Warlord: The Savage Empire

Warlord: The Savage Empire

By Mike Grell (DC Comics)
ISBN: 1-56389-024-0

During the troubled 1970s the American comics industry suffered one of its periodic downturns and publishers cast about for other genres to bolster the flagging sales of superhero comics. By revising their self-imposed industry code of practice (administered by the Comics Code Authority) to allow supernatural and horror comics, the publishers tapped into the global revival of interest in spiritualism and the supernatural, and as a by-product opened their doors to Sword-and-Sorcery as a viable genre, with Roy Thomas and Barry Smith’s adaptation of R. E. Howard’s Conan the Barbarian an early exemplar.

DC launched a host of titles into that budding market but although individually interesting (especially the fascinating Stalker, illustrated by Steve Ditko and Wally Wood) nothing seemed to catch the public’s eye until number #8 of the try-out title First Issue Special.

In that comic superhero artist Mike Grell launched his pastiche and tribute to Edgar Rice Burroughs’s Pellucidar – At the Earth’s Core, which after a rather shaky start went on to become, for a time, DC’s most popular title.

In 1969 Colonel Travis Morgan, a U2 spy-pilot is shot down whilst filming a secret Soviet base, although he manages to fly his plane over the North Pole before ditching. Expecting to land on frozen Tundra or pack-ice he finds himself inside the Earth, in a lush tropical Jungle populated by creatures from every era of history and many that never made it into the science books. There are also cavemen, savages, mythical beasts, barbaric kingdoms and fabulous women.

Time does not seem to exist in this Savage Paradise and as Grell’s stated goal was to produce a perfect environment for yarn-spinning, not a science project, the picky pedant would be well advised to stay away. These are pure escapist tales of action and adventure, light on plot and angst but aggressively and enthusiastically jam-packed with fun and thrills. There is a basic plot-thread to hang the stories on, but you’ll thank me for not sharing it as the real joy of these tales (reprinting that try-out and issues #1-10 and #12) is in the reading. This is a total-immersion comic experience to be felt, not considered. Go for it!

© 1975, 1976, 1977, 1978, 1991 DC Comics. All Rights Reserved.

Citymouth

Citymouth

By Hunt Emerson (Knockabout)
ISBN: 0-86166-142-7

This slim collection of cartoons and strips is possibly the most innovative and surreal work that national treasure Hunt Emerson has ever produced. Surreal to the point of abstraction, these are purely visual statements and bon mots which run the gamut from slapstick to satire, shaggy dog story to barbed social commentary, and like all the great surrealist artists, these works aspire to instantaneous creation but in actuality have been crafted with extreme diligence and terrifying skill.

Somewhere strange creatures roam, little more than mouths on legs. In those cavernous maws are dwellings. Parks, villages, housing developments, even city-states. In mostly wordless displays Emerson examines society, progress and even the absurd nature of reality. He also quite clearly had vast amounts of mind-liberating fun, and so will you when you track down this pictorial delight.

© 2000 Hunt Emerson. All Rights Reserved

Checkmate: A King’s Game

Checkmate: A King's GameBy Greg Rucka

& Jesus Saiz (DC Comics)
ISBN 1-84576-436-6

In the aftermath of DC’s Infinite Crisis an international organisation to monitor and control meta-human affairs was developed, under the aegis of the United Nations Security Council. Originally an American agency, the new Checkmate is tasked with policing all nations, protecting them from superhuman dangers and terrorism, and also preventing rogue nations and regimes from weaponising their own paranormal resources.

This first collection reprints issues #1-7 as the organisation (composed of superheroes and traditional intelligence operatives) faces the loss of their charter due to a traitor on the Security Council, all the while tracking down the death cult Kobra and investigating a suspicious facility in China.

This is a dark and engaging blend of genres from writers Greg Rucka, Nunzio DeFilippis and Christina Weir, pencillers Jesus Saiz and Cliff Richards, and inkers Bob Wiacek, Steve Bird, Dan Green and Fernando Blanco, with the murky world of espionage coldly and logically grounding the high-flying gloss of costumed super-doers. Moody and addictive, if perhaps a little too dependent on a working knowledge of the DC universe, this is worth a few moments of any serious fan’s time.

© 2006 DC Comics. All Rights Reserved.

Batman Chronicles Volume 4

Batman Chronicles Volume 4
Batman Chronicles Volume 4

By Bob Kane & various (DC Comics)
ISBN 10: 1-84576-618-0 ISBN 13: 978-1-84576-618-4

The latest chronological compilation of Batman’s crime-busting career covers May to October 1941 and features all his adventures from Detective Comics #51-55, Batman #6-7, and World’s Finest Comics #2-3. All the stories were written by unsung genius Bill Finger and the art chores were shared out between Bob Kane, Jerry Robinson and George Roussos. The World’s Finest covers were produced by Fred Wray.

Those necessary details dealt with, what you really need to know is that this is a collection of Batman tales that see the character grow into the major player that would inspire so many and develop the resilience to survive the many cultural vicissitudes the coming decades would inflict upon him and his partner, Robin.

‘The Case of the Mystery Carnival’, ‘The Secret of the Jade Box’ and ‘Viola Vane’ (Detective #51, 52 and 53 respectively) are mood-soaked set-pieces featuring fairly run-of-the mill thugs, but ‘The Man Who Couldn’t Remember!’ from WF#2 is a powerful character play and a baffling mystery that still packs a punch today.

‘Hook Morgan and his Harbor Pirates’ sees the Dynamic Duo clean up the docks and the four tales from Batman #6 (‘Murder on Parole’, ‘The Clock Maker’, ‘The Secret of the Iron Jungle‘ and ‘Suicide Beat’) range from human interest to crazed maniac to racket busting and back to the human side of being a cop, whilst Detective #54 went back to basics with the spectacular mad scientist thriller ‘The Brain Burglar’. A visit to a ghost-town produced the eerie romp ‘The Stone Idol’ (Detective #55) and World’s Finest #3 featured the first appearance of one of Batman’s greatest foes in ‘The Riddle of the Human Scarecrow’.

The volume ends with four great tales from Batman #7. ‘Wanted: Practical Jokers’ stars the psychotic Clown Prince of Crime, whilst ‘The Trouble Trap’ finds the heroes crushing a Spiritualist racket. They then head for Lumberjack country to clear up ‘The North Woods Mystery’. The last tale is something of a landmark case, as well as being a powerful and emotional melodrama. ‘The People Vs. The Batman’ sees Bruce Wayne framed for murder and the Dynamic Duo finally become official police operatives. They would not be vigilantes again until the grim and gritty 1980’s…

These are tales of elemental power and joyful exuberance, brimming with deep mood and addictive action. Comic book heroics simply don’t come any better.

© 1941, 2007 DC Comics. All Rights Reserved.

Poison Candy, Vol 1

Poison Candy, Vol 1

By David Hine & Hans Steinbach (TokyoPop)
ISBN: 978-1-4278-0080-0

Here’s a taut Sci-Fi thriller in the manner of Scanners from the English speaking end of the manga world. Young Sam Chance has most of the usual teenager’s problems but that all changes when he starts having nosebleeds and manifesting terrifying psychic powers. When doctors examine him he is found to be the latest victim of SKAR: South Korean Adolescent Retrovirus. There is no cure.

And then his life gets really weird. Whilst coming to terms with his imminent death his family is approached by the world’s richest computer games manufacturer with a solution; to cryogenically preserve him for two tears until the cure he’s working on is perfected. It seems like the perfect – if drastic – answer.

So why then is the Government prepared to assassinate every one who knows him and even shoot down the plane he’s travelling on? Despite all such efforts Sam escapes and nervously submits to the freezing process, bitterly regretting the two years he’ll be separated from his girlfriend. A century later he opens his eyes…

And that’s where this volume ends: a sharp and quirky tale that promises much to come and a few new twists to this fan-favourite theme of teen psychic super soldiers. Keep watching…

© 2007 David Hine and TOKYOPOP Inc. All Rights Reserved. POISON CANDY is ™ TOKYOPOP Inc.

Mean

Mean

By Steven Weissman (Fantagraphics Books)
ISBN13: 978-1-56097-866-4

If there is such a thing as ‘Dark and Comforting’ then the weird and wicked cartooning of Steven Weissman is a perfect example. Following the success of such books as Chewing Gum in Church and Kid Firechief Fantagraphics have compiled earlier works from his self-published comic Yikes!, supplemented with other rare and even unpublished strips to create a lovely insight into the development of a truly unique graphic vision.

The 32 tales, created between 1993 to 2002, all feature his cast of peculiar children in a macabre tribute to Charles Shulz’s Peanuts strip, but are also literal embodiments of the phrase “little monsters”. In simple childhood romps such as ‘The See-Thru Boy’, ‘The Loneliest Girl in Town’, ‘Inevitable Time-Travel Story’, ‘No Kiss!’ and many others the bizarre cast of Li’l Bloody (a child vampire), Kid Medusa, Pullapart Boy and X-Ray Spence live an idyllically suburban 1950’s existence of school, fishing, skateboards, white picket fences, aliens, wheelchair jousting, marbles and weird science. Weissman’s seductive cast all have huge round heads and ancient bodies like graphic progeria-sufferers, but the drawing is lavish, seductive and utterly convincing.

These are great comics about kids (but categorically Not For Kids) that are a treat, a revelation and most definitely darkly comforting.

MEAN © 2007 Fantagraphics Books. All content © 2007 Steven Weissman. All Rights Reserved.

Friday the 13th Book 1

Friday the 13th Book 1

By Justin Gray, Jimmy Palmiotti, Adam Archer & Peter Guzman (WildStorm)
ISBN13: 978-1-0-84576-625-2

I’m not the greatest fan of modern horror movies, especially the frankly daft and usually logical-integrity free “Slasher-movie”. I really, really don’t mean morality here; I can be as nihilistically cynical as any hormonally drenched teen, and what guy doesn’t like vicarious nudity, gratuitous sex and gory giblets everywhere?

What I have trouble with is the creation of unstoppable, inescapable, unkillable monsters as Brands. Fear isn’t going “boo!” or making audiences jump, it’s the build-up; the piling on of tension upon anxiety till you just want it to be over. For that you need at least the possibility that the brand-name can be defeated. Without engaging that hope and desperation all you have is an ever increasing spiral of baroque stunts and shallow effects, ultimately pointless and hollow.

For example: A group of teens are hired to renovate Camp Crystal Lake, the rural paradise where so many wayward kids have been chopped into liver-sausage by the ghastly hockey-masked ghost of Jason Voorhees. They’re obnoxious and they get naked and they die grotesquely. That really all there is to it.

Accepting that I’m not the target market, this book (collecting the first six issues of the monthly comic) has credible artwork but not even the usually excellent scripting of Justin Gray and Jimmy Palmiotti can get me to engage with this disparate cast of cadavers-in-waiting. I can’t even dislike them enough to look forward to their inevitable deaths. Maybe if they were people you really want to see killed like bigots or celebrities…

Competent but limited, and absolutely and only for kids over eighteen…

© MMVII New Line Productions, Inc. Friday The 13th is ™ New Line Productions, Inc, (so7). © 2006, 2007 New Line Productions, Inc. All Rights Reserved.

The Bumper Book of Bunny Suicides

The Bumper Book of Bunny Suicides

By Andy Riley (Hodder & Stoughton)
ISBN13: 978-0-340-92370-2

This is a good-old fashioned bad-taste animal atrocity collection from writer and cartoonist Andy Riley, whose work has appeared on Trigger Happy TV, So Graham Norton, Smack the Pony, and in The Observer Magazine. He also co-wrote Robbie the Reindeer, The 99p Challenge (for Radio 4) and Gnomeo and Juliet for Disney. First released in 2003 this book is a re-mastered compilation with many additional cartoons and gags.

What’s it about? It’s about time that our Lepine bretheren were allowed to die with dignity whenever and however they choose. It’s also good if it can be devilishly ingenious or wickedly funny, too.

Dark, sardonic, guilt-wrackingly hilarious drawing and supremely disturbing in its inventiveness, this is a fine addition to the grand tradition of British maltreatment of cartoon creatures. Buy this and laugh yourself hoarse. (Hoarse? Horse? Has anyone done them yet? Can I have a go..?)

© 2003 Andy Riley.

Birds of Prey: Blood and Circuits

Birds of Prey: Blood and Circuits

By Gail Simone, & various (DC Comics)
ISBN 1-84576-564-8

The team of crime-fighting super-women regroup only to go their separate ways in this volume (collecting issues #96-103) of adventures from the monthly DC comic-book. Black Canary has returned from her sabbatical bringing with her a young girl named Sin who was being trained as the next Shiva (a martial arts super assassin) and for whom she intends a “normal” life. However she and the rest of the team are soon drawn into a battle with troubled teen Lori Zechlin (whose alter-ego Black Alice has the ability to steal the power of any magic user on Earth) when the criminal alliance known as The Society attempts to recruit her.

Team-leader Oracle has her own problems as a new Batgirl (Oracle’s previous heroic persona, before she lost the use of her legs) is interfering in her operations, but the real threat is the vengeance-crazed gun-freak Yasemin who wants the team dead.

Eventually the pace forces the Canary to resign in order to raise Sin, so after a highly entertaining retelling of her career she leaves and Oracle redefines the team and the methodology for the anniversary 100th issue. Henceforth she will call on a broader range of female agents, defined by the missions themselves.

The first of these is to rescue seventeen year old Tabitha Brennan from a Mexican prison, where she’s being held to exert influence on her mobster turned supergrass father. This time the “Mission Impossible” team comprises Big Barda, Judomaster, Manhunter, Lady Blackhawk and Huntress but even as the plan goes typically awry a new more dangerous adversary is preparing to act against the Birds, in the form of US Government spook Katerina Armstrong – Spy Smasher, who wants the team to work for her, and who always gets what she wants…

Consistently superb, Gail Simone’s scripting (assisted here by Tony Bedard) has made this title one of the best superhero series on the market and when coupled with the wonderful artwork of such talents as Nichols Scott, Paulo Siqueira, James Raiz, Doug Hazlewood and Robin Riggs, these funny, sassy, sharp thrillers never ever disappoint.

© 2007 DC Comics. All Rights Reserved.

The Illustrated Comic Art Workshop

Volumes 1&2 (1982, 1984)

The Illustrated Comic Art Workshop

By Dick Giordano, Frank McLaughlin & various (Garko Systems/Skymarc Publications)
No ISBNs

These two books came out in the 1980s and as far as I know have never been reissued or updated, which is a shame as they are without doubt the absolute best handbooks for the serious fledgling comic artist. I’m reviewing them here in the vain hope that someone somewhere will get these terrific technique-bibles back into the hands of the keen, dedicated and hopeful…

It’s always comforting for a “how-to” book to be produced by someone you’ve actually heard of, and better yet if said producers are acknowledged as proficient in their craft. The two volumes produced by Giordano and McLaughlin as an offshoot of their foray into teaching drawing skills as The Comic Art Workshop is probably one the very best distance learning packages ever compiled (the only thing to rival them is the correspondence course of the Joe Kubert School – assuming they still do that) , and even after more than twenty years the insights into the disciplines of the commercial cartoonist are still as valid and vital as during those high-sales, high-volume days.

The first book begins with the set-up of a working area, with both artists’ own studios used as examples, and is followed by an extensive section on the use and care of drawing tools, including reference files and even photomechanical shading sheets – Letratone to you or me. Even in these computerized days there’s still a place for sticky paper and a really sharp knife… The section on the use of Polaroids may be slightly outdated, but if you own one, they’re still a damn sight more practical in many situations than a digital camera or phone.

Next comes a comprehensive chapter on the fundamentals of actual drawing – and yes, ask anyone, it still applies – THERE IS NO SUBSTITUTE FOR PROLONGED AND REGULAR LIFE DRAWING – with a great emphasis and many tips on that thorny perennial, Perspective. This might be a little technical for some but it’s good stuff, well thought out and well presented. If you’re serious about the job you need to be able to do it properly. The latter part of the book is given over to Drawing the Human Figure both realistically and in a super-heroic manner with especial consideration given to heads and hands, authored by John Romita Senior.

Volume Two starts with Stan (Juliet Jones, Kelly Green) Drake outlining his methods of dealing with design layout and emotion in realistic strips and then cartoonist Mel (Boomer) Casson deals with pencilling humorous comic strips, using not just his own work but examples from Hagar the Horrible, Beetle Bailey and others. John Byrne writes extensively on storytelling, with particular emphasis on panel placement, establishing shots, use of angles and the staging of the panel and the page, all of which seems pretty obvious until you go into print having got it wrong!

Frank McClaughlin contributes a brief chapter on adapting real people into cartoons or caricatures and Dick Giordano returns to the subject of storytelling, dealing with layout and graphic narration, credible designs, movement, showing how to lead the reader’s eye (‘directing traffic’), designing characters and even providing some useful design exercises for the fledgling creator. Storyboard artist Mel Greifinger closes the lesson with a dissertation on narrative and context, and a short run-down on markers and materials which has greater relevance to cartoonists today when everybody has access to computers and scanners.

Although probably hard to find and long overdue for updating and re-release these books are an absolute godsend for people just past the absolute beginner stage, when they’re still full of bad habits and misconceptions, but determined to try for a career in comics.

©1982 Garko Systems. ©1984 Skymarc Publications. All Rights Reserved.
All Characters used for illustrative purposes © their respective copyright holders.