Heroes volume 1


By various (WildStorm/Titan Books)
ISBN: 978-1-84576-706-8

Some people are never satisfied. When I was a kid constantly defending or even hiding my reading preferences, I and so many others, used to dream of a day when “normal” people – especially grown-ups and girls – would appreciate and love the superheroes, pulp fiction and space-opera that we devoured in comics. One day, I muttered, they’ll get it too…

These days not only are the concepts and traditions of my childhood inamoratas common currency, but actual favourite characters have been shared with the general populace to such a broad extent and with such ruthless commercial interpretation that often I can’t recognise the cheery costumed champions I once longed for others to partake of…

The world’s Batman isn’t mine, the celluloid (do we even use celluloid anymore?) Spider-Man is a complete stranger and I won’t have Daredevil or the X-Men in my house… Moreover I cringe inside when “the comicbook plot” appears in any cop or fantasy show: Nobody in the industry actually considers themselves “graphic novelists” – nobody I know would be that poncey…

So I was understandably a little nervous when a prime-time TV series debuted steeped in the fictive concepts of meta-humanity and attempted to bring the fringe experience and continuity shenanigans of the empowered outsider to the wider audience of soap fans and armchair sportsmen…

Tim Kring’s pedigree is admittedly quite good. He has worked extensively with fantasy concepts and clever adventure heroes on TV: Knight Rider, Strange World, Crossing Jordan, Teen Wolf Too (which he co-wrote with long-time collaborator Jeph Loeb) and the spectacularly under-appreciated Misfits of Science, an earlier and wittily cool attempt at a silver screen super-team.

Heroes ran for four controversial seasons, beginning in 2006, initially garnering huge audience figures and critical acclaim but gradually tapering off in popularity and direction before being finally euthanised by NBC in February 2010.

Recounting the secret history and evolution of a broad and disparate offshoot of superhumans amongst us the series attempted to transfer comicbook sensibilities to the television audience, following up to dozen separate metahumans as they came to terms with their abilities in a dangerously out of kilter world.

An overarching narrative thread was provided by Indian scientist Mohinder Suresh who had inherited his dead biologist father’s secret research into and fascination with these hidden but rapidly evolving beings, whilst constant menace was provided by a covert organisation hunting the paranormals and a rogue superhuman dubbed Sylar, who also stalked them – but only to kill them and steal their powers.

The concept’s lowly pop culture origins were coyly and constantly referenced in the show by including a meta-fictional comic, Ninth Wonder, written and drawn by a future-gazing character, into the ongoing plots. There was also a weekly webcomic produced to supplement the series and those webisodes are compiled in this book, comprising a stream of sidebar stories to enhance the overall experience, crafted by some of our industry’s leading talents.

Obviously if you never saw or didn’t like the show this would be the time to stop reading this review, but as I’m going to carry on regardless feel free to accompany me as I attempt to weigh the merits of the comics strips collection on its own terms…

Numbered as Ninth Wonder #1-34 these short stories – averaging 4-6 pages and a cover per instalment – begin with ‘Monsters’ by Aron Eli Coleite and artists Michael Turner & Koi Turnbull, wherein Mohinder moves to America, reintroducing the core concepts to us whilst investigating his father’s death, after which time-bending Japanese salaryman Hiro offers a peek into his own past with ‘The Crane’ by Coleite, Micah Gunnell & Mark Roslan.

Flying politician Nathan Petrelli experiences an eye-opening ‘Trial by Fire’ (Chuck Kim, Marcus To & Roslan)’ whilst invulnerable cheerleader Claire realises how much her life has changed after teaching a date-rapist a brutal lesson in ‘Aftermath’ (Joe Pokaski, Gunnell & Roslan). In ‘Snapshot’ by Pokaski, To & Peter Steigerwald, intangible convict DL Sanders breaks out of jail, unaware that his wife Niki is also abhuman and currently beginning a part-time career as a violent criminal in ‘Stolen Time’ (Pokaski, To & Roslan)…

Telepathic cop Matt Parkman feels his orderly life slipping away in ‘Control’ (Oliver Grigsby, Gunnell & Roslan) and that aforementioned precog artist discovers his powers in Coleite, Gunnell & Roslan’s ‘Isaac’s First Time’. Then Pierluigi Cothran, To & Roslan introduce a very special, irresistible little girl in ‘Life Before Eden’.

The tenth episode featured the sinister Sylar in ‘Turning Point’ (Christopher Zatta, Gunnell & Roslan), we got a look into the life of the chief agent hunting paranormals in ‘Fathers and Daughters’ (Andrew Chambliss, Travis Kotzebue, Gunnell & Steigerwald), power-magnet Peter Petrelli dreamed of ‘Super-Heroics’ (Harrison Wilcox, Gunnell & Steigerwald) before the format got an overdue upgrade with a continued story and an all new character.

‘Wireless’ (Coleite, Pokaski, Gunnell, Phil Jimenez & Roslan) introduced Israeli soldier Hana Gitelman who had the ability to interact with computers and electronic data-streams and recounted how she was recruited by the agency that hunts Heroes, a four-part tale of frustrated vengeance, fraud and disillusionment, followed in #17-18 with ‘How Do You Stop an Exploding Man?’ (Jesse Alexander, Coleite, Travis & Jordan Kotzebue & Roslan) as Hana tracks down the tragic Ted Sprague, fugitive paranormal cursed with the ability to explode like a nuke…

DL and Niki have a son and little Micah also has an ability – controlling machinery, but that’s not a great deal of help in ‘Bully’ (Kim, Gunnell & Roslan), whilst Sylar experiences a setback of his own in ‘Road Kill’ (Pokaski & Jason Badower). Hana returns in ‘The Path of the Righteous’ (Coleite & Staz Johnson), protecting the innocent from internet predators whilst cheerleader Claire’s unorthodox adoption is examined in Jesse Alexander & Michael Gaydos’ ‘Hell’s Angel’.

Episode #23 ‘Family Man’ (Alexander & Staz Johnson) deals with the aftermath of Claire’s exposure as a metahuman as her adoptive father, chief agent for the organisation that hunts her kind, makes a life changing decision, before another extended saga opens with ‘War Buddies: The Lonestar File’ (Mark Warshaw & Steven Lejeune).

Deep undercover Hana discovers the story of a previous generation of superhumans in ‘Unknown Soldiers’ (Chambliss, Cothran, DJ Doyle, Wilcox, Adam Archer, Roslan & Badower) detailing the story of a special ops mission in the Mekong Delta in 1968.

After incalculable horror the two survivors of the US team realise they are both more than mortal and lay plans that will eventually shake the world: a scheme that comes closer to fruition in ‘War Buddies: Call to Arms’ (Warshaw & Johnson)…

Time traveler Hiro Nakamura meets himself in the portentous ‘String Theory’ (Pokaski & Johnson) and events spiral to a climax – or more accurately Season Finale – with the 2 parter ‘Walls’ from Pokaski, Tom Grummett & Gaydos, as the heroes of a possible future strive to change their past. This volume then closes with a final 2-part thriller ‘The Death of Hana Gitelman’ by Coleite & Badower. It’s not what you think…

The book also contains a number of extra text features, the webisode covers and TV show art by Tim Sale and others such as Jim Lee and Alex Ross and despite my initial misgivings does actually present a fairly cohesive picture that most readers should enjoy and appreciate even with no prior experience of the primary material. And of course with Boxed set DVDs make ideal presents – almost as good as graphic novels, in fact…

© 2007 Universal Studios. Heroes is ™ & © NBC Studios, Inc. All rights reserved.

The Further Adventures of Indiana Jones Omnibus volume 1


By various (Dark Horse)
ISBN: 978-1-84576-808-9

Dark Horse Comics have held the comics producing section of the Indiana Jones franchise since 1993, generating thousands of pages of material, much of it excellent and some not quite. But, and it might be construed as heretical to say it, dedicated fans aren’t all that quality conscious when it comes to their particular fascination, whether it’s games about finding Atlantis or the latest watered-down kids interpretation or whatever.

So the company’s Omnibus line is a wonderfully economical way to keep the older material in print for such fans by bundling old publications into classy, full-colour digests (they’re slightly smaller than US comic-books but larger than the standard manga volume, running about 400 pages per book). This initial volume (of three) chronologically re-presents the first dozen Marvel interpretations which followed the film Raiders of the Lost Ark as well as including the three-issue miniseries adaptation that preceded the landmark film. I’m being this specific because the comic version was also released as a single glossy, enhanced-colour magazine in their Marvel Super Special series (#18: Indiana Jones and the Raiders of the Lost Ark if you’re curious).

And just in case you haven’t seen the film: set in the days before World War II, Hitler’s paranormal investigation division was gathering occult artifacts from around the planet and soon crossed swords with a rough and ready archaeology professor from a New York university, when the unconventional Doctor Indiana Jones was maneuvered by the American government into tracking down his old tutor who might have a knowledge of the biblical Ark of the Covenant.

Although Abner Ravenwood had since died his daughter Marion possessed the clues the rough and ready Jones needed – unfortunately she’s also an old flame Indy had abandoned and would rather burn in hell than help him…

However when the Nazis turn up and try to torch her in the Nepalese bar she was dumped in, Marion joins Jones in a breakneck chase across the globe from Cairo to the lost city of Tanis to a secret Nazi submarine base on a tropical island, fighting natives and Nazis every step of the way until the ancient artifact separates the just from the wicked in a spectacular and terrifying display of Old Testament style Wrath…

The movie’s format – baffling search for a legendary object, utterly irredeemable antagonists, exotic locales, non-stop chase action, outrageous fights and just a hint of eldritch overtones – became the staple for the comic book series that followed, opening in impressive manner with ‘The Further Adventures of Indiana Jones’ a two-part yarn from Jack-of-all-genres John Byrne, assisted by Terry Austin and with veteran scripter Denny O’Neil pitching in for the concluding ’22-Karat Doom!’

When an old student is murdered before his eyes Indy swears to complete the lad’s research, subsequently trekking through Africa in search of a tribe who could turn men to gold, never more than one step ahead of a maniac millionaire with no love of mysteries or antiquities but a possessed of a deep and abiding love of profit…

That adventure ended with our hero plunging out of a doomed plane and into issue #3’s American set adventure ‘The Devil’s Cradle’ (O’Neil, Gene Day, Richard Howell, Mel Candido & Danny Bulanadi) wherein he fell into a hillbilly wilderness where a rogue US Army Colonel and a band of witch-burning yokels are separately hunting a 400 year-old alchemist with all the secrets of the ages at his fingertips…

‘Gateway to Infinity!’ by David Michelinie, Ron Frenz & Bulanadi saw the archeological adventurer en route to Stonehenge, courtesy of the US government, when a ring of Nazi spies once again failed to kill him. Hitler’s spies and parapsychologists were still hunting preternatural artifacts and the crystal cylinder uncovered at the ancient monument definitely qualified. English professor Karen Mays dated it to the Triassic period, millions of years before Man evolved and the murderous Aryans would stop at nothing to make it theirs…

Luckily for Jones and Mays – but not the Third Reich – the spies were eventually successful. However to their eternal regret their vile machinations unleashed ‘The Harbingers’ and only Indy’s swift reactions prevented a horror beyond time from escaping into our world.

Jazz Age mastermind Howard Chaykin joined Austin to illustrate the wonderfully classy ‘Club Nightmare’ (plotted by Archie Goodwin and scripted by Michelinie) as Marion opened a swanky Manhattan night-spot only to run afoul of mobsters and worse even before it opened. With Indy on hand to save the day the situation swiftly went from calamitous to disastrous…

Michelinie, Gammill & Sam de La Rosa soon had the hero globe-trotting again in ‘Africa Screams’ as a tussle in Tuscany with tomb-robber Ian McIver led to a solid clue to an even deeper mystery. Following an old map Indy and Marion are soon on their way to the Dark Continent in search of the legendary Shintay – a tribe of pale giants outcast from and last survivors of fabled Atlantis…

Unfortunately McIver and those ever-eager Nazi hunters were also on the trail and in ‘Crystal Death’ the vast power of the Shintay nearly wiped out half of Africa…

Issues #9 and 10 found the artifact hunter the target of a sinister plot by German spies and Aztec wannabees in ‘The Gold Goddess: Xomec’s Raiders’ (Goodwin, Michelinie, Dan Reed & Bulanadi), leading to a series of death-defying battles in the lofty heights of the Big Apple and the depths of the Brazilian jungle

This first volume concludes in fine style with a breathtaking global duel and a brand new villain as Indy is seduced by nefarious antiquities collector Ben Ali Ayoob into hunting down a persistent Biblical myth: ‘The Fourth Nail’. In ‘Blood and Sand’ Dr. Jones travels from the Australian Outback to Barcelona trying to find the unused final spike that should have ended Christ’s suffering on the Cross, but his quest is dogged by bad luck, Arabic ninjas, guardian gypsies, immense insane bandits and irascible bulls looking for a handy matador to mangle… The perilous pilgrimage reaches an inevitable conclusion in ‘Swords and Spikes’ (with additional art from Luke McDonnell and Mel Candido), a cavalcade of carnage, helter-skelter action and supernatural retribution.

With a covers gallery from such able and diverse hands as James T. Sherman, Walt Simonson, Terry Austin, John Byrne, Rich Howell & Armando Gil, Ron Frenz, Mike Gustovich, Howard Chaykin, Kerry Gammill, Bob Wiacek and Bob McLeod this is a splendid chunk of simple escapist fun: the type of buried treasure any fan of any age would be delighted to unearth.

™ &© 1981, 1983, 2009 Lucasfilm Ltd. All rights reserved.

Birds of Prey


By Chuck Dixon, Jordan Gorfinkel, Gary Frank & various (DC Comics)
ISBN: 978-1-84023-574-8

Birds of Prey recounts the missions and lives of a rotating team of female crime-fighters led by Barbara Gordon, the computer genius known as Oracle. Daughter of the Police Commissioner of Gotham City, her own career as Batgirl was ended when the Joker blew out her spine in a terrifying kidnap attempt. Trapped in a wheelchair she hungered for justice and sought new ways to make a difference in a very bad world…

Reinventing herself as a covert information gatherer for the Batman’s clique of avengers and defenders, she gradually became an invaluable resource for the entire superhero community, but in the first of these collected tales Babs undertakes a new project that will allow her to become an even more effective crusader against injustice…

This volume contains the one-shots, specials and miniseries that successfully introduced a spellbinding blend of sassy bad-girl attitude and spectacular all-out action which finally convinced timid editorial powers-that-be of the commercial viability of a team composed of nothing but female superheroes.

Who could possibly have guessed that some readers would like effective, positive, clever women kicking evil butt, and that boys would follow the adventures of violent, sexy, usually underdressed chicks hitting bad-guys – and occasionally each other …?

The issues gathered here, Black Canary/Oracle: Birds of Prey #1, Birds of Prey: Revolution, the pertinent section of Showcase ’96 #3 and Birds of Prey: Manhunt #1-4 form a breathtaking riot of dynamic, glossy crime-busting heavily highlighting the kind of wickedness costumes crusaders usually ignore, white collar and black-hearted…

The first tale ‘One Man’s Hell’, written by Chuck Dixon and illustrated by Gary Frank & John Dell, is set at a time when veteran martial arts crime-crusher Black Canary was slowly going to hell after the death of her long-time lover Green Arrow (of course he got better a few years later – see Green Arrow: Quiver for details).

Broke, uncontrolled and hell-bent on self-destruction, the increasingly violent and adrenaline-addicted heroine was contacted by a mysterious unseen presence and dispatched to an third world country to investigate a series of “terrorist attacks” that always seemed to profit one unimpeachably benevolent philanthropist…

With nothing left to lose Canary undertook the tragically brutal mission and gained an impossibly valuable prize… purpose.

Peppered with an intriguing array of guest-stars and villains this socially-conscious high-octane thriller established the Canary as one of the most competent and engaging combatants of the DCU and a roving agent of conscience and retribution more than capable of tackling the villainous scum who were clever enough to stay below the regular superhero radar: a reputation enhanced in the sequel ‘Revolution’.

Dixon, Stefano Raffaele & Bob McLeod crafted a superbly compelling tale wherein she and her silent partner (at this time Oracle was no more than a rumour to everybody but Batman and the Canary, who got “intel” and advice from an anonymous voice that came by phone, text or the radio-jewellery of her new costume) tracked a human trafficking ring to the rogue state of Santa Prisca and stumbled into a dirty campaign by American interests to topple the standing dictator.

When the venerable Showcase title was revived in the 1990s it was as a monthly anthology that highlighted old unemployed characters and events already originated rather than new wholly new concepts, swiftly becoming a place to test the popularity of the company’s bit players with a huge range of heroes and team-ups passing through its eclectic pages. This made it a perfect place to trot out the new team for a broader audience who might have ignored the one-shots.

Showcase ’96 #3 cover-starred Black Canary and Lois Lane, featuring a frantic collusion between the reporter, the street fighter and the still “silent partner” Oracle in a tale scripted by series editor Jordan B. Gorfinkel, laid out by Jennifer Graves and finished by Stan Woch. ‘Birds of a Feather’ found Superman’s then Girlfriend and the Birds taking out a metahuman gangmaster who had enslaved migrant workers to work in Metropolis’ secret sweat shop. Punchy and potent it led to the four-issue miniseries which ends this volume whilst introducing a new wrinkle in the format… teaming Oracle and Canary with an ever-changing cast of DC’s Fighting Females.

‘Manhunt’ saw Dixon again script a breakneck, raucous thriller which began ‘Where Revenge Delights’ (illustrated by Matt Haley & Wade Von Grawbadger) as the Birds’ pursuit of a philandering embezzler and scam-artist lead them into heated conflict with The Huntress – a mob-busting vigilante who even Batman thinks plays too rough. She also wanted the revoltingly skeevy Archer Braun (whom she knows and loathes as Tynan Sinclair) but her motives seem a good deal more personal…

The two active agents cautiously agree to cooperate but the mix gets even headier when Selina Kyle invites herself to the lynching party in ‘Girl Crazy’ (with additional inking from John Lowe). Canary consents over the strident objections of the never-more helpless and frustrated Oracle. Braun, it seems, is into bigger crimes than anyone suspected and has made the terminal error of bilking the notorious Catwoman…

Fed up with Babs shouting in her ear Canary goes off-line, subsequently getting captured by Braun, ‘The Man That Got Away’ (inked by Cam Smith) and clearly a major threat. He might even be a covert metahuman…

Shanghaied to a criminal enclave in Kazakhstan for the stunning conclusion ‘Ladies Choice’ (art by Sal Buscema, Haley & Von Grawbadger) Canary is more-or-less rescued by the unlikely and unhappy pairing of Catwoman and Huntress, but none of them is ready or able to handle Braun’s last surprise – Lady Shiva Woosan, the world’s greatest martial arts assassin…

This rollercoaster ride of thrills, spills and beautifully edgy, sardonic attitude finally won the Birds their own regular series which quickly became one of DC’s best and most consistently engaging superhero adventure series. This opening salvo is both groundbreaking and fantastically fun, and will delight any comics Fights ‘n’ Tights follower as well as anyone woman who’s ever had a man in her life…
© 1996, 1997, 2002 DC Comics. All Rights Reserved.

Annihilation Conquest Book 1


By various (Marvel)
ISBN: 978-0-8751-2782-6

Annihilation was another of those company-wide publishing events that “Changed The Marvel Universe Forever” (and don’t they all?) which ran for most of 2006, and involved most of the House of Ideas’ outer space outposts and cosmic characters. Among the stalwarts in play were Silver Surfer, Galactus, Firelord (and a host of previous heralds of the world-eater), Moondragon, Quasar, Star-Lord, Thanos, Super-Skrull, Tana Nile, Gamora, Ronan the Accuser, Nova, Drax the Destroyer, a Watcher and a host of alien civilisations such as the Kree, Skrulls, Xandarians, Shi’ar et al., all falling before a invasion of rapacious negative zone bugs and beasties unleashed by the insectoid horror Annihilus.

If you’re new to the Marvel universe and that bewildering list of daunting data didn’t leave you screaming in frustration, then please read on…

As is usual in these public thinnings of the herd, a number of good guys and bad died and had their trademark assumed by a new and glitzier model whilst some moribund careers got a successful and overdue shot in the arm…

The event spawned a number of specials, miniseries and new titles, (subsequently collected as three volumes plus a Classics compilation that reprinted key appearances of a number of the saga’s major players) and inevitably led to a follow-up event: Annihilation: Conquest.

The first volume of this surprisingly engaging sequel series collects Annihilation: Conquest Prologue, Annihilation: Conquest Quasar #1-4, Annihilation: Conquest Star-Lord #1-4 and Annihilation Saga, opening on a scarred and war-torn realm of known space, decimated and still reeling from the chaos of the Annihilation Wave and its aftermath.

The Kree and Skrull empires are splintered, the Nova Corps of Xandar reduced to a single agent, ancient gods are loose and a sizable portion of the Negative Zone invaders have tenuously established themselves in territories stolen from the billions of dead sentients that once populated the cosmos. The Supreme Intelligence is gone and arch-villain Ronan has become a surprisingly effective ruler of the Kree remnants. Cosmic Protector Quasar is dead and Phyla-Vel, daughter of the first Captain Marvel has inherited both his powers and name…

In ‘Prologue’ (written by Dan Abnett & Any Lanning, illustrated by Mike Perkins and coloured by Guru eFX) Phyla-Vel and psychic demi-goddess Moondragon are working with the pacifist Priests of Pama to relieve the suffering of starving survivors, whilst Peter Quill, one time cosmic champion Starlord, is working with Ronan and the remnants of the warlike Kree on the planet Hala to shore up the battered interstellar defences of the myriad races in the sector.

Quill has brokered an alliance with the Spaceknights of Galador (an old noble cyborg species most famously represented by 1980s hero Rom) that should enhance the all-pervasive etheric war-net, but once uploaded the date instantly causes disastrous problems throughout the system. In seconds all technology in the region is compromised: overruled by a murderous, electronic sentient parasitic species known as the Phalanx, whose cybernetic credo is “peace and order through assimilation”. Once more organic life is facing total extinction…

On planet Pama, Phyla and Moondragon are targeted by enslaved Kree automatons as the Phalanx attempt to destroy any credible resistance before spectacularly cutting off the entire quadrant from the rest of the universe. If life is to survive this threat it must be saved by the champions trapped inside…

The miniseries ‘Starlord’ (written by Keith Giffen, with art from Timothy Green II, Victor Olazaba & Nathan Fairbairn), finds the one-time Cosmic Avenger stripped of his powers and technological enhancements – all now liabilities when facing a predator species that infests electronic devices – and seconded to a Kree resistance division. Here he is tasked with turning Kree prisoners into a Penal Strike Force (a highly engaging intergalactic Dirty Half-Dozen) and taking out the Phalanx base where the invaders are perfecting a more efficient way to assimilate organics into their mechanistic hive-mind.

Once a major bad-guy race in the Marvel mainstream, whoever the Kree consider criminals look surprising like failed heroes to me. Firstly there’s Galactic Warrior Bug (originally from the 1970’s phenomenon Micronauts), the current Captain Universe (ditto), the Shi’ar berserker Deathcry, failed Celestial Madonna Mantis, anamorphic adventure Rocket Raccoon and the gloriously whacky “Kirby Kritter” Groot, a Walking Tree and one-time “Monarch of Planet X.”

With this reluctant team in tow and using natural abilities and decidedly primitive weapons the squad invades Hala, now the central beachhead of the Phalanx, to discover and destroy the augmented assimilation project, but they have drastically underestimated the remorseless ingenuity and creative callousness of the electronic invaders…

Sharp, witty and ingenious, this is a magnificent romp full of thrills and worthy sacrifice that no comic fan could possibly resist, and is promptly followed by the epic tragedy of Phyl-Vel, the new Quasar as she and her lover Moondragon endure a terrible quest to the heart of the imprisoned Quadrant, following a mysterious voice that urges them to save the one being who could possibly turn back the seemingly irresistible tide of Phalanx assimilation.

‘Quasar: Destiny’ (written by Christos N. Gage, illustrated by Mike Lilly, Bob Almond, Scott Hanna, Mark McKenna, Roland Paris & Stephane Peru) sees the couple journey to a hidden world of hope, dogged by the deadly Earth automaton Super-Adaptoid, now a fully-integrated Phalanx super-warrior possessing the powers of the Avengers and Phyla’s father the first Captain Marvel. Moreover, even plagued by overwhelming berserker rages and cut off from her power source, the untried Quasar must succeed before her abilities fade forever…

Little does she realise that Moondragon, her bedrock in these times of overwhelming trouble, is slowly undergoing an inevitable contamination potentially more hideous than Phalanx assimilation…

This epic race across the universe ends in a tragic surprise and one final glimmer of hope for the desperate champions of organic life – which will have to wait until the second volume to flourish or die.

This tome doesn’t end here, though. Rounding out the book is a selection of design sketches from Timothy Green II & Nathan Fairbairn and the invaluable and incisive Annihilation Saga, written by Michael Hoskin – a 34 page text précis using a huge selection of illustrations from the various Annihilation storylines to fill in and bring up to speed any readers (such as myself at the time so I can verify its usefulness and efficacy) who missed the original event.

Artists and writers sampled here include Aleksi Briclot, Nic Klein, Matt Wilson, Andrea DiVito, Laura Villari, Mitch Breitweiser, Scott Kolins, Ariel Olivetti, Kev Walker, Rick Magyar, Renato Arlem, Gregory Titus, Jorge Lucas, Giuseppe Camuncoli, Mike McKone & Sean Chen.

I admit to having a deep-seated antipathy to and suspicion of these vast inter-connected, braided mega series; always worrying that readers are subjected to unnecessary pressure to include titles and tales they normally wouldn’t care to try (and usually subsequently discovering that they needn’t have once the super-sagas are concluded) but every so often the publishing stunt is elevated by sheer quality of material and those rare instances result in pure comics gold. Annihilation: Conquest, with its blend of bombastic derring-do, metaphorical war allegories, dashing adventure, dry humour and Armageddon politics is one such example and I wholeheartedly commend it to your house…

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

Fires


By Lorenzo Mattotti (Catalan Communications)
ISBN: 0-87416-064-2

Lorenzo Mattotti was born in Brescia 1954, and after studying architecture became a comics storyteller before graduating into a second career as a designer and illustrator. As well as the book under discussion here, his most well-known work is probably his 2003 Eisner award-winning adaptation of Dr. Jekyll and Mr. Hyde. His stunning illustrations have graced magazines as varied as Cosmopolitan, Le Monde, Vogue and The New Yorker.

Initially working in a stylish but standard manner he gradually became obsessed with expanding the traditional comics form; capturing the power of light, hue and motion on the page and exploring the inner world of the characters populating it, beginning with the seminal Il Signor Spartaco in 1982.

With all his successive works from Murmur, the semi- autobiographical ‘The Man in the Window’ (where he applied the same creative questioning doctrine to line-drawing as he had to paint, pastel and chalk colour), the historical Caboto and others he pursued a technique of offering multiple meanings and interpretations to the reader…

Fires was released in 1986, and details the experience of a navy officer seduced by the magical nature of a tropical island. Either that or a classic case of a sensitive nature driven to madness by the regimentation of militarism…

When the warship Anselm II drops anchor in the bay of the paradisiacal islet of St. Agatha to investigate the growing loss of merchant shipping, junior officer Lieutenant Absinthe is troubled by the stunning natural beauty of volcanic atoll. The government of the new super-state of Sillantoe has dispatched the dreadnought to explore the place, and if populated, civilise or pacify the natives.

On the night before Absinthe and a landing party are dispatched, blazing fires can be seen brilliantly lighting up the dark and the Lieutenant thinks he sees strange creatures invading the ship. When the away team trudges through the foliage the next morning, he thinks he sees them again, but for some inexplicable reason cannot bring himself to report the sighting.

The officer is increasingly disturbed by the joyous, dancing flickering figures, and even though he says nothing the crew knows something is happening to him. Absinthe only feels happy or at peace on the island, and one night he goes AWOL. Seeing islanders all the time now he goes fully native, reveling in the spectacular blazes that roar and dance every time darkness falls.

Eventually the sailors recapture their “hallucinatory” comrade and the order comes to bombard this isle of the damned until it is razed of all possibility of life.

And now the nightmare truly begins…

This examination of technology vs. nature, freedom challenging duty and man against civilisation is rendered in a euphoric blaze of expressionistic colour and frantic movement reminiscent of Disney’s Fantasia and bolder abstract experimental animations, with forms and actors reduced to primal shapes surging across the landscape of a page. Mattotti’s questing style blends the colour philosophy of Fauvism with the stripped-down forms and perfect structures of Italian Futurist painters such as Giacomo Balla, Carlo Carrà and Umberto Boccioni and Russian Natalia Goncharova whilst the story itself has the brooding, paranoiac, inevitable-descent-into-madness feel of Conrad’s Heart of Darkness and its filmic avatar (Coppola’s) Apocalypse Now.

Astounding, compelling and deeply moving this book (there’s also a 1991 British edition from Penguin – ISBN 978-0-14013-889-4 available) is a mesmerising classic and high point of our art-form and one any serious devotee of sequential narrative would be proud to own.
© 1986-1988 by Editions Albin Michel S. A. English language edition © 1988 Catalan Communications. All rights reserved.

Dr. Watchstop: Adventures in Time and Space


By Ken Macklin (Eclipse Books)
ISBN: 0-913035-85-8

Before becoming a successful games artist for LucasArts graphic adventure games (I don’t actually grok push-button fun but I gather that Maniac Mansion, Loom, the second and third Monkey Island contraptions and the character Bubsy the bobcat number among his electronic hits) Ken Macklin was an underground/small press creator who delighted in cleverly whimsical and witty funny animal strips during the late 1970s in indy publications such as Quack!

Married to equally talented anthropomorphic raconteur Lela Dowling, he assisted and contributed to her marvelously manic Weasel Patrol tales, which were published in the lost and long-lamented sci-fi anthology Fusion whilst producing his own diabolically wonderful one-shot space opera romp Contractors and the stimulating vignettes gathered here.

As well as a talented designer and illustrator Macklin is a gifted painter and slyly devious writer and in 1982 he began selling brief, luxurious mini-epics starring an astonishingly brilliant but outrageous innocent multi-discipline savant named Dr. Watchstop to Epic Illustrated and Fusion: high quality graphic fantasy magazines aimed at older readers.

In an era where science fiction was synonymous with and indistinguishable from cops and cowboys with blasters, Watchstop’s antics were contemplative, slapstick, wickedly ironic, eyes wide-open wonderments that only saw the ridiculous side of technology and the future cosmos…

Still readily available this oversized compilation gathers all those marvelously intellectual, winningly funny spoofs and japes, opening in glorious painted colour with ‘Dr. Watchstop Faces the Future’ (Epic #10 February 1982), possibly the last word in time paradox tales, followed by an amoebic dalliance ‘One Cell at a Time’ before demonstrating the downside of ancient alien artifacts in ‘Time Bomb’ (Epic #14 and #17 respectively).

If possible Macklin’s art is even better as monochrome tonal washes, as perfectly illustrated in the hilarious ‘Unique Specimen’ (Fusion #1, January 1987), life-through-a-lens fable ‘Modern Culture’ (Fusion #3) and natural history segments ‘Right Stuff’ (Fusion #7) and ‘Bugs’ (Fusion #5).

‘Relic’ (Fusion #2) is pure Future Shock whilst full-colour ‘The Single Electron Proof’ from Epic #21(September 1983, and with the timely assistance of Toren Smith) will stretch the higher mathematics prodigies amongst us with a little metaphysical tomfoolery.

Epic #29 provided a first home for ‘In Search of Ancient Myths’, #33 both ‘Reaching Out’ and ‘Beating the Heat’ whilst the last colour cosmic conundrum ‘Wasting Time’ debuted in #34. The remainder of this collection features more black and white antics from Fusion, beginning with the vaudevillian ‘Gone Fishing’ (#4), moving adroitly into ‘Xlerg’s Fossil Emporium’ (#8) and anarchically culminating in a riotous Weasel Patrol collaboration enigmatically entitled ‘The Weasels Fill In’ from Fusion #9 (May 1988)

Sheer artistic ability and incisive comedy for smart people is never going to be out of style and this stellar compilation will be a constant joy for any fan smart enough to unearth it.
© 1989 Ken Macklin, and where appropriate Raymond E. Feist, Toren Smith, Lela Dowling and LX Ltd. All rights reserved.

Walt Disney’s Uncle Scrooge in Hawaiian Hideaway


By Carl Barks (Gladstone Comic Album #11)
ISBN: 0-944599-10-9

Amongst the other benefits to derive from the radical shake up of the American comics industry in the 1980s (specifically the creation of a specialist retailing sector that ended the newsstand monopoly by sale or return distributors) was a crucial opportunity for small publishers to expand their markets. There was an explosion of companies with new titles that quickly came and went, but there was also an opportunity for older, wiser heads to get their product fairly seen by potential fans who had for so very long been subject to a DC/Marvel duopoly.

Gladstone Publishing began re-releasing a selection of other Disney strips in classy oversized albums based on a format that had been popular for decades in Scandinavia and Europe. Reintroduced to the country of their birth the archival material quickly led to a rapid expansion and even resulted in new comicbooks being created for the first time since Dell/Gold Key quit the comics business.

That West Coast outfit had for decades published the lion’s share of licensed properties, delighting generations of children with their film, TV and movie comicbooks. One of their greatest wage-slaves was a shy, retiring and fiercely independent writer/artist named Carl Barks.

From the late 1940’s until the mid-1960s Barks worked in productive seclusion writing and drawing a vast array of comedic adventure yarns for kids, based on and expanding the Disney stable of Duck characters. Almost single-handed he crafted a Duck Universe of fantastically memorable and highly bankable characters such as Gladstone Gander (1948), Gyro Gearloose (1952) and Magica De Spell (1961).

Throughout this period Barks was blissfully unaware that his work (uncredited by official policy as was all Disney’s cartoon and comicbook output), had been singled out by a rabid and discerning public as being by “the Good Duck Artist.” When some of his most dedicated fans finally tracked him down, his belated celebrity began.

Undoubtedly though, Barks’ greatest creation was the crusty, energetic, money-mad yet oddly lovable dodecadillionaire Scrooge McDuck who premiered in the Donald Duck tale ‘Christmas on Bear Mountain’ (Four Colour Comics #178 December 1947).

This book highlights another of the Money-mad Mallard’s spectacular battles of wits – and avarice – with nefarious criminal clan the Beagle Boys: another Barks confabulation who first collectively cased the duck’s ponderous holdings in Walt Disney’s Comics and Stories #134 (November 1951).

Printed in that aforementioned European oversized format (278mm x 223mm) this captivating caper originally appeared in Uncle Scrooge #4 (December 1953-February 1954) and relates how the security-conscious Scrooge buys an island where he can safely squirrel away his acres of cash. Unfortunately the ever-rapacious Beagles get wind of his scheme and plan to intercept the moolah in transit, leading to nautical hi-jinks that would stun Jack Sparrow himself and jungle japes that captured the true mysterious glamour of the South Pacific…

Luckily Donald and his scarily inventive nephews Huey, Dewey and Louie are there to counteract the villains – as well as a decidedly supernatural presence derived from Barks’ scrupulous and exhaustive research. As well as a brilliant artist and inspired gag-man Barks was a fanatical armchair explorer and his addictive light adventure yarns always had some basis in authentic fact or folklore.

Filling out this volume are a clever Gyro Gearloose vignette from Uncle Scrooge #26 (1959) wherein ‘Krankenstein Gyro’ flaunts the laws of chemistry and biology as well as his traditional physi   cs in an attempt to create life; all prompted by an ill-advised trip to a monster matinee and that lucky old duck Glandstone Gander gets annoyingly involved in Scrooge’s newest scheme to camouflage his cash in the farm-belt in an untitled Donald Duck yarn from Walt Disney’s Comics and Stories #126 (April 1951). Sadly, when Scrooge bought the farm nobody reminded him that the Mid-West is tornado country…

Dryly satirical and outrageously slapstick, Bark’s delightfully folksy observations on the frustrating responsibilities and ultimate worthlessness of wealth have never been better expressed than here and these captivating parables are among his very best.

Even if you can’t find this particular volume, Barks’ work is now readily accessible through a number of publications and outlets. No matter what your age or temperament if you’ve never experienced his captivating magic, there’s no time left to lose. Read your way out of this financial crisis with a healthy helping of fiscally prudent fun fiction…
© 1988, 1959, 1953, 1951 The Walt Disney Company. All rights reserved.

Jack Staff: Everything Used to Be Black and White


By Paul Grist (Dancing Elephant/Image)
ISBN: 978-1-5824-0335-9

Growing up a comic fan in 1960s and 1970s Britain was an oddly schizophrenic situation. Not only were we bombarded and enthralled by our own weirdly eclectic mix of TV stars, Empire jingoism and military bluster, fantastic anti-establishment fantasy, science-fiction and sport yarns – augmented by the sheer inspired, madcap anarchy of the gag strips that always accompanied such adventure serials in our anthology weeklies, but from 1959 we also had unfettered access to the exotic worlds and thinly veiled cultural imperialism of American comicbooks, bulk-imported as ballast in cargo ships and readily available in glorious full colour…

And don’t even get me started on the few, but classy European wonders such as Tintin, Lucky Luke and Asterix that also filtered into the funnybook gestalt brewing in our fevered little heads. All this pictorial wonderment tended to make us young disciples a tad epicurean in our tastes and broad-minded, eccentric synthesists about our influences…

I’ve followed Paul Grist’s work since the small press days of Burglar Bill and St. Swithin’s Day and his brilliantly refined design sense and incisive visual grasp of character have made his interpretations of Grendel, Judge Dredd and other commercial properties an excellent example of why individuality always trumps house-style. However, when he writes his own material, he steps into a creator class few can touch, always blending and refining the key elements of genre and shared public consciousness into a stunningly inviting new nostalgia. For a perfect example check out what he accomplished with hard-boiled detective archetypes in his splendid Kane (see Kane: Welcome to New Eden among others).

He established his own company, Dancing Elephant Press, to produce the kind of works big-time publishers lacked the imagination to support and in 2002 returned to the childhood delights of superhero comics with the creation of Jack Staff, who began life as a proposed Union Jack story for Marvel.

When they pulled the plug, Grist, unable to let a good idea go and now freed of the usual creative restraints that come from playing with other people’s toys, went wild and produced a purely British take on the superhero phenomenon that is simultaneously charming, gripping and devilishly clever.

I usually go into laborious (most would say tedious) detail about the events in these graphic novel reviews but this first Jack Staff collection (gathering the first 12 issues) will be an exception as Grist’s captivating style here – based on and mimicking the anthology format of British Weeklies such as Lion and Valiant – mean that each issue feels like seven stories in one. As my intention is to convince to buy this book I’m sacrificing detail for brevity… you lucky people.

Becky Burdock is a feisty girl reporter for trashy newspaper The World’s Press in a nondescript British city.  In ‘Yesterday’s Heroes’ whilst hunting down a serial killer scoop on the “Castletown Slasher” she accidentally stumbles onto the identity of Jack Staff (Britain’s greatest costumed hero since WWII, but a man missing since the 1980s) when local builder John Smith saves her from a collapsing billboard.

This precipitates memories of a wartime international superhero team’s The Freedom Fighters and a battle against a centuries old vampire and strangely involves the British Q Branch (investigating un-rational or weird crimes) and US superhuman Sgt. States, Staff’s opposite number and another seemingly immortal patriotic hero.

Marvel Zombies will rightly identify this tale has echoes of the Roy Thomas & Frank Robbins “Baron Blood” storyline from the 1970s comic The Invaders and if Marvel had been more accommodating this would indeed have been a classy sequel to that saga. However they missed their chance and this magically tongue-in-cheek pastiche is the magnificent result.

There are still superhumans in this world such as heroic Tom Tom, the Robot Man and the villainous Doc Tempest and even mortal champions such as Albert Bramble and his son Harold who battle dark forces as Vampire hunters, but even they cannot prevent Becky from becoming a victim of the killer stalking the city. John Smith is clearly reluctant to rejoin the masked hero community but events keep pushing him until he uncovers an international conspiracy of sanctioned atrocity that naturally gets hushed up by the powers that be…

These stories are rife with references and cameos from fifty years of popular culture – and not just comics: thinly disguised TV icons such as Steptoe and Son, Dad’s Army and The Sweeney jostle alongside purely comicbook stars such as Captain America and Dr. Strange and members of our own uniquely bizarre pantheon such as Robot Archie, Zip Nolan, Kelly’s Eye, Jason Hyde, Adam Eterno and even relatively real people such as Alan Moore and Neal Gaiman.

A far larger part is played by incomparable poacher turned gamekeeper The Spider in the second story-arc ‘Secrets, Shadows and the Spider!‘ as things go quirkily cosmic when Becky Burdock, Vampire Reporter and the increasingly intriguing Q cops stumble into real X Files territory and we get some welcome background into recent history when a 1960s super-criminal starts stealing again.

Or does he? The Spider never shot anybody before…

The mystery is cleared up when elderly Alfred Chinard (it’s a partial anagram – work it out…) hires builder John Smith and springs a trap on his old foe before they notionally team up to stop the real thief. Of course it doesn’t really go Jack’s way and he is literally left holding the bag. After a full length Q adventure ‘Quotations’ involving a meta-fictional serial killer, ‘Out of Time’ rounds out the book.

Here, Victorian showman and escapologist Charlie Raven (a canny reworking of the superb Janus Stark) enters the picture, encountering a Dorian Gray-like mystery and losing a battle to a foe who consumes time itself. As a result the charismatic Raven endures an Adam Adamant moment and ends up in 21st century Castletown, where his enemy is still predating the human populace. Also causing trouble is Ben Kulmer – the invisible bandit known as The Claw (lovingly homaging Ken Bulmer, Tom Tully and Jesús Blasco’s astounding antihero The Steel Claw).

When that nice Mr. Chinard turns up again the stage is set for a spectacular time-rending chronal clash involving the entire expansive cast that is spectacular, boldly bewildering and superbly satisfying

The stark yet inviting black and white design, refined, honed and pared down to a minimalist approachability has an inescapable feeling of Europe about it. If ever anyone was to create a new Tin Tin adventure, Grist would be the ideal choice to draw it. Not because he draws like Hergé, but because he knows his craft as well as Hergé did. However I’m deliriously happy that he has so brilliantly assimilated the essences of the cherished keystones of my beloved comics-consuming past and given them such a vital and compelling new lease of life.

Thrilling, funny, fabulous. Buy this Book!

™ & © Paul Grist. All rights reserved.

Golgo 13 volumes 1-4


By Takao Saito, translated by Patrick Connolly (LEED Publishing)
ISBNs: 4-947538-57-0, 4-947538-59-7, 4-947538-61-9 & 4-947538-62-7

Almost from its very beginnings the Manga marketplace addressed the needs of a broad audience and adult-oriented material was always a confirmed and successful part of the Japanese publishing landscape. One of the earliest stars of this arena was the incredible, prolific Takao Saito, who began in 1969 to document the gritty adventures of the world’s greatest hitman.

Golgo 13 is a man of mystery: an ice-hearted assassin for hire who picks his assignments depending on a private code of honour: meticulous, remorseless, infallible. He never fails and is always at the heart of whatever real-world political or social scandal his creator happened upon.

The cognomen Golgo denotes hints of a Biblical connection to crucifixion site Golgotha and other Christian iconography, but is only one of this darkly Bond-like protagonist’s many names. However “Duke Togo” – his most common pseudonym – is Japanese through and through and there is no hint of a religious sensibility (except possibly Old Testament style vengeance) – only a truly remorseless social conscience.

The strip debuted in the January 1969 issue of Shogakukan’s premier title Big Comic and has run more or less continually ever since, with compilation sales topping 200 million copies, with attendant immensely popular films, anime, TV series and video game adaptations. Golgo’s monthly strip adventures have been collected into 155 tankobon editions (the term means discrete or stand alone edition, but the manga industry has adopted the term to describe a collected book length volume irrespective of whether or not the story within concludes).

In 1986 just as the western world was beginning to franchise and translate selected manga properties LEED Publishing and Vic Tokai Electronics Corporation repackaged a selection of Golgo 13 tales into four spectacularly addictive English language editions to promote one of the aforementioned games, but regrettably failed to capture the attention of the sci-fi and superhero besotted comics buying public. In 1991 LEED tried again in conjunction with Viz Media via a three issue miniseries entitled Golgo 13: The Professional, but once more the super-assassin failed to hit his mark.

A couple of years ago they tried again as part of the Viz Signature imprint, and here the jury is still out…

Takao Saito was born in 1936 and grew into a tough kid and brilliant storyteller. Eschewing a boxing career he began working in the relatively new field of Manga in 1955 with the adventure strip Baron Air, displaying a love of gritty adventure and science fiction over the next fifteen years. He formed Saito Production in 1960 and in 1971 he began a second career as a teacher of the comic arts.

The four volumes covered here show creator and character at the very peak of their game. The first ‘Into the Wolves’ Lair: The Fall of the Fourth Reich’ includes a fold-out “dossier” on Golgo 13 before launching into a stunning 120 page saga as the Israeli intelligence service Mossad hire the unstoppable hitman to invade and destroy an impregnable fortress in Buenos Aires where the implacable mastermind behind the Nazi holocaust has engineered a new army of fascist psychopaths to once more menace humanity.

A hallmark of Saito’s process is the meticulous attention to detail and the tension-building way his protagonist plans every mission: as engrossing a factor as the inevitable explosive culmination of each mission. The preparation pays off when the one man death squad blazes effortlessly through the Nazi’s final Festung but even so there’s one last surprise in store…

This 17 chapter epic is balanced with a shorter, five part, but no less topical tale. ‘Fighting Back‘ is set in Afghanistan during the then on-going Soviet Occupation, and details a specialist Russian force hunting the assassin who killed the General-Director of Military Political Affairs with an impossible 1km rifle shot through the windscreen of a moving armoured vehicle…

Tough and dedicated soldiers, the soldiers track the killer through the rocky passes and isolated villages until they make a huge mistake and catch him…

Book 2, ‘Galinpero’ is set in the Amazon River Basin and sees the enigmatic anti-hero accept a commission from a dead man. Agreeing to hunt down a pack of government-sponsored diamond miners-come-slavers using the natives to enrich themselves before slaughtering all witnesses, once more G13’s careful planning and apparent insanity lead to a particularly mordant demonstration of cosmic justice spectacularly appeased.

The killer’s technical proficiency is displayed in ‘110º: The One-Ten Angle’ as Golgo is hired to kill the man who raped and murdered a Saudi Arabian princess. When her distraught father discovers the culprit is the Crown Prince (the victim’s own cousin) he tries to cancel the hit and suppress a scandal, even sending his own assassins after the mercenary mastermind. Securing the prince deep within the imperial palace he feels secure that nothing can reach the tarnished target – but G13 never fails…

Crafty, sly and deftly understated, this gripping thriller combines modern geo-political double-dealing with the most ancient of motives and actions…

‘Ice Lake Hit’ leads off the third volume and finds “Duke Togo” hunting Moose in the arctic Northwest Territories of Canada. When he makes an impossible shot it quickly attracts the suspicions of the Game Warden and local Mounties, but the visitor’s real prey are more than capable of shooting back…

In a veritable bloodbath the story of a CIA traitor and a Soviet spy-ring emerges, but as ever careful planning and uncanny skill are more than a match for mere guns and numerical superiority…

The second tale deals with the legal and illicit trade in horsemeat to Japan and sees a motorbike-riding G13 stalking a gang of modern rustlers terrorisingTexas. ‘Machine Cowboy’ finds Togo employed by a widow whose one true love was taken from her, and  even if the cops are reluctantly prepared to investigate the murder of her ranch foreman they won’t do anything to find the killers of her beloved steed Whitey – but Golgo 13 will…

Produced for adults, all these tales are casually steeped in nudity, torture and brutal graphic violence, but the content and heartfelt outrage Saito imbues this tale with make it easily the most disturbing story many readers will ever experience.

The final volume is also an ecological nightmare scenario. ‘The Ivory Connection’ begins when unchecked elephant poaching in Uganda prompts members of the World Wildlife Fund to hire G13 to cull the offending culprits (and wouldn’t it be nice to think that all our past donations were as sensibly used?). The trail leads from British mercenaries through African civil wars to the medicine monsters of the Chinese triads, but as ever the ice-man has just the plan to handle all his opposition…

This book ends with ‘Scandal! The Unpaid Reward’ and pits Togo against a West German kingmaker who wants his political rival not only dead but his victim’s party utterly humiliated and discredited. Set at the height of the Cold War this tense thriller perfectly illustrates why, if you hire the world’s greatest assassin, it’s imperative to pay him what you promised once he’s accomplished his mission…

Like most tankobon editions each volume in this too-brief series (which reads from left to right in the Western manner), begins with a painted colour section which devolves into two tone (black and red) before eventually resolving into standard monochrome for the bulk of each book, but readers of British comics shouldn’t have any problems with that, and these savage, addictive, so very clever and compelling tales are worth a little time and effort. Track him down: you won’t regret it…
© 1986, 1987 Saito Production Co., Ltd. All rights reserved.

Flash: Terminal Velocity


By Mark Waid, Mike Wieringo & various (DC Comics)
ISBN: 978-1-56389-249-3

When Barry Allen, the Silver Age Flash whose creation ushered in a new and seemingly unstoppable era of costumed crusaders, died during Crisis on Infinite Earths in 1985, he was succeeded by his sidekick Kid Flash. A young man who initially struggled to fill the boots of his predecessor, both in sheer physical capability and, more tellingly, in confidence, Wally West felt a fraud, but like a true hero he persevered and eventually overcame.

After years in the role, West had adapted and made a convincing argument for being an even greater hero as he triumphed over his mentor’s uncanny foes and a whole new Rogues’ Gallery of his own. In Terminal Velocity (reprinting issues #0 and #95-100 of the monthly Flash comicbook) scripter Mark Waid and an impressive band of illustrators went into creative overdrive following the company wide reboot and strategic reworking of the entire continuity dubbed Zero Hour.

The event was marked by an “issue zero” for every title then being published, wherein the new official origin for each character was established as well as setting up new storylines and it is with Wally West’s new beginning that this pulse-pounding superhero saga opens. ‘Flashing Back’ by Waid, Mike Wieringo & Jose Marzan Jr. found the Scarlet Speedster a helpless stream of Speed Force energy bouncing through his own history until he returned to his correct place in time, just in time for the six-part epic Terminal Velocity which began with ‘Mach One: The Dead Yet Live’ (pencilled by Salvador Larrocca).

There are many super-speedsters in the DCU and many of them congregate in the twinned metropolis of Keystone and Central Cities. Here Wally’s true love, journalist Linda Park, his Aunt Iris and fellow fast fighters Jay Garrick and Impulse anxiously awaited his return, but when he appeared they couldn’t help but notice a subtle, disturbing change in the once easy-going young man. This Wally was driven, determined and possessed strange new abilities and handicaps. Moreover he took to training the attention-deficit plagued kid Impulse with frantic determination…

Since the ophidian terrorist Kobra had taken to constantly harassing the cities he got plenty of practice and it’s wasn’t long before the problem was revealed. In ‘Mach Two: All the Wrong Moves’ Linda discovered Wally’s secret – his brush with the time stream had changed his body and if he ran too fast his body would revert to energy. It was only a matter of time before he slipped, turned to lightning and would be sucked into the Speed Force forever…

But that wasn’t all: something even more terrifying was troubling the Flash – something he refused to share with anybody…

As Wally’s condition deteriorated and Kobra’s predations increased, Impulse’s training went badly and Flash had to call in specialised help from Jay Garrick, fellow WWII hero Johnny Quick and Zen Master of Speed Max Mercury, oldest speedster on Earth. ‘Mach Three: The Other Side of Light’ revealed Mercury’s origins and hinted of the horrors facing Wally. Meanwhile Linda and Iris used old fashioned detective work to track down Kobra, and as Johnny’s daughter Jesse Quick joined the squad the snake lord’s ultimate plans manifested and it became increasingly clear that Impulse was far from ready to inherit Flash’s mantle should the necessity arise…

In ‘Mach Four: Hit and Run’ Jesse took over as the next Flash as Kobra seized control of the Twin Cities and the reason for Flash’s desperate actions was finally revealed, whilst in ‘Redline: Ultimate Rush’ (with additional pencils from Carlos Pacheco) Wally and Jesse found themselves hopelessly overmatched until Impulse came to their rescue. The saga concluded with an explosive sprint finish in ‘Overdrive: The Quick and the Dead’ (a marathon-length episode with art from Larrocca, Sergio Borjas, Pacheco, Oscar Jimenez & Marzan) wherein the Speed Team settled Kobra’s scaly hash whilst a coterie of superhero guest-stars pitched in to help save the world.

Best of all, Wally even sorted out the horror he glimpsed whilst falling through time and got to live happily after – for the present…

Gripping, immensely exciting and cathartically joyous, this beautifully realised and illustrated tale catapulted the Flash to the top of every fan’s must-read list and presaged a period of incredible creativity for this venerable character. Terminal Velocity embodies the very best of modern superhero storytelling (even if it is fifteen years old) and is a book any fan reader can – and should – enjoy…

© 1994, 1995 DC Comics. All Rights Reserved