Showcase Presents The Witching Hour


By Alex Toth, Bob Haney, George Kashdan, Ed Herron, Jack Miller, Carl Wessler, Dennis O’Neil, Steve Skeates, Len Wein, Marv Wolfman, Gerry Conway, Jack Oleck, Mike Friedrich, Alan Riefe, Dave Kaler, Phil Seuling, Jack Phillips, Murray Boltinoff, Sergio Aragonés, Nick Cardy, Carmine Infantino, Jack Kirby, Gil Kane, Neal Adams, Mike Sekowsky, George Tuska, Wally Wood, Dick Giordano, Joe Orlando, Bob Brown, Gray Morrow, Murphy Anderson, Pat Boyette, Bill Draut, Howard Sherman, Howard Post, Jerry Grandenetti, John Celardo, Art Saaf, Jack Sparling, Michael Wm. Kaluta, José Delbo, Lee Elias, Sid Greene, Jeff Jones, Tony DeZuñiga, Bernie Wrightson, Jim Aparo, John Calnan & many & various (DC Comics)
ISBN: 978-1-4012-3022-7 (TPB)

American comic books struggled until the creation of superheroes unleashed a torrent of creative imitation and invented a new genre. Implacably vested in World War II, the Overman swept all before him (and the far too occasional her) until the troops came home and more traditional genres supplanted the Fights ‘n’ Tights crowd.

Although kids (of all ages) kept buying, much of the previous generation also retained a four-colour habit, but increasingly sought more mature themes in the reading matter. The war years altered the psychology of the world, and as a more world-weary, cynical public came to see that all the fighting and dying hadn’t really changed anything, their chosen forms of entertainment (film and prose as well as comics) reflected this.

As well as Western, War and Crime comics, escapist comedy and anthropomorphic animal features were immediately resurgent, but gradually another periodic revival of spiritualism and interest in the supernatural led to a wave of increasingly impressive, evocative and even shocking horror comics.

There had been a sector of supernatural stars before; even a pantheon of ghosts, monsters and wizards draped in mystery-man garb and trappings: The Spectre, Dr. Fate, The Heap, The Heap, Mr. Justice, Sgt. Spook, Frankenstein and dozens of others). However, these had been individualistic victims of circumstance, with the vague force of “The Unknown” acting as a power source for super-heroics. Now the focus shifted to ordinary mortals thrown into a world beyond human ken or control with the intention of unsettling, not vicariously empowering the reader.

Almost every publisher jumped on an increasingly popular bandwagon, with B & I (which became the magical one-man-band Richard E. Hughes’ American Comics Group) launching the first regularly published horror comic in the Autumn of 1948 – although Adventures Into the Unknown was technically pipped by Avon, who had released an impressive single issue entitled Eerie in January 1947 before launching a regular series in 1951.

By this time Classics Illustrated had already long-milked the literary end of the medium with adaptations of The Headless Horseman, Dr. Jekyll and Mr. Hyde (both 1943), The Hunchback of Notre Dame (1944) and Frankenstein (1945) among others.

If we’re keeping score this was also the period in which Joe Simon & Jack Kirby identified another “mature market” gap and invented the Romance comic (via Young Romance #1, cover-dated September 1947). They too saw the sales potential of spooky stories, resulting in the seminal Black Magic (1950) and boldly obscure psychological drama anthology Strange World of Your Dreams (1952).

National Periodicals/DC Comics also bowed to the inevitable, and in 1951 launched a comparatively straight-laced anthology that nevertheless became one of their longest-running and most influential titles – The House of Mystery. When the hysterical censorship scandal which led to witch-hunting hearings was curtailed by the industry adopting a castrating straitjacket of self-regulatory rules, HoM and sister title House of Secrets were dialled back into rationalistic, fantasy adventure vehicles, which nevertheless dominated the market. This was the status quo until the 1960s when superheroes (which had started to creep back after Julius Schwartz began the Silver Age of comics by reintroducing The Flash in Showcase #4, 1956) finally overtook them.

Green Lantern, Hawkman, The Atom and an avalanche of other costumed characters became a gaudy global bubble of masked madness which forced even dedicated anthology suspense titles to transform into super-character split-books.

However, nothing combats censorship better than falling profits and Silver Age superhero boom stalled and crashed as the 1960s ended, leading to surviving comics publishers agreeing to loosen their self-imposed restraints against crime and horror comics. Nobody much cared about gangster titles at that time, but since the liberalisation coincided with another bump in global interest in the supernatural, a resurrection of scary stories was a foregone conclusion…

Even ultra-wholesome Archie Comics re-entered the field with their rather tasty line of Red Circle Thrillers

With Tales of the Unexpected #105 and House of Mystery #174, National/DC switched back to anthology horror material, before creating an all-new title to further exploit our morbid fascination with all thingies fearsome and spooky (even resurrecting the cancelled House of Secrets in late 1969) for those heady days when it was okay – and profitable – to scare the heck out of little kids by making them laugh.

Edited until #14 by Dick Giordano, The Witching Hour first struck with a February/March 1969 cover-date (actually on-sale from December 19th 1968) and from the outset was an extremely experimental and intriguing beast. This amazingly economical Showcase Presents collection reprints the first 19 issues, covering the first three years as a fear fad grew to become the backbone of DC’s sales. It is perhaps the most talent-stuffed title of that entire period…

In this graphic grimoire, the cool and creepy horror-hosts who traditionally introduce the entertainment are three witches. Based as much on Macbeth as the ancient concept of Maiden, Mother & Crone, this torrid trio constantly strove to outdo and out-gross each other in the telling of terror tales. Moreover, Cynthia, Mildred and Mordred – as well as shy monster man-servant Egor – were designed by and initially delineated by master illustrator Alex Toth, making framing sequences between yarns as good as and sometimes better than the stories they brazenly bracketed.

One minor quibble: records from the period are not complete and occasionally a creator is unknown, but this volume also sadly misattributes the artist too. I’ve attempted to correct the mistakes when I’m certain, but please be warned and beware – I’m not always right either…

Following a stunning Nick Cardy cover, Toth started the ball rolling by introducing the sinister sisters and their ongoing contest before Dennis O’Neil & Pat Boyette relate the story of a time-travelling tap-dancer in ‘Save the Last Dance for Me’.

Toth wrote and limned a compelling period piece of peril in ‘Eternal Hour!’ and Jack Sparling related the eerie fate of wave-obsessed Stanley’s search for ‘The Perfect Surf’.

Toth’s scary sisters closed out the premier issue (with, I suspect, additional inks from Neal Adams), but still found room for ‘Silk Gauze’, an informational page by persons unknown which first appeared in Tales of the Unexpected.

Although attributed to Toth, #2’s introductory episode is by his old Standard Comics stable-mate Mike Sekowsky (inked by Giordano), leading into Sparling/s dream-chiller ‘Scream!’, after which José Delbo delineates a shocking period tale of slavery and vengeance ‘The Trip of Fools!’ before Sid Greene’s ghost story ‘The Beat Goes On!’ and Sparling’s ‘Once Upon a Surprise Ending!’ end an issue regrettably short on writer credits.

Following another Sekowsky/Giordano intro, Toth & Vince Colletta illustrate Don Arneson’s medieval mood masterpiece ‘The Turn of the Wheel!’ whilst Alan Riefe & Sparling tell a decidedly different ghost-story in ‘The Death Watch’, after which Steve Skeates & Bernie Wrightson debut a decidedly alterative fantasy hero in ‘…And in a Far-Off Land!’, followed by the first of a series of short prose vignettes: anonymous fright-comedy ‘Potion of Love’.

Toth illustrates the sisters’ ‘Witching Hour Welcome Wagon’ (a useful identifying rule of thumb for the uninitiated is that the master usually signed his work – and was allowed to…) after which new kid Gerard Conway scripted spectral saga ‘A Matter of Conscience’ for art veterans Sparling & George Roussos. Anonymous prose piece ‘If You Have Ghosts’ precedes smashing yarn entitled ‘Disaster in a Jar’ (Riefe & Boyette) before Conway scripts period witchfinder thriller ‘A Fistful of Fire’ for Delbo – a vastly underrated artist who was on the best form of his career at this time.

Toth’s Weird Sisters close out that issue and eerily, hilariously open #5 before Wrightson lavishly embellishes a nifty but uncredited (as is every script in this one) nautical nightmare ‘The Sole Survivor!’, followed by text-teaser ‘The Non-Believer! and Boyette’s stunning, clownish creep-feature ‘A Guy Can Die Laughing!’

Stanley Pitt & Giordano’s dating dilemma ‘The Computer Game’ was one of the first to explore that now-hoary plot and, after Toth signs off the witches, there’s an added single-page black-comedy bonus from Sid Greene in ‘My! How You’ve Grown!’

Sekowsky & Giordano limned Dave Kaler’s take on the sisters’ intro for The Witching Hour #6, after which a far darker horror debuts as ‘A Face in the Crowd!’ (Conway, Mike Roy & Mike Peppe), wherein Nazi war-criminal and concentration camp survivor meet in an American street; Marv Wolfman & Delbo described a tale of neighbourly intolerance in ‘The Doll Man!’ and ‘Treasure Hunt’ by Skeates, John Celardo & Giordano show why greed isn’t always good. Also included were Conway’s prose tale ‘Train to Doom’, ‘Mad Menace’ – a half-page gag strip by John Costanza, and ‘Distortion!’; another Greene-limned one-pager.

Toth & Mike Friedrich were on spectacular form for #7’s intro and bridging sequences, whilst Bill Draut was compulsively effective in prison manhunt saga ‘The Big Break!’, with scripter Skeates also writing modern-art murder-mystery ‘The Captive!’ for Roussos. Friedrich & Jack Abel then advise a most individual baby to ‘Look Homeward, Angelo!’, Whilst text piece ‘Who Believes Ouija?’ and Jack Miller & Michael Wm. Kaluta’s Gothically delicious ‘Trick or Treat’ round out the sinister sights in this issue.

Sergio Aragonés & Neal Adams provide the witch-bits for #8, bracketing their satanically sardonic ‘Above and Beyond the Call of Duty!’, as well as ‘Three Day Free Home Trial!’ (Aragonés & Cardy) and staggeringly inventive ‘ComputERR’ by that man again and Toth.

‘The Career Man’ is a witty but anonymous prose piece and the issue closes with a Twice Told Tale by Ron Whyte & Sparling, as an urban myth is exposed at ‘The Sign of the Hook!’

Toth & Draut began #9, after which Bob Brown & Murphy Anderson illustrate ghostly tale ‘The Long Road Home!’ and, after text story ‘The Dark Well’ peripatetic, post-apocalyptic, ironic occasional series ‘The Day after Doomsday’ (Len Wein & Sparling) makes a welcome appearance.

Delbo delightfully delineated a terrifying tale of Old China in ‘The Last Straw’ and, after George Tuska takes over the Weird Sisters link-segments, a doomsday debacle closes the dramas with a ‘Trumpet Perilous!’ as drawn by Sparling & Abel.

The witches opening issue #10 are once more by Toth & Draut, promptly followed by a magnificent illustration job by Gray Morrow on regrettably uncredited ‘A Warp in Time …Loses Everything!’ after which the all-word ‘I’ll See You in My Dreams’ precedes Conway & Toth’s superb forbidden romance ‘Hold Softly, Hand of Death!’. Tuska handles the Sisters before Sparling’s faux-fact page ‘Realm of the Mystics’ ends this excursion into outer darkness.

Toth drew the intro and Jack Oleck’s The Mark of the Witch’ (inked by Draut) in #11, whilst – following text-tale ‘Retired Undefeated!’ – Tuska inspirationally illustrates creepy chronal conundrum ‘The Sands of Time, the Snows of Death!’

TWH #12 was similarly blessed as, after a sinisterly sexy Skeates/Toth intro, the devilish duo then describe an horrific ‘Double Edge’ battle between witch-queens and valiant mortals, followed by a Machiavellian actor’s ‘Double Take’ (Skeates & Tuska) and a demonic duel and ‘Double Cross!’ by Skeates & Gil Kane. The ever-anonymous prose piece is mordantly merry ‘The Dead Can’t Talk But…’

Giordano’s last issue as editor was #13, opening in grand style as fellow comic book hosts Cain, Abel and the Mad Mod Witch (from Houses of Mystery and Secrets and The Unexpected, dis-respectively) attend ‘New Year’s Eve at the Witching Hour’ (illustrated by Adams), followed by a marvellously experimental psycho-thriller by Alan Gold & Gray Morrow entitled ‘The Maze’; a far more traditional but no less scary story ‘The Accursed Clay!’ (Miller, Sparling & Frank Giacoia) and just plain strange tale of ‘The Rush-Hour Ride of Abner Pringle!’ by Wein & Delbo.

As an added treat the text token is ‘The Witching Hour Mistree’ by that shy but not retiring rogue Egor and what looks like Sal Amendola…

When veteran editor Murray Boltinoff assumed the reins with #14 (April-May 1971), an element of experimentalism was surrendered but more conventional material was no less welcomed by the horror-hungry readership: more proof, if any were needed, that artistic endeavour and envelope-pushing aren’t to everybody’s taste. Tuska replaced Toth as regular illustrator of introductory and bridging sections, but otherwise most fright-seeking kids could hardly tell the difference.

The all-science fiction issue opens with a beautiful yet oddly-stilted yarn from Conway & Jeff/Catherine Jones exploring the solitary burdens of ‘Fourteen Months’ in deep space, and ‘Which Witch is Which?’ (Kaler and Stanley & Reg Pitt) depicts the comeuppance of an intergalactic Lothario.

As “Al Case”, editor Boltinoff provides text feature ‘Dead Letter Office’ before the issue ends on a classic visual high with ‘The Haunted House in Space!’ illustrated by dream team Al Williamson & Carlos Garzon.

After the usual grisly graphic girl-talk, #15 starts with a murder masterpiece from George Kashdan & Wally Wood, revealing ‘Freddy is Another Name For Fear!’, after which Al Case scripts ‘End of a World’ before Phil Seuling & Gray Morrow steal the show with fearsome fable ‘Bayou Witch’ and Case & Art Saaf ring down the curtain with ‘I Married a Witch!’

Issue #16 saw TWH expand from 32 to 52 pages – as did all DC titles for the next few years – opening doors to a superb period of new material and the best of DCs prodigious archives to an appreciative, impressionable audience. The magic began after Tuska’s punchy prelude with cautionary ‘Never Kill a Witch!’ by Carl Wessler, John Calnan & Bernie Case, after which Boltinoff (as Bill Dennehy) provides a slick, edgy reinterpretation of a classic fairy tale for Morrow to lavishly limn in ‘The Spell of Sinner Ella!’, before switching back to his Case persona for the Tony DeZuñiga illustrated duelling drama ‘You Can’t Hide From Death’.

Classic reprints began with ‘The Wondrous Witch’s Cauldron’ (drawn by Lee Elias from House of Secrets #58), followed by Joe Orlando illustrated, Charles King scripted text piece ‘Last Meal’ and Howie Post & Draut’s ghoulish period parable ‘The Curse of the Cat’: both originally seen in House of Mystery #177.

Kashdan & Heck opened #17 with a modern magic myth ‘This Little Witch Went to College’, after which a classic 1950’s fear-feature from Sensation Mystery Comics #109 saw Carmine Infantino & Joe Giella devastatingly depict the ‘Fingers of Fear!’ whilst – from House of Secrets #46 – Howard Sherman delineated ‘The Second Life of Simon Steele’. Dennehy, Calnan & Colletta provided new yarn with an old moral ‘The Corpse Who Carried Cash!’ before Wessler & mood-master Jerry Grandenetti fantastically finished the fear-fest with ‘The Man in the Cellar’.

The same team opened #18 with ‘The Worm that Turned to Terror’, a schizophrenic slice of domestic hell followed by ‘The Diggers!’: a nasty, vengeful yarn from Bobs Haney & Brown with Giacoia inks, encompassing half a century of French war and regret.

Tales of the Unexpected #13 was the original source of both the Ed Herron/Jack Kirby conundrum ‘The Face Behind the Mask’ and the Herron/Cardy creepy-crime caper ‘I Was a Prisoner of the Supernatural’, after which modernity resumes with Jim Aparo’s ‘Hypnotic Eye’ and Kashdan, Calnan & Colletta’s cautionary tale ‘When Satan Comes Calling!’

The final issue in this superbly spooky compendium is The Witching Hour #19 which – after the customary Tuska drawn kaffeeklatsch with Mordred, Mildred and Cynthia – commences in a stylish, sparkling Jack Phillips & Grandenetti chiller ‘Tomb for the Winning!’, followed by ‘The Four Threads of Doom’ (by anonymous & Cardy, from Tales of the Unexpected #12) after which another anonymous & Tuska provide fresh new thriller ‘Stop Beating, Heart! You’re Killing Me!’.

One final Cardy reprint – ‘The Lamp That Changed People!’ (House of Mystery #20) – follows before this glorious volume of witchy wonderment concludes with Kashdan/Elias shocker ‘What Evil Haunts This House?’

These terror-tales captivated reading public and critics alike when they first appeared, and it’s indisputable that the supernatural sector saved DC during one of the toughest downturns in comics publishing history. Now their blend of garish mordant mirth, classic horror scenarios and suspense set-pieces are most familiarly seen in shows like Goosebumps, Stranger Things and many, many others.

This volume – like so many others – is unavailable digitally, and hard to find in print, but with a growing taste for horror stories manifesting in comics again, perhaps it won’t be long before we can shiver and giggle to classic chillers once more. If you crave beautifully realised, tastefully gore-free sagas of tension and imagination, not to mention a huge supply of bad-taste, kid-friendly cartoon comedy chaos, stay up past The Witching Hour as long and as often as you possibly can…
© 1969, 1970, 1971, 1972, 2011 DC Comics. All Rights Reserved.

Shadowman – by Garth Ennis & Ashley Wood


By Garth Ennis, Paul Jenkins & Ashley Wood (Acclaim Comics/Valiant)
ISBN: 978-1-68406-912-5 (TPB) eISBN: 978-1-68215-135-8

In the mid-1990s, comics publishing was risky business. In those fickle, febrile times, hits came hard and fast and from utterly unexpected directions, but yesterday’s mega-triumph so often became tomorrow’s unwanted, unsellable surplus in a matter of moments.

During that market-led, gimmick-crazed frenzy, amongst the interminable spin-offs, fads and shiny multiple-cover events a new comics company revived some old characters, invented a few more to supplement their new universe and proved once more that good story-telling never goes out of fashion. As Editor-in-Chief, Jim Shooter had made Marvel the most profitable and high-profile they had ever been and, after his departure, he used that writing skill and business acumen to transform some almost-forgotten Silver-Age characters into contemporary gold.

Under various guises and imprints, Western Publishing had been a major player since the industry’s earliest days: blending TV, Movie, animated cartoon and Disney properties with homegrown hits like Turok, Son of Stone and Space Family Robinson. In the 1960s, the superhero boom brought forth Brain Boy, M.A.R.S. Patrol Total War, Magnus, Robot Fighter, Nukla, Dr. Solar, Man of the Atom and others. Despite their titles’ quality and a passionate fan-base, they never captured the media spotlight of DC or Marvel’s costumed cut-ups. Western closed their comics division in 1984.

With an agreement to revive some, any or all of these four-colour veterans, Shooter and co-conspirator Bob Layton made those earlier adventures part-and-parcel of their refit: acutely aware older fans don’t like having their childhood favourites bastardized. To compelling reinterpretations of Magnus, Turok and Solar, Man of the Atom they added latter day hits like Archer & Armstrong, Eternal Warrior, XO-Manowar, Ninjak, Bloodshot, and their own quirky supernatural avenger, who debuted in May 1992…

Hit after hit followed and the pantheon of heroes expanded until troubled market conditions and corporate chicanery ended the company’s stellar expansion. It was taken over and, soon after, disappeared…

Under new ownership (games company Acclaim Entertainment) many characters – radically revised – reappeared in a bold relaunch: just as enjoyable and innovative but still hostages to fortune and turbulent times and tastes. Part of that renaissance was a bleak and extremely adult new iteration of the aforementioned magical warrior: a bold new take resulting from an industry-wide resurgence in terror tales triggered by DC’s Vertigo imprint with its adult-rated material…

In the first instance, struggling session saxophonist Jack Boniface was seduced by a woman he’d picked up in a New Orleans club. Her actions left him unconscious, amnesiac and forever altered by a bite to his neck. She was a Spider Alien: agent of a race preying on humanity for uncounted centuries and responsible for creating many of the paranormal humans who secretly inhabit the world.

Her bite forever changed Jack and when darkness fell he was compelled to roam the Voodoo-haunted streets of the Big Easy as an impulsive daredevil dubbed Shadowman: a violent maniac, hungry for conflict whenever the sun went down. Over years – and 43 issues and specials – the mystical nature and historical role of a succession of Shadowmen was explored and an uncanny, arcane universe was constructed before entering oblivion…

Cover-dated March 1997, a revived, revised version debuted, courtesy of seasoned scripter Garth Ennis and experimental illustrator Ashley Wood. Proudly Irish, Ennis had won a well-deserved reputation for shocking, moving, irreverent and wickedly funny storytelling, and was accomplished in blending genres for maximum effect, as his successes with Preacher, Hellblazer, The Demon, True Faith and dozens of other tales could attest.

Wood is Australian, and combines mixed media painting with digital and multimedia techniques to create unforgettable images on Judge Dredd, Spawn, Zombies vs. Robots, Sam and Twitch, Grendel, Star Wars Tales, Automatic Kafka and for games like Metal Gear Solid.

Here his surreal, moodily amorphous rendering adorns a violent, mordantly wry script as passionate movie buff Ennis strips out all but the barest of plot bones to expose a spartan quest for haunted vengeance, truth and understanding worthy of Sam Peckinpah. Boniface works with voodoo witch Nettie to keep the living world free of undead predators…

Sadly, Nettie’s Shadowman is killed by Tommy-Lee Bones and three other merciless fugitives from the torment that awaits all beings once they die. Their plan seems vague and pointless, but it cannot fail as they’ve already removed their main opposition before tending to the Shadowman…

The “Deadside” they’ve escaped from is an infinite region of pure misery: a purgatorial holding cell containing all who have ever lived, and an obscenely cruel penitentiary the Shadowmen were designed to hold forever shut tight.

Now that they’re out again, Tommy and the lads have no intention of ever going back, but are fine with feeding it every living sod they can get their bloodstained hands on…

With the monsters on a macabre murder spree, things look bleak, but the voodoo queen has been doing this for a long time and has stacked the odds with little thought for who gets hurt. Boniface may be on a slab, but Zero – New Orleans’ most enigmatic, infallible, amnesiac and brain damaged hitman – is already primed to take his place…

Assigning Irish spirit and “walker-between-the-worlds” Jaunty as her prospect’s guide and liaison, Nettie is fine with Zero learning on the job, but has not anticipated how the task might affect Zero’s lost memories. It’s a mistake she’s going to regret…

One area that hasn’t been compromised is his gift for combat risk assessment. As Tommy’s Boys ravage the populace, Jaunty gives Zero a briefing on the real afterlife, but the shadow warrior has no real inkling until Tommy kills him too. Now the Shadowman gets a real tour of Deadside, where – happily, for Zero – death doesn’t take…

When he unexpected returns to the world, Zero discovers his new boss has not been honest with him…

Now, with Bones increasingly in charge and out of control, Zero learns to use his abilities in a way Boniface never could and – reeling with newfound independence – starts doing the job his way: extracting the whole sordid truth of his life and death before dealing with Tommy and his pals…

As well as gathering the 4-issue arc ‘Deadside’ from Shadowman volume 2 #1-4 – which was coloured by Atomic Paintbrush and lettered by Dave Lanphear – this compendium also re-presents another notionally 4-issue treat. Miniseries Deadside was written by Paul Jenkins (Hellblazer, Spectacular Spider-Man, The Inhumans, Sentry) with Wood, Dennis Calero & letterer Chris Eliopoulos handling the bits you saw. In actuality, it should read #1-3, as the series was cancelled before the final issue, but this book at last shows what we all missed…

Here, grisly guide Jaunty tips us off to the horrifically miserable afterlife, in salutary snatches detailing the actions of a mad doctor’s awful science experiment, a dead mother searching in vain for Heaven or Hell, and a sinner who thought he’d deservedly located the latter…

Thanks to the publishing crisis beleaguering the industry back then ‘The Fearsome Finale’ was never completed, but what remains – script pages, finished art and working roughs and sketches – affords the only closure we’re likely to see at this juncture. This book also offers a Gallery of art, character design sketches and variant covers by Charlie Adlard, Vince Evans and Woods.

Although a fresh creative team would cover the further adventures of Shadowman Zero, this eclectic, eccentric episode offers a rowdy, raucous and deliriously demented thrill-ride no fright fan should miss.
© 1997, 1999, 2016 Valiant Entertainment LLC. All rights reserved.

Frostbite


By Joshua Williamson, Jason Shawn Alexander, Luis NCT, Steve Wands & various (DC Comics)
ISBN: 978-1-4012-7134-3 (HB/Digital edition)

As you have probably noticed, Earth as we know it is doomed. It’s a tragedy of staggering proportions and a telling indictment of the suicidal greed and indifference afflicting so many humans. Ironically this fact does fuel an immense and growing genre of armageddon fiction…

Here’s a – brace yourselves! – truly chilling, utterly gripping yarn from writer Joshua Williamson (The Flash, Infinite Frontier, Justice League vs Suicide Squad, Birthright. Deathbed), illustrator Jason Shawn Alexander (Killadephia, Marvel Zombies, Empty Zone, Batman), colour-artist Luis NCT and letterer Steve Wands that superbly captures all the grim foreboding of the Last Days whilst still dangling cruel hopes of possible survival.

If you’re one of that strange breed of modern knight errant who just can’t stomach a woman – and a black one, too! – in the role as Last Action Hero, you won’t like this superb science-gone-bad, doom-watched dystopian drama, so you’ll want to go play somewhere else for validation…

Once upon a time, six scientists sought to save the world from destruction and humanity from itself. As inexorable climate change turned Earth into an uninhabitable tinderbox, they did something wondrous with cold fusion and eradicated the searing heat build-up.

However, as we all know, no good deed ever goes unpunished and their miraculous solution unleashed a new ice age that brought civilisation to its knees and human beings to the edge of extinction.

In the aftermath, as pockets of mankind sought to stay warm and eat on a desolate ice-ball world, it was revealed that the temperature inversion had brought another – even more terrifying – tribulation: a bizarre disease that slowly turned living creatures into ice. Terrified humans began isolating themselves in smaller groups, making pariahs of strangers, abhorring the blue stigma and dreading the inescapable death sentence that was “Frostbite”…

America 57 years after big freeze is an icy wind-wracked wilderness, with meagre population pockets occupying what used to be mega-cities. It’s a world of barter, exploitation and quick violence, with heating devices and drugs as the prime transferable resources. Criminals have scrambled to the top of the heap and dictate the way things are. Everyone is terrified that fraternisation also brings the cold contagion…

In Mexico City, freelance cargo-shippers Keaton and her partner Chuck Barlow accept a commission to transport a father and his daughter to what used to be Alcatraz Island. Both prospective passengers are science doctors and display obvious signs of great wealth, but broke as she is, Keaton can’t shake her suspicions of something bad in play…

Henry Bonham and his brilliant child Victoria clearly have the resources to travel in style and comfort, but instead want the secrecy of a lumbering tractor like Barlow’s pride-&-joy Icebreaker. Keaton would be even more upset if she knew who they were and who was chasing them…

When those pursuers attack, the Bonhams are separated and Keaton, on learning Henry’s secret, kills him herself. Only afterwards does she discover that it wasn’t him the pursuers wanted, but Victoria. The junior scientist has developed a cure for frostbite and is now the most valuable thing on earth…

Furious, guilt-ridden, repentant, hopeful and slowly dying, Keaton resolves to get the daughter to the Alcatraz lab before she expires, no matter who or what stands in their way. As she grows ever closer to her trek buddy, the hardest part is not confessing what she’s done and what’s she’s becoming. Although built on mutual lies, there’s a painfully doomed relationship growing that might be even more important to Keaton than saving the world or her own life…

Their voyage across the frozen south overflows with violent clashes as relentless pursuit constantly results in explosive violence, with Keaton’s prowess and ingenuity significantly reducing the numbers of humans in existence every time they are caught or intercepted.

Soon however, their only foe is Keaton’s secret and when that’s exposed, everything changes forever…

Fast-paced, smart, action-packed and tension-taut, Frostbite is a picture perfect action adventure with a flawed but indomitable hero in the same unstoppable yet fragile mould as Ripley or Sarah Connor.

Graced by a magnificent cover gallery by Alexander & NCT, this is the kind of chill affirmative action we should all enjoy.
© 2016, 2017 Joshua Williamson and Jason Shawn Alexander. All Rights Reserved.

The Monster of Frankenstein


By Gary Friedrich, Doug Moench, Bill Mantlo, Gerry Conway, Mike Ploog, John Buscema, Bob Brown, Val Mayerik, Don Perlin, Sal Buscema & various (Marvel)
ISBN: 978-0-7851-9906-9 (TPB/Digital edition)

Whereas DC Comics capitalised on the early 1970s global boom in all things supernatural and mystic by creating a plethora of short-story anthologies and the occasional spooky star, Marvel Comics took the trend in another direction and created a small army of horror-heroes to headline their own series.

This particular collection reprints the House of Ideas’ interpretation of the Mary Shelley classic from a time when the censorious Comics Code Authority first loosened some of its strictures banning horror material from the pages of comics. That translates here to 18 issues of the colour comicbook; Giant-Sized Werewolf #2, Marvel Team-Up #36-37 and all the pertinent strips from adult-oriented Marvel magazines Monsters Unleashed #2, 4-7, 9-10 and one-shot Legion of Monsters (spanning January 1973-September 1975), all awaiting your rapt attentions.

Some comic artists work best in black-&-white. Such is certainly the case with Mike Ploog. A young find who had previously worked with Will Eisner, Ploog illustrated Gary Friedrich’s pithy adaptation of the original novel before moving on to groundbreaking new ventures as the strip graduated to in-house originated material. This monumental tome is presented mostly in colour, but if you are of a similar opinion you could try to lay your hands on the 2004 monochrome Essential Monster of Frankenstein edition…

Cover-dated January 1973, ‘Mary Shelley’s Frankenstein!’ introduced Robert Walton IV, great grandson of the sea-captain who had rescued scientist Victor Frankenstein from the polar ice and who was subsequently regaled with the incredible tale of “the Modern Prometheus”.

Now, in 1898 and leading a band of rogues, cutthroats and sullen Inuit, Walton finds the fabled monster interred in a frozen slab and brings it aboard his ice-breaker. He then recounts the story to his fascinated cabin-boy, unaware of the fear and discontent simmering below decks…

A bloody mutiny during a terrible gale opens the second issue as the burning ship founders. Meanwhile the flashbacked saga of tragic Victor reaches the terrible moment when the monster demanded a mate. The guilt-plagued scientist complied only to baulk at the last and destroy his second creation. ‘Bride of the Monster!’ concludes with the creature’s fearsome vengeance on his creator, paralleling the grim fate of the storm-tossed ship…

In The Monster of Frankenstein #3, ‘The Monster’s Revenge!’ has the reawakened creature freed from its ice-block to overhear the continuation of his life-story from Walton’s lips, even as the last survivors struggle to find safety in the Arctic wastes.

Thereafter ‘Death of the Monster!’ – with inker John Verpoorten taking some of the deadline pressure off hard-pressed Ploog – turns the tables as the monster reveals what happened after the polar showdown with his creator, leading to a new beginning as Walton reveals that not all the Frankensteins were eradicated by the Monster’s campaign of vengeance. Their warped blood-line lives on…

A new direction began with issue #5 in ‘The Monster Walks Among Us!’. Making his way south, the tragic creature arrives in a Scandinavian village in time to save a young woman from being burned at the stake on a blazing longboat, only to rediscover that when villagers pick up pitchforks and torches to go a-screamin’ and a-hollerin’ for blood, they generally have a good reason…

With issue #6 the comic book renamed itself The Frankenstein Monster as the undying creature reaches the village of Ingolstadt a century after he first wreaked bloody vengeance on his creator’s loved ones.

‘…In Search of the Last Frankenstein!’ is a mini-classic of vintage horrors scripted as usual by Friedrich but plotted, pencilled & inked by Ploog, who was reaching an early peak in his artistic career. It was also his last issue.

Ploog was followed by John Buscema & Bob Brown before Val Mayerik settled as regular artist whilst Friedrich gave way to Doug Moench, a writer once synonymous with Marvel’s horror line.

Issues #7, 8 and 9 bowed to the inevitable, pitting the Monster against Marvel’s top horror star (albeit 75-ish years prior to his contemporary adventures). Beginning with ‘The Fury of a Fiend!’ continuing in ‘My Name is… Dracula!’ and concluding with ‘The Vampire Killers!’, this is an extremely classy tribute to the old Universal movies and then-current Hammer Films in equal measure, wherein the misunderstood misanthrope battled an undying evil for ungrateful humanity, consequently losing the power of speech; and becoming more monstrous in the process.

Produced by Friedrich, Buscema and Verpoorten, this trilogy lacks the atmosphere of Ploog’s tenure, but the action is very much in the company’s house-style. With #10 (inked by Frank Giacoia and Mike Esposito) the creature finally found ‘The Last Frankenstein!’ …much to his regret.

With number #11’s ‘…And in the End…!?’ – illustrated by Brown & Vince Colletta – and #12’s ‘A Cold and Lasting Tomb’ (Moench, Mayerik and Colletta), the Monster wrapped up his historical adventures by falling into a glacial sea. Frozen once again into another block of ice he was revived, Captain America-style, in modern times: i.e. the swinging 1970s…

The epic account then switches to monochrome as more mature episodes from Monsters Unleashed begin, starting with #2 and ‘Frankenstein 1973’ by Friedrich, Buscema & Syd Shores. Here we see how an obsessive young man finds the Monster preserved as a carnival exhibit, only to see his jealous girlfriend revive it whilst trying to burn down the sideshow. The story continued in #4 as ‘Frankenstein 1973: Chapter TwoThe Classic Monster’ (Friedrich, Buscema & Win Mortimer), with a literal mad scientist actually putting his own brain in the monster’s skull. Happily, the unnatural order is restored in ‘Once a Monster…’

Monsters Unleashed #6 introduced new creative team Doug Moench & Val Mayerik who completed the introduction to modern times with a good old-fashioned monster hunt in ‘…Always a Monster!’

This leads directly to #7’s ‘A Tale of Two Monsters!’: a dark, socially relevant tale of the modern underclass and man-made horrors carried over into ‘Frankenstein 1974: Fever in the Freak House’ before concluding in #9’s ‘The Conscience of the Creature’.

The horror boom was fading by this time and Monsters Unleashed #10 was the Monster’s last outing there: a superbly dark and sardonic Christmas offering complete with elves, snow, terrorists and a Presidential assassination attempt.

One final monochrome tale from Moench, Mayerik, Dan Adkins & Pablo Marcos (accompanied by a chilling frontispiece by Marcos) appeared in 1975 one-shot The Legion of Monsters. ‘The Monster and the Masque’ was a bittersweet morality play seeing the creature accidentally accepted at a fancy dress party, which is ruined when a different sort of monster gets carried away…

Switching back to full-colour comics, next up is a rather tame team-up/clash from Giant-Size Werewolf #2 wherein ‘The Frankenstein Monster Meets Werewolf by Night’ (Moench, Don Perlin & Colletta) to collaterally combine and quash a band of run-of-the-mill West Coast Satanists.

Resuming his own series, The Frankenstein Monster #13 displays ‘All Pieces of Fear!’ (Moench, Mayerik & Jack Abel) as, shoe-horned into mid-1970s America, the Monster is drawn into a tale heavy with irony as men act like beasts and an obsessive father ignores his family whilst building his own abominations through the nascent science of cloning.

With a hip young teenager as sidekick/spokesperson, ‘Fury of the Night-Creature’ (Dan Green inks) extends the saga by introducing I.C.O.N. (International Crime Organizations Nexus): yet another secret organisation intent on conquest by merging corporate business practices with traditional gangsterism.

Issue #15’s ‘Tactics of Death’ (Klaus Janson inks) briefly concludes the acronym-agenda as the Monster and companion Ralph mop up the men in suits only to be shanghaied to Switzerland to meet the latest Last-of-the-Frankensteins in ‘Code-name: Berserker!’ (inked by Bob McLeod – who managed to handle the next issue too).

Veronica Frankenstein was still absorbed in the family business, but claimed to be fixing her ancestors’ mistakes when I.C.O.N. creeps showed up, demanding her biological techniques in ‘A Phoenix Beserk!’. Beautifully inked by Mayerik and Adkins, the last colour issue ended on a never-to-be completed cliffhanger (although scripter Bill Mantlo covered elements of the story in Iron Man some years later) as the Monster and his new friend met ‘The Lady of the House’ – the utterly bonkers creature-crafter dubbed Victoria Von Frankenstein

Perhaps the abrupt cancellation was a mercy-killing after all…

Rounding off the narrative wonderment is a 2-part tale from Gerry Conway, Sal Buscema & Colletta first seen in Marvel Team-Up #36-37 wherein Spider-Man is kidnapped and shipped off to Switzerland by the assuredly insane Baron Ludwig Von Shtupf, who proudly proclaims himself The Monster Maker

In ‘Once Upon a Time, in a Castle…’ the bonkers biologist wants to pick-&-mix creature traits – having already secured the Frankenstein Monster to practise on… After the webslinger busts them both out, they stumble upon sexy SHIELD Agent Klemmer, but a rapid counterattack goes badly wrong when Von Shtupf unleashes his other captive – the furiously feral Man-Wolf – and only big Frankie can prevent a wave of ‘Snow Death!’

This codex of comic creepiness concludes with a mammoth bonus section offering art lovers and funnybook historians additional treats such as Ploog’s very first design sketch of the monster from 1972, original art, illustrations and (finished but pre-editorial addition) painted covers by Boris Vallejo.

Also on show are assorted frontispieces, pencils, inks and previous collected editions, covers and original art by Tom Sutton, Gray Morrow, Vince Evans, Mayerik, Bernie Wrightson & Arthur Adams, making this compendium a perfect treat for fantasy fans and dedicated horrorists: one that should be a first choice for introducing scare-loving civilians to the world of comics.
© 1973, 1974, 1975, 2015 Marvel Characters, Inc. All Rights Reserved.

Angola Janga: Kingdom of Runaway Slaves


By Marcelo D’Salete, translated by Andrea Rosenberg (Fantagraphics Books)
ISBN: 978-1-68396-191-8 (HB/Digital edition)

Art historian Professor Marcelo D’Salete is one of Brazil’s most respected authors and graphic novelists. Born in 1979 and a graduate of Carlos de Campos College and the University of São Paulo, he currently resides in Italy. Despite this, the majority of his comics examines Brazil’s history of slavery and consequent issues affecting the vast Afro-Brazilian underclass resulting from it.

After freelancing as an illustrator, D’Salete’s first graphic novel Noite Luz was released in 2008, followed by Encruzilhada in 2011. He acquired a greater degree of fame after his 2014 book Cumbe was translated into English by Fantagraphics in 2017: subsequently garnering a boatload of prizes as Run For It: Stories of Slaves Who Fought for their Freedom.

Technically, the professor followed that multi award-winning volume with this even more ambitious tome, but Angola Janga actually took eleven years to complete and its initial release that same year was simply a fortunate convergence…

This epic expands the story of that escaped slave culture, detailing how Palmares Quilombos (“war camps of runaway slaves”) were crushed by colonisers. Before the story opens, Introduction ‘Mocambos and Plantations’ explains how 16th century Portuguese occupiers moved from enslaving local peoples to importing millions of Africans. These supplemented a huge indigenous workforce toiling to exploit timber, sugarcane and other natural resources for ruthless masters on increasingly prolific and profitable plantations.

Over centuries – but largely due to Dutch attempts to seize control from the Portuguese between 1630-1654 – generations of black slaves (designated “units”) in the Pernambuco region had escaped into the forests and Serra da Barriga hills: founding an outlaw nation of semiautonomous settlements: “mocambos”.

By the time events open here, Palmares or Angola Janga (“Little Angola” in Bantu language Kimbundu) comprised an estimated 20,000 free-living rebellious “blacks”, “Indios”, “mulattos” and other demeaning and pointless designations of mixed race all considered to be property not humanity…

This astounding dramatised examination is delivered in brief vignettes torturously following the entwined paths of key individuals like black leaders Soares, Ganga Zumbi and Ganga Zamba, numerous religious and civic figures and Domingos Jorge Velho: pitiless commander of “Paulista” mercenaries hired to reimpose order and crush the beacon of hope Angola Janga represented.

Crafted in stark edgy monochrome with dialogue and narration at a bare minimum, it begins with ‘The Way to Angola Janga’. Each chapter is preceded by pertinent excerpts from contemporary accounts by the victorious colonisers and historians.

In 1673, two frantic runaways crash through trees and brush. Soares was promised freedom by dying plantation owner Mistress Catarina, but her son Gonçalo chose not to honour her wishes and brutally punished the mulatto (“mixed race”) for demanding his Letter of Emancipation. Now he and companion Osenga are fleeing, searching for a mocambo to take them in. Soares’ past is complex and complicated, but common gossip amongst the slave catchers preparing to bring him back…

‘Birth’ wings back to 1655 and the controversial origins of the “half-caste”: revealing connections that have church and military authorities clashing and colluding in a conspiracy of silence, whilst revealing the inner workings and defence strategies of mocambos and their leaders before the fate of Angolan enclave ‘Aqualtune’ introduces more charismatic defenders of liberty in episodes set in 1677…

When Palmares warriors attack white plantations, outraged plantation owners declare implacable war, but instead of engendering alliances, tribal and sibling rivalries undermine the rebels’ unity with catastrophic consequences…

Moreover, devious white masters employ cruel tactics to regain their valuable Units and maintain the status quo: combining religious tyranny, disease, relentless police actions and bounty hunting with spurious offers of amnesty, designated black Reservations and valueless treaties. These slowly chip away at the hidden free kingdoms, as seen in ‘Scars’, ‘Cucaú’ and ‘Encounters’, with even free-born and emancipated blacks experiencing a rise in intolerance, prejudice and white exceptionalism.

Resistance was common and reprisals inescapable. Always the mocambos called to those brave enough to stand up and fight back, but increasingly they were fighting their own kind rather than their oppressors… sometimes, even their own families…

The saga explores a subtext of religious and political beliefs in opposition, complementing the physical and geographical struggle. ‘Savages’ reveals the turbulent and traumatic early years of Domingos Jorge Velho and how white leaders suborned and seduced native tribes like the Oruazes into joining their ‘War’ against Palmares…

Beginning in 1691 the savage strands converge, as raids by belligerent mocambo warriors and sorties to recapture lost slaves reach lethal levels. With the entire region in turmoil, and death toll mounting, many scared officials and churchmen petition for blanket emancipation to end the bloodshed. However, a final clash is imminent and – risen to high office amongst the runaways – Soares endures the ‘Sweet Hell’ of vindication or defeat, unaware that the foe has deployed the latest weapons technology to conclusively end the struggle …

The triumphant mopping up operation is covered in ‘The Embrace’ as defeated Soares flees, descending into delusion and worse before gaining the truest freedom of all in one last battle, before the end of the campaign and what came after is explored in terms of spirituality and symbolic prognostication with ‘Footsteps in the Night’

Augmenting this tragic history is a full Glossary of terms, concepts and characters and their originations, and Author’s Afterword ‘Trails and Dreams’ explores the exponential growth of the Portuguese slave trade. Also on view are a ‘Chronology of the Palmares War 1597-1736’, ‘Summary of the Palmares War’, maps and text pieces on ‘Pernambuco, Palmares, towns, mocambos (seventeenth century)’, ‘Principal quilombo and quilombola regions in Brazilian territory’, ‘The region of Angola – one of the largest sources of Africans sent to Brazil’ and truly disturbing charts and maps disclosing ‘Estimates of embarkation and disembarkation of enslaved Africans between 1501 and 1900’. These shocking visual aids are supported by a copious bibliography of References and biography of the author.

Appalling and beautiful, this is a superb testament to the power of resistance and hope: one that should be compulsory reading in every school and college.
© 2019 Marcelo D’Salete. Glossary © 2019 Marcelo D’Salete, Allan da Rosa & Rogério de Campos. Original edition published by Editora Veneta © 2017. All rights reserved.

Jack Kirby’s Spirit World


By Jack Kirby with Mark Evanier, Steve Sherman, Sergio Aragonés, Vince Colletta, Mike Royer & various (DC Comics)
ISBN: 978-1-4012-3418-8 (HB)

Jack Kirby was – and remains long after his passing – the master imagineer of American comics. His collected works provide a vast rich trove of astounding narrative delights for any possible occasion. An ideal and seasonably timely tome is this magnificent compendium re-presenting the complete “King’s Canon” of one of his least known, most misunderstood and mishandled DC creations. Regrettably, it’s still not a book you can read digitally, but hope springs eternal…

Famed for larger than life characters and gigantic, cosmic imaginings, Kirby was an astute, spiritual man who had lived through poverty, gangsterism, the Depression, World War II and the rise and stall of the Space Age. He’d seen and survived Post-War optimism, Cold War paranoia, political cynicism and birth and death of peace-seeking counter-cultures. Above all else, he was open-minded and utterly wedded to the making of comics stories on every imaginable subject.

On returning from valiant service in World War II, Jack – reunited with long-term creative partner Joe Simon – began producing genre material for older audiences and famously invented the genre of Romance comics. Amongst the dynamic duo’s other concoctions for Prize/Crestwood/Essankay Publications was a noir-esque anthology, supernatural-themed and psychologically underscored, reflecting the tone and trends of those rapidly-changing, globally Post-Traumatic times.

Black Magic (and short-lived companion title Strange World of Your Dreams) eschewed traditionally gory, heavy-handed morality plays and simplistic cautionary tales seen in other comics and concentrated on deeper, stranger fare. They were – until EC comics hit their peak – far and away the best horror and mystery titles on the market.

Changing tastes and an anti-crime, anti-horror witch-hunt quashed the comics industry, so under a doctrinaire, self-inflicted conduct code, publishers stopped innovating and moved into more anodyne areas. This established holding pattern persisted until the rebirth of superheroes and triggered the demise of many smaller publishers…

From 1956, at a little outfit using the name “Atlas”, Kirby partnered with Stan Lee and, when superheroes were revived, changed the world with a salvo of new concepts and characters that revitalised if not actually saved the comics business. Kirby always understood the fundamentals of pleasing an audience and toiled diligently to combat the appalling prejudice about the word-&-picture medium – especially from insiders and professionals who despised the “kiddies’ world” they felt trapped in.

However, after a decade or so, costumed characters began to wane again as public interest in the supernatural grew. With books, television and movies all exploring The Unknown in gripping and stylish new ways, the Comics Code Authority sought to slacken its censorious choke-hold on horror titles, hoping to save the industry from implosion when the superhero boom busted…

Experiencing increasing editorial stonewalling and creative ennui at Marvel, in 1970 Kirby (after breaking ground with a few horror shorts for the House of Ideas’ new anthology titles) accepted a long-standing offer from arch rival DC Comics…

Promised freedom to innovate, one of the first projects he tackled was a new magazine format carrying material targeting adult readerships. For the full story of how that worked out, you can read Mark Evanier’s acerbic article at the centre of this glorious – but inexplicably still not available in digital editions – oversized (282 x 212 mm) hardback compilation. He was there and knows a lot of the secrets…

Reflecting and rechannelling the mature experimentation of Black Magic in a superb yet poorly received – and largely undistributed – monochrome magazine, Spirit World #1 and only launched in the summer of 1971, but, as happened all too often, editorial cowardice and back-sliding scuppered the project before it could get going. At least when the original 1940s-1950s Black Magic was revived as a DC reprint anthology in 1973, it got a few years to properly test the waters…

Material from a second, never-to-be published, Spirit World issue eventually appeared in various colour comic books, but with most of his ideas misunderstood, ignored or side-lined by the company, Kirby opted to return to more traditional formats.

Never truly defeated, he cannily blended his belief in the marketability of supernature with flamboyant super-heroics to create another unique and lasting mainstay for the DC universe: one that lesser talents later made a pivotal figure of the company’s continuity: Etrigan the Demon. There’s a complete Kirby compendium of the Hellish hero’s deeds out there too if you’re interested, as well as many subsequent reinterpretations by creators infernally inspired by the original…

The eerily eclectic Spirit World collection, however, eschews costume continuity in favour of plot and mood-driven tales, opening with the published premier issue: combining primarily comics tales (because DC wouldn’t spring for colour photography illustrations) with prose and black-&-white “Foto-Features”, all driven by the King’s voracious, questing imagination and unique perspectives…

Printed in spooky blue tones, the arcane explorations unfold with Jack & Vince Colletta’s pictorial investigation of the power of precognition. Preceded by a stunning 3-page Kirby photo-collage, ‘The President Must Die!’ – narrated by erudite host/parapsychologist Dr. E. Leopold Maas – recounts and interprets the chilling dreams of an unnamed woman in the days leading up to the assassination of JFK.

Again sporting a collage intro, ‘House of Horror!’ grippingly relates what happened when Dr. Maas was invited to visit the phantom-plagued Calder House…

Children of the Flaming Wheel!’ is a fumetti-work (photographic comic strips that were huge in Europe and an area of storytelling Jack was desperate to develop) depicting the astral journey of a supposed modern cultist, after which tireless Dr. Maas shares his discoveries on the nature of reincarnation by opening ‘The Lorca File!’

As “transcribed” by Kirby’s editorial assistants Steve Sherman & Mark Evanier, ‘The Spirit of Vengeance!’ relates in a terse prose piece Maas’ interaction with a most unquiet and petty revenant before Kirby & Colletta illuminate the astounding accomplishments and warnings of ‘Nostrodamus!’ – including all those predictions still pending confirmation…

The magazine concluded with a page of ‘Weird Humor’ strips by Sergio Aragonés (and possibly Dave Manak) and came with a free wallposter. It’s included here for veracity’s sake and because they’re still pretty damn cool…

Following that tell-all article from Evanier, the majority of the proposed second issue follows in standard monochrome. The strips are taken from their eventual last resting place in DC’s anthologies Forbidden Tales of Dark Mansion #6 and Weird Mystery Tales #1-3, and still have insets and copy from other hosts such as Destiny (yes!… latterly of the Endless!), but the art, plots and most of the scripting is pure Kirby…

With Mike Royer inking all these later yarns, ‘Horoscope Phenomenon or The Witch Queen of Ancient Sumeria’ opens the fearsome festivities as a bizarre regal apparition visits many modern men and women to change their fates forever, after which the lugubrious Dr. Maas probes a primordial artefact and speculates upon the barbaric life and cataclysmic demise of ‘Toxl, the World Killer’ – a rousing fantasy warrior yarn co-plotted and scripted by Evanier.

Accompanied by photomontage inserts, ‘The Burners’ confounds Maas with a spate of deaths by spontaneous combustion and possible alien incursion – before the mystery-&-imagination moments culminate with uncanny cases of ‘The Psychic Bloodhound’. Co-plotted by Evanier & Sherman, this graphic fictionalisation of a detective with extra-sensory perception is probably based on the exploits of controversial Dutch celebrity sleuth Peter Hurkos

Jack Kirby remains a unique and uncompromising artistic force of nature: his words and pictures an unparalleled, hearts-&-minds grabbing delight no comics lover could resist. If you’re not a fan or simply not prepared to see for yourself what all the fuss has been about then no words of mine will change your mind.

That doesn’t alter the fact that Kirby’s work from 1937 to his death in 1994 shaped the entire American scene and indeed the entire comics planet – affecting the lives of billions of readers and thousands of creators in all areas of artistic endeavour for generations. He’s still winning new fans and apostles, from the young and naive to the most cerebral of intellectuals. Jack’s work is instantly accessible, irresistibly visceral, deceptively deep whilst simultaneously mythic and human.

Wherever your tastes take you, his creations will be there ready and waiting. So, if fear and mystery are your meat, you can wonderfully upset your complacent equilibrium with this classy classic…
© 1971, 1972, 2012 DC Comics. All Rights Reserved.

Mighty Avengers: No Single Hero


By Al Ewing, Greg Land, Jay Leisten & various (Marvel)
ISBN: 978-0785188742 (TPB/Digital edition)

Following blockbuster Avengers Versus X-Men publishing event, company-wide reboot MarvelNOW! reformed the entire overarching continuity: a drastic reshuffle and rethink of characters, concepts and brands with an eye to winning new readers and feeding the company’s burgeoning movie blockbuster machine…

Moreover, many disparate story strands were congealing to kick off the always-imminent Next Big Thing, with the cosmically expanded Avengers titles forming the spine of an encroaching mega-epic. The colossal Infinity storyline detailed a grandiose advance into Armageddon as an intergalactic Hammer of Doom fell with an all-out attack by impossibly ancient race The Builders. They claim to have sparked universal life, but now seek to rectify their mistake on Earth – and woe betide any species or intergalactic civilisation in their way.

When The Avengers mobilised most of their assemblage off-planet to tackle the threat before it reached them, Thanos of Titan took advantage of the dearth of metahuman defenders to invade, leaving the remaining superheroes with an almost impossible task…

Written by Al Ewing and illustrated by Greg Land & Jay Leisten, Mighty Avengers volume 2 #1-5 (November 2013 – March 2014) describes how those left behind unite as a resistance force and stayed together as a decidedly different kind of crusading team… one primarily comprising heroes of colour, not the usual bunch of white guys and ones who looked at problems beyond a self-appointed cosmic jurisdiction…

The action opens as Thanos hits Earth, where blithely unaware ex-Avenger Luke Cage is pitting his Heroes for Hire apprentices White Tiger and a new, teenaged Power Man against seasoned super-thief The Plunderer. Their efforts are interrupted and derided by the Superior Spider-Man who orders them to quit before insultingly offering Cage’s kids a real job.

Everybody sees that the wallcrawler has become insufferable since he technologically upgraded his act and hired a paramilitary gang as his deputies. Many of his oldest friends even think he might be going crazy. What no one knows is that the mind inside the arachnid hero’s head is actually archvillain Otto Octavius AKA Doctor Octopus who – despite a passionate initial desire to reform – is slowly reverting to his true manner and bad habits…

The webspinner’s derision spurs White Tiger into quitting, but only fuels her male teammates into trying harder to prove Spider-Man wrong…

Elsewhere ex-Avenger Monica Rambeau (formerly Captain Marvel and Photon, but now calling herself Spectrum) is getting back into the crime-busting game after a bout of retirement. She’s sorting out her costume and talking over old times with an enigmatic fellow champion when the first wave of the Titan’s invasion force smashes into New York.

Donning a store-bought comedy costume, the stranger – also black – joins Monica as a generic “Spider Hero” and converges on the landing site where Cage and the still-enraged Superior Spider-Man are battling the Titan’s ferocious warlord Proxima Midnight

Elsewhere, Mystic Master Doctor Strange has been possessed and corrupted by the Ebony Maw – the most personally ambitious of Thanos’ lieutenants – whilst at the bottom of the sea  Dr. Adam Brashear receives a cosmic visitor. A forgotten African American superhero forbidden by Presidential mandate from operating during the Civil Rights era, The Blue Marvel is thus stirred from a lengthy self-imposed exile and grudgingly agrees to return to the world which shunned and sidelined him…

In New York, ‘The Assembly’ give battle, but the Amazing Arachnid seems more concerned with suing his “copyright infringer” than defeating the invaders, and Spectrum is gravely wounded by Midnight. As Cage tackles Proxima, ordinary citizens are emboldened to join the struggle, compelling ever-watching Thanos to order a retreat.

It’s not over though, as the ravaged metropolis is then assaulted by an overwhelming aspect of voracious Elder God Shuma-Gorath, summoned by enslaved Stephen Strange. The rampant horror gleefully begins transforming native New Yorkers into ghastly demon duplicates…

As Blue Marvel rockets to the rescue, temporarily stymieing the devil god and healing Spectrum, mystically empowered White Tiger and Power Man arrive and Spider Hero -demonstrating a keen knowledge of arcane rites – devises a scheme to drive the Lovecraftian horror back to its own dimension for good.

Cage then has a eureka moment, realising ‘No Single Hero’ could have managed, declaring that they are all Avengers…

Originally parked above Manhattan, the Inhumans’ floating city Attilan was destroyed during the war and its ruins now languish in the Hudson River. Moreover, when Thanos personally attacked Black Bolt, the embattled Inhuman monarch released genetically transformative Terrigen Mists thereby unleashing a host of new super-powered warriors from the ranks of the humans below…

Issue #4 is set after the invasion is finally repelled, with the city engrossed in rapid reconstruction. The space-bound Avengers are still missing off-world but life is returning to normal.

Sleazy entrepreneur Jason Quantrell despatches his personal industrial spy Quickfire – a recent recipient of Terrigen-induced abilities – to raid the sunken citadel in search of fresh mutagens he can monetise, whilst in Times Square Cage has turned his old Gem Theatre offices into a storefront Avengers HQ.

He has a bold new idea: opening the heroic volunteer brigade to the public who can come to them with meta-related problems or issues of injustice. Even though Reservist The Falcon has come aboard, Spider-Man is becoming increasingly intolerant, alternately demanding to be placed in charge and ordering Cage’s crew to cease and desist. Unable to convince them, the furious superior wallcrawler storms off…

Meanwhile Spider Hero – who has some ominous magical acquaintances older fans might recognise – has detected an encroaching mystic crisis and resolved to stay. Adopting the vacant costume and identity of martial arts mystery man Ronin, he invites the team to join him in stopping an impending burglary in Attilan. It’s not Quickfire’s illegal raid that’s the problem, but rather that she’s going to inadvertently awaken the slumbering submerged threat of the Death Walkers if somebody doesn’t stop her…

However, as the most recent Ronin leads the Avengers to the already-in-progress monster catastrophe, Octavius returns to the Gem Theatre and – in a manic fit of frustrated rage – attacks Cage with all the paramilitary resources he can muster: mercenaries, spider-bots and urban assault vehicles all primed to shut down the Avengers forever.

Happily, the harassed Hero for Free had already contacted his lawyer and is delighted to follow Jennifer Walters’ guidance… which basically boils down to “She-Hulk Smash!”…

Fast, furious and fantastically offbeat, this epic epistle also offers a selection of editorial features from the issues in question and a covers gallery, as it delivers hard, fast, thrilling and funny stories about heroism on the other side of the tracks…
© 2013 Marvel Characters Inc.. All rights reserved.

Kill All Monsters!™ Omnibus


By Michael May & Jason Copland & various (Dark Horse Books)
ISBN: 978-1-61655-827-7 (HB) eISBN: 978-1-613008-400-4

Somebody once said “In comics, Less Is More”.*

Sometimes all we want is a primal experience with intrigue and character pared down to basics. Maybe a little mystery and treachery but fundamentally heroes, villains and an overwhelming menace to rail valiantly against.

There’s all that and so much more in Kill All Monsters!: a vibrant and vivid monochrome monster-fest which started life as an online tribute to Japan’s greatest cultural export – spectacular Kaiju versus Mecha mega-duels.

Crafted by writer Michael May (Hunt the Winterlands) and illustrator Jason Copland (The Perhapsnauts: Molly’s Story; Murder Book; Poutine) – with early idea contributions by Alex Ness – the 2013 webcomic was picked up by Dark Horse two years later, reprinting the epic and delivering a sequel…

The hugely hulking omnibus edition arrived in 2017, gathering Kill All Monsters! volume 1: Ruins of Paris and Kill All Monsters!: The Ministry of Robots which ran in Dark Horse Presents (volume 3) #12-24. It includes another 100 pages of story, notionally concluding the tale in a welter of edgy grey-toned “Amerimanga” action and suspense. Critical tech support throughout is provided by letterers Ed Brisson, Ryan Ferrier & Micah Myers.

Shell-pocked, gritty and executed at breakneck pace, with captivating atmosphere and a do-or-die sense of duty, it opens in ‘The Ruins of Paris’ as a squad of human warriors explore the devasted city in their singular giant robot war-suits.

Like everywhere else in the world, the City of Lights was razed to rubble by waves of monster attacks which began in Japan in 1954 and which have steadily pushed humanity to the edge of extinction.

Dressen, Spencer Djamel and Akemi are part of the African Defense Force conceived and commanded by visionary General Abbud Rashad as a last-ditch deterrent to colossal horrors that started harassing humanity in the wake of the atomic bomb’s first detonations. The Mecha-riders are champions of human technology and ingenuity, forever shaking the earth in constant clashes with relentless, merciless killer kaiju.

Here and now, the pilots barely survive an assault by an octet of titanic terrors and are stuck nervously awaiting repair services, when they discover barbarous Parisians who have taken a different path in adapting to the monster depredations…

Second chapter ‘Attack of the Killer Robot’ takes us to Kenya, where latest recruit Archer despatches a brutal bug beast menacing a village. He is the General’s latest innovation and last hope…

In Paris, the stranded pilots seek shelter until Archer can rescue them, encountering a pack of feral, human-sized beasts. They survive, but doubt their impending recovery will be in time. Moreover, they are far from happy that the General is putting so much faith in a Mecha that is fully artificial. Nobody human trusts AIs like Archer…

‘Pigs in the Sky’ reveals the machine saviour is equally uncertain of his role and capabilities, although base technician, repairman and passenger-to-Paris Angus assures him he’s being foolish. In the meantime, the subjects of their rescue mission have linked up with the locals after being ambushed by rampaging warthog horrors. Relocating to the catacombs beneath the city after the first attack in 1959, the French tribe have become true savages ‘Down in the Underground’: scavenging at the borders of daily horror. However, the better educated pilots quickly realise that the subterranean sanctuary they occupy is a technological treasure trove…

The primitives have been skulking amidst resources that could have turned the tables on their tormentors, and Spencer finds mystery to compound the irony. The modern machinery in the tunnels had to have been installed long after the city fell – possibly less than a decade ago – but how, why and by whom?

Seeking answers, the uneasy allies return to the stalled Mecha to access the hard drive they have recovered, but are ambushed by another mega-monster. That’s when Archer explosively arrives to save them all, even as Akemi and Parisian ally Cosa decipher the data and discover a human conspiracy – ‘Pax Monstrorum’ – is behind the monsters…

With an enemy to hunt comes knowledge of an imminent endgame. The villains have scheduled an ultimate monster to eradicate what remains of humankind, and the allies ready themselves for the final battle…

Heading ‘Into the Trees’ to a hidden base in the Black Forest of what used to be Germany, their assault on ‘The Castle of Doom’ forestalls humanity’s end – for a little while – but comes at a huge cost, and exposing a traitor in the squad working for the Pax in ‘Akemi’s Secret’

There’s a tragic and cruel backstory beneath all the brutal Brobdingnagian battles, but revelation takes a big step to the side as ‘Time Bomb’ sees the ascendant Pax Monstrorum trying to clean house but foiled and punished by the last ADF warriors in ‘Death in the Deep’ before ultimately triumphing over the worst beasts of all in ‘Revenge of the Robots’ and ‘The Serpent Strikes’

Under Dark Horse’s aegis the war of survival resumed with ‘The Ministry of Robots’, beginning with a review of how humanity fell and the course of global military resistance to the massive marauders. A glimpse of the early days of Rashad’s Mecha project sees embittered Captain Vivian Matthews ordered to assess his radical project to fight monsters with giant robots. Her evaluation will determine if Canada joins the scheme, but almost founders at the start…

When her plane is brought down by a big beast, she is saved by Colonel Spencer Djamel and his prototype Lion-bot. She then sees the work first hand when invited to pilot the incredible war-suit . Of course, her dry run becomes serious wetwork when she is ambushed by a giant bug and becomes the first human in history to kill rather than repulse a monster…

She is blithely unaware that her closest aide belongs to a secret society promoting the rise of the horrors…

This classy combat compendium closes with all-new, past-set tale ‘Island of Giants’ with focus shifting to the start of  the fightback – and home of the genre – in the last days of lost Tokyo. When experimental Mecha warriors Shogun and Bushi-1 are directed to reconnoitre a solitary isle that surveillance has determined is the origin point of the killer colossi shattering Japan, they discover not only the infinitely variable creature legions’ home, but also that these ravagers are being carefully farmed…

And that is when the real trouble starts…

This manic, mostly monochrome tome is the acme of artistic thrills and chills, perfectly capturing the addictive wonderment of all Heroes vs. Monster yarns. As such, it also supplies a stunning Pin-up Gallery by guest aficionados Brian Level, Frankie B. Washington, Jeff McComsey, Johnnie Christmas and Otis Frampton.

This starkly compelling collection delivers dark chills, compulsive mystery, cunning conspiracy, deeply flawed human heroes and villains, but above all constant cathartic combat carnage in intoxicating amounts… and it all starts, unfolds and ends right here. No muss, no fuss, no busload of tie-ins.

Less is More. Ride the rocket robot. Save the world.
© 2013, 2015, 2017 Michael May & Jason Copland All rights reserved.

* It was me, yesterday! Less Is still More, but Bigger is Better. Get this Book too.

Monsters! and Other Stories


By Gustavo Duarte (Dark Horse)
ISBN: 978-1-61655-309-8 (PB) eISBN: 978-1-62115-886-8

In comics, Less Is More.

You start with pictures. They should be clearly understood. Deathless prose so often just gets in the way…

This stunning breakthrough compilation from Brazilian graphic raconteur Gustavo (Bizarro; Guardians of the Galaxy; Dear Justice League) Duarte’s earliest works is a sublime masterclass in cartoon comedy: a trio of engrossing mini-epics each hallmarked by breakneck pace, captivating atmosphere and escalating conceptual insanity, all delivered via inspired sight-gags and superb drawing.

Following an effusive Introduction extolling the virtues of pantomimic comics and the sheer wonder of silent comedy from indisputable arch-maestro Sergio Aragonés, a twisted triptych of hilarious terror tales opens with ‘Có!’ (2009).

Here is a sardonically sinister saga of alien abductions, pig husbandry and commercial chicken-rearing practises, tinged with bizarre transformations, existential confrontations and the unmitigated horror of incomprehensible extraterrestrial agendas…

Anthropomorphically unfolding next, ‘Birds’ (2011) pecks at the cutthroat business world. One ordinary day a sinister murder mystery ensues, with two avian office workers having the worst day of their lives. A tense situation swiftly degenerates into a surreal bloodbath where only Death holds true dominion…

Concluding this soundless extravaganza is bombastic battle bout ‘Monsters!’ from 2012. This is a manic celebration of Kaiju (that’s city-stomping, rampaging giant beasties to old folk like you and me) as a jaded recreational angler reels in a big catch before becoming one as a colossal lizard wades ashore to tear up the town and literally sample the night life. As the creature inevitably attracts gargantuan rivals ashore for a showdown and the human populace panic, an elderly gentleman patiently gathers ingredients for a very ancient and special potion. He’s seen this all before and has the perfect solution…

This manic, mostly monochrome tome is the acme of artistic thrills and chills, perfectly capturing the addictive wonderment of monster stories and crafted by a master of fun and thrills.

Less is More. Silence is Golden. Get this Book.
© 2009, 2011, 2012, 2014 Gustavo Duarte Publications, Inc. All rights reserved.

White All Around


By Wilfrid Lupano & Stéphane Fert, translated by Montana Kane (Europe Comics)
No ISBN: digital only edition

When we actually get to hear it, history is an endlessly fascinating procession of progress and decline that plays out eternally at the behest of whoever’s in power at any one time. However, don’t be fooled. It’s never about “opinions” or “alternative facts”: most moments of our communal existence generally happened one way with only the reasons, motivations and repercussions shaded to accommodate a preferred point of view.

The best way to obfuscate the past is to tell everyone it never happened and pray nobody goes poking around. So much you never suspected has been brushed under a carpet and erased by intervening generations proceeding without any inkling…

Entire sections of society have been unwritten in this manner but always there have been pesky troublemakers who prod and probe, looking for what’s been earmarked for forgetting and shine a light on the history that isn’t there.

One such team of investigators are Wilfrid Lupano & Stéphane Fert who in 2020 released a sequential graphic narrative account of a remarkable moment of opportunity that was quashed by entrenched bigotry, selfish privilege and despicable intolerance…

The translated Blanc autour is available to English-reading audiences only in a digital format thus far and opens with a context-filled Foreword before we meet servant girl Sarah Harris as she is tormented by ruffian child Feral, reading to her from an infamous new book…

Set one year after Nat Turner’s doomed black uprising of August 21st 1831 (in Southampton County, Virginia), this true tale took place in a land still reeling and terrified.

New preventative measures to control and suppress the slave population included banning black gatherings of three or more people, an increase in public punishments like floggings, lynchings and ferocious policing if not outright outlawing of negro literacy. The posthumous publishing of Thomas R. Gray’s The Confessions of Nat Turner had created a best seller that further outraged and alarmed Americans…

Even in 1832, and hundreds of miles north in genteel Canterbury, Connecticut black people were careful to mind their place. It might be a “Free State”, where slavery was illegal but even here Negros were an impoverished underclass…

Sarah, however, is afflicted with a quick, agile and relentlessly questioning mind. She craves knowledge and understanding the way her fellow servants do food, rest and no trouble. One day, fascinated by the way water behaves, she plucks up her courage and asks the local school teacher to explain.

Prudence Crandall is a well-respected and dedicated educator diligently shepherding the young daughters of the (white) citizenry to whatever knowledge they’ll need to be good wives and mothers, but when the brilliant little servant girl quizzes her, the teacher is seized by an incredible notion…

When a new term starts Sarah is the latest pupil, and despite outraged and increasingly less polite objections from the civic great and good – all proudly pro negro advancement, but not necessarily here or now – Miss Crandall is adamant that she should remain. When parents threaten to remove their children, she goes on the offensive, declaring the school open for the “reception of young ladies and little misses of color”…

Her planned curriculum includes reading, writing, arithmetic, geography, natural and moral philosophy, history, drawing and painting, music on the piano, and the French language, and by sending it along with her intentions to Boston Abolitionist newspaper The Liberator, Crandall declare war on intolerance and ignorance in her home town. Sadly, her proud determination unleashes an unstoppable wave of sabotage, intimidation, sly exclusion, social ostracism and naked hatred against herself and her negro student…

She even tried to defend the move at the Municipal Assembly, only to learn that only men were allowed to speak there…

Crandall’s response is to make her Canterbury Female Boarding School exclusively a place for a swiftly growing class of black girls. All too soon, politicians and lawmakers got involved and harassment intensified to the point of terrorism and murder. Connecticut even legislated that it was illegal to educate coloured people from out of State…

The school became another piece in the complex political game between abolitionists and slave-owing states but still managed to enhance the lives and intellects of its boarders, until 1834 when Prudence Crandall stood trial for the crime of teaching black children. When she was exonerated, the good people of Canterbury took off the kid gloves…

Although this war was never going to be won, Crandall’s incredible stand for tolerance, inclusivity and universal education was a minor miracle of enlightenment, attracting students from across America and countering the long-cherished “fact” that blacks and females had no need or even capacity for learning. Moreover, though the bigots managed to drive her out, she and her extraordinary pupils retrenched to continue the good work in another state: one more willing to risk the status quo…

This amazing story is delivered as a fictionalised drama made in a manner reminiscent of a charming and stylish Disney animated feature, but the surface sweetness and breezy visuals are canny subterfuge. Scripter Wilfred Lupano (Azimut; Little Big Joe; Valerian & Laureline: Shingouzlooz Inc.; The Old Geezers; Vikings dans la brume) and illustrator Stéphane Fert (Morgane; Axolot; Peau de Mille Bêtes) deploy a subtle sheen of beguiling fairy tale affability to camouflage their exposure of a moving, cruel and enraging sidebar to accepted history: one long overdue for modern reassessment.

The creators also wisely leaven the load with delightful, heart-warmingly candid moments exploring the feelings and connections of the students, and balance tragedy with moments of true whimsy and life-affirming fantasy: but please beware – it does not end well for all…

The book also includes an Afterword by Joanie DiMartino – Curator of the Prudence Crandall Museum – tracing in biographical snippets, the eventful lives, careers and achievements of eleven of the boldly aspirational scholars of the Crandall School’s first class.

White All Around is a disturbing yet uplifting story that every concerned citizen should read and remember. After all, learning is a privilege, not a right… unless we all defend and advance it…
© 2021 DARGAUD BENELUX, (Dargaud-Lombard s. a.) – LUPANO & FERT. All rights reserved. English translation © 2009 Cinebook Ltd.