Monday, January 06, 2025

A Month of Wednesdays: December 2024

 BOUGHT: 

DC Finest: Justice Society of America: For America and Democracy (DC Comics) After several decades during which we've come to think of the Justice Society of America characters as members of a team starring in collective adventures, it certainly makes a sort of sense that we tend to forget the fact that each and every one of the characters we now think of as DC's Golden Age heroes were, in fact, intended to be stars, akin to Superman and Batman.

Thought of in this light, it becomes apparent—and remarkable—just how weird and half-formed the heroes of the 1940s like Hourman, The Spectre, The Sandman, Dr. Fate and Johnny Thunder are. Even the heroes who would inspire more popular reinventions a generation later like The Flash, Green Lantern, Hawkman and The Atom were, at their inception, truly odd leading men, often engaged in aimless but insane-sounding doings.

Why did these and so many other characters become also-rans, instead of making it quite as big as The Man of Steel and The Dark Knight, and why didn't they end up having such long, fruitful careers as those two, and a handful of other Golden Agers...?

Maybe it was a matter of visual design. Or hook. Or adaptability. Or supporting cast. Or milieu. Maybe it was all of it. But it sure is weird to read the early solo adventures of the founding members of the Justice Society of America, and those that were soon added to their club, like Dr. Mid-Nite and Starman.

And a club is really what the Justice Society originally was, at least according to this volume, which collects ten issues of All-Star Comics published between 1940 and 1942. 

Their very first meeting involves them gathering for a nice dinner at a hotel and swapping stories of their most exciting adventures, like a sort of pre-war superhero Canterbury Tales. In the second issue, they are each given orders from the FBI to smash up a fifth column plotting against the United States, which they follow individually and only meet up in the final panels. In the third issue, they are each individually targeted by elements of the organized crime, at the direction of the mysterious Mr. X.

And so it would be throughout the rest of the volume, the Society members acting as individuals rather than teammates on their adventures; for the most part, the only time you will see multiple heroes in a single panel is when they were around a table at a meeting. 

Reading these comics in 2024, the title story is particularly interesting—and more than a little chilling—in its relevance. That's the aforementioned second issue (and title story), in which the Society's vigilante crime-busters are all recruited by the FBI to combat a wildly extensive plot by "dictator countries" to undermine, sabotage and perhaps even overthrow the United States.

Writer Gardner Fox, who is responsible for the vast majority of the collection (so much so that the table of contents only credits a writer in the rare instance where it's someone other than Fox), seems to go incredibly far out of his way in this issue to not ever use the words "Nazi" or "Germany" or "German", but he's hardly subtle otherwise. The movement is referred to as "the grey-shirts", and, in addition to working for a "dictator country" or "dictator countries," they speak of the "Fatherland", mention a could-be ally's "Teutonic" heritage and, in one instance where The Flash enters one's home, we see posters with swastikas on the wall. 

The idea of fascists physically infiltrating America and conducting such large-scale operations against the country might have read as far-fetched a decade ago, but that's only because today's pro-fascists (and/or anti-anti-fascists) tend to consider themselves as being, or at least profess to being, the real Americans, rather than having a greater allegiance to European "dictator" countries...although with the amount of Russian talking points and propaganda that makes its way into Republican and far-right thought and speech, there are certainly plenty of Americans who seem sympathetic to at least that particular dictator-run country's point-of-view.

Today, we have a fairly large segment of the population who want a dictator and/or a fascist movement (and just voted that way), they just want a home-grown one. 

It was The Sandman story in this issue that made me the queasiest on that front. Sure, it was a presumably pro-German "grey-shirt" movement that had a militia training in the Texas desert, but it was evocative of the modern militia movement, and some other panels seemed more relevant still, like ones telling of a newspaper receiving bomb threats for its editor writing opinion pieces criticizing an unnamed dictator's country, or others on the prevalence and effectiveness of pro-fascist propaganda in the U.S., or one in which a newspaper secretary confesses to The Sandman that her own little brother has signed up for the grey-shirts, as have other Americans, because it gives him "excitement."

The Sandman's solution? Walking into grey-shirt's nearest headquarters as Wesley Dodds, an average American, and punching anyone who stands in his way, beating up their leader to convince the others that believing in America's traditional values doesn't make you a "sissy." This violence has the effect of convincing all the young men who have signed on to a fascist movement to reject it and sign up for the United States army to fight fascism, a choice that will give them real excitement. 

If only it were that easy to defeat today's grey-shirts, the red-hats. 

Of course, at this early date in comics history, the still-dawning superhero genre was still a fairly basic power fantasy, with the physical prowess and supernatural abilities of the colorful characters embodying  a basic might makes right worldview that can be a little uncomfortable to read these days. 

So, for example, in that same storyline, The Flash is tasked with taking on foreign influence in the union movement, which felt, to me (a reader who has  happily been in unions for the majority of his adult life, and is the child of union members), to be unfairly furthering the idea of communist influence in the American union system, or at least questioning the very idea that demanding better working conditions from employers is somehow un-American. Here it is, of course, the grey-shirts at work again, and their riling up the unions in this particular story is quite literally un-American, an act of foreign subversion.

We see how un-American at the climax of The Flash chapter, when he invades the local leader's home, and readers see a pair of swastikas, the most obvious linkage between these malefactors and the real-life Nazis in the story. The bad guy complains about The Flash violating his right to privacy, and, just as I was thinking that the Nazi had a good point regarding The Flash's lack of due process, Fox has our hero strike him for objecting. 

"That's just like you rats!" Flash says while punching him out, "Yelling about your 'rights' under a constitution you're trying to overthrow! It's only in a free country like America that there is any privacy!"

Now that isn't respecting the norms of a free and democratic society, Flash. 

But then, that's at the heart of the superhero comics of this era, where they use their abilities not on other super-powered opponents—this volume is devoid of what we think of as super-villains, or characters with power-levels similar to those of heroes—but, instead, they always rather easily overpower their very human, very mortal opponents, who tend to be gangsters and street criminals. (The closest the Society ever gets to a fair fight in this collection is in issue #10, "The Case of the Bomb Defense Formula!", wherein they travel into the year 2442, and find that the soldiers of the future are so healthy that they can't be overpowered in the same manner that their 20th century opponents usually are.)

The superpowerless guys like The Sandman and The Atom, the latter of whose pitch is simply that he's a short guy who is really, really good at fighting (no wonder he didn't catch the public's imagination in quite the same way as Superman or Batman), do get occasionally knocked down or out, but, for the super-powered among the Society, it takes more unusual (and weirder) circumstances to add even a few panels worth of tension.

For example, the fact that Green Lantern is only impervious to all metals means that wood or glass can still hurt him when it strikes him on the head, or, in a particularly outlandish case, The Spectre, who at this point is basically just a ghost who can do anything, is temporarily made helpless when a hired thug who ignorantly, randomly happens to be wearing a magic ring punches him, temporarily reducing his seemingly omnipotent powers.

A few months after Pearl Harbor—and after the U.S. officially joined the war—Fox seems much freer to name the Society's foreign enemies, and even has them temporarily disband while most of the team enlist in the armed forces in their secret identities.

In All-Star Comics #9, "Hemisphere Defense," the head of the FBI once again comes to the Society for help, giving them eight individual assignments in the countries south of the border to tackle the spies and saboteurs of the Axis powers that are targeting those countries in preparation for an eventual U.S. invasion from the south. 

Here Fox uses the words "German" and "Italian" as well as "Nazis" and "fascists", and all of the bad guys seem to be Nazis, both in name and portrayal, much of their dialogue sprinkled with imitations of German accents. 

And then in issue #11, "The Justice Society Joins the War on Japan!", seven of the eight men currently serving on the team—by this time, The Flash and Green Lantern had become "honorary members," having graduated to their own titles, while Hourman simply disappeared without comment between issues—resign to join the army or, in Johnny Thunder's case, the navy. 

The only one who doesn't? The Spectre. "As a ghost, I'll keep just as busy working on the home front--There's plenty to do!", he explains. Perhaps, being dead, he wouldn't be able to pass the physical? 

His chapter of the issue is thus filled by Wonder Woman, "Guest Star in a National Emergency", drawn by her co-creator H.G. Peter. (In the next issue, she would volunteer to be the Society's secretary and appear in three panels of the framing sequence.)

She's already serving in the war effort, of course, both as a star-spangled warrior and, in her Diana Prince identity, a nurse. As for the men, they, somewhat curiously, all volunteer, get their assignments, go through training and are then involved in battles, during which each of them slips away, shed their uniforms, assume their heroic identities and use their extraordinary abilities to sink ships, flip tanks and knock airplanes from the sky. 

In almost every case, their fellow soldiers realize that The Sandman or Starman or whoever must actually be enlisted in their outfit under their real name, but vow to keep that fact a secret. 

With such powerhouses fighting against Japan, it shouldn't take long for the United States to wrap up the war, right? Well, by story's end, the men's service also ends, or at least changes. With generals all arguing over who is the best fighter among the Society members, it is decided that the Society should serve together as a special battalion, the Justice Battalion of America!

And so, in the very next issue, the heroes are all back in the U.S., again fighting spies and saboteurs, this time all guided by "The Black Dragon Society", a secretive group that claims to be behind the events of recent Japanese history ("I started the Russo-Japanese war! I started this war with the United States! I am the power behind Japan-- I will make her great!", boasts its leader in one panel). They've targeted eight different American inventors and stolen their latest, greatest inventions to turn against the U.S., and it's up to the Society/Battalion to stop their plans.

In these last few issues, the content turns—somewhat upsettingly but also completely predictably—ugly. Fox went from being careful not to use the words "Nazi" or "German" a year or so previous to regularly peppering the dialogue with the slur "Jap," and there's a steady stream of references to the Japanese as "yellow" and being small in stature.

They also speak in broken English, sometimes shout made-up Japanese characters in their dialogue balloons, and are more often than not drawn in exaggerated, ugly caricatures, with Peter perhaps being the "best" at making them looking sub-human and/or cartoonish.

Now, it's not like the preceding issues were particularly enlightened when it came to depicting non-white people—the Sandman chapter of All-Star Comics #7 features a fairly racist portrayal of a Chinatown criminal named Mu King whose every "r" is replaced with an "l"—it just never really came up. Suddenly, though, the Society finds itself spending whole issues full of Japanese people, who all happen to be their enemies and, at the time, enemies of the United States.

The Atom chapter in "The Black Dragon Menace" does feature a good American-born Japanese character who aids the hero in his adventure, so good on Fox for making a distinction, although this character still uses the word "Jap" and, in this very same story, the Atom takes off his costume and adopts a "yellow-face" disguise ("Am I glad I learned to talk Japanese," he says, "Now with a little stain on my face and hair, and my short stature, I can pass as a Jap, and find out what goes on!")

DC seems to handle this material in the best way possible, by including a semi-apologetic note on the table of contents: "The comics reprinted in this volume were produced at a time when racism played a larger role in society and popular culture, both consciously and unconsciously. They are presented here without alteration for historical reference."

That is, I think, better than trying to edit the original work to make it more palpable to a modern audience, although I can imagine some of these stories would be particularly hard for a lot of readers to take today. Obviously, a majority of the readers interested in this work are going to be so because they are interested in them for their historical significance, rather than because they are looking for solidly entertaining superhero comics.

The art is fairly all over the place, which makes sense, given how many hands there are in creating it, each chapter of each story generally drawn by a different artist. There's work from names that should be fairly familiar to many readers, like Sheldon Moldoff, Martin Nodell, Jack Burnley and the aforementioned Peter.

Much of the art is rather rough, crude and primitive looking, as one would probably expect for this early date in the genre and medium. 

Moldoff, who draws all of the Hawkman stories, seems to be head-and-shoulders above everyone else, and the artist seems to rely on reference quite a bit, as many of his non-Hawkman characters look like their poses and even rendering were suggested by models, photos and/or other, finer artists. It's quite different than that of all the others. He also tends to give us quite a bit of what must have passed for cheesecake in the early 1940s, with Shiera often drawn reclining—sometimes in bed and in her nightclothes, sometimes knocked down or unconscious—or in the act of slipping on her Hawk costume (which she gets in the third issue of the collection, although she's never referred to as "Hawkgirl" in the volume).

Burnley, who draws the Starman chapters, also seems to be more realistic in his style, and Cliff Young, who draws the Sandman stories, tends to have a pretty energetic, perhaps even dynamic style, which seems to become more pronounced later on, once The Sandman adopts his later, lamer tight-fitting yellow-and-purple costume. I kind of like the work of Stan Asch, particularly on the Dr. Mid-Nite stories, which looks a bit smoother and cartoonier than some of the other art and suggests Golden Age Batman.

For America and Democracy is ultimately a pretty rewarding read, and a pretty great dollars-to-comics value, especially considering the great age of the comics collected and the relative obscurity of the characters (That is, they're not Superman, Batman and Wonder Woman, whose Golden Age adventures DC has previously collected some of in their various Chronicles collections). 

A second volume, DC Finest: Justice Society of America: The Plunder of the Psycho-Pirate, is scheduled for a June release, and will pick up right where this volume left off (And, from the sounds of the title, finally introduce a super-villain for the Society's heroic super-bullies to face off against). And, of course, March will see the release of DC Finest: Plastic Man: The Origin of Plastic Man, featuring almost 600 pages of Jack Cole's magnificent Golden Age Plastic Man.

I hope these volumes sell well (as I hope the DC Finest line in general sells well), because I would love to get more Golden Age comics in this format in the future, particularly collecting under-collected characters that DC now owns (Particularly Captain Marvel and the Marvel Family, although the Justice Society and Plastic Man are a great start). 


DC Finest: Zero  Hour: Crisis in Time: Part One (DC) I've been reading superhero comics for just about 35 years now, and yet in all of that time, I have never once read a line-wide crossover event in its entirety, picking up each and every one of its tie-in issues (Not even in the first decade of the '00s, when I had the time and money to actually do so, had I really wished to). 

Instead, I would usually pick up the main series that served as the spine of the event, and the tie-ins that occurred in books I was already reading or featuring characters I was particularly interested in. That usually meant, for the DC events of the '90s anyway, that I would end up reading the main mini-series or bookends, the various Batman-related tie-ins, and maybe a Superman comic or three, my participation in the event limited both by the amount of money I had to spend on comics at the time and my interest in the publisher's line and character catalog.

I'm not entirely sure how common a way this is to experience DC and Marvel's various line-wide events, but I suspect that's how most readers approach them, with the individual reader looking at the many offerings as some kind of comic book buffet, and essentially curating their own, personal version of the event.

That was one the things that made DC's February release of a Zero Hour: Crisis in Time Omnibus so appealing. The massive, 1,000-page collection seemed to include not only the five-issue miniseries by Dan Jurgens and Jerry Ordway, which I already had in singles as well as in a trade paperback collection, but every single one of its tie-ins.

I resisted the urge to buy the over $100 book last winter, in large part because of my dislike of the omnibus format, and I'm glad I did. DC seems to have essentially split the contents of the omnibus in half to publish in two volumes of their new DC Finest format of thick, $40 trade paperbacks. The first half, labeled as Part One, was released this month, while a Part Two is scheduled for a May release. 

Finally, then, I would have a chance to experience a line-wide crossover event in its sprawling totality. 

I don't know that that's the ideal way to read such an event, but after all these years of reading them the other way, I was excited by the opportunity to read one this way. 

After having completed Part One, I'm pretty certain reading every tie-in isn't the way to go, at least not for this particular 1994 event series, a kinda sorta sequel to 1985-1986's Crisis on Infinite Earths that was meant to, among other things, address some of the niggling continuity questions that DC's first official cosmic rejiggering had left to irritate a certain segment of their readership.

The main story began with a sort of prologue in the pages of the anthology series Showcase '94 and then comprised a five-issue mini-series by writer/penciler Dan Jurgens and inker Jerry Ordway, numbered countdown style, so that the series started with issue #4 and ended with #0. A bunch of the rest of the books in DC's line at the time then tied into the events of the miniseries.

The plot revolved around the villain Monarch, introduced in 1991's Armageddon 2001 crossover event series (which has never been collected, but we'll get to that later), gaining new and greater powers, a costume redesign and the codename Extant (Or, in one instance, "The Extant"). He would use his vast powers to unleash a wave of entropy at the end of time that would then wash backwards, essentially de-creating the universe, and causing wild and unpredictable time storms in the process.

That meant, for the purposes of the tie-ins, the story really needed only have some sort of "time goes crazy" plot, allowing creators to pull characters and events from outside of the official continuity for their exploitation, along with stuff like dinosaurs or wooly mammoths on the rampage.

Most of the tie-ins I read in 1994 when the event was originally unfolding were easily accessible, standalone stories involving the heroes confronting the fallout of this "time goes crazy" premise. (And most of them were fairly evergreen, as I learned when I recently revisited them in a pair of franchise-specific trades, 2017's Batman: Zero Hour and 2018's Superman: Zero Hour)

Batman finds the police talking to his parents in Wayne Manor, telling the how Bruce had just been shot to death in an alley after seeing a movie, and, knowing the identity of the shooter, he seeks to avenge his own murder. Batman and Robin find a strange, new-to-them Alfred in the Batcave, one who is exceedingly clumsy and wishes to be a detective and help them in their crime-fighting duties. Superboy meets the original, Silver Age Superboy in the streets of modern Smallville. 

I had always just assumed all of the tie-ins were something like those ones, but it turns out, that is not at all the case. Looking at the table of contents now, it looks like of the 16 tie-ins included here, I had already read half, either as they were originally published in 1994, or in later collections.

Of the remaining eight, not only had I not read these particular issues, but many of them were from titles I had never read any issue of, comics like DarkstarsL.E.G.I.O.N. '94LegionnairesTeam Titans and Valor

A surprising number of these are not of the standalone nature of the various Batman ones, which were entirely dedicated to the crossover, but rather seem to keep advancing whatever plotline was already planned and then trying to incorporate some element of a timestream gone mad. 

That seems to be the case with the Man of Steel tie-in I remember fondly, in which Louise Simonson, Jon Bogdanove and Dennis Janke send several different Batmen from several different timelines, all drawn in the style of different artists, to Metropolis, seeking Superman's help dealing with the time crisis ("Not going 'hippie' on us, are you?", a Neal Adams-style Batman askes Superman of his then-long hair). 

It still holds up quite well, thanks in large part to the fun premise and Bogdanove and Janke's commitment to their homages, in which they don't translate the designs of, say Adams' Batman, or Frank Miller's Dark Knight or the first, 1939 appearance of the character into their own style, but instead ape those other artists' style, filling the pages with what I guess we'd call swipes.

Even still, pages are devoted to an ongoing plotline, involving the destruction of Metropolis and...Jimmy Olsen dating a heavy metal singer, who is actually a vampire...?

The issue of Legionnaires and the issue of Valor are actually labeled as parts four and five of an ongoing story arc. Some of this is, of course, quite understandable, given the timing of the event in relation to what was going on in those particular books. The tie-in issue of Green Lantern, for example, is only five issues into the story introducing the new Green Lantern Kyle Rayner; in fact, he's still fighting Major Force after the murder of his girlfriend Alex as the tie-in begins. Similarly, Steel and Flash seemed to be in the middle of something and thus had little room to spare for tie-in material. 

And so some of the entries are barely tie-ins, as that issue of L.E.G.I.O.N. '94, in which the only thing Zero Hour related that seems to happen is that the corpse of someone Vril Dox once killed in the past mysteriously reappears before him; otherwise, the issue seems to continue the weird-ass plotline it was already involved in telling, which included Dox's ruthless, brilliant baby trying to usurp his powers...?

The issue of Outsiders included doesn't seem to have any Zero Hour-related content at all, other than the "Zero Hour" logo above the title on the cover.

Somewhat disappointingly, then, the best tie-in issues in this collection are the ones I've already read and re-read before: The three Batman comics and the aforementioned issues of Man of Steel and Superboy. 

While many of the comics were still easy-to-follow and featured very good art, making them entertaining enough even when experienced in this somewhat strange, sample platter-like format, some were, I'm not going to lie, a real slog to get through. The Legionnaires and Valor chapters in particular were rough-going for me, and they might as well have been written in a different language, as little as I got out of them (Surprising too, considering they were written by great writers like Mark Waid and Kurt Busiek, and the latter was drawn by Colleen Doran...although I didn't recognize her style in the published art at all.)

The Team Titans issue felt similarly insane, featuring a handful of characters I recognized (Bumblebee, Herald Mal Duncan, Flamebird, Aqualad, Mirage and Terra), and a whole bunch I had never even heard of (Hero X? Metallik? Automation? Hellebore? Wonder Boy? Green? Mystery?). This issue at least fully embraced the time-gone-mad premise, and basically just featured a large group of weird-ass superheroes trying to navigate circumstances like a stampede of wooly mammoths trampling a pioneer family's log cabin, anti-war protests from a bunch of different wars comingling, Napoleon running into Nelson Mandela, and so on. 

There are certainly pleasures to be had here, including some of the previously mentioned stories and a lot of great art by the likes of Bret Blevins, Jon Bogdanove, Tom Grummett, Mike Manley, Graham Nolan and Paul Pelletier (and, of course, the extraordinary Jurgens/Ordway team on the main series; there's a two-page spread in Zero Hour #3 showing pretty much the entire DC Universe circa 1994 that pretty spectacular). And that Superboy issue? It contains what is one of my all-time favorite comics pages. (It's page 15 of the original comic, and page 311 of the collection; I'd scan it if I could, but these collections are so thick that it's hard to scan pages from them.)

And, again, I did appreciate the chance to read a crossover in its entirety for the first time...as well as the sort of snapshot of the publisher's offerings during a particular month or so that such a story allows for. 

Part One includes the Showcase prologue and just the first two of the five issues of the Zero Hour miniseries proper, both of which are interrupted quite a bit by all the tie-ins included. Thus, the main story doesn't really have any sense of momentum, the many discursive stories coming in fits and starts and not lining up particularly well with the events of the main storyline. 

If you've never read Zero Hour before, I'm not sure I'd recommend doing it via these new DC Finest collections or the omnibus collection. Rather, you're probably better off trying to find and read a Zero Hour: Crisis in Time collection straight-through first (one was last published in 2018) and then consulting the DC Finest or omnibus version for the tie-ins, none of which are completely necessary to following the story.

Now I know I've talked about this book long enough already, but please allow me a few more paragraphs. 

Aside from the relative novelty of getting to read a crossover event series in its entirety, do you know what else really excited me about this particular collection? It's cover, with the word "Events" preceding the title Zero Hour, indicating that this is the first of other DC Finest editions collecting event series.

Perhaps that just means we will see future volumes collecting 1995's Underworld Unleashed or 1996's Final Night, the main series of which were both rather recently-ish collected in trade paperback, which will also include all of the tie-ins, similar to these new Zero Hour collections. 

But given the size of these collections, and DC's willingness to spread an event collection over multiple volumes, maybe that means we will finally get collections of DC's various annual event series, like the aforementioned Armageddon 2001Eclipso: The Darkness Within and Bloodlines, all of which I'd eagerly snap up (I've tried finding all of the participating annuals in back-issue bins over the years, but haven't had all that much luck, and would prefer them all collected together in an easier to read format anyway). 

And then there are the later annual events, which didn't all tie-in to a single story, but were rather thematic:  1994's Elseworlds, 1995's Year One, 1997's Pulp Heroes...maybe even 1996's Legends of the Dead Earth, which didn't seem as compelling a concept as the others to me, and which I thus read relatively few of. There were a lot of great comics among those, particularly the Pulp Heroes annuals.  

The '90s closed out with a couple of far more limited events: 1998's Ghosts, 1999's JLApe and 2000's Planet DC. If I recall correctly, the first two were basically Justice League-specific events, while Planet DC was a bit wider, and was meant to introduce new heroes from different countries to the DCU, although I fear none of them really ended up catching on. 

Anyway, I'm really excited about the DC Finest format and reprint program (as you can probably tell from the verbiage I've spent on two of its offerings so far in this column) and I hope it lasts long enough to collect the events of the '90s, as well as various un-collected or under-collected stories from throughout the publisher's history.


Josie Annual Spectacular #1 (Archie Comics) It can be surprisingly difficult to get one's hands on a particular comic book in 2024, especially if one is looking for a regular, floppy, stapled comic book-comic rather than a graphic novel. Unless one has a good local comic shop with which they have already established a relationship, anyway.

I rediscovered this fact in November, when I went looking for a new Josie and the Pussycats one-shot, which I only knew of the existence of thanks to a Dan Parent post showing off the movie variant cover he created for it. 

It was the same week that IDW and Viz released the first issue of their Teenage Mutant Ninja Turtles/Naruto crossover, and I wanted to snag a copy of that to review for Good Comics for Kids (Which I did, here). I figured I could pick up the Josie comic at the same time.

I visited the nearest shop to my new/old home, a short ten-minute drive away. It was my first time in the little shop, which opened sometime after I last moved away from my hometown. The south wall held big shelves full of recent-ish books from many publishers, the north wall had a few back-issue bins, and much of the rest of the space between those walls was full of what looked like collectible toys to me. A small rack of maybe a dozen or so comics were on the front counter near the register; these were the new week's releases.

While they did have the new TMNT crossover, they told me they didn't have the Josie book—in fact, they don't carry Archie Comics at all.

The next place I looked was a shop some 70 miles west. Don't worry, I didn't drive all that way just for a comic book; I just happened to be in the neighborhood of that shop a week or so later. This was the shop from which I had previously purchased Archie: The Decision in August. It turns out they didn't have the Josie one-shot either; the clerk pointed out a copy of "Tom King's The Decision," noting they don't typically carry Archie Comics unless it's a special one like that.

Finally, I turned to the Internet and ended up ordering a copy of it from archiecomics.com. As I was paying a couple extra bucks for shipping from Riverdale or wherever anyway, I also ordered a copy of the September Sabrina Annual Spectacular #1, as it was my understanding the Josie story was a continuation of one begun there. (It turns out I was half right! In Mike Pellerito's "Editor's Notebook" feature in the back of Sabrina, he explains that the story continues from Sabrina into October's Archie Halloween Spectacular, and then into Josie, so I guess I shoulda ordered that Archie spectacular too.)

About a month after its initial ship date to comic shops, the book finally arrived on my snow-covered front porch. Whew! What a saga!

It turns out that the $3.99, 24-page book wasn't really worth all the trouble, as it's a rather slight offering, including an original five-page story by writer Ian Flynn and artists Steven and Lily Butler (The art team responsible for the pretty strong cover that adorns the book), and then a pair of reprints.

These aren't marked as such, but the second one is an eight-pager drawn by the late, great Dan DeCarlo and inker Jim DeCarlo (the faded coloring, the girls' fashion and Valerie's tight afro betraying its age). The third story, by Holly G!, looks much more modern, with normal-looking coloring and Valerie's hair matching that on the cover, but there is a panel of Josie talking on a very small, out-of-date looking cell phone.

The short Flynn and Butler story has exceptionally strong artwork and has Josie frenemy Alexadra Cabot calling Sabrina to help rescue the hypnotized Pussycats from a gig at Eyegore Estates, where the mummified-looking Mother Striga is forcing them to play non-stop for a similarly hypnotized audience of "monster-people."

There are a few panels of Salem teaming up with Alexandra's cat Sebastian, who is here apparently a magic-user who knows Salem, and the cats are able to break Mother Striga's spell, while Sabrina and Alexandra, the latter of whom apparently has some latent magical abilities, take on Amber Nightstone and her friends.

Again, it's only five pages, so there's not much to them, but they are well-drawn pages. 

The DeCarlo story, which isn't credited to a writer, is entitled "The Falcon's Claw," and is a straight-up horror story, with almost no gag content at all, and much of the story told in rather purple narration. In it, Josie buys a magical necklace at a garage sale, and she, Melody and Valerie follow clues from a nightmare to a haunted house, where they are assailed by frightening figures until they accidentally burn the house down.

The art is, of course, great, featuring a few panels of a restless Josie lolling about in her nightclothes and, atypically for DeCarlo given the books he worked on, a great deal of spooky and scary content, including many panels of ghosts and monsters. It's an extremely weird offering, but I was glad I got the chance to read it.

Finally, Holly G!'s story, "Ice Princess of the Lost Civilization", finds Alan and the Pussycats stumbling upon a frozen lost civilization while taking a break from an Alaskan cruise gig. The white-haired tribespeople speak in "melody" and believe Melody is their long-lost queen, given her resemblance to their statuary. 


Sabrina Annual Spectacular #1 (Archie) This October release, my acquisition of which is explained above, opens with a five-page original story by writer Ian Flynn and the art team of Steven and Lily Butler, and then fills its page-count with rather unremarkable reprints.

Under their very busy, very full cover, with hardly any wasted space, the Butlers give us an establishing shot of Eyegore Estates, "The neighborhood that hosts all the things that go 'bump' in the night", according to Flynn's narration box.

Sabrina, fashionably dressed in a little black dress, fishnets and black boots, spies a bunch of well-designed, well-rendered, but ultimately generic monsters (a mummy, a wolfman, a Frankenstein, a Creature from the Black Lagoon type, etc), all wandering as if hypnotized to a haunted-looking estate. 

She and Salem investigate, only to run into Amber Nightstone's partners in the Wicked Trinity, who keep them busy outside while Amber casts and elaborate spell to raise the ancient witch Mother Striga, who is only shown in shadow or silhouette in this story, a story that ends with a panel reading "Not The End!" (It would apparently continue in similarly short stories that appeared in the pages of Archie Halloween Spectacular #1 and Josie Annual Spectacular #1, the latter of which is discussed above).

As with the Josie one-shot, the reprints aren't labeled as such, but the content reveals their age. They are four in number, and all ranging between four and 6 pages, and of the typical, old-school Archie gag format, as opposed to the more straight adventure style of the opening story.

In these, Aunt Hilda (dressed, as her aunts will be in all of these strips, like a 17th Century witch) thinks she sees a UFO that ends up being Harvey's "Frizbee" (Or does it?); Sabrina and her aunts move into a new house that crooks try to convince them is haunted, only to be surprised to learn that they like that fact;  Harvey attempts a January garage sale of some of the Aunt Hilda' old junk; and, finally, when Sabrina thinks Harvey may be dating another girl, she casts a love spell on Archie Andrews to make Harvey jealous. (This last one also has appearances by Big Ethel, Veronica and Pop Tate, and features DeCarlo art.)

What's here is fine, of course, but given the $3.99 price tag, one would hope for new, original material (And, besides, the Butlers' art is so good, it would have been nice to get 20 pages of that).


BORROWED: 

Archie Christmas Spectacular #1 (Archie Comics) I borrowed this 25-page anthology from Hoopla, checking it out to see if it might be worth reviewing for Good Comics for Kids (And no, I didn't think to look for the Josie Annual Spectacular and its related Spectacular comics there until just now when I started writing this column, but yes, they are indeed all available to borrow from there). It's got a nice Dan Parent cover, and the opening story from writer Ian Flynn and artists Holly G! and Jim Amash is decent enough, but it wasn't that strong an offering, and thus not something I wanted to devote a couple hundred words to recommending.

That Flynn/G!/Amash story is entitled "Revenge Gifting", and sees Sabrina's new-ish archrival Amber Nightstone, recently seen throughout this fall's various Spectacular offerings as discussed above, kidnapping Archie, Jughead, Betty and Veronica and forcing them to do her will. Because Sabrina got her such a thoughtful gift—a real amber necklace, given in the hopes that they could someday become friends—she needs to get her revenge, in the form of a equally thoughtful gift. But, because she doesn't really know Sabrina (let alone like her), she turns to her friends to help her shop. 

After that five-page story, I'm unsure of whether or not what follows are reprints or not, but I suspect so, given the pattern of the other recent Spectaculars. If so, they are not quite as obvious in their age. They are also, somewhat surprisingly, quite full of superheroes.

There's "Christmas is Cancelled," in which "Semi-Private Eye" Jughead Jones dons a trench coat pulled from under the booth seat at Pop's and takes up a case Big Ethel offers him that seems to hinge on a romance between a substitute teacher and an elf; a Flynn and Steven and Lily Butler story teaming Betty and Veronica's Superteen and Powerteen with two different versions of The Jaguar; another Betty and Veronica story where the girls give superhero Powgirl a last-minute makeover and costume redesign before she meets The Crusaders; and, finally, an Easter egg and cameo-filled story in which Archie teams up with The Shield (here appearing in his classic iteration, wherein the previous story he had a gray beard) to find a stolen supervillain weapon during the middle of a holiday party at The Mighty Legends of Justice Museum. 

If you have an Archie fan on your Christmas list, this might have made for a decent stocking stuffer but, honestly, I'd probably have gone with a holiday digest collection like Archie's Christmas Wonderland or A Very Archie Christmas, as they seem to offer a better value. 


Old Head (Image Comics) Well, I completely missed this book, which came out way back in 2021. I only discovered it this month by accident. My library just recently got a new catalog which makes recommendations based on your searches, and, after I ordered a copy of Universal Monsters: Dracula (reviewed below), up popped a suggestion for Old Head. Intrigued by the weird title, the appealingly cartoony art and the snippet of synopsis the catalog gave me ("The madcap action-horror story of the world's toughest basketball player returning home with his daughter to learn about his destiny and his mother's mysterious past, while—right next door—Dracula and his goons are on the eve of their bloodiest holiday"), I ordered it.

Man am I glad I did. It's such a great comic, and my first exposure to cartoonist Kyle Starks.

As for that weird title, as Old Head himself Nash Gliven explains to his 12-year-old daughter, "Old Head is what they call a guy who's been around too long." It also, quite cleverly and rather hilariously, has a double meaning that becomes clear as Starks ties Gliven's history to the climactic action, which seems to be the realization of his destiny. 

The tale begins with an extremely effective, seven-page sequence detailing Gliven's entire basketball career, from 1951, when his school principal tells his mom he's been getting in too many fights and her need to find an outlet for his anger and she ultimately puts a basketball in his hands, to his pro career 20 years later, to his icing his knees and answering to "Old Head" in the 1980s. 

Gliven, who was nicknamed The Knife, was pretty good at basketball, good enough to go pro and have a career, but he never excelled or became a star, and his greatest proficiency was for fouling and fighting. (In the book's back matter Starks shares a basketball card he made for Gliven that details his career; "You have to be a little stat head maybe to get it but I thought a lot about what kind of player Nash was and how his career feeds into the comic's narrative of missed opportunities and destiny," he writes. I am not a stat head. Or even much of a care-er about sports, so that part obviously wasn't meant for me.)

On the day of his mother's funeral, Gliven and his daughter return to his boyhood home, a little house at the foot of a huge hill, atop which sits a mysterious castle. The castle people want to buy the Glivens' house, which our hero is only too happy to sign over to them, but his visit to the castle takes an odd and unexpected turn when he meets the five weird guys who apparently live together there.

These are the "goons" the synopsis spoke of, and after an extremely weird and awkward few pages of dialogue, they reveal the fact that they all follow the man "who got more trim than anyone in history", Dracula, who they seem to worship as the world's greatest pick-up artist (They even detail the six rules of "The Dracula Method.")

The less you know about the book, probably the more enjoyable it actually is, so I'll shut up about the plot now (And you can probably stop reading here too, if you like; in fact, if you haven't read it yet, I would recommend getting off the Internet entirely and seeking out a copy of Old Head right now).

It is worth noting that Dracula's presence is actually kind of minimal to the proceedings. Aside from his portrait hanging on the goons' wall and the little, big-headed cartoon Dracula that appears next to each of the six rules, he only appears in several short scenes, making extremely impactful entrances after an incredible amount of dramatic build-up. 

The goons are both funny and kind of horrifying at the same time, depending on the context (One, in particular, is given an errand in which he is extremely scary), and, in their attitudes on women, make them real monsters (metaphorically), although they also turn out to be real monsters (literally), at one point transforming into extremely weird, off-putting and rather imaginative new forms that look like something between a naked mole rat and a horse. (At first they seemed to imply that they were really werewolves, as when one of their number, Maverick, responds to Gliven's question of whether they were some kind of a frat with the cryptic, "More like a pride. A wolf pack. A brotherhood. A united front." Whatever they are, the other characters only ever refer to them as "dickhead monsters" or "sex monsters.")

Before the book is over, Starks gives us an incredible 20-page assault on a castle full of vampires by a team of monster hunters that is an honest-to-goodness smart and thrilling action sequence (before it kicks off, Starks details the gear each hunter carries in little diagrams, and we see much of it come into play later during the fight, without Starks then needing to pause to explain it), and a beautiful climax that pays off on carefully laid ground work, being at once completely absurd while also perfectly natural given all that has come before it.

I can't really say enough good things about this book. 

I should perhaps note, for the sake of anyone who is reading this column based on the fact that I write so much about kids' comics at GC4K, this one is definitely for grown-ups, with lots of salty language, a purposefully uncomfortable amount of sex talk, and a fair degree of extreme violence, although much of that is mediated by Stark's art style, making it more implied than viscerally gory. 



Pocahontas: Princess of the New World (Pegasus Books) By the time of this book's publication in 2016, French-born cartoonist Loïc Locatelli-Kournwsky had published three other graphic novels in his home country, but this was the first to be translated into English. It would not be his last, as Persephone followed two years later, published by Archaia/Boom Studios. 

Having just re-read his Persephone for a review (see below), I was curious about Locatelli-Kournwsky's other work, which, since I don't have access to French comics and I can't read them anyway, meant his Pocahontas

Like Persephone, it features a young, female protagonist swept up in an adventure that has implications for entire nation states, and it also, obviously, features Locatelli-Kournwsky's beautiful artwork, with his thin, delicate lines and slightly sketchy rendering.

Of course, Persephone was a fantasy adventure, whereas Pocahontas is a true story...or, at least, a story based on real people and real events in the real world. I have to imagine some liberties were taken, and some creative decisions made regarding which versions of the truth to integrate, Pocahontas' story being over 400 years old at this point, and many aspects of it having long since passed into legend.

My main experience with the Pocahontas story is from the 1995 Disney movie and the 2005 The New World, so I obviously lack the sort of background to tell you how historically accurate this version of the story might be. I can tell you whether or not it is a good comic, however, and rest assured, it is a very good comic. 

Locatelli-Kournwsky breaks the 130-page story into three chapters, each using one of the main character's names: Matoaka, her real name; "Pocahontas", the name assigned to her by her people after her encounter with John Smith and her intervention to save his life; and Rebecca, the name she took after she converted to Christianity and was baptized. 

The cartoonist works in black and white and yellow, that last color usually used in the backgrounds, to help the white figures visually pop, or sometimes to imply darkness or draw attention to a specifically dramatic action. 

Each page is laid out in a strict, six-panel grid, with very few exceptions (usually just a single, horizontal panel replacing two of the smaller, square panels in the gird), giving the book a solid visually rhythm that carries throughout the story. The most dramatic departure from the format comes on the last page of the book, a dramatic splash panel showing our heroine's ship sailing toward the horizon...technically back towards the New World after her time spent in England, but, in actuality, towards her death. 

This Locatelli-Kournwsky doesn't depict on the page, but merely suggests with Rebecca's coughing during a scene set late in her very young life, and a weird four-page sequence in the epilogue where she's seen sailing towards Virginia, and then suddenly seems to have a vision, in which she finds herself in the streets of modern day New York City, freaking out at the sights she sees there, among them a skimpy Native American costume, not entirely unlike the one the Disney princess version wore in her movie, on a mannequin in a costume shop. 

In the first chapter, we meet young Matoaka, daughter of the chief of the Powhatan people, who wishes to go hunting with the men, but is told to stay home, as she is too impatient to be a good hunter. She falls from a tree and hurts herself and is then found and taken to a cave by John Smith, one of the foreigners who have been chopping down trees and encroaching on their land, to shelter during a rainstorm.

Smith is captured and about to be executed when she intervenes, saving his life...and, in the eyes of her people, tying her fate to his. Her people immediately start calling her "Pocahontas," which, an asterisk tells readers, means "shameless whore."

I was obviously pretty surprised to hear this. They really named a Disney movie a word meaning "shameless whore"...? I consulted Wikipedia, fount of all knowledge (no matter what Elon Musk may think), and there it states the name meant "little wanton," meaning something closer to "playful one" than "shameless whore," and that the Powhattan used it out of superstitious fear of the English learning her true name and thus having magical power over her. (As for its meaning being "shameless whore" here, I don't know if that's on 
Locatelli-Kournwsky or French-to-English translator Sandra Smith; at any rate, it's an indigenous American language term that was translated to French and then translated to English here.)

While Pocahontas lives between the two worlds of her people and the colonists for a while, becoming friends with Smith and learning English (in this story, there doesn't seem to be anything romantic between them; rather, they just seem to be great friends and kindred spirits), eventually a terrible war breaks out and she's kidnapped.

She takes refuge in a church and befriends a John Rolfe, who she will ultimately marry and move to England with, where she is feted by the king and queen. She kinda hates London, though, and they move to the English countryside. The book ends with their return trip to America, although it ends on the way there. 

From what I've gleaned from Wikipedia, it's not clear if she ever actually made that trip, as it sounds like she died from unknown causes before ever actually making that intended trip. The graphic novel also makes no mention of her ever having had a child, which seems to be another place in which 
Locatelli-Kournwsky may have deviated from real life in order to streamline his somewhat tragic story of a young woman out of place in her own world...whichever of the three worlds she briefly belonged to.

Beautifully drawn and beautifully told, it's certainly a book worth seeking out if, like me, you missed it upon its initial release eight years ago. 


Universal Monsters: Dracula (Image) Well, it's no Old Head...

Seriously though, I had kind of talked myself into checking out this Skybound Entertainment/Image Comics entry in their still-young Universal Monsters series while writing a review of Universal Monsters: Creature From the Black Lagoon Lives! for last month's column.

In the process of arguing that the Creature was somewhat more compelling than its brother monsters Dracula and Frankenstein, I noted just how prevalent the other two were in pop culture, particularly in their forms from the Universal Pictures adaptations of their novels, and I had compared them to a sort of folkloric wallpaper.

While writing that paragraph or two, though, I realized Dracula and Frankenstein's very omnipresence and over familiarity might, when looked at a certain way, be construed as a sort of virtue. That is, if you were going to write, draw and publish a Dracula or Frankenstein comic book in the Year of Our Lord 2024, particularly one featuring the original filmic iteration of one of those characters, you had damn well better be confident you're bringing something new or interesting to the table. 

In short, I was curious as to how 21st century comics creators might meet the challenge of producing fresh, new takes on these ancient franchise anchors, and whether or not they could pull off decent new stories for them or not.

In the case of Dracula at least—Universal Monsters: Frankenstein isn't due in collected format until April—the answer seems to be yes, and a yes with relatively little in the way of qualification.

A new comic book series based on Universal's Dracula presents a somewhat curious case, one that's significantly different than a comic based on 1954 film Creature from the Black Lagoon, which only spawned two sequels and, though iconic, never had the same sort of cultural footprint as Bela Lugosi's Dracula or Boris Karloff's Frankenstein's monster did.

This comic would be a new extrapolation of the 1931 film...which was an adaptation of a 1924 stage play...which was, of course, itself an adaptation of the 1897 novel. There are layers of interpretation of the title character and his story that thus filter them down into a very specific version that writer James Tynion IV and artist Martin Simmonds (the creative team of Image series The Department of Truth) would be basing their new story upon. 

Their comic is neither a sequel to the original Universal film, nor any sort of modern updating of it (Creature From the Black Lagoon Lives! was both). This is, perhaps, for the best: Both strategies for new Dracula stories have been done before and, one could argue, been done to death.

Instead, Tynion and Simmonds' Dracula is essentially a remake of the original film...albeit in the comics medium. 

Though set in a rather dark, shadowy and timeless London, the few visual signifiers in the book would certainly seem to place the tale in what could be the 1920s of the play or  the1930s of the film, at least to my inexpert eye.The changes to the characters and story elements that the play-turned-film made to condense, update and prepare for adaptation the original novel are all honored here.

Visually the book—which is, like Creature was, printed at the slightly-larger-than-standard 7.25-by-10.88-inch format—resembles nothing so much as a late '80s prestige format DC Comic, or early '90s Vertigo comic, with lush, fully-painted art confined within comics borders, and dialogue balloons looking somewhat out-of-place in their juxtaposition. 

For the most part, Simmonds tends towards the highly expressionistic, giving certain characters designs that I don't think we're supposed to take literally, but are on the paper more to suggest traits. Certainly the many bugs that fill so many panels around Renfield seem to be more of an artistic flourish than a visual statement of fact, as is all of the blood that seems to seep across panel borders in certain scenes.

It is Renfield who we could probably call the protagonist of this Dracula. Or, at least, he's the character who gets the most space and attention, as well as a character arc, being followed next, in terms of panel-time, by Dr. Seward. 

As for Dracula himself, he is approached somewhat curiously. He is talked about relentlessly by the other characters, sometimes quite specifically, sometimes vaguely (as Renfield's "Master") and sometimes even more remotely, as characters discuss what Dracula symbolizes, and the conflict between superstition and modern science. 

And we see a lot of him on the page, his various night-time errands and his ability to transform into a bat, a wolf or a cloud of mist all visualized by Simmonds in ways that would have been impossible on stage or early 20th-century film. He is usually in darkness or in the distance or in action, and thus we only rarely get a very good a look at his face; the design is the same as the film, but as for the likeness, I was never quite able to untangle to what degree Simmonds was giving us the character and to what degree he was giving us Lugosi. I would hazard it's more of the former, although keeping the latter out entirely seems an impossible task.

Curiously, though, we only hear people discussing Dracula, and then dreamy images of the character, but we never hear from Dracula himself. He's always silent, having only a single line of dialogue in the entire book ("Van Helsing...", he says, as the vampire slayer is about to impale him in his coffin), and we never see him in conversation with another character, despite the fact that both Lucy and Mina talk about the nature of his voice, and that other characters refer to their conversations with him.

There are several points in the book that refer to scenes that aren't actually in the book, including one of Dracula talking to Mina, and another in which Van Helsing and Seward confront Dracula with a mirror, both of which are referred to in dialogue (The latter one, Simmonds super-imposes in the background of the conversation about it). Apparently, one is meant to have seen the original film then. (Which admittedly took me aback; on both occasions I ended up going back and flipping through the pages to make sure I hadn't inadvertently skipped something).

As in the film, Renfield is the only living man found aboard the Vesta (here, the entire crew seemingly brutally slaughtered, as if by a wild animal), and he's taken to a sanitarium, where he is under the care of Dr. Seward. 

Renfield, who Simmonds depicts as something of a cartoon goth, with a messy shock of black hair, black-rimmed eyes and black lips that seem to be the result of heavy make-up, a luminous white face and, odder still, no nose (Only rarely, when he's posed at certain angles, does one see suggestions of a nose on his face). The other characters, even Dracula, are far more realistic and representational in their appearance.

Seward makes little headway with the madman, of course, who is obsessed with insects, spiders, blood and his "Master". Meanwhile, Seward and his daughter Mina's extended social circle gets a pair of strange additions: A mysterious, hard-drinking doctor named Van Helsing, who claims the recent killings are the result of monsters from the continent, and a more mysterious still Transylvanian count, who we are told is quite handsome and charming, although Simmonds rarely shows him to us as anything other than a monster, or at least a monster in a not-terribly-convincing disguise.

Though Renfield and Van Helsing both seem to state that all of London is imperiled, if not the world itself, the act of dealing with Dracula is fairly easy once he's suspected. The greater conflicts involve those between science and superstition, mankind's own inherent weaknesses and his innate holy virtues, society's norms and he temptation of subversive thrills. And these conflicts mostly play out in the conversations and debates between Seward and Van Helsing, the former representing the modern age of reason, the latter the still-clinging age of religion and monsters.

All of this makes Tynion's take on Dracula quite interesting, despite the fact that it barely deviates from its source material in terms of plot or action, those few deviations mainly being made to afford Simmonds the chance to draw Dracula doing Dracula stuff. 

I'm not sure all of their creative decisions are necessarily the best one's possible, but they certainly succeeded in making a new comic based on Universal's version of Dracula well worth reading. 



Walt Disney's Donald Duck: Vacation Parade (Fantagraphics Books) Frederic Bremaud and Federico Bertolucci's remarkable 2015 book Love Vol. 1: The Tiger was a completely wordless graphic novel that read a bit like an animated film, the lush artwork seemingly unspooling in border-less panels across the big, white, open spaces the pages offered. Since then they have collaborated on a whole series of Love books (The Dinosaur, The Fox, The Lion, The Mastiff), as well as other works.

Now the pair turns to one of the world's premier comics stars, for an original graphic novel that seems to adapt the Donald Duck animated shorts of the character's golden age, particularly those like 1940's Donald's Vacation, into a Love-like format. On-again, off-again Donald Duck antagonists Chip 'n Dale and Humphrey Bear appear in prominent roles in this book.

Vacation Parade thus ultimately reads like a Donald Duck cartoon movie, only one you hold in a book rather than watch on a screen.

One early morning, Donald is struggling to sleep, despite the light of the garbage truck loudly picking up his trash, and the increasing symphony of city noises...all, of course, simply implied in the artwork. 

The only words in the entire book are "Duckburg", seen on a couple of roadside signs, and the names of various businesses on the very last page. There are some letter Z's throughout, used to indicate Donald's sleeping (perhaps needlessly, as the art makes it clear that he is, in fact, sleeping) and, depending on how one wishes define language, a single instance of a grawlix. 

When Donald finally reaches his limit, he jumps out of bed, grabs an already packed bag from a high shelf (a go-bag, Donald?), climbs into his little car and speeds out of Duckburg. He eventually makes it to the country and then spies a mountain on the horizon. This becomes his goal, and after an eventful journey—the creators build a steady stream of gags into the action, with Donald generally facing one travail or another every page or so—he climbs the mountain and finds spring in the process of springing in this pristine environment.

Has Donald finally found a peaceful paradise? If you've ever seen a Donald Duck cartoon, you know the answer to that. The local fauna seem to annoy him as much as the noises disturbing his sleep back in the city did, none more so than a familiar pair of mischievous chipmunks who steal his food and, ultimately, his camera, hanging it around the neck of a nearby bear. That would be Humphrey, a Disney cartoon character that dates from the 1950s, and he's the most prominent of several bears that Donald deals with throughout the proceedings.

Donald being Donald, while he's able to shrug off some of the disasters that befall him, he can't abide his enemies getting the last laugh, and so his conflicts with the local wildlife escalate until the point that the woodland creatures all have a late-night meeting that culminates in drastic action, and then Donald engaging in still more drastic action of his own. 

Despite the gags coming at a regular clip throughout, they also build into a climactic crescendo. It's only in the denouement, a short sequence in which Donald gets his film developed—there are no illusions that this might be a modern-day story and is likely meant to take place in the mid-twentieth century of the cartoons that inspired it—that he's able to laugh at the events of his adventure.

A rather unique entry into growing library of excellent Disney work from all over the world and throughout comics history that Fantagraphics has been assembling for years now, Vacation Parade is a must-read celebration of Donald Duck's animation roots. 


REVIEWED:

Persephone (Boom Studios) I wrote briefly about this book when it was originally released in 2018 here, and it sure sounds like I had intended to write a full review of it somewhere else, but I apparently never got around to doing so. On the occasion of its rerelease this year (with a new cover), I actually did follow through with a review. You can read it at Good Comics for Kids. Short version? It's a very good comic book. 

Wednesday, January 01, 2025

DC Versus Marvel Omnibus Pt. 6: Batman/Punisher: Lake of Fire #1

While none of the prose pieces in the DC Versus Marvel Omnibus answer the question of why, exactly, the two publishers stopped collaborating on crossover comics after 1982's Marvel and DC Present Featuring the Uncanny X-Men and the New Teen Titans #1, a new piece by editor Mike Carlin explains why they eventually resumed a decade and change later.

Carlin's essay notes that several editors and writers had moved from Marvel Comics to DC Comics, including himself, Archie Goodwin, Denny O'Neil, Louise Simonson and Roger Stern, a fact that diminished the sense of "Us Vs. Them" that had previously existed between the publishers.

Additionally, this generation of editors and creators were, unlike those that preceded them, genuine fans of the superhero characters they had grown up reading about, and thus approached something like, say, the possibility of Batman and Spider-Man teaming up for the first time with the same sort of enthusiasm their readers might, rather than simply as a money-making venture.

What Carlin doesn't explain, however, is why in the world DC and Marvel finally resumed with this particular crossover, 1994's Batman/Punisher: Lake of Fire. It is here that while reading the collection I really started to miss all of those introductions and forewords from earlier in the book, those original to the omnibus and those reprinted from 1991's Crossover Classics, which shared a great deal of behind-the-scenes information and provided a sense of what the publishers were thinking with particular character pairings. 

Of course, both Batman and The Punisher were popular characters. The former perennially so, and the latter was, at that point, not too far removed from the zenith of his popularity, I believe.

Both were urban, street-level vigilantes whose focus was often fighting real-world crime, but they had vastly different, opposing philosophies on how to do so. Batman refused to ever take a life, a position he held to such a zealous extreme that he would often risk his own life to save that of unrepentant murderers like The Joker, who he knew would certainly go on to kill again and again. The Punisher happily, regularly took the lives of the criminals he faced, racking up a body count that could probably eclipse that of any mass murderer, The Joker included (At this point in the character's history, though, Marvel was playing the Punisher as a hero, if a deadly one, and not the unrepentant psychopath that 21st century writers like Garth Ennis would depict him as).

The catch with this particular crossover, however, is that The Punisher wouldn't be meeting the "real" Batman at all, but the temporary replacement Batman, Jean-Paul Valley, the Batman ally codenamed Azrael who would go on to assume the mantle of the bat during the 1993-1994 trilogy of Batman events, Knightfall, Knightquest and KnightsEnd. (As for Bruce Wayne, he was busy elsewhere; after Bane broke his back in the climax of Knightfall, he was relegated to a wheelchair but nevertheless pursued the kidnappers of his girlfriend at the time, Dr. Shondra Kinsolving.)

It's not entirely clear to me why Marvel Comics would necessarily want a crossover with the substitute Batman rather than the real deal or, you know, any other DC character at all, but then, this was long before I paid attention to things like sales charts, so I couldn't even guess how popular the "AzBats" Batman was at the time, and if the Punisher crossover sold well or not. (Ask Mike Sterling, maybe.)

It is clear reading this in this collection and then, immediately afterwards, reading its same-year sequel Punisher/Batman: Deadly Knights, that the publishers must have planned both comics around the same time, always intending to follow up the Punisher's meeting with the Jean-Paul Valley Batman with another story in which he met the Bruce Wayne Batman (despite the fact that the books have two entirely different creative teams).

Rather late in the game of Lake of Fire, The Joker appears, coming to the aid of Punisher villain Jigsaw (Who, as far as I can tell, was, like, the only Punisher villain, given Frank Castle's habit of executing his foes).  The Joker is only in five panels of the entire book, presumably because he was being teased for a lengthier, more substantial role in the sequel. 

Though Lake of Fire was the first of what would end up being about a dozen such DC/Marvel crossovers in the next half dozen years or so, it doesn't read as too terribly special a book. It's only 48 pages long, the shortest DC/Marvel crossover to date, and thus lacks the larger scope and more epic feel of the original round of inter-company crossovers. 

It's also somewhat confined in focus, mostly just featuring the two title characters, and not doing much of the way in terms of exploring their home cities, supporting casts, interior lives or even their differing crime-fighting philosophies (Although it's worth noting, I suppose, that this more violent, more brutal version of Batman isn't quite as opposite the Punisher that the Bruce Wayne Batman is; while Jean-Paul Valley and Frank Castle find themselves coming to blows by the end of their team-up, Valley is far more sympathetic to Castle than Wayne would have been).

As for the creators, the publishers chose writer Denny O'Neil and artists Barry Kitson and James Pascoe.

O'Neil was obviously a solid choice, having worked extensively as both a writer and editor for both companies. He had written both Batman and Punisher before and was, at the time of this book's publication, the editor of DC's Batman line. In fact, he had created the Jean-Paul Valley character (with artist Joe Quesada in 1992's Batman: Sword of Azrael) and obviously had a great deal of affection for him, going on to pen a 100-issue run on an Azrael solo title after the KnightsEnd conclusion. 

Kitson had likewise drawn for both publishers at that point in his career but wasn't particularly associated with either character (O'Neil must have thought the two worked well together, though, as Kitson would go on to draw a large chunk of that Azrael series). 

Though I appreciate Kitson's talents and have read and enjoyed some of his later work, I can't say I was particularly dazzled with his work here. The book opens with a two-page spread set in hell, as it was being dreamed by Valley, who was raised and hypnotically programmed by the crypto-Christian cult the Order of St. Dumas (When he eventually starts to lose it in the Batman storyline, a process that seems well underway by the time this crossover is set during, he increasingly has visions of St. Dumas.)

"Draw hell" seems like a great, compelling prompt for an artist to get, affording them a chance to really go to town, but Kitson's splash is a let-down. His hell is cavernous, with seemingly naturally occurring pillars holding a roof aloft, while untold numbers of suffering humans fill the infinite space. But Kitson only draws about 15 of the people, including a busty lady in a torn dress reaching up and screaming and a muscular, pupil-less bald man reaching out and doing...something to another pair of figures, the rest of the horde simply suggested by a brown mass filling most of the cave, little circles here and there intimating heads. 

As far as comic book depictions of hell goes, it looks uninspired and, given the page real estate afforded the image, lazy. The book is not off to a great start.

Valley awakes from his dream, having fallen asleep in the Batcave, wearing his particularly uncomfortable-looking version of the Batsuit. He tells readers that the computers have intercepted and decoded a message from the Pentagon about a formula for rocket fuel that was stolen by an associate of a known Gotham criminal named Bressi. He dons his helmet and rushes into action. 

Meanwhile, a big man in a big overcoat is narrating in PG comic book tough guy language: "Few places are worse than New York. Gotham City is one. I'm here because it's where the trail of a mook named Jigsaw took me...It's cruddy. That's okay. I'm used to crud."

This is, of course, The Punisher, who gets in a barfight looking for information on Jigsaw and ends up getting a lead pointing him to a church downtown. The lead, coincidentally, comes from the guy who has the rocket fuel plans ("You seem real interested in what's in this case. Papers...maybe I'll like 'em as much as you").

Meanwhile Jigsaw, who Kitson draws as a particularly big guy with a face like a quilt and a big, metal neck brace of some kind, explains his plans for the readers' benefit: The new rocket fuel has the ability to ignite water, and Jigsaw plans to use it on the city reservoir and then charge the city an astronomical fee to repair the damages and, I don't know, restore the reservoir somehow...?

The sub-title of the book thus has a double meaning, referring both metaphorically to hell and literally to what Jigsaw plans to do to Gotham's water supply. 

The church lead turns out to be a trap, and The Punisher is splashed with drugged holy water and the building is set on fire. The new Batman comes to the rescue, bursting through a stained-glass window, and getting The Punisher to safety.

After introductions, and The Punisher convincing Batman that he needs him to track down Jigsaw ("I know Jigsaw...How he lives, thinks...breathes."), and some threats (Batman: "We are allies until Bressi is caught. Then— You become prey." Punisher: "Well...Somebody does."), they climb into the Batmobile and drive to a steam bath full of Russian criminal types in towels for a fight scene.

The Punisher manages to slip away from Batman, and they continue their investigation separately. In the end, The Punisher throws Jigsaw out of a window, and Batman is swinging by just in time to catch the villain, who he leaves tied up (For, it turns out, The Joker to discover and free). 

Then it's time for the big fight, which I guess O'Neil makes feel somewhat unexpected by placing it after the cooperation portion of the team-up. It only lasts three pages before The Punisher finally pulls a gun and puts a couple of bullets into Batman's armored chest. That doesn't stop the new Dark Knight either, so The Punisher pulls a gas grenade from Batman's utility belt and detonates it in his face, allowing him to retreat, but not before offering the defeated Batman rather lame goodbye: "Hey, man...I cheated, okay?"

And that concludes the first DC/Marvel team-up in many years...although, as I said earlier, it wasn't exactly the end of Batman/Punisher story. The two would crossover again almost immediately, but next time it would be Bruce Wayne in the cape and cowl.



Next: 1994's Punisher/Batman: Deadly Knights