which he uses to bribe various loose young (and not so young) women into going out gallivanting with him and sowing ‘Wild Oats’ …

When Popeye first appeared he was a rough, rude, crude and shocking anti-hero. The first Superman of comics was not a comfortable paragon to idolise but a barely human brute who thought with his fists and didn’t respect authority. Uneducated, opinionated, short-tempered, fickle (whenever hot tomatoes batted their eyelashes – or thereabouts – at him), a gambler and troublemaker, he wasn’t welcome in polite society…and he wouldn’t want to be.

He was soon exposed as the ultimate working class hero: raw and rough-hewn, practical, but with an innate and unshakable sense of what’s fair and what’s not, a joker who wanted kids to be themselves – but not necessarily “good” – and somebody who took no guff from anyone.

As his popularity grew he somewhat mellowed. He was always ready to defend the weak and had absolutely no pretensions or aspirations to rise above his fellows. He was and will always be “the best of us”… but the shocking sense of unpredictability, danger and comedic anarchy he initially provided was sorely missed. So in 1936 Segar brought it all back again in the form of Popeye’s 99-year old unrepentantly reprobate dad…

The elder mariner was a rough, hard-bitten, grumpy brute quite prepared and even happy to cheat, steal or smack a woman around if she stepped out of line, and once the old Billy goat (whose shady past possibly concealed an occasional bit of piracy) was firmly established, Segar set Popeye and Olive the Herculean and unfailingly funny task of civilising the old sod…

They returned to their odious chore here as Pappy’s wild carousing, fighting and womanising grow ever more embarrassing and lead to the cops trying – and repeatedly failing – to jail the senior seaman.

Poopdeck finally goes too far and pushes one of his fancy woman fiancées into the river. At last brought to trial, he pleads ‘Extenuvatin’ Circumsnances’…

The final full saga began on 15th November 1937 as ‘The Valley of the Goons (An Adventure)’ saw Popeye and Wimpy drugged and shanghaied. Even though he could fight his way back home, Popeye agrees to stay on for the voyage since he needs money to pay lawyers appealing Pappy’s prison sentence. He quickly changes tack, however, when he discovers the valuable cargo they’re hunting is Goon skins! The Cap’n and his scurvy crew are planning to slaughter the hapless hulking exotic primitives for a few measly dollars…

After brutally driving off the murderous thugs, Popeye – and the shirking Wimpy – are marooned on the Goons’ isolated island…

The barbaric land holds a few surprises: most notably the fact that the natives are ruled over by Popeye’s dour old pal King Blozo (formerly of Nazilia) who, with his idiot retainer Oscar, is calling all the shots. It’s a happy coincidence as Wimpy’s eternal hunger and relentless mooching have won him a death sentence and he’s in imminent danger of being hanged…

All this time Olive, guided by the mystical tracking gifts of the Jeep, has been sailing the seven seas in search of her man and she beaches her boat just as Popeye begins to get the situation under control. In doing so he unfairly earns the chagrin of the island’s unseen but highly voluble sea monster George…

Shock follows shock as the eerie voiced unseen creature is revealed as the horrendous Sea Hag who re-exerts her uncanny hold (some illusions but mostly the promise of unlimited hamburgers) upon Wimpy and tries to make him the ‘Bride of George’…

In the middle of this tale Segar fell seriously ill with Leukaemia and his assistant Doc Winner assumed responsibility for completing the story: probably from Segar’s notes if not at his actual direction.

Although Winner’s illustrations carry ‘Valley of the Goons’ to conclusion, this tome excludes the all-Winner adventure ‘Hamburger Sharks and Sea Spinach’ before resuming with the May 23rd instalment by the apparently recovered Segar.

‘King Swee’Pea’ saw the feisty baby – who had been left with Popeye – become the focus of political drama and family tension when he was revealed to be heir to the Kingdom of Demonia…

After a protracted tussle with that nation’s secret service and bombastic kingmaker F.G. Frogfuzz Esquire, the Sailor Man has himself appointed regent and chief advisor and, taking most of the cast with him, relocates to the harsh land where only Ka-babages grow.

Popeye soon finds that his mischievous little charge has started to speak: increasingly crossing and contradicting his gruff guardian and others, much to the annoyance of blustering bully King Cabooso of neighbouring (rival) nation Cuspidonia…

Before long another unique crisis manifests in ‘Rise of the De-Mings’ as smug and sassy subterranean critters begin devastating the Ka-babage crop even as Swee’Pea and Caboosa escalate their war of insults…

Sadly, although coming back strongly, within three months Segar had relapsed. The adventures end here with his last strip and a précis of Winner’s eventual conclusion…

Segar passed away six weeks after his final Daily strip was published.

The full-colour Sunday pages in this volume run from 20th September 1936 to October 2nd 1938, a combination of Star turn and intriguing footers.

After an interlude with a new wry and charming feature – Pete and Patsy: For Kids Only – the artist settled once again upon an old favourite to back up Popeye.

The bizarrely entertaining Sappo (and the scene-and show-stealing Professor O.G. Wotasnozzle) supplemental strip returned in a blaze of imaginative wonder, as Segar also benched the cartooning tricks section which allowed him to play graphic games with his readership and again pushed the boundaries of Weird Science as the Odd Couple – and long-suffering spouse Myrtle – spent months exploring other worlds.

The assorted Saps also dabbled with robot dogs, brain-switching machines and fell embarrassingly foul of such inventions as long-distance spy-rays, anti-gravity devices, limb extending “Stretcholene”, “Speak-no-Evil” pills, Atom-Counters and the deeply disturbing trouble magnet dubbed “Dream Solidifier” whilst Sappo’s less scientific but far more profitable gimmicks kept the cash rolling in and the arrogant Professor steaming with outrage…

Above these arcane antics Sunday’s star attraction remained fixedly exploring the comedy gold of Popeye’s interactions with Wimpy, Olive Oyl and the rest of Segar’s cast of thousands (of idiots).

The humorous antics – in sequences of one-off gag strips alternating with the occasional extended saga – saw the Sailor-Man fighting for every iota of attention whilst his mournful mooching co-star became increasingly more ingenious – not to say surreal – in his quest for free meals…

An engaging Micawber-like coward, cad and conman, the insatiable J. Wellington Wimpy debuted on May 3rd 1931 as an unnamed and decidedly partisan referee in one of Popeye’s frequent boxing matches. The scurrilous but polite oaf obviously struck a chord and Segar gradually made him a fixture. Always hungry, keen to take bribes and a cunning coiner of many immortal catchphrases – such as “I would gladly pay you Tuesday for a hamburger today” and ‘Let’s you and him fight’ – he was the perfect foil for a simple action hero and increasingly stole the entire show just like anything else unless it was nailed down…

There was also a long-suffering returning rival for Olive’s dubious and flighty affections: local charmer Curly…

When not beating the stuffing out of his opponents or kissing pretty girls, Popeye pursued his flighty, vacillating and irresolute Olive with exceptional verve, if little success, but his life was always made more complicated whenever the unflappable, so-corruptible and adorably contemptible Wimpy made an appearance.

Infinitely varying riffs on Olive’s peculiar romantic notions or Wimpy’s attempts to cadge food or money (for food) were irresistible to the adoring readership, but Segar wisely peppered the Sundays with longer episodic tales, such as the saga of ‘The Terrible Kid Mustard’ (which ran from December 27th 1936 to February 28th 1937) and pitted the prize-fighting Sea Salt against another boxer who was as ferociously fuelled by the incredible nourishing power of Spinach…

Another extended endeavour starred the smallest addition to the cast (and eponymous star of this volume). The rambunctious tyke Swee’Pea was never an angel and when he began stealing jam and framing Eugene the Jeep (March 7th through 28th) the search for a culprit proved he was also precociously smart too.

The impossible task of civilising Poopdeck Pappy also covered many months – with no appreciable or lasting effect – and incorporated an outrageous sequence wherein the dastardly dotard become scandalously, catastrophically entangled in Popeye’s mechanical diaper-changing machine…

On June 27th Wimpy found the closest thing to true love when he met Olive’s friend Waneeta: a meek, retiring soul whose father owned 50,000 cows. His devoted pursuit filled many pages over the following months, as did the latest scheme of his arch-nemesis George W. Geezil, who bought a café/diner with the sole intention of poisoning the constantly cadging conman…

Although starring the same characters the Sunday and Daily strips ran separate storylines, offering Segar opportunities to utilise the same good idea in different ways.

On September 19th 1937 he began a sequence wherein Swee’Pea’s mother returned, seeking to regain custody of the boy she gave away. The resultant tug-of-love tale ran until December 5th and displayed genuine warmth and angst amidst the wealth of hilarious antics by both parties to convince the feisty “infink” to pick his favourite parent…

On January 16th 1938 Popeye was approached by scientists who had stumbled upon an incipient Martian invasion. The invaders planned to pit their monster against a typical Earthman before committing to the assault and the Boffins believed that the grizzly old pug was the planet’s best bet…

Readers didn’t realise that the feature’s glory days were ending. Segar’s advancing illness was affecting his output – there are no pages reproduced here between February 6th and June 26th – and although when he resumed the gags were funnier than ever (especially a short sequence where Pappy shaves his beard and dyes his hair so he could impersonate Popeye and woo Olive) the long lead-in time necessary to create Sundays only left him time to finish more 15 pages.

The last Segar signed strip was published on October 2nd 1938. He died eleven days later.

There is more than one Popeye. If your first thought on hearing the name is an unintelligible, indomitable white-clad sailor always fighting a great big beardy-bloke and mainlining tinned spinach, that’s okay: the animated features have a brilliance and energy of their own (even the later, watered-down anodyne TV versions have some merit) and they are indeed based on the grizzled, crusty, foul-mouthed, bulletproof, golden-hearted old swab who shambled his way into Thimble Theatre and wouldn’t leave. But they are really only the tip of an incredible iceberg of satire, slapstick, virtue, vice and mind-boggling adventure…

Popeye and the bizarre, surreally quotidian cast that welcomed and grew up around him are true icons of international popular culture who have grown far beyond their newspaper strip origins. Nevertheless, in one very true sense, with this marvellous yet painfully tragic final volume, the most creative period in the saga of the true and only Sailor Man closes.

His last strips were often augmented or even fully ghosted by Doc Winner, but the intent is generally untrammelled, leaving an unparalleled testament to Segar’s incontestable timeless, manic brilliance for us all to enjoy over and over again.

There is more than one Popeye. Most of them are pretty good and some are truly excellent. However there was only ever one by Elzie Segar – and don’t you think it’s time you sampled the original and very best?
© 2012 Fantagraphics Books Inc. All comics and drawings © 2011 King Features Inc. All rights reserved.

Hal Foster’s Prince Valiant volume 8: 1951-1952


By Hal Foster (Fantagraphics Books)
ISBN: 978-1-60699-699-7

The stellar Sunday page Prince Valiant in the Days of King Arthur debuted on 13th February 1937, a luscious and luminous full-colour weekly window into a miraculous too-perfect past of adventure and romance, even topping creator Hal Foster’s previous impossibly popular comics masterpiece Tarzan.

The saga of noble knights played against a glamorised, dramatised Dark Ages historical backdrop as it followed the life of a refugee boy driven from his ancestral homeland in Scandinavian Thule who grew up to roam the world and attain a paramount position amongst the heroes of fabled Camelot.

Writer/artist Foster wove the epic tale over decades, as the near-feral wild boy matured into a paragon of chivalric virtue: knight, warrior, saviour, vengeance-taker and eventually family patriarch in a constant deluge of wild – and joyously witty – wonderment.

The restless hero visited many far-flung lands, siring a dynasty of equally puissant heroes and utterly enchanting generations of readers and thousands of creative types in all the arts.

There have been films, animated series and all manner of toys, games and collections based on Prince Valiant – one of the few adventures strips to have lasted from the thunderous 1930s to the present day (over 4000 episodes and counting) – and even here in the end times of the newspaper narrative cartoons, it continues to astound in more than 300 American papers. It’s even cutting its way onto the internet with an online edition.

Foster tirelessly crafted the feature until 1971 when illustrator John Cullen Murphy (Big Ben Bolt) succeeded him as illustrator. Foster continued as writer and designer until 1980, after which he retired and Cullen Murphy’s daughter Mairead took over colouring and lettering whilst her brother John assumed the writer’s role.

In 2004 the senior Cullen Murphy also retired, since when the strip has soldiered on under the extremely talented auspices of artists Gary Gianni and latterly Thomas Yeates with Mark Schultz (Xenozoic) scripting.

Before the astonishing illumination of dauntless derring-do recommences, Editor Brian M. Kane discusses, in amazing detail, the incredible tales of the creator’s pre-and-early comics days as an advertising artist and the impact of his “Mountie” paintings on early 20th century American ads in the fascinating Foreword essay ‘An Artist Nowhere Near Ordinary: Hal Foster’s Lord Greystoke of the Royal Canadian Mounted Police’.

This volume of sublime strips is also balanced by another erudite Kane piece at the back: describing the now forgotten entertainments phenomenon of the Silver Lady Awards bestowed annually by the fabled, prestigious but now forgotten “Banshees”.

‘Hal Foster and the Other Woman’ reveals the story behind the story of King Features’ “Shadow Cabinet” and how Foster won his Silver Lady in1952 as well as noting many of his other testimonials such as the Rueben, the Swedish Academy’s Adamson Award and his election to our own Royal Society (for the Encouragement of Arts, Manufacturers and Commerce): an honour he shared with the likes of Charles Dickens, Benjamin Franklin and Stephen Hawking…

This 8th enormously entertaining and luxurious oversized (362 x 264mm) full-colour hardback volume reprints the pages from January 7th 1951 to 28th December 1952 (pages #726 to 829, if you’re counting) but before we proceed…

What has Gone Before: after the double christening in Camelot of his and Prince Arn of Ord‘s sons, Valiant was soon back in the saddle as an Arthurian troubleshooter, cleaning out a extortion-minded sorcerer’s den in Wales and picking up new squire Geoffrey – known affectionately as Arf – before heading North to Hadrian’s Wall and a brutally punishing and protracted siege by invading Picts.

It was nearly Val’s last battle…

When Aleta joined her dying husband he miraculously recovered. His forthright wife elected to take him back to his Scandinavian homeland so she dispatched Geoffrey to Camelot with orders for her handmaiden Katwin and nurse Tillicum to obtain a ship and meet her with baby Arn at the village of Newcastle…

Soon the group were bound for Thule, bolstered by the bombastic return of boisterous far-larger-than-life Viking Boltar: a Falstaff-like “honest pirate” who ferried the re-united extended family to Valiant’s harsh, cold homeland. Along the way Boltar found himself bitten by the love bug …

A chance meeting with an old cleric also disclosed the truth about Arf: the faithful squire had been forced from his home when his sire Sir Hugo Geoffrey took a new young bride. She didn’t want an annoying stepson underfoot but now she was gone and the boy could return home… if he wanted to…

Eventually the party reached the chilly castle of King Aguar and settled in for a winter of snowy rest and recuperation – although the temperatures could not cool Arf’s hot temper and propensity for finding trouble…

Aguar, meanwhile, had been seriously considering converting his rowdy Norse realm to the peaceful tenets of Christianity, but all the missionaries roaming his lands were cantankerous idiots preaching their own particular brand of faith – when not actively fighting each other.

Therefore when spring arrived he tasked his fully recovered son with a mission to Rome, beseeching the Pope to send proper priests and real teachers of the officially sanctioned religion to spread the Word of God.

No sooner had Val, Arf, doughty Rufus Regan and new comrade Jarl Egil set off, however, than vassal king Hap-Atla – seething from an old slight delivered to his deceased sire – rebelled, besieging Aguar’s castle. With manpower dangerously depleted the situation looked grim until wily Aleta took control, scoring a stunning triumph which shockingly contravened all the rules of manly warfare.

Valiant and his companions meanwhile had landed in Rouen and trekked onwards to the HolyCity, encountering thieves, murderers and worse as Europe, deprived of the Pax Romana, had descended into barbarism: reduced to a seething mass of lawless principalities ruled by greedily ambitious proto-emperors…

In one unhappy demesne the quartet dethroned a robber-baron but almost ended up wed to his unsavoury daughters, whilst in another Val encountered an alchemist-king who had accidentally invented an explosive black powder…

Exhausted, they eventually were welcomed at the castle of benevolent noble Ruy Foulke – but their good night’s sleep was spoiled when their host was attacked by villainous overlord Black Robert and his savagely competent forces…

This chronicle’s action commences as the visitors stoutly and resolutely defend their host against overwhelming force, with all combatants blithely unaware that Foulke’s daughter and Black Robert’s son are lovers. The youngsters almost sacrifice their lives to end the hostilities, and Valiant brokers an alliance which ends the bloodshed but has to leave quickly as his actions have deprived the invaders of much promised booty…

On the road again they missionaries encounter roving bands of barbarian reivers and take refuge in a monastery at the foot of the French Alps. The clerics offer to guide the quartet over the mountains to Italy, but are woefully short of the protective garments made from the cold-resistant Chamois, so Valiant goes off hunting the elusive antelope.

Trouble is never far from the Prince of Thule and his frozen safari brings him into conflict with another band of invading Huns or Tartars, which only ends when the capable northerner destroys them with an avalanche.

Properly kitted out, Arf, Egil, Rufus and Val are then taken over the horrific high passes, enduring ghastly arctic conditions before they reach the other side. Young Arf suffers most, and Val has to leave his crippled squire – whose feet have frozen – at a hospice in Torino whilst the remainder of his battered party carry on to Rome.

The EternalCity has become a cess-pit of iniquity since it was sacked by the barbarians and the Missionaries are given a constant run-around by greedy and duplicitous officials until Val discovers that the Pope has removed himself from the city and established a new home in Ravenna.

Although Valiant is still denied a meeting, the Pontiff appoints a committee which agrees to send true Christian teachers to icy Thule, but before details can be finalised the Prince is called back to Torino where Arf has taken a turn for the worse…

The Squire has lost the will to live, along with his left foot, and with all his chivalric ambitions destroyed is beyond consoling. In a powerful and moving sequence Valiant patiently brings the boy back from a fatal depression and sets him upon a new path: scholar and official historian of the kings of Thule.

Since the boy cannot handle the arduous trek back to Scandinavia, Valiant sends Egil and Rufus on ahead with the Pope’s team of missionaries and teachers by the most direct route whilst he accompanies Arf in a more leisurely and roundabout journey by ship.

En route the fierce man of war helps found the Christian Mission at San Marino before he and the still emotionally fragile lad board a Genoese trader. After crossing the Pillars of Hercules (Gibraltar), fresh passengers join them and the boy is utterly smitten by the demure charms of the beauteous Adele, daughter of wealthy Eastern lord Sieur Du Luc…

Luckily, Valiant has been schooling his former squire in the courtly skills of music and poetry…

The boy’s timorous wooing of the Mediterranean charmer pays off in a multitude of ways. His strength and confidence returns, Adele favours and returns his attentions and the amused and charmed sailors, delighted to have the burdensome (and occasionally pirate-plagued) journey eased somewhat, carve Arf a marvellous wooden leg which is so well-fashioned that he can throw away his crutches and walk as a man should…

When the vessel reaches England the boy takes time to reconcile with his father and introduce Adele so that the tricky and torturous process of making a marriage match may begin, whilst Valiant’s return to Camelot and joyous reunion with best friend Sir Gawain propels the two old comrades and devoted merry pranksters into an orgy of practical jokes and good-natured duels with their fellow knights…

Sadly the riotous times end too soon, as word comes from Aguar that Val should return to Thule with the utmost speed. Arranging for Arf to meet them en route, Valiant accepts Gawain’s offer to take ship from his own island kingdom of Orkney, but although his brother-in-arms is a fine fellow, the knight’s family are another matter.

Gawain’s mother Morgause is reputed a witch, whilst her other sons Agravaine, Gaheris and vile Mordred are little better than brutes and outright villains. Moreover the men of Orkney have little love for Scandinavians, being regular recipients of savage raids from assorted Northmen…

After Gawain scotches their plan to hold Valiant for ransom, the Prince proposes ending years on enmity with a trade agreement which will make the ancient nations allies and at last sets off for Thule to receive some shocking news: during the year he has been away Aleta has given birth to twin daughters.

Although the proud father is astounded and delighted, his firstborn son is not taking the loss of star-status well – as described in a charming sequence of comedic adventures starring Prince Valiant Arn in the Days of King Arthur…

Another crisis soon occurs however as Boltar, ignorant of Aguar’s new treaty, accidentally pirates the Orkney ship transporting Adele to Thule and suffers the wrath of his king and former comrades.

Imprisoned in Aguar’s castle, the confused and indignant Boltar is secretly released by Tillicum, but the old rogue, misinterpreting her gesture of love, does her the honour of kidnapping her – just as all his romantic forebears have – and is baffled when she escapes and pulls a knife on him…

Fed up and utterly desolate, Boltar and his crew continue to their base in the Shetlands, leaving Aleta to mend fences with the King and discuss with the disconsolate nanny how best Tillicum can get her man…

Boltar meanwhile has been thoroughly tested: Thule’s ancient rivals the Danes have amassed a fleet to attack Aguar and offer his now-disgraced “Good Right Hand” a share of the spoils and glory to join his ships to their armada…

Despite being vexed and tempted, the old pirate instead risks his life to warn Aguar of the sneak attack and after a spectacular campaign of seaborne slaughter accepts his long-delayed punishment. To keep him in line, Aguar makes Tillicum responsible for his continued good behaviour…

Idyllic weeks pass until Valiant, bored with inaction, drags his new biographer Arf into a patrol of the nation’s border, only to have them both washed away in a flash flood and forced to spend weeks fighting their way back to civilisation from the primitive northern wilderness.

There are gentler moments in the restless warrior’s life, such as the foolish wager he makes soon after his triumphant return that he can catch and train a hawk better than Aleta’s Merlin and his father’s Golden Eagle, but the days are mostly quiet in Thule… until at long last Rufus and Egil arrive with the Pope’s Christian missionaries.

Both have converted on the trip and Valiant and Aleta are overjoyed that their daughters Valeta and Karen can be baptised, but the task of taking the gospels to the devoutly warlike worshippers of Thor and Odin will be far from simple…

As the European set to, lecturing and building churches, Val and Rufus become involved in a cross-border water dispute and the Prince, in a rare moment of diplomacy, furnishes a solution that prevents rather than ends bloodshed.

No such opportunity arises when he is ambushed as he returns to Aguar. The arrow that nearly ends his life is fired in error, by a serf who mistakes the prince for the local under-chief, Sigurd Holem.

Once a noble and trusted deputy of Aguar, the Fief-holder has become a cruel tyrant: enslaving his own countrymen and defying any – including his Lord’s heir – to stop him.

Determined to avenge the cruelties of Sigurd, Valiant infiltrates the monster’s impenetrable citadel and, through cunning engineering tricks, brings the entire daunting edifice crashing into ruins…

The next few strips use the device of Arf’s growing biography to lavishly recapitulate many of Valiant’s greatest exploits, such as the overthrow of Sligon and restoration of Aguar to Thule or the haunting fate of doomed mountain outpost Andelkrag, before the tone switches again and little Arn is forced to face the stomach-churning consequences of being a “mighty hunter” when nanny Tillicum makes him confront the results of his firing arrows at animals…

The boy and his guardian take centre-stage in the next sequence too when Boltar returns home from another bloody and profitable voyage and jealous rivals at court attempt to humiliate the rowdy blowhard.

The plan is cruel and simple. When Tillicum rejoins her man at his home Vikingsholm she brings the wide-eyed Arn with her, where during a moment of quiet converse with Boltar the hunting-mad lad slips from her careful scrutiny and is abducted.

The kidnappers however have not reckoned on the Native American’s determination or tracking skills. After stalking them all alone for days, she rescues the boy just as the furious following Boltar catches up to her, and the conspirators have mere moments to regret their vile actions…

And when Valiant hears of the plot, he and Boltar then deal with the rest of the plotters in similar manner…

This volume’s stunning saga temporarily end with the opening movements of another epic extended story arc as the progress of the Christian missionaries leads Valiant – still far from a believer in the One God – to be targeted by Druids and Pagan warriors determined to crush the threat to their bombastic pantheon before it can take hold…

To Be Continued…

Rendered in a simply stunning panorama of glowing visual passion and precision, Prince Valiant is a non-stop rollercoaster of boisterous action, exotic adventure and grand romance; blending human-scaled fantasy with dry wit and broad humour, soap opera melodrama with shatteringly dark violence.

Beautiful, captivating and utterly awe-inspiring, the strip is a landmark of comics fiction and something no fan can afford to miss.
Prince Valiant and all comics material © 2014 King Features Syndicate. All other content and properties © 2014 their respective creators or holders. This edition © 2014 Fantagraphics Books. All rights reserved.

Seven Soldiers of Victory Archives volume 2


By Joe Samachson, Ed Dobrotka, Pierce Rice, Jon Small, Maurice Del Bourgo & various (DC Comics)
ISBN: 978-1-4012-1308-4

After the actual invention of the comicbook superhero – for which read the Action Comics debut of Superman in 1938 – the most significant event in the industry’s history 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: consumers couldn’t get enough of garishly-hued mystery men and a multitude of popular characters would inevitably increase readership.

Plus, of course, a mob of superheroes is just so much cooler than one (…or one-and-a-half if there’s a sidekick involved…).

It cannot be understated: the creation of the Justice Society of America in 1941 utterly changed the shape of the budding industry. Soon after the team debuted, even All American Comics’ publishing partner National wanted to get in on the act and created their own squad of solo stars, populated with a number of their proprietary characters who hadn’t made it onto the roster of the cooperative coalition of AA and DC stars.    Oddly they never settled on a name and the team of non-powered mystery men who debuted in Leading Comics #1 in 1941 were retroactively and alternatively dubbed The Law’s Legionnaires and The Seven Soldiers of Victory.

They never even had their own title-logo but only appeared as solo stars grouped together on the 14 spectacular covers, the second quartet of which (by Mort Meskin, Jon Small, Maurice Del Bourgo and a sadly unidentified artist) preface each collaborative epic in this spectacular sequel of Golden Age delights.

The full contents of this bombastic deluxe hardback barrage of comicbook bravado were originally presented in the quarterly Leading Comics #5-8, spanning Winter 1942/1943 to Fall 1943 and, following an incisive discourse and background history lesson from comics historian Bill Schelly in his Foreword, that war-time wonderment resumes with the heroes’ fifth adventure.

The sagas all followed a basic but extremely effective formula (established by Mort Weisinger in their first case), and here the warped mastermind challenging the Legionnaires was The Skull, who devised ‘The Miracles That Money Couldn’t Buy!’ (illustrated over all seven chapters by Ed Dobrotka but again the work of a writer time has forgotten and sketchy records have not yet revealed – but most probably the amazing Joe Samachson…).

The drama began when publisher Lee Travis tips off his pal Oliver Queen to an imminent prison break in his bailiwick.

Green Arrow and Speedy are too late to stop vicious Bill “Porky” Johnson‘s escape via skull-painted mystery-plane and that soon-to-be-executed convict’s feat is repeated four more times across the country, leaving a handful of Death Row inmates beholden to a strange old man dubbed who has found that, for all his wealth, there are still things money cannot buy.

However, for an unscrupulous businessman unwilling to get his own emaciated hands dirty but with the right criminal specialists, they can be stolen…

The Seven Soldiers meanwhile have briefly convened and now stand ready to face their specified nemeses as soon as they rear their scurrilous heads…

In ‘The Case of the Criminal Vigilante’ rustler and horse thief Bronco Slade steals Spinaway – the fastest racehorse on Earth – by impersonating the Vigilante, with the true Sagebrush Centurion helpless to stop him, and indeed even taken prisoner beside his hapless, interfering biggest-fan Mr. Meek…

‘The Diamond of Doom!’ finds jewel thief the Sparkler targeting the fabulous, reputedly cursed Koram Diamond. Even though Star-Spangled Kid and Stripesy are unable to bring the bandit to justice, a spookily fatal fate befalls him.

A similar outcome ends hijacker Bull Corbin after he outfoxes the Crimson Avenger and Wing whilst purloining a prototype spaceship. However rather than a clean getaway all that awaits the thief is a grim and final ‘Destiny among the Stars!’

‘A Knight without Armor’ reveals how the Shining Knight‘s magic mail-coat is too tough a target for shifty Matt Grieder, but the thug’s subsequent attempt to pass off fake metal-wear ends in near-death for Sir Justin and execution for the villain, after which the Emerald Archers finish their hunt for Porky Johnson when the fugitive’s successful attempt to obtain a rejuvenation ray for the Skull prematurely rings down the curtain for The Murderer Who Couldn’t be Hanged!’

The untitled ‘Conclusion’ then shows how getting everything you want might not make you happy – or keep you breathing – as the Vigilante busts free just as his Legionnaire allies storm the triumphant Skull’s fortress…

Leading Comics #6 was also probably scripted by Samachson, but this time the penciller is unrecorded. At least we know he or she was inked by Maurice Del Bourgo…

‘The Treasure That Time Forgot!’ is a grand hunt for the hidden gold of the Incas. Archaeologist Mr. Milton publicly calls upon the Seven Soldiers to follow his old map and find Pizarro‘s lost treasure hoard the plan is to bolster America’s war-chest by a billion dollars…

Said map, sketched by an explorer named Burton, comes with cryptic verses and false trails, so the archaeologist’s assistant Scrivener suggests the heroes split up to save time. They could even make a competition of it…

‘Crimes by Proxy!’ finds Green Arrow and Speedy clashing with Star-Spangled Kid and Stripesy deep in the Andes as a hidden hand attempts to murder both teams using the weaponry of the other; a tactic repeated when Shining Knight and Vigilante discover a lost city and are tricked into conducting ‘A Duel to the Death!’

Their cataclysmic clash ends as an enigmatic and heavily disguised manipulator surfaces, confident the heroes have cleared all obstacles and booby-traps, only to fall foul of avian horrors in ‘Winged Masters of the Mountains!’

‘The Gold that Failed to Glitter!’ finds the man-&-boy teams still mistakenly battling each other until the late-arriving knight and cowboy forcibly restrain them. Soon after, aged Mr. Milton mysteriously turns up to help, but only succeeds in spreading further suspicion when the combined party discovers the legendary treasure vault… emptied!

Meanwhile the Crimson Avenger and Wing have followed ‘The Third Treasure Trail!’ and met the last of the Incas – as well as their real enemy – and everybody collides in the explosive conclusion which solves all the mysteries at ‘Trail’s End!’

Issue #7 – pencilled by Pierce Rice – takes the heroes on a similar fund-raising quest as War Bond Drive performers, but the tour is a scam by a strange individual who is an emissary of ‘The Wizard of Wisstark!’

He implores the Legionnaires to travel to his fantastic kingdom and liberate the Antarctic hidden city from the threat of invasion…

The Wizard is actually an elderly American stage conjuror who fell into the position of chief but now his peaceful, super-scientific subjects are being threatened by real magicians from the rival polar city of Stanovia…

The fight back begins when Star-Spangled Kid and Stripesy travel to ‘The Land of Giants!’ hoping to enlist the colossi in the struggle. Sadly the brutal hulks are already engaged in a struggle with a tribe of equally savage dwarves, but the boy genius has an idea and takes a few movie pictures before leaving…

‘The Wizard Archers and the Wizards!’ sees Green Arrow and Speedy strike to the heart of the matter and boldly invade Stanovia, where they discover a few intriguing secrets about the triumvirate of “mages” who rule the city…

Wing and the Crimson Avenger stayed with the Wizard in Wisstark, in case of fifth column attacks. They are unfortunately captured by ‘The Invisible Men!’ who have been despatched to sow disorder and terror. Whilst being taken to Stanovia, however, the mystery men discover a shocking secret about their foes…

Whilst that was happening the Vigilante made his own contribution to the cold war-effort, catching a Wizard doppelganger attempting to infiltrate the palace in ‘Double Trouble!’, before Shining Knight, patrolling the skies on his winged steed Victory, recruits timber-clad warriors to counterattack Stanovia in ‘The March of the Wooden-Armored Soldiers’…

With their pre-battle preparations completed, the Seven Soldiers reunite for the final ‘Battle of the Wizards!’, much-heartened by the conclusion each has individually reached regarding the truth about the Stanovian sorcerers…

This second classic collection concludes with a stirring time-travel, super-villain mash-up as Leading #8 sees the heroes ambushed and reduced to ‘Exiles in Time!’ (illustrated by Jon Small & Del Bourgo) by old enemy The Dummy.

The diminutive demon of destruction subtly lures his foes into a cunning ambush which catapults the crusaders down the corridors of history, before turning his attention to plunder and mayhem, not realising that heroism is found in every era, such as 17th century France where the Three Musketeers ally with Green Arrow and Speedy to solve the theft of ‘The Queen’s Necklace!’…

Crimson Avenger and Wing re-materialised in China but were utterly unable to determine when. Deductive investigation finally paid off as Japanese invaders trying to stop the completion of the Great Wall pointed to 225BC, when and where the time-travellers were happy to train the peasantry in how to fight them by displaying ‘Courage in Canton!’…

‘Voyage of the Vikings’ found Star-Spangled Kid and Stripesy deposited on a lost and ice-gripped dragon-boat, struggling for survival with their newfound comrades as they desperately sought solid ground. How astonished they all were when bold Leif Ericsson dubbed his discovery Vineland and he patriotic mystery men realised they had been part of the first discovery of America…

‘Friends, Romans, Countrymen’ saw Vigilante land in Rome and recognise a brace of 20th century mugs. Trailing the hoods to the house of super-rich Crassus, the Western Wildcat realised the criminals were using the Dummy’s device to plunder historical treasures but even after foiling their plans, he was still stuck in the past…

‘The Legend of Leonardo’ revealed how the Shining Knight came to the aid of the legendary Da Vinci and was rewarded with a quick trip on the master’s own recently completed time machine. Back when he started from, the Arthurian paladin then began toppling some temporal dominoes in the ‘Conclusion’, allowing his time-tossed companions to return and deal with the diabolical doll-man in the appropriate manner…

These raw, wild and excessively engaging costumed romps are amongst some of the best but most neglected thrillers of the halcyon Golden Age. Happily, modern tastes too have moved on and these yarns are probably far more in tune with contemporary mores, making this a truly guilty pleasure for all fans of mystery, mayhem and stylish superteam tussles…
© 1942, 1943, 2007 DC Comics. All Rights Reserved.

Indestructible Hulk volume 3: S.M.A.S.H. Time


By Mark Waid, Matteo Scalera, Kim Jacinto & Mahmud Asrar (Marvel/Panini UK)
ISBN: 978-1-84653-574-1

Once upon a time, Bruce Banner was merely a military scientist accidentally caught in a Gamma-bomb blast of his own devising. As a result, undue stress could cause him to transform into a gigantic green monster of unimaginable strength and fury. As both occasional hero and blockbusting brute he rampaged across the landscape for decades, becoming one of comics’ most popular characters and most enduring multi-media titans.

He has, inescapably, then undergone numerous radical changes in scope, character and format to keep his stories fresh and his exploits explosively compelling…

In recent years the number of Gamma-galvanised grotesqueries crashing about the Marvel Universe has proliferated to inconceivable proportions. The days of Bruce going green with anger at the drop of a hat are long gone, so anybody taking their cues from TV or movie incarnations would be wise to anticipate a smidgen of unavoidable confusion…

By the time of the game-changing Avengers versus X-Men mega-crossover relaunch, there were numerous Hulks, She-Hulks, Abominations and all kinds of ancillary rainbow-hued atomic berserkers roaming around, and in the aftermath of that house-cleaning exercise, the MarvelNOW! event saw the Jade Giant return in a stripped-down, back-to-basics version which energised new and old fans alike.

Modern comics are all about the next Big Event and throughout 2013 numerous Marvel titles experienced a few temporal troubles. This latest Hulk collection also tenuously ties in to those ongoing time travel travails, which all ostensibly arose from the after-effects of dramatic disruptions in the (Marvel) universes’ conjoined time-streams. The root cause was The Avengers unmaking of the Age of Ultron, but don’t fret as the stories here stand well enough on their own…

The big change in the Hulk’s fortunes occurred after S.H.I.E.L.D. Director Maria Hill was persuaded to provide perennial fugitive Banner with resources and funding in order to sanitise his scientific reputation. In return Hill could call on the Hulk as a living weapon of last resort…

One of the smartest men on Earth, Banner had lost years of success, progress and peer renown whilst trying to cure himself of the Hulk. Concerned about his legacy, the fugitive genius had at last decided to make future headlines as a scientist, not a devastating force of nature.

For the foreseeable future and as long as possible he would manage – rather than seek cures for – his affliction. Additionally, in return for S.H.I.E.L.D. science labs and trained assistants – generally in the isolated facility of Nuclear Springs, Nevada (AKA “Bannerville”) – the bombastic boffin would also give the agency first use of many of his discoveries and inventions…

This guest-star packed third volume details the next cataclysmic chapter in the ever-eventful life of Dr. Banner and his mean green alter ego (collecting Indestructible Hulk #11-15, cover-dated September 2013 to January 2014) with scripter Mark Waid letting the emerald engine of destruction loose on a multiplicity of Marvel’s genre-adventures roots…

Banner and his team are just getting back to business (after a agonising sojourn in Jotunheim, realm of Asgardian Frost Giants) when the irascible genius is summoned to an ultra-secret division of S.H.I.E.L.D. to apply his unique gifts to a cataclysmic situation. Even before seeing the Temporal Irregularity Management and Eradication site Banner knows something big is up: the Hulk’s last mission had included a surprise attack by a brand spanking new 75-year-old American bomber packed with ancient skeletons in flight suits…

The 5-part ‘Agent of T.I.M.E.’ (illustrated by Matteo Scalera, Kim Jacinto & Mahmud Asrar) continues as Banner meets the secret project’s prize prisoner. Zarrko the Tomorrow Man, has been an inmate of the facility for two decades – even though for that entire period he has been continually battling Thor, Iron Man, Spider-Man on the outside in a variety of centuries.

He explains the impossible paradox by describing – as he has continually for over twenty years – how, thanks to constant meddling, the Timestream is broken and all of reality is in imminent danger of shattering.

Thanks to recent events the S.H.I.E.L.D. higher-ups are at last prepared to believe him…

Stuck in his cell, helplessly emitting time-warping radiations, Zarrko again repeats his warnings: even with the armour and screening technologies he has provided, mere mortals cannot survive in the roaring chronal currents. Only the Hulk can be sent to key time points to fix the escalating chaos.

It’s pretty urgent he goes soon, too, since Chronarchists from beyond now are targeting weak spots in time, intent on overwriting the past to cement their own futures…

Banner is dead set against the idea until Zarrko reminds him that people and places are dropping out of reality every moment: people like Betty Ross, Banner’s ex-wife and now the riotous Red She-Hulk.

In the crowded lab only he and the Tomorrow Man remember her… and even Bruce is having trouble recalling her name…

The Chronarchists are also the reason the Hulk’s intellect is so mutable: his Gamma-charged existence is a threat to their victory so they have been tampering with his personal history…

Resigned to his task Banner acquiesces, allowing Zarrko and the T.I.M.E. technologists to set him up for the trip. Since he’ll need to stay “Hulked” for the duration Banner’s personality is duplicated in a free-floating, self-powered Recording Observation Bot, which effectively means the scientist and savage who have always despised each other will be working as a team…

The first stop is Arizona in 1873 where the Big Green Galoot and his floating metal sidekick/brain join Western legends Kid Colt, Rawhide Kid and Two-Gun Kid in battling dinosaurs and the Chronarchist Tok Baltusar who has enslaved a town and tried to turn the local silver mine into his personal factory for producing time-warping nano-alloys…

The bizarre aggregation of heroes eventually overcomes the temporal infiltrator but the Hulk is explosively propelled back to the sixth century and another heroic crisis: the too-early fall of Camelot…

Expelled from his citadel by Chronarchist Valdar Ahd (employing a legion of warriors from all ages), King Arthur even welcomes the assistance of a gross green ogre and its talking, flying box as he, Merlin and the puissant Black Knight lead the surviving paladins of the Table Round in a battle to restore honour and save the right and proper future…

After spectacularly and destructively dealing with the chronal iconoclast, R.O.B./Banner and the ferociously fluctuating Hulk are rather at a loss to track down the final temporal tamperer.

Following a host of false trails only leads into a procession of clashes with old foes such as the Abomination, Sandman and Fin Fang Foom, all cunningly placed in time-ambushes throughout a rapidly and constantly revising history to delay interference in a hidden mastermind’s true scheme…

Each subtle distraction further diminishes Hulk and the recording of Banner before, as time is literally about to run out, the answer occurs to the rapidly failing brainbox in a box…

At an atomic test site R.O.B. can barely remember, a scientist named Banner argues with his assistant Igor, his girlfriend Betty and her father – military martinet General Thunderbolt Ross – about the imminent detonation of the world’s first Gamma-bomb. Then when a kid drives onto Ground Zero, the Banner dashes out to save him, only to be caught in the blast…

This time though, a monolithic green giant pushes him aside and takes the full hit of raging radiation…

The rapidly failing Banner/R.O.B. has deduced their quarry’s when-&-whereabouts seconds too late, blinking in to the event just in time for the Hulk to be bombarded with a second dose of mutative energy – exactly as his time-bending opponents had intended…

With all his programs failing, the robot rapidly downloads his remaining memories into his pre-radiated organic self, leaving a horrified, physically powerless but utterly up-to-speed Bruce Banner to face the enraged atrocious monstrosity of a “Hulk-Squared”…

Or not.

Finally freed of the curse of the Hulk before he ever carried it, Banner is tempted to let the new status quo stand… until he realises that the last Chronarchist’s tampering has also deleted his beloved Betty from the timeline…

The heartbroken savant has only one chance to put things right: defeat the last time-bender Khotto and the now-obvious Machiavellian mastermind behind the entire audacious history-warping scheme – no matter the cost…

And when the dust of centuries finally settles, Banner’s world is back the way it should be, although the weary savant cannot help but feel that something, somewhere, somehow has changed in a way he cannot yet fathom…

Packed with the now-standard AR icons (Marvel’s Augmented Reality App: printed portals giving access to story bonuses and extras for everyone who downloaded the free software from marvel.com onto a smart-phone or Android-enabled tablet whatsit) and a stunning cover-&-variants gallery by Mukesh Singh, Michael Del Mundo & Leonel Castellani, this is a smart, comfortingly convoluted and amazingly compelling read: a fun-filled, fury-fuelled saga which brilliantly mixes incredible adventure with clever characterisation and an addictive excess of furious Fights ‘n’ Tights action that no comics fan could possibly resist.
™ & © 2013 and 2014 Marvel & Subs. Licensed by Marvel Characters B.V. through Panini S.p.A. All rights reserved. A British Edition published by Panini Publishing, a division of Panini UK, Ltd.

Hal Foster’s Prince Valiant volume 6: 1947-1948


By Hal Foster (Fantagraphics Books)
ISBN: 978-1-60699-588-4

Prince Valiant in the Days of King Arthur launched on February 13th 1937, a luscious full-colour Sunday newspaper strip offering wonder-struck readers safe passage into a world of noble combat, rousing adventure and thrilling romance. Year by year in real time, the strip followed the exploits of a royal exile, driven by invaders from his ancestral homeland in Scandinavian Thule, who grew up to roam the world and ascended to a paramount position amongst the mightiest heroes of fabled Camelot.

Crafted by sublime master draftsman and tale-teller Harold “Hal” Foster, “Val” matured to clean-limbed manhood in a heady sea of exotic wonderment; visiting far-flung lands and siring a dynasty of equally puissant heroes whilst captivating and influencing generations of readers and thousands of creative types in all the arts.

The feature has sired films, animated series and all manner of books, toys, records, games and collections based on the strip – one of too few to have lasted from the thunderous 1930s to the present day (over 4000 episodes and still forging ever onward) – and, even in these declining days of newspaper narrative cartoons as a viable medium, it still claims more than 300 American papers as its home. It has even made it into the very ether via an online edition.

Foster produced the saga single-handed, one spectacular page a week from 1937 until 1971, when he began to ease up on his self-appointed workload. With the syndicate’s approval – and after auditioning the likes of Gray Morrow and Wally Wood – Big Ben Bolt illustrator John Cullen Murphy was selected to become illustrator of the feature, with Foster continuing as writer and layout designer until 1980, after which he fully retired and Murphy’s son assumed the writer’s role.

In 2004 the senior Cullen Murphy also retired (and died a month later on July 2nd) since when the strip has soldiered on under the auspices of writer Mark Schultz and artists Gary Gianni and Tom Yeates.

This sixth magnificently oversized (362 x 268mm) full-colour hardback volume reprints the strips from January 5th 1947 to 26th December 1948 as Foster began a phenomenally impressive and productive run on a strip which was already regarded as one of the greatest in existence, revelling in the fact that with war-time restrictions ended, he could devote an entire colossal page to each ever-more gripping and luscious instalment…

The introductory essay for this volume is ‘Foster of the Yukon or The Son Also Rises’ by Brian M. Kane (with Dr. Christine Ballengee-Morris), exploring the early life of the creator when he worked for the Hudson Bay Company and detailing his many connections to the Canadian wildernesses and indigenous people – as well as his prior illustration work featuring Canadian cultural themes and motifs.

Also included is a critical and scholarly overview by Native American Dr. Ballengee-Morris, discussing this collection’s material and use of First Nation characters and customs.

What Has Gone Before: Having finally wooed and been won by Queen Aleta of The Misty Isles after many fantastic hardships and spectacular trials and travails, Val and his willing prize briefly sojourned in Rome where they were wed before eventually arriving in Camelot.

Here his unconventional and strong-willed bride caused quite a commotion before foiling a seditious scheme by Mordred to humiliate Queen Guinevere and destroy Sir Launcelot.

Her tactics almost ended her own marriage, and only Aleta’s ferociously loyal, tempestuous fire-haired northern handmaiden Katwin was able to bring Valiant to his outraged senses…

Reunited and both duly penitent, the newlyweds voyaged to winter-locked Thule, where King Aguar could meet his new daughter-in-law. It was not a peaceful homecoming and the barely-rested Val had to quell potential rebellion in fractious Overgaard whilst another brewed in the fiefdom of former ally Earl Jon.

With the doughty Prince recovering from many wounds – again – bright-and-breezy Aleta struggled to win the favour of her straight-laced and sternly formal Father-in-Law and his dour, grim-minded warriors…

Her charm offensive began by solving Aguar’s quarrel with Jon through diplomacy and party-throwing. But even after being accepted by the family the Princess Bride had trouble adapting to the rough sports and pastimes of the chilly region – such as skiing and bear hunting – and she was delighted when the snows finally relented and the Spring thaws began.

Now, the receding snows also bring visitors to the annual parliamentary “Thing”. Hostile sub-chief Gunguir and his mighty son Ulfrun, pride of the Vikings, come to pay their reluctant respects but the latter takes an instant and unhealthily obsessive interest in the golden Princess …

As Val visits old friend and shipbuilding genius Gundar Harl, the nefarious Ulfrun kidnaps Aleta and, despite the heroic efforts of Katwin, sails away into the cold Atlantic seas. Nigh-drowned and with a broken arm, the handmaiden finds Valiant and alerts him to the crisis.

As he readies his pursuit the wounded tigress also informs him that his stolen wife is pregnant and that she must be there when they rescue her…

As he sails ever westward Ulfrun begins to realise his mistake. His purloined prize shows no fear, refuses him all things and even begins to win over his rough Viking warriors…

Val and a hand-picked crew are in full pursuit in Gundar’s most advanced sailing ship, utilising the mariner’s greatest invention – a sextant – to follow the abductors. Never out of sight for long, the followers push Ulfrun further and further west and north, past Greenland and into uncharted waters. After weeks of cat-and-mouse sailing with common sailors on both vessels contemplating mutiny, Valiant’s vessel inexorably closes in until a huge sudden storm finally separates stalkers and quarry…

Days later, in the following calm Val’s ship reaches a strange shore where he finds evidence of Ulfrun’s survival: a native village devastated by the Viking’s men. Hot to pick up the trail again he nevertheless finds time to administer aid to the survivors before following the Raiders’ boat into this NewFoundLand…

The pursuit is easy if slow. As Ulfrun’s Dragon-ship sails ever onwards, finding a vast mainland and constantly attacking the red-skinned natives’ settlements for provisions. Val and Gundar patiently follow their crimson wake, always stopping to offer assistance and consequently gaining allies who will allow him first crack at the murderous invader.

Eventually just as they reach a vast inland sea (Lake Ontario) the pressure proves too much and, after killing a mutinous shipmate, Ulfrun attacks Aleta even as Val’s ship heaves into view. The Prince’s men, supplemented by Native allies, ferociously attack but in the melee Ulfrun and two of his subordinates flee deep into the wild green interior…

The chase is manic and a final confrontation inevitable. On a mighty cliff vengeance is taken and justice served, but even as Val deals with Ulfrun Aleta has managed to talk his men into surrendering…

His passion for slaughter slaked, Valiant convinces the aggrieved Red Men to let all the surviving Raiders board their Dragon-ship and try to return to their homes. In one last betrayal, however, the Vikings raid Gundar’s vessel, stealing food stores and his invaluable sextant before setting off downriver towards Newfoundland. They never made it back to Europe…

Valiant and Aleta meanwhile have decided to winter in this strange yet inviting country and, with their faithful retinue and new feather-wearing native friends, prepare for the cold season by hunting, fishing, exploring and building a peculiar dwelling of felled logs.

As the sagacious Tribal Chiefs observe the golden woman in their midst a strange notion forms, and when a spectacularly fortuitous event occurs whilst she and Val visit the Great Falls (yep, Niagara) the savage savants decide that she is far more than human…

Moreover the tribal women can clearly see that the “Sun Woman” is with child…

This particular section is a mesmerising change of pace in the ongoing saga, focusing on paradisiacal, humour-tinged Arcadian splendour rather than constant angst and action, and Foster’s sublime facility for illuminating the wonders of the wilds make these episodes irresistibly beguiling.

With the snows coming, the Tribes decide that the newfangled log-cabin is insufficient to Aleta’s needs and construct a magnificent birch bark Lodge to keep her in perfect comfort whilst her barbarian men can sit and shiver in their draughty wooden house. Even more insultingly, they hold a village ceremony and appoint a forbidding guardian midwife to look after the incipient’ mother’s natal needs.

Although getting increasingly annoyed at their hosts’ interfering hospitality, nobody has the nerve to gainsay the stoic and terrifying Tillicum… not even Val himself on the morning she kicks him out of Lodge and indicates that from now on he sleeps with the other men…

Soon after, the next prince of Thule is successfully delivered and an amazed, astounded – and hung-over – happy father greets his son and proceeds to get in the way and underfoot.

Luckily for him youngest crewman Gunnar has gone missing so, saying farewell to his smiling “Sun Woman” (and her scowling servants Tillicum and Katwin), Valiant heads off into the snow-covered forests to find him.

The trail takes him to a far distant region which has never seen white skins before, just in time to save the wayward youth from the curious natives, but their hazardous trek back takes quite a while and the ice is melting on the Niagara river before they reach friends once more.

With the cold season gone Valiant and Gundar prepare to make the voyage back to Europe (even though the inventor secretly fears it impossible without his sextant) so Val takes one last opportunity to explore.

Their is precious little food around yet and to provision the ship Val, with a hand-picked squad of Northmen, joins his native pals in a prodigious canoe journey to the Great Lake Trading Center in the Land of the Hurons…

The great event is another chance to meet and exchange ideas but proceeds at its own laborious pace. Happily Val’s impatience is assuaged once he is introduced to the intriguing, bone-crunching pastime called “Lacrosse”…

Eventually fully-supplied the men return to the Lodge and begin preparations to leave. The little prince – to be christened Arn once they reach Camelot – has grown strong and boisterous: and would not be overly imperilled by a perilous sea voyage, but another delay has suddenly manifested. Many of the tribes that live on the great river which will carry them back to the Atlantic are in revolt…

Valiant is again outclassed as his golden bride – a master of subtle diplomacy – who devises a cunning, slaughter-free solution to the problem, but her plan almost rebounds as the natives then baulk at the though t of letting their Sun Woman go back beyond the seas…

Once that obstacle is surmounted the only remaining problem is Tillicum, who refuses to be left behind…

The homesick crew head into the unknown and their journey becomes an incredible odyssey as only a general sense of the right direction, shipwreck, icy seas and appalling storms batter the lost voyagers before the weary sailors finally fetch up on a familiar shore.

No sooner has Aleta set foot on land for a moment’s solitude than she is spotted by Hibernian king Roary Dhu who fancies making her the next queen of Ireland…

That difference of opinion leads to appropriate outrage and bloodshed before Valiant and his rapidly diminishing crew head back out to sea, but at last fortune favours them when they are intercepted by Sir Launcelot’s personal ship.

The situation in Camelot is still tense after all these months, but Val’s faithful crew are exhausted and heartsore, so he and his extended family party transfer to the new vessel, leaving his weary followers to return to their own homes in Thule with tidings of his safe return and new son…

All Camelot is lifted by the presence of the Prince and his family, but another crisis is brewing and too soon Valiant is heading towards Cornwall to apply his lethal brand of problem-solving to murderous despotic, rebel king Tourien who, with his brutal sons Alp the Strong, Cedric the Dandy and Doorne the Slave Driver, flouts Arthur’s authority, murders his servants and believes himself utterly untouchable and beyond the monarch’s justice…

Eschewing a large armed force Valiant decides to dismantle the renegade’s threat from the inside using duplicity, and although largely successful he still has to resort to savage force of arms before the Cornish rat’s nest is finally cleaned out…

Back in Camelot again the victorious hero’s thoughts turn to his baby’s long-delayed christening. The only possible choice for a Godfather is his boyhood rival and the child’s namesake Prince Arn of Ord but when Val journeys to the outlying principality he receives an almighty shock…

To Be Continued…

This volume then concludes with ‘Coloring Valiant’ by in Brian M. Kane: a fascinating feature on Foster’s process to provide colour indications for the printers to work from which includes a huge and beautiful gate-fold fold-out of one of his original water-coloured pages, topped off and balanced by the published page his avid fans finally saw.

Rendered in a simply stunning panorama of glowing visual passion and precision, Prince Valiant is a non-stop, celebration of the human spirit in action, under torment, enduring duty and enjoying grand romance; mixing glorious historic fantasy with dry wit, broad humour with shatteringly dark violence.

Beautiful, captivating and utterly awe-inspiring, this is a masterpiece of fiction: a never-ending story no one should be without. If you have never experienced the intoxicating grandeur of Foster’s magnum opus these magnificent, lavishly substantial deluxe editions are the very best way to do so and will be your permanent portal to an eye-opening world of wonder and imagination…
Prince Valiant © 2012 King Features Syndicate. All other articles, content and properties © 2012 their respective creators or holders. All rights reserved.