Flash: The Human Race


By Grant Morrison, Mark Millar, Paul Ryan, Ron Wagner, Pop Mahn & various (DC Comics)
ISBN: 978-1-84856-382-7

There are many super-speedsters in the DCU and most of them congregate in the conjoined metropolis of Keystone and Central City. Wally West, third incarnation of The Flash, lives there with his true love Linda Park, his Aunt Iris and fellow fast-fighters such as Jay Garrick. Impulse, a juvenile speedster from the Future and his mentor/keeper Max Mercury – the Zen Master of hyper-velocity – live in Alabama but often visit as they only live picoseconds away…

Created by Gardner Fox and Harry Lampert, Garrick debuted as the very first Scarlet Speedster in Flash Comics #1 (January 1940). “The Fastest Man Alive” wowed readers for over a decade before changing tastes benched him in 1951 until the concept of speedsters and superheroes in general was revived in 1956 by Julie Schwartz in Showcase #4 when police scientist Barry Allen became the second hero to run with the concept.

The Silver Age Flash, whose creation ushered in a new and seemingly unstoppable era of costumed crusaders, died heroically during Crisis on Infinite Earths (1985-1986) and was promptly succeeded by his sidekick Kid Flash. Of course Allen later returned from the dead – but doesn’t everyone?

Initially Wally West struggled to fill the boots of his predecessor, both in sheer ability and, more tellingly, in confidence. Feeling a fraud, he nonetheless persevered and eventually overcame, becoming the greatest to carry the name.

Following directly on from Morrison and Millar’s first turn on the Scarlet Speedster (see Flash: Terminal Velocity) this volume reprints issues #136-141 of the monthly comic and even finds room for a delicious extra feature from Secret Origins #50 and opens with a 10-year-old Wally playing with his Ham Radio kit and talking to an imaginary friend before we sprint into the present-day to find Wally seconds after his last exploit, when an alien super-speedster crashed at his feet, gasping out a warning with his dying breath…

The eponymous three-part lead tale The Human Race commences with ‘Radio Days’ (written by Morrison & Millar with art by the under-appreciated Paul Ryan and John Nyberg) when two god-like alien gamblers materialise and demand that Earth’s fastest inhabitant replaces the dead runner in a race across all time and space. If a contestant isn’t provided the world is forfeit and will be destroyed…

With the Justice League unable to defeat the cosmic wagerers Flash has no choice but to compete, however he almost falls apart when discovers his opponent is Krakkl, a radio-wave lifeform who used to talk to him when he was a kid. Now Wally has to beat a beloved memory he thought a mere childhood fancy to save his homeworld… and if he does, Krakkl’s entire species will die…

Ron Wagner came aboard as penciller for ‘Runner’ and ‘Home Run’ as, pushed to the limits of endurance and imagination Flash criss-crosses all reality but soon realises this a match he cannot win… until the valiant, self-sacrificing radio-racer imparts a deadly and world-saving secret…

Cosmic, clever and deeply sentimental in the fashion comics-fans are suckers for, this stunning saga ends with Earth enduring but its victorious hero on course for the ultimate finish in the tense thriller The Black Flash (Miller, Pop Mahn & Chris Ivy, with additional pencils from Joshua Hood) as a demonic entity that abides beyond the velocity-fuelling energy field the Speed Force comes for him in ‘The Late Wally West’.

Older speedsters have noticed over the decades that their ultra-swift comrades have all been hunted and taken by this supernal beast before their lives ended and when the creature is seen stalking Wally they do all they can to thwart it. Tragically they succeed… Unable to kill the Flash, the thing destroys his beloved Linda instead…

Jesse Quick, second generation hero who lost her father to the Black Flash, takes over Wally’s role as crushed, depressed and broken Wally loses his connection to the Speed Force, but after weeks of shell-shocked mourning he moves on, planning a new life in a foreign country, but the Black Flash is spiteful and never gives up…

When the beast attacks the powerless Wally at the airport in ‘The End’ Max Mercury, Garrick, Impulse and Jesse all confront the creature until the true Scarlet Speedster rediscovers the inner fire necessary to not only face and defeat the thing but also bring back Linda from the Great Unknown.

As if that wasn’t a perfect ending to this tumultuous tome there’s also a lost gem drawn by the magnificent Mike Parobeck (although probably included here because it’s one of Grant Morrison’s earliest DC scripts), inked by Romeo Tanghal which originally debuted in Secret Origins #50 in 1990 in celebration  of Flash’s 50th anniversary.

By the early 1950s costumed heroes had lost popularity and all but disappeared from comicbook pages for half a decade. The concept was revived and took off again when the Barry Allen Flash debuted in Showcase #4. ‘Flash of Two Worlds’ by Fox, Carmine Infantino and Joe Giella (from Flash #123, 1961) revived the Golden Age Flash, and by implication, the whole 1940s DC pantheon by introducing the concept of parallel worlds and multiple Earths which became the bedrock of the entire continuity.

The aforementioned Crisis on Infinite Earths rationalised that continuity, retconning DC’s history so that all its characters had always shared the same planet and dimension. Simple, no…?

This new ‘Flash of Two Worlds’ saw Morrison and Parobeck retell the landmark adventure of how Barry met Jay, keeping the wonder and thrills intact, incorporating a classic combat with arch-villains Fiddler, Thinker and the Shade and even found room for a little in-joke surprise or two…

Fast, furious and fabulous the Flash has always epitomised the best in costumed comic thrills and these tales are among the very best. If you haven’t seen them yet, run – don’t walk – to your nearest emporium or vendor-site and catch all the breathless action you can handle, A.S.A.P!
© 1990, 1998, 2009 DC Comics. All Rights Reserved.

The Original Adventures of Cholly and Flytrap – A Marvel Graphic Novel


By Arthur Suydam (Marvel)
ISBN: 0- 87135-734-8

Scantily clad hot chicks swinging swords have been a staple of fantasy comics from their very inception, but there are none of those on view in this beautifully realised collection from illustrator, designer, screenwriter and musician Arthur Suydam, whose anarchically humorous, offbeat confections and magical renderings have graced such disparate products as magazines Heavy Metal, National Lampoon, Penthouse Comix and Epic Illustrated (where these brutally madcap little graphic novellas first appeared – specifically issues #8, 10, 13, 14 and 34), comicbooks like Tarzan, Conan, Batman, House of Mystery and Marvel Zombies and movie spin-offs Aliens and Predator.

He has also well as produced covers for novels including Max Allan Collins and Mickey Spillane’s collaborative Dead Street and Game box-art for Touch the Dead. Periodically Suydam returns to his own uniquely creative projects such as Mudwogs and the military muck-ups of Cholly and Flytrap, teasingly releasing another snippet every so often…

This then is the other sort of fantasy: lavishly grotesque, manically arch and surreptitiously satirically subversive; a lavish blend of dryly witty pastiches combining elements of Moebius’ Arzach, the imaginative  sci-fi earthiness of Vaughn Bode and a surreal anti-war temperament that imbues the blackly comic ultra-violence with a hauntingly tragic undertone.

Long ago the space-barge Exodus II crashed on an uncharted world. After untold ages the survivors have bred but never prospered, locked as they are in the constant struggle for survival. It’s not that the planet is particularly inhospitable… it’s just that the denizens -indigenous and not – adore war-making and love killing…

Apparently Cholly began life as a bat-riding warrior: an image for the poster advertising the animated Heavy Metal movie, but he was mysteriously transformed into a hot chick on a pterodactyl after acceptance (this sort of inexplicable conceptual metamorphosis happens a lot in film-land) leaving Suydam with a cool-looking visual and a lot of ideas…

Time passed, Marvel started a creator-owned, rights-friendly fantasy periodical in response to the success of Heavy Metal and a reinvented bat-riding, goggles-wearing icon of conflict began appearing. Of course, he had evolved slightly and the chiropteran had become a colossal, naked, bald fat man. Cholly still rode him like a seasoned veteran though…

The collected insanity begins with ‘A Little Love, a Little Hate!’ from 1981, a frenetic chase/duel between a foul-mouthed, flying jacketed war-hawk and his slug-like arch-enemy, which showed Cholly’s streetwise cunning in spectacular, over-the-top fashion.

‘Flightus Interuptus’ followed, an airborne tussle (possibly started before the previous tale?) wherein the high-flying Cholly, sans Flytrap, battled a massive mammary zeppelin-bomber in nothing more that a primitive tri-plane pulled by a brace of the planet’s levitating anti-gravity breasts (no, really). Tragically shot down in the throes of victory, the adaptable aviator found a giant bat to ride (remember kids, recycling even of ideas and art is good for any planet). Sadly the noble beast didn’t last long…

Soldier and human(ish) steed were reunited for the longer saga ‘The Rites of Spring‘ as Suydam expanded his cast and extemporized on the concept of mortals as organic war machines in a Horatian tale of Thermopylan courage with Cholly and faithful, mute Flytrap holding back a veritable horde of slug-troopers and big-ass war-wagons – a smart and lusciously graphic feast of visual violence and sassy back-chat.

‘The End’ begins with the war-lover tooling around the sky on some more of those flying hooters until he encountered a monolithic monster having a furious argument with his own outrageously outspoken boy-bits. Passions aroused and tempers flaring, Cholly was witness to an ending you simply don’t see every day…

The short, sweet, one-trick gags grew into something more complex (a portent of the substantial tales that followed far too infrequently over the next twenty years) in the hilarious concluding Epic entry ‘The Adventures of Cholly and Flytrap’ (plotted by Peter Koch) as the peripatetic pair hauled up at their favourite restaurant for a feed. Impatience, hunger, foreign food and honking big guns never make for a sedate evening…

Topped off with a glorious portfolio of monochrome sketches and working drawings plus the magnificent cover of Epic Illustrated‘s last issue this sumptuous, gratuitous and entrancingly daft eye-candy, released in the extravagantly expansive European Album format (a square-ish, high-gloss page of 285 x 220mm rather than today’s elongated 258 x 168mm) is a mature readers delight and yet another classy piece of work to add to the “why is this out of print?” list.
© 1981, 1982, 1986, 1991 Arthur Suydam. All Rights Reserved.

No Need For Tenchi! volume 1


By Hitoshi Okuda, translated by Fred Burke (Viz Graphic Novel)
ISBN: 978-1-56931-180-6

This bright and breezy adventure comedy is a rare reversal of the usual state of affairs in that the TV anime came first and the manga serial was a spin-off.

Tenchi Muyo! Ryo-Ohki debuted in 1992-1993 as a six-part TV cartoon series (termed an OVA or Original Video Animation in Japan) that proved so blisteringly popular that even before the original season concluded further specials and episodes were rushed into production. Over the next decade or so two more seasons appeared as well as spin-off shows and features (for a total of 98 episodes all told), plus games, toys, light novels and, of course, a comic book series. The translation most commonly accepted for the pun-soaked title is No Need For Tenchi but equally valid interpretations include Useless Tenchi, No Heaven and Earth and This Way Up.

The assorted hi-jinks of the TV show resulted in three overlapping but non-related continuities, with the Hitoshi Okuda manga serials stemming directly from the first season. Okuda eventually produced two comics sagas in this format: Tenchi Muyo! Ryo-oh-ki which began in 1994 and features in this volume under review and the follow-up Shin Tenchi Muyo! which I’ll get to one fine day…

The strip debuted in the December 16th 1994 Shōnen anthology (comics pitched at 10-18 year old males) Comic Dragon Jr. It ran until Jun 9th 2000, generating 12 collected volumes of classic laughs and thrills. The stories are generally regarded as non-canonical by fans of the various TV versions but of course we don’t care about that since the printed black and white tales are so much fun and so well illustrated…

This first volume collects the first seven issues of the pioneering Viz comicbook Tales of Tenchi, which did so much to popularise Manga in the English-speaking world, and opens with a thorough and fascinating recap of that first TV season – from which all the succeeding manic mirth and mayhem proceeds – before cracking on to bolder and better bewilderments starring the entire copious cast on all new adventures and exploits…

Tenchi Masaki is an ordinary boy living peacefully in the countryside with his father Nobuyuki and grandfather Katsuhito, until one day he breaks opens an ancient shrine and lets a demon out. The hell-fiend Ryoko tries to kill him but a magic “Lightning Eagle Sword” helps him escape. The demon follows him though, demanding the sword and things get really crazy when a spaceship arrives revealing Ryoko is in fact a disgraced alien pirate from the star-spanning Jurai Empire.

Starship Ryo-oh-ki is full of attractive, shameless, immensely powerful warrior-women including Princesses Ayeka, her little sister Sasami and supreme scientist Washu. This gaggle of violently disruptive visitors moves in with Tenchi and family, causing nothing but trouble and embarrassment, and soon the boy and his sword are being dragged all over the cosmos in the sentient Ryo-oh-ki (who, when not on duty, prefers the form of a cute rabbit/cat hybrid critter).

Ayeka and Sasami both harbour feelings for the hapless Tenchi but things get really complicated when grandfather Katsuhito is revealed to be Yosho, a noble Prince of the Jurai. It appears Tenchi and those darned space girls are all related…

Tales of Tenchi opened with ‘The Genius’ as the lad, currently studying Jurai warrior training under his grandfather’s diligent tutelage, falls foul of the alien princesses’ growing boredom, until Ryoko attacks again, precipitating a devastating battle that threatens to burn the entire landscape to ashes. But is the aggressor really the demon pirate?

In ‘Double Trouble’ the other Ryoko tries to take Tenchi’s sword – in actuality a puissant techno-artefact known as the Master Key – before being defeated by the original, but at the cost of shock-induced amnesia. ‘Under Observation’ depicts some outrageous and inadvisable potential cures for the distressed Ryoko as the refugees all decompress, but when the defeated doppelganger’s master Yakage arrives the entire extended family are threatened. The terrifying star-warrior challenges Tenchi to a duel…

Part 4 ‘Plunder’ is one colossal hi-energy clash as the boy valiantly demonstrates all he has learned to drive off the intruder, but only after the villain takes Ayeka hostage, demanding a rematch in 10 days time…

Intensifying his training in ‘Practice Makes Perfect’ Tenchi prepares for the upcoming battle whilst Ryoko pursues Yakage into space, unaware that super-scientist Washu has hidden herself aboard the pursing ship…

‘A Good Scolding’ reveals some intriguing history regarding the assorted super-girls whilst Tenchi trains for the final confrontation and the concluding chapter ‘Relationships’ brings the initial volume to a spectacular climax whilst still leaving a cliffhanger to pull you back in for the next addictive instalment…

Blending elements of Star Wars: A New Hope with classic Japanese genre favourites (fantasy, action, fighting, embarrassment, loss of conformity and hot chicks inexplicably drawn to nerdy boys), this sensational romp also includes a couple of comedy vignettes starring ‘The Cast of No Need For Tenchi’ in fourth-wall busting asides, to suitably top off a delightfully undemanding fun-fest which will satisfy not just manga maniacs but also any lover of fanciful frivolity and sci fi shenanigans.
© 1994 by Hitoshi Okuda/Kadokawa Shoten Publishing Co Ltd., Tokyo. NO NEED FOR TENCHI! is a trademark of Viz Communications Inc.

Walt Disney’s Donald Duck and the Junior Woodchucks


By Carl Barks and others (Gladstone Comic Album #18)
ISBN: 978-0-944599-18-4

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 the opportunity for small publishers to expand their markets. A plethora of companies with new titles quickly came and went, but there was also the chance for wiser or luckier heads to get their product seen by potential fans who had for so very long been subject to a DC/Marvel duopoly.

Gladstone Publishing began re-packaging Disney strips in oversized albums based on a format 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.

Carl Barks was born in Oregon in 1901 and reared in the wilder parts of the West during some of the leanest times in American history. He had many jobs before settling into storytelling with pen and brush. He drifted into cartooning in the 1930s, joining the Disney animation studio before quitting in 1942 to work in the fresh field of comicbooks.

Destiny called when he and studio partner Jack Hannah (also an occasional strip artist) adapted a Bob Karp script for a sidelined animated short feature into the comicbook Donald Duck Finds Pirate Gold (Dell Four Color Comics #9). Although not Barks’ first published work, it was the story that dictated the rest of his career.

From the late 1940’s to the mid-1960s Barks beavered away in seclusion writing and drawing a vast array of comedy-adventures for kids, based on and expanding Disney’s Duck characters stable. Practically single-handed he built a cohesive feathered Universe of memorable and highly bankable characters such as Gladstone Gander (1948), Gyro Gearloose (1952) and Magica De Spell (1961) and the great granddaddy of all money-spinners Scrooge McDuck who premiered in the Donald Duck Yule yarn ‘Christmas on Bear Mountain’ (Four Colour Comics #178 December 1947).

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

So potent were Barks’ creations that they inevitably fed back into Disney’s animation output itself, even though his comic work was done for the licensing company Dell/Gold Key, and not directly for the studio. The greatest tribute was undoubtedly the animated series Duck Tales, heavily based on his comics output of the 1950s-1960s, particularly on the exploits of the hilariously acerbic boy-scouting skits featuring Donald and nephews Huey, Dewey and Louie – capable members of the unflappable “Junior Woodchucks”…

This irrepressible catalogue of delight opens with ‘Operation Rescue Saint Bernard’ (Walt Disney’s Comics and Stories #125 February 1951) in which the kids, ever-hungry for Woodchuck merit badges and the concomitant glory they bestow, decide to train Donald’s useless, snow-fearing couch-potato dog in the fine art of Alpine Rescue. It would have gone so well if only Donald had not decided to take charge of the program…

Barks’ inestimable and lasting influence was felt around the globe, as the next tale, produced by the criminally anonymous Scandinavian-based Gutenberghus Group laconically reveals.

In ‘Protective Cacophony’ Woodchuck Supremo S.Q.U.A.C.K.B.O.X. (a running feature of the ersatz scout tales was outrageously faux titles and obscurely verbose acronyms for assorted ranks; thus Subliminal Quieter of Unctuously Athletic Caterwaulers and Kiboshers of Bombastic Oratorializing Xenophobes) orders the lads to ensure that a rare bird nesting in Duckberg remains undisturbed. However, when sometime twitcher (that’s birdwatcher to you and me) Donald insists on helping, his overenthusiastic participation almost gives the nervous avian a coronary.

Fun, fast and fanciful, this fable is a perfect example of the Barks method in action…

From Walt Disney’s Comics and Stories #132 (September 1951) comes another memorable Barks original. ‘Ten-Star Generals’ is a wry and raucous romp wherein the rank-hungry duck boys attempt to win even more badges and attain high status among their fellow wilderness pioneers. Donald, whose own boyhood scout troop “the Little Booneheads” were far less stringent and ethical, wants to aid them in any way possible, even cheating on their behalf, but decency and Woodchuck moral fibre wins out in the end – as Donald learns to his cost…

The highly competent Gutenberghus Group also crafted ‘Course Play’ as the boys seek the admiration of their diminutive peers in a pathfinder competition only to once more suffer for Donald’s less than scrupulous meddling. As always, however fair play and quick wits win the boys their undeniable due in the end.

After a sharp single-page entrepreneurial gag starring the nephews from Donald Duck’s appearance in Four Colour Comics #408 (July-August 1952) this jolly jamboree ends in a classic confrontation in the eternal battles of the sexes.

‘The Chickadee Challenge’ (from Walt Disney’s Comics and Stories #181, October 1955) finds the lads and the entire Woodchuck troop compelled to defend their prowess, pride and manly craft skills after an insulting dare from the rival Little Chickadee Patrol. Bristling under the implied insult of being challenged by mere girls the Woodchucks haughtily accept but nothing goes right for them…Donald, as always, thinks it best if he lends a surreptitious underhanded hand…

As always this album is printed in the large European oversized format (278mm x 223mm) – although dedicated collectors should also seek out the publisher’s superb line of Disney Digests and the comicbooks which grew out of these pioneering tomes for more of the most madcap, wryly funny all-ages yarns ever concocted.

Dry wit, artistic verve and sly satirical punch made Carl Barks supreme among his very talented contemporaries and one of the most important anthropomorphic storytellers in fiction. No matter what your vintage or temperament if you’ve never experienced the captivating magic of Barks, you can discover “the Hans Christian Andersen of Comics” simply by applying yourself and your credit cards to any search engine. So why don’t you…?

© 1989, 1955, 1952, 1951, 1950 The Walt Disney Company. All Rights Reserved.

Arena – A Marvel Graphic Novel


By Bruce Jones (Marvel)
ISBN: 0- 87135-557-6

In  the early 1980s Marvel led the publishing pack in the development of high quality original graphic novels: mixing out-of-the-ordinary Marvel Universe tales, new in-continuity series launches, creator-owned properties, licensed assets, movie adaptations and even the occasional creator-owned property in extravagantly expansive packages (a square-ish standard page of 285 x 220mm rather than the now customary elongated 258 x 168mm) that felt and looked instantly superior to the average comicbook no matter how good, bad or incomprehensible (my way of saying outside your average Marvel Zombie’s comfort zone) the contents might be.

By 1990 Marvel’s ambitious line of outré all-area epics had begun to stall and some less-than-stellar tales were squeaking into the line-up. Moreover, the company was increasingly relying on hastily turned out cinema adaptations with built-in fan appeal and safe in-continuity stories offering established and company copyrighted characters rather than creator-owned properties and original concepts. The once-unmissable line began to have the appearance of an over-sized, over-priced clearing house for leftover stories.

So this stunning suspense saga counts as one of the last – and very best – indie/mainstream fiction experiments from before the rot set in; a creepy, clever, sexy thriller from EC fan and artistic everyman Bruce Jones which sets up shop in Stephen King and Ray Bradbury territory to deliver an overwhelmingly impressive rollercoaster of shocks and twists.

Sharon and her 12 year old daughter Lisa are driving through the majestic rural backwoods of America. It’s a pretty acrimonious journey and when the opportunity presents itself Mom takes a break and goes for a refreshing dip in a mountain pool whilst daughter stays in the car sulkily playing with her toy planes.

Sharon’s idyllic moment is shattered when she sees a jet crash scant yards away. However she can’t find any wreckage or even the slightest sign of it. Lisa saw and heard nothing and neither did the sinister voyeur who had been spying on them…

Rushing back to his shack simpleminded Lem tells his demented Granny about the strange woman. The old crone smells opportunity: if they can capture her and if she’s fertile they can sell her babies in the Big City… and even if she’s not big brother Rut will have a new plaything for awhile…

Lost in the deep woods Lt. Roberts, USAF crawls out of her crashed plane and hears voices. Sharon and the downed pilot start talking and realise that although they can’t see each other they are standing side by side. They’re invisible because they’re separated by two decades…

Somehow the mountain and forest are one huge time-warp… and increasingly, various eras are overlapping. Even though Sharon can only talk to Roberts, dinosaurs and cavemen are chaotically roaming over the hills, endangering both women in their own time-zones…

At that moment Lem and Rut strike, snatching Sharon. locking her up ready to make some money-spinning young ‘uns. From the car little Lisa sees her mother taken and twenty years in the future pilot Lisa Roberts suddenly remembers the horrifying moment her mother was killed by Hillbilly rapist psychopaths…

The time-shifts briefly stabilise and the two Lisas meet…

With beasts and worse roaming the woods the elder girl realises she has a chance to unmake the worst day of her life, but there are complications she could never have imagined in store for her and the girl she used to be…

Sultry, sinister and devilishly cunning this chronal conundrum is beautifully illustrated by Jones and his corkscrew plot is packed full of genuine surprises. Don’t think you’ve guessed the ending because you most likely haven’t…

A perfect sci fi movie-in-waiting, this terse and evocative yarn follows all the rules for a great screen shocker without ever having to “dumb-down” the temporal mechanics in deference to the Great Un-read in the popcorn seats.

Smart, seductive storytelling for sharp-witted punters, this is a time-lost gem you should track down however long it takes…
© 1989 Bruce Jones. All Rights Reserved.

Stormwatch: Force of Nature


By Warren Ellis, Tom Raney& Randy Elliot (DC/WildStorm)
ISBN: 978-1-48023-611-8

StormWatch evolved out of the creative revolution which saw big name creators abandon the major “work-for-hire” publishers and set up their own companies and titles – with all the benefits and drawbacks that entailed. As with most of those glossy, formulaic, style-over-content, almost actionably derivative titles the series started with a certain verve and flair but soon bogged down for a lack of ideas and outside help was called in to save the sinking ships.

Dedicated Iconoclast Warren Ellis took over the cumbersome series with issue #37 and immediately began brutalizing the title into something not only worth reading but within an unfeasibly brief time produced a dark, edgy and genuinely thought-provoking examination of heroism, free will, the use and abuse of power and ultimate personal responsibility. Making the book uniquely his, StormWatch became unmissable reading as the series slowly evolved itself out of existence, to be reborn as the eye-popping, mind-boggling anti-hero phenomenon The Authority.

StormWatch was a vast United Nations-sponsored Special Crisis Intervention unit tasked with managing superhuman menaces with national or international ramifications and global threats, operating under the oversight of a UN committee. They were housed in “Skywatch” a futuristic space station in geosynchronous orbit above the planet and could only act upon specific request of a member nation.

The multinational taskforce comprised surveillance and intelligence specialists, technical support units, historians and researchers, detention technicians, combat analysts, divisions of uniquely trained troops, a squadron of state-of-the-art out-atmosphere fighter planes and a band of deputised superheroes for front-line situations beyond the scope of mere mortals. The whole affair was controlled by incorruptible overseer Henry Bendix – “The Weatherman”.

Referencing a host of fantasy classics ranging from T.HU.N.D.E.R. Agents and Justice League of America to Captain Scarlet and Star Trek: the Next Generation, StormWatch: Force of Nature collects issues #37-42 of the comicbook series and describes how the death of a team-member forces Bendix to re-evaluate his mission and find more effective ways to police the growing paranormal population and the national governments that seek to exterminate or exploit them…

The restructuring begins in ‘New World Order’ as, following the funeral of a fallen comrade, Bendix fires a large number of the superhuman contingent and recruits a trio of new “posthuman” heroes: electric warrior Jenny Sparks, extraterrestrially augmented detective Jack Hawksmoor and psycho-killer Rose Tattoo.

Weatherman’s own chain-of-command has altered too: his new superiors of the UN Special Security Council are all anonymous now and, with the world in constant peril, they have given Bendix carte blanche. He will succeed or fail all on his own…

The super-agents are further restructured: StormWatch Prime is the name of the regular, public-facing metahuman team, whilst Black is the code for a new covert insertion unit. StormWatch Red comprises the most powerful and deadly agents: they will handle “deterrent display and retaliation” – preventing crises by scaring the bejeezus out of potential hostiles…

Meanwhile, as all the admin gets signed off, in Germany a madman has unleashed a weaponized superhuman maniac to spreading death, destruction and disease. Whilst new Prime Unit deals with it Bendix shows the monster’s creator just how far he is prepared to go to preserve order on the planet below…

‘Reprisal’ is a murder investigation. No sooner had one of the redundant ex-StormWatch operatives arrived home than he was assassinated and Jack Hawksmoor, Irish ex-cop Hellstrike and pyrokine Fahrenheit’s subsequent investigation reveals the kill was officially instigated by a friendly government and StormWatch member-state…

Hawksmoor, Jenny Sparks and aerial avenger Swift are dispatched to an ordinary American town with a big secret in ‘Black’ as Amnesty International reports reveal that some US police forces are engaging in systematic human rights abuse. In Lincoln City they’re also building their own metahuman soldiers and testing them on ethnic minorities…

‘Mutagen’ sees the Prime team in action in Britain when terrorists release an airborne pathogen to waft its monstrous way across the Home Counties, turning humans into ghastly freaks for whom death is a quick and welcome mercy. As Skywatch’s Hammerstrike Squadron performs a sterilising bombing run over outraged Albion StormWatch Red arrives in the villains’ homeland to teach them the error of their ways…

In this continuum most superhumans are the result of exposure to a comet which narrowly missed the Earth, irradiating a significant proportion of humanity with power-potential. These “Seedlings’” abilities usually lie dormant until an event triggers them.

StormWatch believed they had a monopoly on posthumans who could trigger others in the form of special agent Christine Trelane, but when she investigates a new potential meta, she discovers proof of another ‘Activator.’

Coming closer to solving a long-running mystery regarding where the American Government is getting its new human weapons, Trelane first has to deal with the worst kind of seedling… a bad one…

This first collection of the Ellis Experiment concludes with the spectacular ‘KodÇ’.’ Japan shudders and reels under the telekinetic assault of cruelly conjoined artificial mutants bred by a backward-looking doomsday-cult messiah so the Prime team is dispatched to save lives and hunt down the instigators in a good old-fashioned, get-the-bad-guys romp which gives the team’s multi-faceted Japanese hero Fuji a chance to shine winningly…

Artfully blending the comfortably traditional with the radically daring these transitional tales offered a new view of the Fights ‘n’ Tights scene that tantalised jaded readers and led the way to the groundbreaking phenomenon of the Authority.

Tom Raney & Randy Elliott’s art is competent but mercifully underplayed – a real treat considering some of the excessive visual flourishes of the Image Era – but the real focus of attention is always the brusque “sod you” True Brit writing which trashes all the treasured ideoliths of superhero comics to such devastating effect.

This is superb action-based comics drama: cynical, darkly satirical, anarchic, alternately rip-roaringly funny and chilling in its examination of Real Politik but never forgetting that deep down we all really want to see the baddies get a good solid smack in the mouth…
© 1996, 1999 WildStorm Productions, an imprint of DC Comics. All Rights Reserved.

Superman: the Greatest Stories Ever Told volume 1


By Jerry Siegel, Joe Shuster &various (DC Comics)
ISBN: 978-1-4012-0339-9

When graphic novels were just establishing themselves as a separate collector commodity in the late 1980s DC launched an ambitious series of themed hardback compendiums celebrating the “Greatest Stories …” but after far too few spectacular tomes the project was shelved (see The Greatest Team-Up Stories Ever Told for a perfect example). The title was revived in the early 2000s in a sleek, stripped down form and continues intermittently to this day, exclusively focusing on individual heroes and titles.

One of the first of these new collections featured the Big Gun who started it all and this compelling array of fantastic adventures is as intriguing for what’s omitted as it is enticing for its included contents – all selected (presumably) by editors Dan DiDio and Anton Kowalski.

After an effulgent and enticing introduction from writer/producer Michael Uslan the action begins with Jerry Siegel and Joe Shuster’s ‘The Origin of Superman and his Powers’ from Superman #1, June 1939; a raw and captivating treat matched in energy and simplistic enthusiasm by the two-page feature ‘What if Superman Ended the War?’ from the tabloid Look Magazine (February 1940) wherein Hitler and Stalin, instigators of that distant “second European War” were hauled off to the World Court by the irresistible Man of Tomorrow.

Once America joined the melee Superman was constrained to be far more circumspect…

There’s a big single bound to July/August 1950 for the next selection as the Man of Steel met a trio of outlaws from his destroyed homeworld in the action-packed clash ‘Three Supermen From Krypton’ (Superman #65) courtesy of writer William Woolfolk & Al Plastino and another jump to October 1962 and issue #156 for ‘The Last Days of Superman’ by Edmond Hamilton, Curt Swan & George Klein – a tense and terrifying thriller which employed the entire vast and extended supporting cast that had evolved around the most popular comicbook character in the world.

Next up is a classic confrontation between the Caped Kryptonian and his greatest foe in ‘The Showdown Between Luthor and Superman’ (Superman #164, October 1963) by Hamilton, Swan & Klein again – possibly the ultimate 1960s creative team – pitting the lifelong foes in an unforgettable confrontation on a lost world of forgotten science and fantastic beasts.

Julie Schwartz breathed fresh life into the franchise when he became editor in 1971, spearheading controversial and socially challenging material unheard of since the feature’s earliest days. From Superman #247 (January 1972) came a groundbreaking yarn by Elliot Maggin, Swan and Murphy Anderson which questioned the hero’s effect on human development and self-reliance in ‘Must There be a Superman?’

The legendary Jim Steranko was one of a host of stellar creators who contributed to the anniversary Superman #400 (October 1984) and his lavish op-art illustrated prose treatise ‘The Exile at the Edge of Eternity’ explored the Last Kryptonian’s legacy throughout space and time, after which that same issue provided an enchanting pin-up from France’s greatest export. Moebius.

When DC Comics decided to rationalise and reconstruct their continuity with Crisis on Infinite Earths they used the event to regenerate their key properties. The biggest shake-up was Superman and it’s hard to argue that the change was unnecessary. The old soldier was in a bit of a slump, but he’d weathered those before. So how could a root and branch overhaul be anything but a marketing ploy that would alienate real fans for a few fly-by-night chancers who would jump ship as soon as the next fad surfaced?

Superman’s titles were cancelled/suspended for three months, and boy, did that make the media sit-up and take notice – for the first time since the Christopher Reeve movie. But there was method in this corporate madness…

Man of Steel, written and drawn by John Byrne and inked by Dick Giordano stripped away vast amounts of accumulated baggage and retuned the hero to the far from omnipotent edgy but good hearted reformer Siegel and Shuster had first envisioned. It was a huge and instant success, becoming the industry’s premiere ‘break-out’ hit and from that overwhelming start Superman returned to his suspended comic-book homes with the addition of a third monthly title premiering the same month.

The miniseries presented six complete stories from key points in Superman’s career, reconstructed in the wake of the aforementioned Crisis. ‘From Out of the Green Dawn…’ (Man of Steel #1, June 1986) revealed a startling new Krypton in its final moments then followed the Last Son in his escape, through his years in Smallville to his first recorded exploit and initial encounter with Lois Lane.

Byrne was a controversial choice at the time, but he magnificently rekindled the exciting, visually compelling, contemporary and even socially aware slices of sheer exuberant, four-colour fantasy that was the original Superman, making it possible and fashionable to be a fan again, no matter your age or prejudice. Superman had always been great, but Byrne had once again made him thrilling and unmissable.

Two years later Byrne, with artists Mike Mignola & Karl Kesel, brought the saga full circle in ‘Return to Krypton’ as Thanagarian heroes Hawkman and Hawkwoman ferried the Metropolis Marvel to the debris field that was once his birthworld in search of a spiritual connection to his lost forebears – an eerie epic first published in Superman volume II, #18, June 1988.

Every comic-book is a product of – or at least reaction to – the times in which it was created. In the morally ambiguous America prior to 9-11 Joe Kelly wrote an issue of Action Comics (#775, March 2001) which addressed the traditional ethics and efficacy of ultimate boy-scout Superman in a world where old-fashioned values were seen as a liability and using “The Enemy’s” own tactics against them was viewed with increasing favour by the public.

Illustrated by Doug Mahnke & Tom Nguyen, ‘What’s So Funny about Truth, Justice and the American Way’ introduced super-telepath Manchester Black and a team of Elite metahumans who acted proactively with extreme overkill to global threats and menaces in such drastic and brutal manner (like The Authority they very much resembled) that Superman was forced to take a hard look at his own methods before triumphing over “heroes” who saw absolutely no difference between villains, monsters or people who disagreed with them…

After closing with this solid reaffirmation and comforting proof that no matter what the times dictate, the core principles which shaped the founding father of superheroes remained unchanged and unchanging, this first magnificent meander down memory lane concludes with the ever-popular creator biographies section – and my perennial quibble that it would be nice to have included a few relevant cover images included…

Every generation has its favourite Superman. Hopefully this selection offers the potential new fan and veteran collector a few opportunities to reconsider which one that might be – or even expand their purview. It’s probably wisest to just love them all.

© 1939, 1940, 1950, 1959, 1962, 1963, 1972, 1984, 1986, 1988, 2001 DC Comics. All Rights Reserved.