This trade collects the first six issues of the latest volume of the Marvel's Wolverine comic book, recently relaunched as part of the publisher's successful "Marvel NOW!" campaign. It's written by Paul Cornell, an inventive writer known for highly imaginative plots and delivering extremely "comic book-y" stories that teeter on the edge of crazy with a completely straight face. It's mostly drawn by pencil artist Alan Davis, an old hand who has been regularly producing slick superhero art since long before I had ever read my first comic book (He's working here with his frequent partner, inker Mark Farmer).
It's a good example of what has made the post-Marvel Now line of comics so successful, from a creative standpoint (although, as far as I can tell, they're doing just fine in sales as well, and still regularly beating DC in their ages-old war for direct market market share).
Good Writer + Good Artist + Popular Comic Book Character = Good, Popular Comics.
The formula here is tweaked somewhat slightly, as so many of the Marvel Now relaunches were, by the fact that the good writer and good artist just so happen to be ones that the average comics reader might not have thought would be a good fit for the character, and the fact that they're leaning hard in a direction that is far from the predominant one for the character and book.
This is Wolverine as superhero, the character somewhat divested from his large supporting cast/s, his unwieldy history/continuity and the emphasis taken off of his personal demons and his bloodthirsty stabbiness. Cornell isn't writing an "Ultimate" Wolverine, of course, and there are explanations given as to why Wolverine doesn't call the Avengers or X-Men for help with this particular conflict, and he makes references to his past, his long life and some of the significant events and people in it, but they are just mentions, organic and natural: If you get them, you get them and, if you don't, the panel or scene, let alone the whole story, hardly demands that you do.
One way of stating just how pure a superhero story this is might be to say that you could take Wolverine out of it and plug in another hero, but while that's true in the broadest sense—Wolverine is fighting some kind of mind-controlling, hive-mind alien life-form that have a connection to a mysterious high-tech weapon—Cornell builds the story around this more-or-less generic superhero threat specific reactions to Wolverine's powers and behavior.
Long story short, this is a Wolverine comic book for people who don't necessarily know, like or even care all that much about Wolverine...while at the same time being an extremely polished comic book for fans of the character as well. It's a Wolverine comic book about Wolverine, not a Wolverine comic book about other Wolverine comic books, if that makes sense.
While it was surprisingly good, two words in that particular order I keep returning to with the Marvel Now books I sample, it was far from perfect, but I like to think that in a perfect world, this would be the base-line for a mainstream superhero comic: Smartly made by highly-skilled professionals trying something new with old, familiar toys in an attempt to reach new readers without sacrificing old ones.
What keeps it from being perfect? Well, it's still a Wolverine comic book, and at the risk of sounding snobby, I think it's safe to say that the most a Wolverine comic book can aspire to being is a perfect Wolverine comic book, not a perfect comic book in general.
Beyond that, some of the individual chapters seemed a little too fleet; they're constructed with beginnings, middles and cliffhanger endings, but sometimes those endings seemed awfully close to the middles, and I imagine that could have made the serially-published books a bit of a disappointment to read (This wasn't a $3.99 comic, was it? Oh God it was).
The bigger problem was that two-thirds of the way through this trade, and this story, Davis disappeared, and was replaced by a Mirco Pierfederici, with a trio of inkers finishing his art (Karl Kesel and Zach Fischer on #5, Tom Palmer on #6). Marvel tried to cover for the fact that there's fill-in art here, by labeling the first four issues as part of a four-part "Hunting Season" arc and the last two issues as a two-part "Drowning Logan" arc, but its an unconvincing attempt; this is all one story, with nothing differentiating the two arcs from one another aside from the fact that the art changes and Marvel labeled them as different stories (a distinction made all the more clear when read in a single collection like this).
Pierfederici and company's art isn't bad or incompetent or anything, but it is quite obviously not that of Davis, which was a good one-third to one-half of the book's selling point (see the Marvel Now formula stated above), and since Davis is around for the first two-thirds of the story, he's there more than long enough to establish a distinct look and tone for the book, which Marvel then blows by having a clearly rushed fill-in artist swoop in (I do hope this wasn't published at the accelerated, more-than-monthly schedule of so many of Marvel's current comics, because, if so, then they reeeaaallly screwed this one up pretty thoroughly, and there aren't any convincing excuses as to why they might have done so).
I did note while reading that Pierfederici's character design was a bit off—he's missing a stripe that Davis has on Wolvie's costume in his chapters—but then, the colorist made a postal uniform red and yellow instead of blue in an earlier chapter too, so maybe they're just sort of rushed all-around in the production of this comic?
The disappointing fumbling of the ending aside—looking at the credits for the serial issues that follow those contained here, it looks like Pierfederici draws #7 as well and then Davis returns after a three-issue break—this was a nice, clean break from the Wolverine comic/s that preceded it (and I really liked those Jason Aaron ones), and appears to be an interesting take on the character with several promising narrative paths to explore.
It's just too bad Marvel can't manage their scheduling better (And that they insist on charging so much for their damn comic books; this is a perfect example of a comic book I'd happily have on my pull-list and buy and read monthly at $2.99, but at $4-a-pop will happily wait to read in borrowed-from-the-library trade).
Showing posts with label cornell. Show all posts
Showing posts with label cornell. Show all posts
Monday, October 21, 2013
Sunday, April 21, 2013
Look and marvel at Pete Woods and Paul Cornell's Mister Mind!
They say a hero is only as good as his villains, which is one of the reasons I think Captain Marvel is one of the greatest superheroes ever—he's got the best villains! In addition to his archenemy Doctor Thaddeus Bodog Sivana, he's got Mister Mind, an evil alien worm determined to conquer and rule the world.
He was first introduced in Fawcett's Golden Age Captain Marvel comics, as the unseen mastermind behind the Monster Society of Evil that was bedeviling Cap and the whole world. The revelation that he was just a little worm, who wore glasses to see and a little radio around his neck to talk, was a surprise twist. He was put to death in a tiny little electric chair, mounted atop a regular electric chair, and then stuffed and mounted.
But he returned, repeatedly!
After DC bought Fawcett and absorbed their characters, Mr. Mind was relegated to Earth-2 and Earth-S, but was introduced into the post-Crisis DCU in a short-lived miniseries it's probably best to pretend never happened (in that, he was the worm in the bottom of a tequila bottle Sivana was drinking on) and then better and more thoroughly by Jerry Ordway in his Power of Shazam series. Ordway's Mister Mind was a Venusian evil alien worm determined to conquer and rule the world, the vanguard agent of a race of Venusian worms. Ordway's was less cartoonish and more realistic in appearance, looking much more like a caterpillar.
Mind played a big and surprising role in the weekly series 52, during which he had grown from his larval form into a "Hyperfly," an evil butterfly-like cosmic creature that feeds on entire universes.
Writer Paul Cornell and artist Pete Woods brought Mind back in another surprising appearance during their Action Comics story arc, "The Black Ring" (reviewed here).
Mind appears in a splash panel on the last page of the first issue (#890), emerging from the head of one of a trio of mind-controlled kidnappers who have attempted to capture Lex Luthor:
As you can see, Cornell and Woods' Mind looks an awful lot like Ordway's, although now he's bigger—about the size of a large stuffed animal—and while his body is rounder and fatter, his legs and mandibles are pointer and more menacing looking—sometimes. Depending on the context. Here he's dripping with gore, and meant to be a bit scary.
He still talks via a radio or "talk box," although it's a little more modern and space-age in design. While the original wore spectacles, and Ordway's had big, round eyes that visually echoed the original's glasses, this one was the segmented eyes of an insect, save with one in the middle being black, suggesting a pupil. The result is an eye that looks insect-like and cartoonish at once.
Cornell usage of Mind is as the first of many villains Luthor is juxtaposed with throughout the year-long storyline. Mind is working for someone else, although he himself doesn't know who or what he's working for. He (and we) just know it's something incredibly powerful, so powerful its made a lackey out of a villain who has organized Monster Societies, attempted to conquer the world and once almost ate the whole Multiverse.
He engages Luthor in a sort of mental combat, psychically imprisoning Luthor in a series of absurd fantasy sequences, including ones in which Luthor is a Promethean caveman stealing fire from super-gods, another in which he is a playing the role of Doctor Frankenstein from the James Whale movies, another in which he's a Godzilla-like giant monster and Luthor is a Superman-like superhero and, most adorably, a wild west sequence in which Mind wears an adorable cowboy hat and wields a shooting iron:
That gives you a good idea of this Mister Mind's size, and how having him emerge from your head would be the end of you.
Unfortunately, it also means he's not much for hand-to-hand combat. This sequence shows what he did to the poor sap whose skull he was occupying (note the prone, headless body in the first panel), and how easily Luthor defeats him once they've escaped the mental plane for the real world:
As to how he returned after his time as a Hyperfly in 52, he attempts to explain to Luthor that he's actually the offspring of the original Mister Mind, but "our consciousness is passed down on a strand of eight-D R.N.A."
He returns again before the story ends (in a chapter drawn by Jesus Merino), when his unseen master is finally revealed and their relationship can be explained without really spoiling anything.
He appears in outer space alongside Lex, the "Lois-bot", the cosmic entity and Superman in the climax of "The Black Ring", although he's not really there-there, but sends a "four-dimensional holographic projection" of himself...meaning either Mister Mind survived being punted off a building or, just as likely, reproduced a "grandson" of the original Mister Mind in the same manner that the new Mister Mind at the beginning of the arc was created and shared the consciousness of the original.
He was first introduced in Fawcett's Golden Age Captain Marvel comics, as the unseen mastermind behind the Monster Society of Evil that was bedeviling Cap and the whole world. The revelation that he was just a little worm, who wore glasses to see and a little radio around his neck to talk, was a surprise twist. He was put to death in a tiny little electric chair, mounted atop a regular electric chair, and then stuffed and mounted.
But he returned, repeatedly!
After DC bought Fawcett and absorbed their characters, Mr. Mind was relegated to Earth-2 and Earth-S, but was introduced into the post-Crisis DCU in a short-lived miniseries it's probably best to pretend never happened (in that, he was the worm in the bottom of a tequila bottle Sivana was drinking on) and then better and more thoroughly by Jerry Ordway in his Power of Shazam series. Ordway's Mister Mind was a Venusian evil alien worm determined to conquer and rule the world, the vanguard agent of a race of Venusian worms. Ordway's was less cartoonish and more realistic in appearance, looking much more like a caterpillar.
Mind played a big and surprising role in the weekly series 52, during which he had grown from his larval form into a "Hyperfly," an evil butterfly-like cosmic creature that feeds on entire universes.
Writer Paul Cornell and artist Pete Woods brought Mind back in another surprising appearance during their Action Comics story arc, "The Black Ring" (reviewed here).
Mind appears in a splash panel on the last page of the first issue (#890), emerging from the head of one of a trio of mind-controlled kidnappers who have attempted to capture Lex Luthor:
As you can see, Cornell and Woods' Mind looks an awful lot like Ordway's, although now he's bigger—about the size of a large stuffed animal—and while his body is rounder and fatter, his legs and mandibles are pointer and more menacing looking—sometimes. Depending on the context. Here he's dripping with gore, and meant to be a bit scary.
He still talks via a radio or "talk box," although it's a little more modern and space-age in design. While the original wore spectacles, and Ordway's had big, round eyes that visually echoed the original's glasses, this one was the segmented eyes of an insect, save with one in the middle being black, suggesting a pupil. The result is an eye that looks insect-like and cartoonish at once.
Cornell usage of Mind is as the first of many villains Luthor is juxtaposed with throughout the year-long storyline. Mind is working for someone else, although he himself doesn't know who or what he's working for. He (and we) just know it's something incredibly powerful, so powerful its made a lackey out of a villain who has organized Monster Societies, attempted to conquer the world and once almost ate the whole Multiverse.
He engages Luthor in a sort of mental combat, psychically imprisoning Luthor in a series of absurd fantasy sequences, including ones in which Luthor is a Promethean caveman stealing fire from super-gods, another in which he is a playing the role of Doctor Frankenstein from the James Whale movies, another in which he's a Godzilla-like giant monster and Luthor is a Superman-like superhero and, most adorably, a wild west sequence in which Mind wears an adorable cowboy hat and wields a shooting iron:
That gives you a good idea of this Mister Mind's size, and how having him emerge from your head would be the end of you.
Unfortunately, it also means he's not much for hand-to-hand combat. This sequence shows what he did to the poor sap whose skull he was occupying (note the prone, headless body in the first panel), and how easily Luthor defeats him once they've escaped the mental plane for the real world:
As to how he returned after his time as a Hyperfly in 52, he attempts to explain to Luthor that he's actually the offspring of the original Mister Mind, but "our consciousness is passed down on a strand of eight-D R.N.A."
He returns again before the story ends (in a chapter drawn by Jesus Merino), when his unseen master is finally revealed and their relationship can be explained without really spoiling anything.
He appears in outer space alongside Lex, the "Lois-bot", the cosmic entity and Superman in the climax of "The Black Ring", although he's not really there-there, but sends a "four-dimensional holographic projection" of himself...meaning either Mister Mind survived being punted off a building or, just as likely, reproduced a "grandson" of the original Mister Mind in the same manner that the new Mister Mind at the beginning of the arc was created and shared the consciousness of the original.
Friday, April 19, 2013
Review: "The Black Ring"
There's a lot of anticipation, excitement—and, I'd wager, no small amount of anxiety—swirling around the upcoming Superman Unchained comic book series, which will be drawn by DC's co-publisher and super-comics' most popular artist Jim Lee will be written by the publisher's emerging most popular writer Scott Snyder, and will see release the same year as the plenty-riding-on-it Man of Steel movie, which just so happens to be the 75th anniversary of DC's publication of Jerry Siegel and Joe Shuster's Superman, Lois Lane and Lex Luthor characters.
If Snyder and company want to make one of the best Superman comics since All-Star Superman though, one of the stories they'll have to beat is going to be "The Black Ring," a 13-part storyline written by Paul Cornell and drawn (mostly) by Pete Woods, which ran through Action Comics from mid-2010 to 2011 (and spilled into an issue of Secret Six and an Action annual) and which has been collected in a pair of books, Superman: The Black Ring Vol. 1 and Vol. 2.
The titling of those collections are somewhat amusing, as not only did the story unfold in Action rather than Superman, but Superman is barely in it—he doesn't appear until the very final chapter. That's a result of some behind-the-scenes stuff going on at DC at the time. Part of J. Michael Straczynski's deal with writing Superman was that he'd be the only person writing the character for the span of his storyline, the truly, incredibly terrible "Grounded" story, in which Superman walks around America (That's the one Straczynski famously quit writing mid-way through, and left it up to Chris Roberson to finish the work from his plot). And so Cornell got to write Action, but he had to to it without its star, an interesting obstacle he overcame with great gusto, turning the book into a Lex Luthor title for the space of a year.
And while Superman isn't on very many of its pages, and is only occasionally even mentioned (including a snide remark about the plot of "Grounded"), it is very much thoroughly, remarkably and incredibly a Superman story. It's also one of the better ones and, without a doubt, the best Lex Luthor story.
Cornell picks the characters up after the events of DC's Blackest Night miniseries—that's the one with the Black Lantern rings reanimating the corpses of dead superheroes and villains, if you're not a regular DC Comics reader—during which Luthor briefly wore the orange Lantern ring of avarice, which infected him with a more active id, making him needier and greedier than usual. After that brief encounter with cosmic power, he decides he wants it back, and discovers a power ring of a different sort.
When the Black Lantern rings were destroyed, they left a strange trail of a super-science nature, creating a series black energy orbs of an unknown nature. The act of studying them changes them, and Luthor discovers that if he can find and change each of them, he'll gain an unbelievable level of power, making him godlike (a status he successfully achieves in the climax, just in time to confront Superman).
Part of Cornell's setting Luthor up as an anti-Superman is giving him his own Lois who, in this case, is an android Lois Lane that Lex patterned on her DNA to provide him with a verbal sparring partner to help him think, a dirty secret that, in one of the book's several running gags, necessitates her wearing Old Hollywood movie star disguises around the rest of Luthor's team of recurring characters, so they don't recognize the fact that he's kinda sorta dating a robot duplicate of one of his city's most prominent journalists.
Luthor is indeed the star of the book, but Cornell writes the book as a sort of villainous version of the old DC Comics Presents Superman team-up title, as almost every issue sees Luthor somehow crossing paths with a major villain of the DC Universe: (Another) new version of Mr. Mind, Deathstroke, Gorilla Grodd, Vandal Savage, The Secret Six, Brainiac, The Joker, Orange Lantern Larfleeze and, most surprisingly, Neil Gaiman and Mike Dringenberg's Death of The Endless, making a super-ultra rare (but welcome and surprisingly well-done) appearance in the DC Universe. Action Comics Annual #13 features two short stories, in which we learn bits of Lex Luthor's secret origin, and each of those stories shows a very young Lex apprenticing under different villains: First under Darkseid on Apokalips, then under Ra's al Ghul.
The effect of having all those guest-stars, aside from making the book a ton of fun and giving DC readers of just about every franchise affiliation a reason to look in the book's direction for at least an issue or so, is that Cornell can establish a sort of scale of DC super-villains, and place Lex Luthor within it. This is what he's like compared to The Joker, this is what he's like compared to Vandal Savage and so on.
Luthor emerges as the alpha dog of the DC Universe's villains—in many ways—but it's not so much about hierarchy as comparison and contrast. This isn't a fight comic, not really, so he doesn't fight each of those characters. Some he outsmarts, some he hires, some he fights physically and a few he just talks to. In fact, the issues devoted to The Joker and Death are little more than issue-length conversations, and yet they're still compelling. We get deep looks into Luthor's character and psyche, but not simply because Cornell has Luthor and the other characters telling us things about Luthor's character and psyche, but because the dialogue they're speaking reveals hints and aspects.
If heroes are only as interesting as their villains, Batman's had it over Superman for quite a while now. With this book, Cornell demonstrates that Luthor is every bit as compelling a character as anyone in Batman's rogues gallery—or, at least, he can be—and is a villain who deserves the status of archenemy to the first and greatest superhero.
Part of that is that unlike most comic book villains, Luthor genuinely, truly believes he's the good guy in his story (at least, the modern, post-Crisis Luthor does) and that Superman's the bad guy, and that he's doing the right thing. Even when he does bad things, like murdering his own employees, it's generally in service to what he sees as the greater good. And yet Luthor's not deluded; he's not a crazy person. He just sees things differently than the reader, and that makes him an awfully scary, awfully realistic villain—those are the kinds of villains he have hear on Earth-Prime, after all.
The climax of the book, which I've actually written in about before in passing, as DC also collected it in Superman: Reign of Doomsday, features Luthor integrating the nigh omnipotent powers of The Zone Child, and becoming not just a god but, for all intents and purposes, God-God. The only catch is that he can't use that power to do anything evil and, if he keeps trying to, say, kill Superman, he'll lose it. And so Luthor's faced with the ultimate dilemma: Having ultimate power but not being able to do the one thing he wants to do more than anything, or losing it all but being able to continue pursuing (even if fruitlessly) his life's ambition.
You know how it turns out, but it's a hell of a dramatic moment nevertheless, and remains one of my favorite and, I think, one of the best definitions of the Luthor/Superman relationship.
*********************
Pete Woods draws much of the book/s; he was the main artist on Action during Cornell's run. He has a nice, clean, smooth style, one that's realistic without ever sliding into faux photorealism. It often reminded me of Kevin Maguire's art in terms of style, although one wouldn't mistake the art of one of those gentlemen with that of the other.
I imagine this would have been a blast to draw. Luthor and Lois (a Lois who turns into a robot!) are visually interesting characters, and Woods got to draw much of the DC Universe (and the now rarely-drawn Death) and got to confront some interesting design challenges, like putting together the Zone Child and coming up with a new Mister Mind (I may return to his Mr. Mind design in a future post, as I love Mr. Mind, and love what Woods does with him).
The work of several other artists appear within, but the story and book is structured so that when a different artist comes in, it's for a clearly defined space of time and a easily identifiable purpose, justifying it. Compared to the last Superman graphic novel I read—Action Comics Vol. 1: Superman and The Men of Steel—this seemed like a masterpiece. Editing is, I suppose, one of those aspects of comics you only really notice when its done badly. Of course, I suppose it's also possible that if one sees editing so badly for so long, one does begin to notice good editing as the anomaly, as I did here.
The art team of Marcos Marz and Luciana del Negro draw 22 pages of this collection, pages that Gail Simone (and not Cornell) have written. That's Secret Six #29, the second half of the Luthor/Savage "team-up". When Savage attacks Luthor's corporate headquarters, angry that Luthor seems to have circumvented the fulfillment of a prophesy Savage heard long ago in his immortal life, Luthor calls on the mercenary team of The Secret Six, which, of course, includes Vandal's own daughter, Scandal Savage (I also read a few Secret Six trades this week; Marz and del Negro are a pretty damn great compared to those who provided much of the art in Secret Six after Nicola Scott's departure).
The stories in the annual each have different artists. Marco Rudy draws the Metrpolis/Apokalips story, full of highly showy lay-outs that seem perfectly appropriate, given the outsized, Kirby-scaled emotions inherent in a Fourth World story. Ed Benes draws the Ra's al Ghul story, inking himself. The best I can say about it is that it doesn't look like Benes drew it; it's probably the best work I've ever seen from the artist.
It's not until the penultimate chapter that Woods gets a fill-in artist, and while the shift in style is quite noticeable—it's Jesus Merino, whose work is much more rendered than that of Woods, so the cleanness and smoothness that defined the look of the story until that point is lost—it's not all that jarring considering the shift in setting (that issue takes place in outer space, and Luthor has traded in his suits and lab coats for a space suit version of his battlesuit) and the fact that the final issue is full of guest-artists.
That issue was Action Comics #900, so DC had artist aplenty show up to draw a page or so apiece, the justification being that the Zone Child-empowered Luthor is forcing Superman to relive painful moments from his past. Dan Jurgens and Norm Rapmund, Rags Morales, Ardian Syaf, Jamal Igle and Jon Sibal and Gary Frank contribute art to that issue, which is otherwise all drawn by Woods.
One final note on the art: The covers are horrible. They are all by David Finch, and while they're the worst art inbetween the covers of these two collections, style and quality aside, they are really, really bad at defining what's inside each issue, and what's inside the collections.
The first issue featured a very old, very angry-looking Luthor with the Orange Lantern ring on the cover—an image that gets one panel in that issue. Strangely, that's what they went for with the cover of Black Ring Vol. 1 too; Luthor wearing an orange ring, in a one-panel flashback to Blackest Night.
They're all kinda like that. The second issue features Luthor battling Mr. Mind in his own brain, which is full of weird imagery (Luthor as a Promethean caveman, or Mr. Mind and Luthor dressed as cowboys, for example). The image of the cover takes one of those scenes—Luthor as Dr. Frankenstein—renders Luthor completely unrecognizable (compare the Luthors on those two consecutive covers), and throws in a Frankensteinian Superman for some reason.
Most of the covers are just Luthor fighting someone in background-less background-lite spaces, and they generally do a rotten job of distilling the story inside into an image. Maybe the best example being the Gorilla Grodd issue.
I believe it was Grant Morrison who first posited that Grodd ate human beings, although it's possible Geoff Johns beat him to it, and I just remember Morrison because of this awesome Ed McGuinness cover—
—but Cornell runs with it. His Grodd collects human brains in jars, and eats one when he needs to gain the knowledge from it (He's not only a talking gorilla from a highly-advanced civilization of talking gorillas, he's also psychic; maybe that's how his biology works. I'm sure I don't know).
And when he goes into battle with Luthor, he brings his "biggest combat spoon-- --To eat your tasty brains!!!.
Here's Finch's cover:
Instead of the "Ha ha, the man-eating super-gorilla brought silver ware to a fight," reaction, I had more of a, "What did Finch draw? Is that a spoon?" sort of reaction.
So, in conclusion: Pete Woods rules, David Finch drools.
*******************
I suppose it's worth mentioning that this particular story is virtually un-tellable in The New 52, as it necessitates a long history of enmity between Luthor and Superman, and is built on the backstories of Luthor's interactions with many of these characters, including some that I don't think have even been introduced into the New 52 yet (Mister Mind? Some members of the Secret Six, like Ragdoll and Catman and Black Alice? Certainly not Death...).
One could tell it, but then, one would have to fairly thoroughly introduce all of these characters in a manner that explains them and makes them interesting to readers who are either completely unfamiliar with them, or familiar with them, but not to the new versions of them in the New 52.
After reading this, I was a little flabbergasted as to why Cornell wasn't writing a Superman comic in The New 52. They had Morrison for Action yes, but Superman was a mess from the get-go, with George Perez announced as the writer/lay-out artist and that lasted, what, three issues? That was one of the many more musical chairs-like books in The New 52.
If Cornell did this well writing a Superman story in which he wasn't even allowed to use Superman for a year, imagine what he could do he could write a Superman comic with Superman in it!
Instead, Cornell was given Demon Knights, a fun, quirky series about a Dark Ages version of the Justice League, and StormWatch, an Authority-in-the-DCU series, neither title of which he's still writing. For both he was given terrible artists to work with, and the results were books that were hardly even readable.
If Snyder and company want to make one of the best Superman comics since All-Star Superman though, one of the stories they'll have to beat is going to be "The Black Ring," a 13-part storyline written by Paul Cornell and drawn (mostly) by Pete Woods, which ran through Action Comics from mid-2010 to 2011 (and spilled into an issue of Secret Six and an Action annual) and which has been collected in a pair of books, Superman: The Black Ring Vol. 1 and Vol. 2.
The titling of those collections are somewhat amusing, as not only did the story unfold in Action rather than Superman, but Superman is barely in it—he doesn't appear until the very final chapter. That's a result of some behind-the-scenes stuff going on at DC at the time. Part of J. Michael Straczynski's deal with writing Superman was that he'd be the only person writing the character for the span of his storyline, the truly, incredibly terrible "Grounded" story, in which Superman walks around America (That's the one Straczynski famously quit writing mid-way through, and left it up to Chris Roberson to finish the work from his plot). And so Cornell got to write Action, but he had to to it without its star, an interesting obstacle he overcame with great gusto, turning the book into a Lex Luthor title for the space of a year.
And while Superman isn't on very many of its pages, and is only occasionally even mentioned (including a snide remark about the plot of "Grounded"), it is very much thoroughly, remarkably and incredibly a Superman story. It's also one of the better ones and, without a doubt, the best Lex Luthor story.
Cornell picks the characters up after the events of DC's Blackest Night miniseries—that's the one with the Black Lantern rings reanimating the corpses of dead superheroes and villains, if you're not a regular DC Comics reader—during which Luthor briefly wore the orange Lantern ring of avarice, which infected him with a more active id, making him needier and greedier than usual. After that brief encounter with cosmic power, he decides he wants it back, and discovers a power ring of a different sort.
When the Black Lantern rings were destroyed, they left a strange trail of a super-science nature, creating a series black energy orbs of an unknown nature. The act of studying them changes them, and Luthor discovers that if he can find and change each of them, he'll gain an unbelievable level of power, making him godlike (a status he successfully achieves in the climax, just in time to confront Superman).
Part of Cornell's setting Luthor up as an anti-Superman is giving him his own Lois who, in this case, is an android Lois Lane that Lex patterned on her DNA to provide him with a verbal sparring partner to help him think, a dirty secret that, in one of the book's several running gags, necessitates her wearing Old Hollywood movie star disguises around the rest of Luthor's team of recurring characters, so they don't recognize the fact that he's kinda sorta dating a robot duplicate of one of his city's most prominent journalists.
Luthor is indeed the star of the book, but Cornell writes the book as a sort of villainous version of the old DC Comics Presents Superman team-up title, as almost every issue sees Luthor somehow crossing paths with a major villain of the DC Universe: (Another) new version of Mr. Mind, Deathstroke, Gorilla Grodd, Vandal Savage, The Secret Six, Brainiac, The Joker, Orange Lantern Larfleeze and, most surprisingly, Neil Gaiman and Mike Dringenberg's Death of The Endless, making a super-ultra rare (but welcome and surprisingly well-done) appearance in the DC Universe. Action Comics Annual #13 features two short stories, in which we learn bits of Lex Luthor's secret origin, and each of those stories shows a very young Lex apprenticing under different villains: First under Darkseid on Apokalips, then under Ra's al Ghul.
The effect of having all those guest-stars, aside from making the book a ton of fun and giving DC readers of just about every franchise affiliation a reason to look in the book's direction for at least an issue or so, is that Cornell can establish a sort of scale of DC super-villains, and place Lex Luthor within it. This is what he's like compared to The Joker, this is what he's like compared to Vandal Savage and so on.
Luthor emerges as the alpha dog of the DC Universe's villains—in many ways—but it's not so much about hierarchy as comparison and contrast. This isn't a fight comic, not really, so he doesn't fight each of those characters. Some he outsmarts, some he hires, some he fights physically and a few he just talks to. In fact, the issues devoted to The Joker and Death are little more than issue-length conversations, and yet they're still compelling. We get deep looks into Luthor's character and psyche, but not simply because Cornell has Luthor and the other characters telling us things about Luthor's character and psyche, but because the dialogue they're speaking reveals hints and aspects.
If heroes are only as interesting as their villains, Batman's had it over Superman for quite a while now. With this book, Cornell demonstrates that Luthor is every bit as compelling a character as anyone in Batman's rogues gallery—or, at least, he can be—and is a villain who deserves the status of archenemy to the first and greatest superhero.
Part of that is that unlike most comic book villains, Luthor genuinely, truly believes he's the good guy in his story (at least, the modern, post-Crisis Luthor does) and that Superman's the bad guy, and that he's doing the right thing. Even when he does bad things, like murdering his own employees, it's generally in service to what he sees as the greater good. And yet Luthor's not deluded; he's not a crazy person. He just sees things differently than the reader, and that makes him an awfully scary, awfully realistic villain—those are the kinds of villains he have hear on Earth-Prime, after all.
The climax of the book, which I've actually written in about before in passing, as DC also collected it in Superman: Reign of Doomsday, features Luthor integrating the nigh omnipotent powers of The Zone Child, and becoming not just a god but, for all intents and purposes, God-God. The only catch is that he can't use that power to do anything evil and, if he keeps trying to, say, kill Superman, he'll lose it. And so Luthor's faced with the ultimate dilemma: Having ultimate power but not being able to do the one thing he wants to do more than anything, or losing it all but being able to continue pursuing (even if fruitlessly) his life's ambition.
You know how it turns out, but it's a hell of a dramatic moment nevertheless, and remains one of my favorite and, I think, one of the best definitions of the Luthor/Superman relationship.
*********************
Pete Woods draws much of the book/s; he was the main artist on Action during Cornell's run. He has a nice, clean, smooth style, one that's realistic without ever sliding into faux photorealism. It often reminded me of Kevin Maguire's art in terms of style, although one wouldn't mistake the art of one of those gentlemen with that of the other.
I imagine this would have been a blast to draw. Luthor and Lois (a Lois who turns into a robot!) are visually interesting characters, and Woods got to draw much of the DC Universe (and the now rarely-drawn Death) and got to confront some interesting design challenges, like putting together the Zone Child and coming up with a new Mister Mind (I may return to his Mr. Mind design in a future post, as I love Mr. Mind, and love what Woods does with him).
The work of several other artists appear within, but the story and book is structured so that when a different artist comes in, it's for a clearly defined space of time and a easily identifiable purpose, justifying it. Compared to the last Superman graphic novel I read—Action Comics Vol. 1: Superman and The Men of Steel—this seemed like a masterpiece. Editing is, I suppose, one of those aspects of comics you only really notice when its done badly. Of course, I suppose it's also possible that if one sees editing so badly for so long, one does begin to notice good editing as the anomaly, as I did here.
The art team of Marcos Marz and Luciana del Negro draw 22 pages of this collection, pages that Gail Simone (and not Cornell) have written. That's Secret Six #29, the second half of the Luthor/Savage "team-up". When Savage attacks Luthor's corporate headquarters, angry that Luthor seems to have circumvented the fulfillment of a prophesy Savage heard long ago in his immortal life, Luthor calls on the mercenary team of The Secret Six, which, of course, includes Vandal's own daughter, Scandal Savage (I also read a few Secret Six trades this week; Marz and del Negro are a pretty damn great compared to those who provided much of the art in Secret Six after Nicola Scott's departure).
The stories in the annual each have different artists. Marco Rudy draws the Metrpolis/Apokalips story, full of highly showy lay-outs that seem perfectly appropriate, given the outsized, Kirby-scaled emotions inherent in a Fourth World story. Ed Benes draws the Ra's al Ghul story, inking himself. The best I can say about it is that it doesn't look like Benes drew it; it's probably the best work I've ever seen from the artist.
It's not until the penultimate chapter that Woods gets a fill-in artist, and while the shift in style is quite noticeable—it's Jesus Merino, whose work is much more rendered than that of Woods, so the cleanness and smoothness that defined the look of the story until that point is lost—it's not all that jarring considering the shift in setting (that issue takes place in outer space, and Luthor has traded in his suits and lab coats for a space suit version of his battlesuit) and the fact that the final issue is full of guest-artists.
That issue was Action Comics #900, so DC had artist aplenty show up to draw a page or so apiece, the justification being that the Zone Child-empowered Luthor is forcing Superman to relive painful moments from his past. Dan Jurgens and Norm Rapmund, Rags Morales, Ardian Syaf, Jamal Igle and Jon Sibal and Gary Frank contribute art to that issue, which is otherwise all drawn by Woods.
One final note on the art: The covers are horrible. They are all by David Finch, and while they're the worst art inbetween the covers of these two collections, style and quality aside, they are really, really bad at defining what's inside each issue, and what's inside the collections.
The first issue featured a very old, very angry-looking Luthor with the Orange Lantern ring on the cover—an image that gets one panel in that issue. Strangely, that's what they went for with the cover of Black Ring Vol. 1 too; Luthor wearing an orange ring, in a one-panel flashback to Blackest Night.
They're all kinda like that. The second issue features Luthor battling Mr. Mind in his own brain, which is full of weird imagery (Luthor as a Promethean caveman, or Mr. Mind and Luthor dressed as cowboys, for example). The image of the cover takes one of those scenes—Luthor as Dr. Frankenstein—renders Luthor completely unrecognizable (compare the Luthors on those two consecutive covers), and throws in a Frankensteinian Superman for some reason.
Most of the covers are just Luthor fighting someone in background-less background-lite spaces, and they generally do a rotten job of distilling the story inside into an image. Maybe the best example being the Gorilla Grodd issue.
I believe it was Grant Morrison who first posited that Grodd ate human beings, although it's possible Geoff Johns beat him to it, and I just remember Morrison because of this awesome Ed McGuinness cover—
—but Cornell runs with it. His Grodd collects human brains in jars, and eats one when he needs to gain the knowledge from it (He's not only a talking gorilla from a highly-advanced civilization of talking gorillas, he's also psychic; maybe that's how his biology works. I'm sure I don't know).
And when he goes into battle with Luthor, he brings his "biggest combat spoon-- --To eat your tasty brains!!!.
Here's Finch's cover:
Instead of the "Ha ha, the man-eating super-gorilla brought silver ware to a fight," reaction, I had more of a, "What did Finch draw? Is that a spoon?" sort of reaction.
So, in conclusion: Pete Woods rules, David Finch drools.
*******************
I suppose it's worth mentioning that this particular story is virtually un-tellable in The New 52, as it necessitates a long history of enmity between Luthor and Superman, and is built on the backstories of Luthor's interactions with many of these characters, including some that I don't think have even been introduced into the New 52 yet (Mister Mind? Some members of the Secret Six, like Ragdoll and Catman and Black Alice? Certainly not Death...).
One could tell it, but then, one would have to fairly thoroughly introduce all of these characters in a manner that explains them and makes them interesting to readers who are either completely unfamiliar with them, or familiar with them, but not to the new versions of them in the New 52.
After reading this, I was a little flabbergasted as to why Cornell wasn't writing a Superman comic in The New 52. They had Morrison for Action yes, but Superman was a mess from the get-go, with George Perez announced as the writer/lay-out artist and that lasted, what, three issues? That was one of the many more musical chairs-like books in The New 52.
If Cornell did this well writing a Superman story in which he wasn't even allowed to use Superman for a year, imagine what he could do he could write a Superman comic with Superman in it!
Instead, Cornell was given Demon Knights, a fun, quirky series about a Dark Ages version of the Justice League, and StormWatch, an Authority-in-the-DCU series, neither title of which he's still writing. For both he was given terrible artists to work with, and the results were books that were hardly even readable.
Tuesday, March 19, 2013
Review: Stormwatch Vol. 1: The Dark Side
DC Comics seems to have always struggled with what, exactly, they should do with the WildStorm imprint they bought from founder Jim Lee, a move which, in retrospect, seems like a move reluctantly taken not because they necessarily wanted to publish comics featuring any of the WildStorm characters or concepts, but because they wanted founder Jim Lee working for them (That, or they wanted to get their hands on more Alan Moore material they could sell in graphic novel form for pretty much ever).
After messing about with the imprint for a long while, including rebooting the WildStorm "universe" a couple of times, when they last restored their multiverse, they gave the WildStorm Universe it's own Earth, one of the 52 parallel worlds that made up the DC Multiverse. When they decided to reboot everything, they folded the WildStorm Universe (along with the handful of DC Universe characters whose books were published under the mature readers Vertigo imprint umbrella) into the DCU proper, forming The New 52iverse in the cosmic climax of the Flashpoint miniseries.
For the most part, the WildStorm imports haven't fared well. Voodoo was one of the first New 52 books to be canceled, Grifter has been canceled and books prominently featuring WildStorm characters like Ravagers and Team 7, later launching titles meant to replace canceled books, were themselves canceled almost immediately.
Stormwatch is still standing, although probably not for much longer. It's about to pass into the hands of its third writer in the year-and-a-half since it was launched in 2011, and that third writer is going to Jim Starlin, who will be launching the book in a new direction, including Jim Starlin creation Jim Starlin's The Weird.
Having just read the first collection of the series, which includes the first six issues by original writer Paul Cornell and artist Miguel Sepulveda (plus Al Barrionuevo on parts of the second issue), I'm kind of surprised its lasted even this long. Like Cornell's other New 52 book Demon Knights (which has also since passed into the hands of another writer), Stormwatch features a pretty good script with some fairly sharp writing, but poor art that all but nullifies it. In this case, the artwork is much worse than that in Demon Knights however, and I found myself struggling just to make it through the whole volume. I think I would have preferred to just read a collection of the scripts.
Stormwatch was originally a Jim Lee creation, a sort of U.N.-sanctioned super-group of the sort Image Comics had a surfeit of. After runs by a few writers of note, including Ron Marz, writer Warren Ellis slowly but surely started turning it into higher and higher-quality book, ultimately remaking it into his The Authority, a millennial hit he produced with artist Bryan Hitch. They were followed by Mark Millar, who made his name on the over-the-top superhero series, with artist Frank Quitely and others.
Cornell gets the title Stormwatch, but the cast, their headquarters and other elements he uses are taken more from Ellis' Authority. His Stormwatch is an ultra-secretive group of power superhumans whose sole mission is defend earth from alien invasion, which they do from The Carrier, an alien warship parked in hyperspace. They are managed by a shadowy group known as The Shadow Cabinet (a name from another abandoned DC imprint).
At the book's opening, Stormwatch consists of The Engineer, Jack Hawksmoor and Jenny Quantam (all from The Authority) and The Martian Manhunter (featuring his third costume redesign and second head-shape redesign since 2006), plus new characters Adam One (an immortal born infinitely old during the Big Bang and aging backwards since), The Projectionist (whose superpower is the ability to control information media) and The Eminence of Blades (history's greatest swordsman, who has special lying powers).
Adam One is the team's nominal leader, but his spaciness born of his de-aging process frustrates many of the other characters, each of whom think they would make better team leaders. Their attention is divided among two tasks: There's an alien entity taking over the moon and using it to attack Earth for its own mysterious agenda (it wants to toughen Earth up, essentially training the planet to help prepare it for an even greater threat that is apparently on its way), and the team would really like to recruit reluctant superhero Apollo (another holdover from The Authority), something The Midnighter (ditto) also wants. Midnighter thinks he and Apollo should form their own team, and could do more good together than they could working with or for Stormwatch.
And that's pretty much the plot of the first six issues. The surface conflict is about as simple as superhero comics get; "the moon" attacks Earth by showering it with meteors and monsters, of the generic teeth and tentacles variety. That really shouldn't take up more than 22 pages—40 tops— stretched out to over 100. To Cornell's credit, that stretching allows room for plenty of characterization, and interpersonal conflicts between the characters, but the narrative can't help but feel a little flabby, due in large part to all of the stops for splash pages that show off nothing of any great interest—bad renderings of indistinct objects, mostly.
I didn't care for Sepulveda's art at all. Certainly, some of that is stylistic. He goes for "realistic," something there is certainly precedent for with this group of characters, but because of the over-the-top nature of Cornell's story, it's not particularly well-served by that style.
In any case, the art isn't very good. At the risk of sounding overly cruel, it looks like someone who can't draw at all trying to produce Bryan Hitch-like imagery using only coloring effects and photo-collaging, with the only actual drawing going on around the faces of the characters. Many pages look a bit like Barry Kitson drew faces in the middle of a bunch of coloring effects. These effects are so prominent that it can be hard to see the art underneath them at all, and on nearly every page I found myself asking "What am I looking at?" and answering "I don't know or care, but I don't like looking at it."
Here, look at this sequence, in which Martian Manhunter's shape-changing powers are revealed:
Sepulveda's affects this by overlaying the form J'onn is in with the form he's taking in one panel between the two forms, the comics equivalent of a cheap TV special effect from the 1960s or so. There are lots of ways to intimate shape-changing powers—during his JLA run, for example, Howard Porter drew J'onn and the White Martians semi-dissolving into little sandstorms of molecules when transforming—and this method isn't invalid or anything. But note that his arm doesn't move at all in that second image, and his size increases so dramatically that he moves closer to the reader.
Basically, Sepulveda didn't want to draw John in human form twice when he could get away with doing it once, so while the script says John lost concentration and slipped back into Martian form by accident, he does so without moving his arm, which was lowering his sunglasses. In other words, his body parts haven't transformed into a different shape, but he turned from one immobile shape to another; his forms aren't action figures so much as sculptures (He changes shape twice more; in one instance, the super-imposed image process is used again, while in the other a special effect suggesting light being bent ripples over his limbs).
Oh, and Sepulveda's Jenny Quantam?
She's a hobbit.
While the art is pretty terrible, it's not all Sepulveda's fault. The book's colorists Alex Sinclair, Allen Passalaqua and Pete Pantazis deserve some castigation, as well—maybe if every millimeter of every page wasn't flashing, glowing and resembling a photograph, the book wouldn't look so terrible (Oh hey, was that the problem? Did all three colorists all color ever page? No wonder the art looks so busy!).
And he's not responsible for these terrible character designs. The Engineer and Jack look unchanged (Well, Sepulveda seems to draw Jack in capris instead of suit pants, but otherwise...). Jenny is just a little girl wearing little girl clothes. Apollo's costume looks okay, and the most radical change with his look is his haircut.
I have no idea what to make of Midnighter's redesign. He originally looked like movie Batman with his ears sanded off, and his cape exchanged for a black trench coat. Now he looks like a leatherboy nightmare, and, for some reason, he wears a lot of bulky armor for a fighter who is so good he should rarely if ever get hit, and he has big spike on his chin because...um...some reason, I'm sure.
Martian Manhunter looks...man, I don't even know where to start with him.
There's a sketchbook section in the back of the book that notes how much trouble they had coming up with a design for J'onn (I thought the last redesign, a variation of his classic costume, but with pants instead of a pair of panties and pirate boots, looked fine). Ultimately, Jim Lee had to step in for a final design, and, in Lee's sketch, we see J'onn's arms are armor-like, and his head is super-weird now, sunken on the sides with a raised, ribbed ridge on either side and funny earl-like shapes. There are sketches of earlier versions by Cully Hamner in which he was apparently also flirting with giving J'onn a new nose.
What I found most interesting in this portion of the book is how many artists were involved with these designs: Hamner (Jenny, Adam, Apollo, Midnighter, Jack), Lee (J'onn), Sepulveda (Engineer, Projectionist) and even Joe Prado (Eminence of Blades). Crazy Jane, a character featured rather prominently in Grant Morrison's Doom Patrol run, was apparently also considered for inclusion in the cast, and even designed. They apparently did a lot of work and had a lot of talented folks behind these designs, but when it came time to actually draw the comic, the designs are almost always buried by coloring effects or weird storytelling choices (The Eminence of Blades, for example, spends most of the first six issues wearing a space suit, so he just looks like a generic astronaut holding some glowing blue swords).
The Hamner drawings show a lot of life in them, life lacking form the characters in the actual story and are also drawings, and thus suggest comic book characters in a way that the comic itself fails to. Paul Cornell and Cully Hamner's Stormwatch might have been an alright comic. Hell, Paul Cornell and Miguel Sepulveda's pencils-only Stormwatch might have been an alright comic.
But the comic DC actually published? I think it's probably the worst of New 52 I've read so far, and I've only been reading the ones that at least look or sound promising to me.
After messing about with the imprint for a long while, including rebooting the WildStorm "universe" a couple of times, when they last restored their multiverse, they gave the WildStorm Universe it's own Earth, one of the 52 parallel worlds that made up the DC Multiverse. When they decided to reboot everything, they folded the WildStorm Universe (along with the handful of DC Universe characters whose books were published under the mature readers Vertigo imprint umbrella) into the DCU proper, forming The New 52iverse in the cosmic climax of the Flashpoint miniseries.
For the most part, the WildStorm imports haven't fared well. Voodoo was one of the first New 52 books to be canceled, Grifter has been canceled and books prominently featuring WildStorm characters like Ravagers and Team 7, later launching titles meant to replace canceled books, were themselves canceled almost immediately.
Stormwatch is still standing, although probably not for much longer. It's about to pass into the hands of its third writer in the year-and-a-half since it was launched in 2011, and that third writer is going to Jim Starlin, who will be launching the book in a new direction, including Jim Starlin creation Jim Starlin's The Weird.
Having just read the first collection of the series, which includes the first six issues by original writer Paul Cornell and artist Miguel Sepulveda (plus Al Barrionuevo on parts of the second issue), I'm kind of surprised its lasted even this long. Like Cornell's other New 52 book Demon Knights (which has also since passed into the hands of another writer), Stormwatch features a pretty good script with some fairly sharp writing, but poor art that all but nullifies it. In this case, the artwork is much worse than that in Demon Knights however, and I found myself struggling just to make it through the whole volume. I think I would have preferred to just read a collection of the scripts.
Stormwatch was originally a Jim Lee creation, a sort of U.N.-sanctioned super-group of the sort Image Comics had a surfeit of. After runs by a few writers of note, including Ron Marz, writer Warren Ellis slowly but surely started turning it into higher and higher-quality book, ultimately remaking it into his The Authority, a millennial hit he produced with artist Bryan Hitch. They were followed by Mark Millar, who made his name on the over-the-top superhero series, with artist Frank Quitely and others.
Cornell gets the title Stormwatch, but the cast, their headquarters and other elements he uses are taken more from Ellis' Authority. His Stormwatch is an ultra-secretive group of power superhumans whose sole mission is defend earth from alien invasion, which they do from The Carrier, an alien warship parked in hyperspace. They are managed by a shadowy group known as The Shadow Cabinet (a name from another abandoned DC imprint).
At the book's opening, Stormwatch consists of The Engineer, Jack Hawksmoor and Jenny Quantam (all from The Authority) and The Martian Manhunter (featuring his third costume redesign and second head-shape redesign since 2006), plus new characters Adam One (an immortal born infinitely old during the Big Bang and aging backwards since), The Projectionist (whose superpower is the ability to control information media) and The Eminence of Blades (history's greatest swordsman, who has special lying powers).
Adam One is the team's nominal leader, but his spaciness born of his de-aging process frustrates many of the other characters, each of whom think they would make better team leaders. Their attention is divided among two tasks: There's an alien entity taking over the moon and using it to attack Earth for its own mysterious agenda (it wants to toughen Earth up, essentially training the planet to help prepare it for an even greater threat that is apparently on its way), and the team would really like to recruit reluctant superhero Apollo (another holdover from The Authority), something The Midnighter (ditto) also wants. Midnighter thinks he and Apollo should form their own team, and could do more good together than they could working with or for Stormwatch.
And that's pretty much the plot of the first six issues. The surface conflict is about as simple as superhero comics get; "the moon" attacks Earth by showering it with meteors and monsters, of the generic teeth and tentacles variety. That really shouldn't take up more than 22 pages—40 tops— stretched out to over 100. To Cornell's credit, that stretching allows room for plenty of characterization, and interpersonal conflicts between the characters, but the narrative can't help but feel a little flabby, due in large part to all of the stops for splash pages that show off nothing of any great interest—bad renderings of indistinct objects, mostly.
I didn't care for Sepulveda's art at all. Certainly, some of that is stylistic. He goes for "realistic," something there is certainly precedent for with this group of characters, but because of the over-the-top nature of Cornell's story, it's not particularly well-served by that style.
In any case, the art isn't very good. At the risk of sounding overly cruel, it looks like someone who can't draw at all trying to produce Bryan Hitch-like imagery using only coloring effects and photo-collaging, with the only actual drawing going on around the faces of the characters. Many pages look a bit like Barry Kitson drew faces in the middle of a bunch of coloring effects. These effects are so prominent that it can be hard to see the art underneath them at all, and on nearly every page I found myself asking "What am I looking at?" and answering "I don't know or care, but I don't like looking at it."
Here, look at this sequence, in which Martian Manhunter's shape-changing powers are revealed:
Sepulveda's affects this by overlaying the form J'onn is in with the form he's taking in one panel between the two forms, the comics equivalent of a cheap TV special effect from the 1960s or so. There are lots of ways to intimate shape-changing powers—during his JLA run, for example, Howard Porter drew J'onn and the White Martians semi-dissolving into little sandstorms of molecules when transforming—and this method isn't invalid or anything. But note that his arm doesn't move at all in that second image, and his size increases so dramatically that he moves closer to the reader.
Basically, Sepulveda didn't want to draw John in human form twice when he could get away with doing it once, so while the script says John lost concentration and slipped back into Martian form by accident, he does so without moving his arm, which was lowering his sunglasses. In other words, his body parts haven't transformed into a different shape, but he turned from one immobile shape to another; his forms aren't action figures so much as sculptures (He changes shape twice more; in one instance, the super-imposed image process is used again, while in the other a special effect suggesting light being bent ripples over his limbs).
Oh, and Sepulveda's Jenny Quantam?
She's a hobbit.
While the art is pretty terrible, it's not all Sepulveda's fault. The book's colorists Alex Sinclair, Allen Passalaqua and Pete Pantazis deserve some castigation, as well—maybe if every millimeter of every page wasn't flashing, glowing and resembling a photograph, the book wouldn't look so terrible (Oh hey, was that the problem? Did all three colorists all color ever page? No wonder the art looks so busy!).
And he's not responsible for these terrible character designs. The Engineer and Jack look unchanged (Well, Sepulveda seems to draw Jack in capris instead of suit pants, but otherwise...). Jenny is just a little girl wearing little girl clothes. Apollo's costume looks okay, and the most radical change with his look is his haircut.
I have no idea what to make of Midnighter's redesign. He originally looked like movie Batman with his ears sanded off, and his cape exchanged for a black trench coat. Now he looks like a leatherboy nightmare, and, for some reason, he wears a lot of bulky armor for a fighter who is so good he should rarely if ever get hit, and he has big spike on his chin because...um...some reason, I'm sure.
Martian Manhunter looks...man, I don't even know where to start with him.
There's a sketchbook section in the back of the book that notes how much trouble they had coming up with a design for J'onn (I thought the last redesign, a variation of his classic costume, but with pants instead of a pair of panties and pirate boots, looked fine). Ultimately, Jim Lee had to step in for a final design, and, in Lee's sketch, we see J'onn's arms are armor-like, and his head is super-weird now, sunken on the sides with a raised, ribbed ridge on either side and funny earl-like shapes. There are sketches of earlier versions by Cully Hamner in which he was apparently also flirting with giving J'onn a new nose.
What I found most interesting in this portion of the book is how many artists were involved with these designs: Hamner (Jenny, Adam, Apollo, Midnighter, Jack), Lee (J'onn), Sepulveda (Engineer, Projectionist) and even Joe Prado (Eminence of Blades). Crazy Jane, a character featured rather prominently in Grant Morrison's Doom Patrol run, was apparently also considered for inclusion in the cast, and even designed. They apparently did a lot of work and had a lot of talented folks behind these designs, but when it came time to actually draw the comic, the designs are almost always buried by coloring effects or weird storytelling choices (The Eminence of Blades, for example, spends most of the first six issues wearing a space suit, so he just looks like a generic astronaut holding some glowing blue swords).
The Hamner drawings show a lot of life in them, life lacking form the characters in the actual story and are also drawings, and thus suggest comic book characters in a way that the comic itself fails to. Paul Cornell and Cully Hamner's Stormwatch might have been an alright comic. Hell, Paul Cornell and Miguel Sepulveda's pencils-only Stormwatch might have been an alright comic.
But the comic DC actually published? I think it's probably the worst of New 52 I've read so far, and I've only been reading the ones that at least look or sound promising to me.
Monday, February 04, 2013
Young Avengers Catch-up: Dark Reign: Young Avengers (2009)
As the pre-colon part of the title indicates, this five-issue miniseries by writer Paul Cornell, pencil artist Mark Brooks and a quartet of inkers was part of Marvel's "Dark Reign"...which wasn't a story, event or crossover so much as it was a status quo (akin to "The Initiative"), accompanied by a branding effort that placed "Dark Reign" banners atop all of the participating books and featured content somehow related to the new status quo that was in place between event/crossover stories Secret Invasion and Siege.
That status quo? Due to his inability to prevent a mass infiltration of earth by shape-shifting aliens, Tony "Iron Man" Stark was demoted from his post-Civil War job as Boss Of All Superheroes, a job that instead went to former supervillain Norman "The Green Goblin" Osborn, a convicted multiple-murderer and crazy person. With a villain now running the show, almost all of the superheroes are defying the government's registration act, and Osborn is promoting villains to serve as heroes. He had his own Avengers, for example, which consisted almost entirely of villains wearing hero costumes.
Cornell wrote a miniseries about Osborn's "dark" X-Men team, and here he checks in with the Young Avengers team, setting up a "dark" version of them comprised of teenagers who have the names and in some cases powers of Masters of Evil, echoing the way then-New Avengers/Dark Avengers writer Brian Michael Bendis created an Avengers team of villains posing as heroes ("Thunderbolting," is the verb, I think) and setting the real Young Avengers against them, ideologically (to start) as well as physically. These new Young Avengers are The Enchantress, an Asgardian-themed character with magical powers who often uses "Thee" wrong; Big Zero, a white supremacist with the Stature-like power of growing to gigantic proportions (and a cool haircut); Egghead, an android character presumably around to give The Vision someone to fight; The Executioner, a gun-wielding vigilante who models himself after The Punisher; Melter, the costume-less would-be leader with the power to melt stuff; and Coat-of-Arms, the actual leader who wears a special coat that gives her two extra set of arms (get it?!) and is pursuing superheroics as an art project. She's an artist who is seeking performance as a type of social experiment to see what it means to be a superhero or a supervillain in a time when The Green Goblin is the chief good guy.
She's also probably the most interesting of the new (I think they're new; they're all new to me) characters, and a way for Cornell to rather easily insert meta-narrative into an otherwise schedule hole-filling fight comic and make it about something.
I think he succeeds rather well. He gives each of the new characters a story arc of differing levels of creativity and relevance, each has a personality and each wrestles with moral alignment questions in different ways and comes to different conclusions (If "wrestle" isn't too strong a word, as Big Zero is a racist at beginning and end, and she programs her boyfriend android to be more and more racist and all-around bad).
As for the original Young Avengers, they find themselves in the exact same position the actual Avengers were when the Young Avengers first debuted (in Young Avengers). They see a group of strange kids using their name, and they must decide whether they're okay with that and what to do—what they can do if they're not. So they fight. Then talk. Then team-up to see what these new guys are made of. Then decide who if any of them they want to cherry-pick for their own team, where they can train them. And, of course, they fight some more.
Oh, and then the Dark (grown-up) Avengers show up, so they can fight everyone too.
Overall, it's another impressive performance from Cornell, turning out a remarkably enjoyable story with strong, new characters that fulfills all of its obligations (lost of superheroes, lots of fights, "Dark Reign" content) while still managing to make a coherent, somewhat independent whole.
Brooks' work is fairly strong, too. I don't care for many—any, actually—of the new characters' looks (with the possible exception of Big Zero's haircut, and Coat's coat), but Brooks sells them admirably, and renders all of the Marvel characters perfectly well while managing to tell the story with the art. (The only parts I didn't care for? A dropped-in photo background of a street scene for the big splash page introducing the new Young Avengers, and a weird page in the third issue that's divided into five tall, skinny vertical panels in which Executioner and Hawkeye are weirdly positioned and angled for all five, barely-changing panels).
The climactic battle is a lot of fun, as Osborn (as Iron Patriot) brings Daken-as-Wolverine and Bullseye-as-Hawkeye to fight the Young Avengers alongside the Young Dark Avengers, and, surprisingly, the Young Avengers whip their asses, even ejecting The Sentry from the fight. That aspect of the battle could have used a little better resolution, given that Osborn and two of his more phsycho-killer-y teammates are allowed to leave when they're at the Young Avengers' mercy, but the entire fifth issue is a nice escalation of stakes, with everyone screaming at one another about what it means to be an Avenger, and Cornell even manages to tuck the new characters away for possible future use ("Some of them will do the right thing," Patriot says, "Either that, or we'll end up fighting them.")
There's also a pretty nice moment where Patriot gets to tell off Osborn——and sock him in the iron jaw, Captain America-on-Hitler style.(Shame Brooks positioned the punch differently, though).There's a pretty good use of a George Michael song in here, too. I had never heard "Shoot The Dog" and had to look it up on YouTube to listen to it and better understand a scene or two in this comic. I felt my my cultural horizons expand.
That status quo? Due to his inability to prevent a mass infiltration of earth by shape-shifting aliens, Tony "Iron Man" Stark was demoted from his post-Civil War job as Boss Of All Superheroes, a job that instead went to former supervillain Norman "The Green Goblin" Osborn, a convicted multiple-murderer and crazy person. With a villain now running the show, almost all of the superheroes are defying the government's registration act, and Osborn is promoting villains to serve as heroes. He had his own Avengers, for example, which consisted almost entirely of villains wearing hero costumes.
Cornell wrote a miniseries about Osborn's "dark" X-Men team, and here he checks in with the Young Avengers team, setting up a "dark" version of them comprised of teenagers who have the names and in some cases powers of Masters of Evil, echoing the way then-New Avengers/Dark Avengers writer Brian Michael Bendis created an Avengers team of villains posing as heroes ("Thunderbolting," is the verb, I think) and setting the real Young Avengers against them, ideologically (to start) as well as physically. These new Young Avengers are The Enchantress, an Asgardian-themed character with magical powers who often uses "Thee" wrong; Big Zero, a white supremacist with the Stature-like power of growing to gigantic proportions (and a cool haircut); Egghead, an android character presumably around to give The Vision someone to fight; The Executioner, a gun-wielding vigilante who models himself after The Punisher; Melter, the costume-less would-be leader with the power to melt stuff; and Coat-of-Arms, the actual leader who wears a special coat that gives her two extra set of arms (get it?!) and is pursuing superheroics as an art project. She's an artist who is seeking performance as a type of social experiment to see what it means to be a superhero or a supervillain in a time when The Green Goblin is the chief good guy.
She's also probably the most interesting of the new (I think they're new; they're all new to me) characters, and a way for Cornell to rather easily insert meta-narrative into an otherwise schedule hole-filling fight comic and make it about something.
I think he succeeds rather well. He gives each of the new characters a story arc of differing levels of creativity and relevance, each has a personality and each wrestles with moral alignment questions in different ways and comes to different conclusions (If "wrestle" isn't too strong a word, as Big Zero is a racist at beginning and end, and she programs her boyfriend android to be more and more racist and all-around bad).
As for the original Young Avengers, they find themselves in the exact same position the actual Avengers were when the Young Avengers first debuted (in Young Avengers). They see a group of strange kids using their name, and they must decide whether they're okay with that and what to do—what they can do if they're not. So they fight. Then talk. Then team-up to see what these new guys are made of. Then decide who if any of them they want to cherry-pick for their own team, where they can train them. And, of course, they fight some more.
Oh, and then the Dark (grown-up) Avengers show up, so they can fight everyone too.
Overall, it's another impressive performance from Cornell, turning out a remarkably enjoyable story with strong, new characters that fulfills all of its obligations (lost of superheroes, lots of fights, "Dark Reign" content) while still managing to make a coherent, somewhat independent whole.
Brooks' work is fairly strong, too. I don't care for many—any, actually—of the new characters' looks (with the possible exception of Big Zero's haircut, and Coat's coat), but Brooks sells them admirably, and renders all of the Marvel characters perfectly well while managing to tell the story with the art. (The only parts I didn't care for? A dropped-in photo background of a street scene for the big splash page introducing the new Young Avengers, and a weird page in the third issue that's divided into five tall, skinny vertical panels in which Executioner and Hawkeye are weirdly positioned and angled for all five, barely-changing panels).
The climactic battle is a lot of fun, as Osborn (as Iron Patriot) brings Daken-as-Wolverine and Bullseye-as-Hawkeye to fight the Young Avengers alongside the Young Dark Avengers, and, surprisingly, the Young Avengers whip their asses, even ejecting The Sentry from the fight. That aspect of the battle could have used a little better resolution, given that Osborn and two of his more phsycho-killer-y teammates are allowed to leave when they're at the Young Avengers' mercy, but the entire fifth issue is a nice escalation of stakes, with everyone screaming at one another about what it means to be an Avenger, and Cornell even manages to tuck the new characters away for possible future use ("Some of them will do the right thing," Patriot says, "Either that, or we'll end up fighting them.")
There's also a pretty nice moment where Patriot gets to tell off Osborn——and sock him in the iron jaw, Captain America-on-Hitler style.(Shame Brooks positioned the punch differently, though).There's a pretty good use of a George Michael song in here, too. I had never heard "Shoot The Dog" and had to look it up on YouTube to listen to it and better understand a scene or two in this comic. I felt my my cultural horizons expand.
Saturday, December 29, 2012
Review: Batman and Robin: Dark Knight Vs. White Knight
DC launched Batman and Robin in 2009 as part of Grant Morrison's ongoing run on the Batman franchise. It was one of several instances where the writer rather shrewdly tied a new story direction to the launch of a new title, underlining the presumed importance of the new direction (and, perhaps not incidentally, generating higher sales than he would have by continuing on a pre-existing title).
This particular book was launched after the events of Final Crisis and the aftermath of Morrison's "Batman R.I.P." story arc in the Batman title left Bruce Wayne temporarily "dead." Dick Grayson became the new Batman, Damian Wayne became the new Robin and DC was launching a new title devoted to this bold new direction.
It was actually the first of two times Morrison's twisting and turning six-year Batman mega-plot birthed a new Batman title. When Bruce Wayne returned, Morrison left Batman and Robin, which had outlived its usefulness to his story, and DC launched Batman, Inc. for Morrison, a new book devoted to chronicling Wayne's attempts to build a global army of crime-fighting Batmen.
So what to do with Batman and Robin...? Cancel it? A successful title starring Batman? Of course not.
Instead, DC would keep it going, although their plan for doing so looks like it must have been more than a little confused, looking back on what the post-Morrison version of the title looked like: Ten issues by four different creative teams, three three-issue arcs by three different teams (the third of which suffered some pretty bad production problems, based on the number of artists involved with it), plus a one-off, schedule-filling issue by the fourth team.
This collection includes all of the post-Morrison issues of the first volume of Batman and Robin save for the final issue, a done-in-one written by David Hine and 2/3 drawn by Greg Tocchini, with artist Andrei Bressan drawing the final third. (What, exactly, happened during this period of the title's life is likely explained by the then-imminent launch of DC's "New 52"; at one point, Peter Tomasi and Patrick Gleason were announced as the new creative team for the book, but after one arc another creative team came in and, when the second, "New 52" volume of the series was announced, it was with Tomasi and Gleason as its creative team).
All of the apparent chaos behind the scenes obviously wasn't conducive to producing great comics, but there's surprisingly good work in this volume, some of it from creators who haven't produced much of note over the course of the last few years (artist Scott McDaniel and writer Judd Winick, for example) who nevertheless make rather strong showings within these stories.
The first story is very good, the second a little less so and the third even less so. Due to the fill-in nature of all three arcs, and the fact that the de facto Batman showrunner Morrison had already turned his attention away from the Grayson/Wayne Batman and Robin team means there's only so much any writer can do with the characters or characterization. All three writers managed to carry on Morrison's surface-level characterizations, however, and have fun with the inverted light-hearted, quipping Batman and dark, tight-ass Robin relationship, the Dynamic Duo as multi-generational buddy cops with Alfred as referee premise.
All three stories also manage to introduce new villains of varying degrees of stature and creativity, and boast some pretty decent art—at least until the very end of the collection.
Let's look at them one at a time, shall we?
"The Sum of Her Parts" by Paul Cornell, Scott McDaniel, Christopher Jones, Rob Hunter, Art Thibert and Andy Owen
The arc opens in medias res with Batman and Robin busting up a mysterious wedding ceremony of some sort, while Damian bickers with Dick over the fact that they both had an entrance line (That is, traditionally, Robin's job, but ur-Robin Grayson hasn't kicked the habit yet).
From there we flash back a few nights to a grave robbery of one Una Nemo, a brilliant, beautiful billionaire that Bruce Wayne was once semi-courting as part of his weird playboy act; he disappeared on her when Darkseid shot him backwards in time (although she didn't know why he suddenly stopped calling) and then she got shot through the forehead during a yacht robbery gone bad and, thanks to some barely alluded to comic book science about pollution in the water, she survived:That's McDaniel's drawing of her. Here's Guillem March's, from one of the covers to Batman and Robin #18: While the comically large hole in her head might beggar belief, this is a Batman comic, and it sort of works; she may look like she was shot with the sort of revolver that Elmer Fudd or Yosemite Sam might menace Bugs Bunny with, but it gives her that striking, gruesome Dick Tracy-villain look that so many of Batman's best enemies has. It also helps her meet the requirements of a good Batman villain: A striking visual that matches her modus operandi and her unbalanced mental state.
Now calling herself Absence, Nemo launches an extremely strange crime spree revolving around what's missing and what's not there. Her plan seems straightforward, and involves whipping up a cult following and a series of death traps for Batman and Robin, her stated plan being to kill enough of Bruce Wayne's new army of Batmen to regain his attention. More is going on.
It's a extremely well-scripted Batman story, working on the two levels the character's devious plotting is working on, while providing all the surface thrills that Morrison's conception of the all-new Batman and Robin team (and comic) had provided in previous issues, while also mining the fertile psychological territory that is inherent in the Batman experience (It's somewhat neat how Cornell manages to explore Bruce Wayne's behavior and state of mind in a story that he barely appears in at all, while also doing the same with Damian, Dick and the new villainess, and making it all relate.
Based on this story arc alone, Cornell might have been an ideal writer to follow Morrison on the title.
Given all the help McDaniel had in crafting the artwork—Jones gets a "with" credit for pencil art, while all those other names above inked these 60 pages—it's hard to tell exactly what's his and what's some one else's contribution, but it all looks like McDaniel's art. The figures have his signature design, they contort into thrusting, frozen poses when leaping or fighting, they are usually drawn leaping or fighting.
There's a lot of black in the art and it is, in general, richer, deeper, fuller than a lot of McDaniel's work in the recent past (Trinity, Arena, etc). There's a lot more detail to it, but it retains the semi-abstracted look of much of McDaniel's work, in which dynamic angles and figures propel the action as well as the story.
"Tree of Blood: Dark Knight Vs. White Knight" by Peter J. Tomasi, Patrick Gleason, Mick Gray, Keith Champagne and Tom Ngueyn
It sure takes a lot of guys to ink DC comics these days, doesn't it? The last three names above were the guys who inked Gleason's pencil art on this story. To everyone's credit, it's not incredibly obvious when a new inker comes in, and even with that many cooks in the kitchen, they produce much better than average 21st century Batman comics art.
I wish I could remember which blogger it was that called out how incredibly fucked-up the first scene in this story actually is (It was Tucker Stone, yes, but maybe someone else too...? Maybe everyone else? Tucker's take is, as usual, pretty funny. So you should probably go listen to it). In the book's first three pages, we see the three Robins—Dick Grayson, Tim Drake and Damien Wayne—hanging out in the kitchen with Alfred, making popcorn and smoothies and chatting. Then they gather in Wayne Manor's home theater with their dad/mentor and Alpha Bat Bruce Wayne to watch a movie.
It's a pretty cool, just-some-guys hanging-out, superheroes-behind-the-scenes sort of sequence, the kind that is more rare in Batman comics than in super-team comics. Sure, it's a little weird that none of the Batgirls were invited, and that Tomasi makes a point of this being the important part of the Batman family by having Wayne literally refer to them as "the whole family." But what's fucked-up is the movie they're watching: The Mark of Zorro, aka the movie young Bruce Wayne just got done watching with his parents before they were gunned down in an alley, an event that so traumatized him that he spent the rest of his life and most of his fortune dressing up as a bat to beat people up...and convince dozens of others to do the same!
After that, it is a pretty straightforward Batman comic, in which the Dick Grayson/Damian Wayne versions of the characters (Bruce and Tim apparently go off to their own comics after the movie), investigate the work of a new serial killer with a bizarre and presumably very expensive, pain-staking method of choosing and killing victims.
He's covered in something that renders him a glowing silhouette, with his eyeballs being the only normal detail one an see, and he has some kind of weird gun that paints things similarly glow-y (this detail reminded me quite a bit of the 2003 miniseries Batman: City of Light). To kill victims, he dresses them up as angels, pumps 'em full of drugs, and talks them into jumping off of skyscrapers.The victims he chooses are what is perhaps the most interesting thing about the character—aside from the rather striking visual, which gets even more striking in the last scene, which leads me to believe Tomasi intends for him to be a repeat villain. This probably constitutes a spoiler: All of his victims are the relatives of Batman villains who are or have been incarcerated in Arkham Asylum, and his plan is to not only kill all of those killers, but wipe out their families and thus their bloodlines as well.
The downside of this is, of course, that it makes this one more story about all of Batman's old villains, instead of doing or saying much of anything new. There are welcome aspects to that strategy, like getting to see Gleason draw a large swathe of the rogues gallery—there's a pretty great scene where you turn a page and suddenly Man-Bat* appears out of nowhere flying tackling Batman—but it also simply covers the same old ground in a slightly different way. This is probably me as much as it is them, but I've read soooooo many stories about Arkham Asylum and its inmates at this point, I find stories dwelling on them rather tiresome now.
"The Streets Run Red" by Judd Winick, Guillem March, Andrie Bressan, Greg Tocchini and Andy Smith
Finally, there's a Winick-written Jason Todd story, which I think is the first one since Morrison sort of took over the character for an arc and offered his take on the long-dead Robin that Winick had quite clumsily resurrected and made into the new Red Hood.
Winick's version was a guy in a vaguely Spider-Man-shaped red helmet and street clothes, savagely gunning down villains like The Punisher (as to how he survived being blown up by a bomb and buried, it apparently had something to do with Superboy-punching, but let's not dwell on that).
Morrison reinvented Todd's Red Hood, giving him a cool new superhero costume (which I assume was designed by Frank Quitely rather than Batman and Robin #4-#6 artist Philip Tan, but I don't know for sure), a pair of signature crimson pistols and a sidekick of his own, Scarlet. Just as Dick Grasyon graduated to Batman, Todd made his own Red Hood persona more Batman-like. (That arc also revealed some rather weird details, like the fact that Todd was actually a redhead, but Bruce made him dye his hair black to look more like Dick).
So Winick returns to Todd after Morrison, and essentially writes him as he was writing him before, while acknowledging the cosmetic changes.
Aside from a flashback to Todd's days as Robin during the first ten pages of the book, drawn by cover artist March, and a visit from Dick Grayson's Batman to Todd's jail cell, the entire first issue is devoted to Todd in jail. Apparently, after the events of the previous Red Hood arc, he was being housed anonymously at Arkham Asylum, but is now being transferred to a regular prison.
There he regularly kills criminals—he's up to 95 before they think to transfer him back to Arkham.
Couple of things: 1) Yes, the lethal vigilante in jail killing his fellow convicts left and right is a Punisher story that's been written over and over 2) the Bat-guys want Todd in Arkham Asylum due to its greater security for his own safety, but Todd wants to be in a regular prison since he's not crazy—Arkham Asylum has terrible security, with folks escaping and murdering other people in there constantly, and wouldn't Todd rather be incarcerated somewhere he is able to kill folks like The Joker than somewhere he has to simply content himself with killing gangsters and "regular" criminals...?
Anyway, when Todd is being transferred again, he's "rescued" by The Menagerie, a team of mercenaries who are half-animal—the artists draw them as basically human with animal heads on top. They look kinda silly but, hey, new characters! That's something.
They are working at the behest of...Some Lady. Winick doesn't really explain who she is, or why she wants to free Jason Todd. She does know he's Jason Todd, though, so she somehow knows more about him than anyone at Arkham Asylum or the Regular Prison (Blackgate...?). When Todd, with an assist from Batman and Robin, defeat The Menagerie, she calls him on the phone to tell him that she has Scarlet kidnapped, so The Red Hood (now wearing a compromise costume incorporating bits from his superhero-style costume and his Punisher-Lite costume) must form an uneasy alliance with Batman and Robin to rescue Scarlet by fighting...people. That work for that lady.
And, um, that's pretty much it. The story simply finds Jason Todd, follows him around, and then sets him free to fly off into an indeterminate future (I'm not certain; is this his last appearance before The New52boot, in which he would be reintroduced in the title Red Hood and The Outlaws...?).
The story isn't terribly ambitious, and lacks even a pretense of characterization of the antagonists, who are maguffins without so much as a veneer of non-maguffinosity. Where it really falls down, however, is the art. Which, as I mentioned, is by several artists, none of whose styles mesh in the least.
Any one of them would have probably done a decent enough job, but all together on a single story? It's a mess, and they're not even doled out, like, one per issue.
Here, for example, are three images by the three artists from the same story:This, apparently, is where things really started to break down behind the scenes, and preparation for the New 52 relauch got underway and began interfering with the pre-New 52 comics-making.
Recently, Grant Morrison has announced that he's winding down all of his DC writing, which currently includes Action Comics and the recently relaunched Batman, Inc.
It will be curious to see what DC decides to do with that created-for-Morrison title when his run wraps up. Will they allow that book to retire with Morrison, or will they keep it going as they kept Batman and Robin going...?
If the latter, perhaps they'll let Cornell take it over. Based on the stories in this volume, he's the best they've got at following Morrison.
*Was Man-Bat an inmate of Arkham at any point in the comics...? This is the first I've heard of it, and I can't really remember an instance of him being shown as an inmate. I thought he wasn't criminally insane so much as sometimes he would turn into a giant bat, which is more of a chemical problem than a mental one..
This particular book was launched after the events of Final Crisis and the aftermath of Morrison's "Batman R.I.P." story arc in the Batman title left Bruce Wayne temporarily "dead." Dick Grayson became the new Batman, Damian Wayne became the new Robin and DC was launching a new title devoted to this bold new direction.
It was actually the first of two times Morrison's twisting and turning six-year Batman mega-plot birthed a new Batman title. When Bruce Wayne returned, Morrison left Batman and Robin, which had outlived its usefulness to his story, and DC launched Batman, Inc. for Morrison, a new book devoted to chronicling Wayne's attempts to build a global army of crime-fighting Batmen.
So what to do with Batman and Robin...? Cancel it? A successful title starring Batman? Of course not.
Instead, DC would keep it going, although their plan for doing so looks like it must have been more than a little confused, looking back on what the post-Morrison version of the title looked like: Ten issues by four different creative teams, three three-issue arcs by three different teams (the third of which suffered some pretty bad production problems, based on the number of artists involved with it), plus a one-off, schedule-filling issue by the fourth team.
This collection includes all of the post-Morrison issues of the first volume of Batman and Robin save for the final issue, a done-in-one written by David Hine and 2/3 drawn by Greg Tocchini, with artist Andrei Bressan drawing the final third. (What, exactly, happened during this period of the title's life is likely explained by the then-imminent launch of DC's "New 52"; at one point, Peter Tomasi and Patrick Gleason were announced as the new creative team for the book, but after one arc another creative team came in and, when the second, "New 52" volume of the series was announced, it was with Tomasi and Gleason as its creative team).
All of the apparent chaos behind the scenes obviously wasn't conducive to producing great comics, but there's surprisingly good work in this volume, some of it from creators who haven't produced much of note over the course of the last few years (artist Scott McDaniel and writer Judd Winick, for example) who nevertheless make rather strong showings within these stories.
The first story is very good, the second a little less so and the third even less so. Due to the fill-in nature of all three arcs, and the fact that the de facto Batman showrunner Morrison had already turned his attention away from the Grayson/Wayne Batman and Robin team means there's only so much any writer can do with the characters or characterization. All three writers managed to carry on Morrison's surface-level characterizations, however, and have fun with the inverted light-hearted, quipping Batman and dark, tight-ass Robin relationship, the Dynamic Duo as multi-generational buddy cops with Alfred as referee premise.
All three stories also manage to introduce new villains of varying degrees of stature and creativity, and boast some pretty decent art—at least until the very end of the collection.
Let's look at them one at a time, shall we?
"The Sum of Her Parts" by Paul Cornell, Scott McDaniel, Christopher Jones, Rob Hunter, Art Thibert and Andy Owen
The arc opens in medias res with Batman and Robin busting up a mysterious wedding ceremony of some sort, while Damian bickers with Dick over the fact that they both had an entrance line (That is, traditionally, Robin's job, but ur-Robin Grayson hasn't kicked the habit yet).
From there we flash back a few nights to a grave robbery of one Una Nemo, a brilliant, beautiful billionaire that Bruce Wayne was once semi-courting as part of his weird playboy act; he disappeared on her when Darkseid shot him backwards in time (although she didn't know why he suddenly stopped calling) and then she got shot through the forehead during a yacht robbery gone bad and, thanks to some barely alluded to comic book science about pollution in the water, she survived:That's McDaniel's drawing of her. Here's Guillem March's, from one of the covers to Batman and Robin #18: While the comically large hole in her head might beggar belief, this is a Batman comic, and it sort of works; she may look like she was shot with the sort of revolver that Elmer Fudd or Yosemite Sam might menace Bugs Bunny with, but it gives her that striking, gruesome Dick Tracy-villain look that so many of Batman's best enemies has. It also helps her meet the requirements of a good Batman villain: A striking visual that matches her modus operandi and her unbalanced mental state.
Now calling herself Absence, Nemo launches an extremely strange crime spree revolving around what's missing and what's not there. Her plan seems straightforward, and involves whipping up a cult following and a series of death traps for Batman and Robin, her stated plan being to kill enough of Bruce Wayne's new army of Batmen to regain his attention. More is going on.
It's a extremely well-scripted Batman story, working on the two levels the character's devious plotting is working on, while providing all the surface thrills that Morrison's conception of the all-new Batman and Robin team (and comic) had provided in previous issues, while also mining the fertile psychological territory that is inherent in the Batman experience (It's somewhat neat how Cornell manages to explore Bruce Wayne's behavior and state of mind in a story that he barely appears in at all, while also doing the same with Damian, Dick and the new villainess, and making it all relate.
Based on this story arc alone, Cornell might have been an ideal writer to follow Morrison on the title.
Given all the help McDaniel had in crafting the artwork—Jones gets a "with" credit for pencil art, while all those other names above inked these 60 pages—it's hard to tell exactly what's his and what's some one else's contribution, but it all looks like McDaniel's art. The figures have his signature design, they contort into thrusting, frozen poses when leaping or fighting, they are usually drawn leaping or fighting.
There's a lot of black in the art and it is, in general, richer, deeper, fuller than a lot of McDaniel's work in the recent past (Trinity, Arena, etc). There's a lot more detail to it, but it retains the semi-abstracted look of much of McDaniel's work, in which dynamic angles and figures propel the action as well as the story.
"Tree of Blood: Dark Knight Vs. White Knight" by Peter J. Tomasi, Patrick Gleason, Mick Gray, Keith Champagne and Tom Ngueyn
It sure takes a lot of guys to ink DC comics these days, doesn't it? The last three names above were the guys who inked Gleason's pencil art on this story. To everyone's credit, it's not incredibly obvious when a new inker comes in, and even with that many cooks in the kitchen, they produce much better than average 21st century Batman comics art.
I wish I could remember which blogger it was that called out how incredibly fucked-up the first scene in this story actually is (It was Tucker Stone, yes, but maybe someone else too...? Maybe everyone else? Tucker's take is, as usual, pretty funny. So you should probably go listen to it). In the book's first three pages, we see the three Robins—Dick Grayson, Tim Drake and Damien Wayne—hanging out in the kitchen with Alfred, making popcorn and smoothies and chatting. Then they gather in Wayne Manor's home theater with their dad/mentor and Alpha Bat Bruce Wayne to watch a movie.
It's a pretty cool, just-some-guys hanging-out, superheroes-behind-the-scenes sort of sequence, the kind that is more rare in Batman comics than in super-team comics. Sure, it's a little weird that none of the Batgirls were invited, and that Tomasi makes a point of this being the important part of the Batman family by having Wayne literally refer to them as "the whole family." But what's fucked-up is the movie they're watching: The Mark of Zorro, aka the movie young Bruce Wayne just got done watching with his parents before they were gunned down in an alley, an event that so traumatized him that he spent the rest of his life and most of his fortune dressing up as a bat to beat people up...and convince dozens of others to do the same!
After that, it is a pretty straightforward Batman comic, in which the Dick Grayson/Damian Wayne versions of the characters (Bruce and Tim apparently go off to their own comics after the movie), investigate the work of a new serial killer with a bizarre and presumably very expensive, pain-staking method of choosing and killing victims.
He's covered in something that renders him a glowing silhouette, with his eyeballs being the only normal detail one an see, and he has some kind of weird gun that paints things similarly glow-y (this detail reminded me quite a bit of the 2003 miniseries Batman: City of Light). To kill victims, he dresses them up as angels, pumps 'em full of drugs, and talks them into jumping off of skyscrapers.The victims he chooses are what is perhaps the most interesting thing about the character—aside from the rather striking visual, which gets even more striking in the last scene, which leads me to believe Tomasi intends for him to be a repeat villain. This probably constitutes a spoiler: All of his victims are the relatives of Batman villains who are or have been incarcerated in Arkham Asylum, and his plan is to not only kill all of those killers, but wipe out their families and thus their bloodlines as well.
The downside of this is, of course, that it makes this one more story about all of Batman's old villains, instead of doing or saying much of anything new. There are welcome aspects to that strategy, like getting to see Gleason draw a large swathe of the rogues gallery—there's a pretty great scene where you turn a page and suddenly Man-Bat* appears out of nowhere flying tackling Batman—but it also simply covers the same old ground in a slightly different way. This is probably me as much as it is them, but I've read soooooo many stories about Arkham Asylum and its inmates at this point, I find stories dwelling on them rather tiresome now.
"The Streets Run Red" by Judd Winick, Guillem March, Andrie Bressan, Greg Tocchini and Andy Smith
Finally, there's a Winick-written Jason Todd story, which I think is the first one since Morrison sort of took over the character for an arc and offered his take on the long-dead Robin that Winick had quite clumsily resurrected and made into the new Red Hood.
Winick's version was a guy in a vaguely Spider-Man-shaped red helmet and street clothes, savagely gunning down villains like The Punisher (as to how he survived being blown up by a bomb and buried, it apparently had something to do with Superboy-punching, but let's not dwell on that).
Morrison reinvented Todd's Red Hood, giving him a cool new superhero costume (which I assume was designed by Frank Quitely rather than Batman and Robin #4-#6 artist Philip Tan, but I don't know for sure), a pair of signature crimson pistols and a sidekick of his own, Scarlet. Just as Dick Grasyon graduated to Batman, Todd made his own Red Hood persona more Batman-like. (That arc also revealed some rather weird details, like the fact that Todd was actually a redhead, but Bruce made him dye his hair black to look more like Dick).
So Winick returns to Todd after Morrison, and essentially writes him as he was writing him before, while acknowledging the cosmetic changes.
Aside from a flashback to Todd's days as Robin during the first ten pages of the book, drawn by cover artist March, and a visit from Dick Grayson's Batman to Todd's jail cell, the entire first issue is devoted to Todd in jail. Apparently, after the events of the previous Red Hood arc, he was being housed anonymously at Arkham Asylum, but is now being transferred to a regular prison.
There he regularly kills criminals—he's up to 95 before they think to transfer him back to Arkham.
Couple of things: 1) Yes, the lethal vigilante in jail killing his fellow convicts left and right is a Punisher story that's been written over and over 2) the Bat-guys want Todd in Arkham Asylum due to its greater security for his own safety, but Todd wants to be in a regular prison since he's not crazy—Arkham Asylum has terrible security, with folks escaping and murdering other people in there constantly, and wouldn't Todd rather be incarcerated somewhere he is able to kill folks like The Joker than somewhere he has to simply content himself with killing gangsters and "regular" criminals...?
Anyway, when Todd is being transferred again, he's "rescued" by The Menagerie, a team of mercenaries who are half-animal—the artists draw them as basically human with animal heads on top. They look kinda silly but, hey, new characters! That's something.
They are working at the behest of...Some Lady. Winick doesn't really explain who she is, or why she wants to free Jason Todd. She does know he's Jason Todd, though, so she somehow knows more about him than anyone at Arkham Asylum or the Regular Prison (Blackgate...?). When Todd, with an assist from Batman and Robin, defeat The Menagerie, she calls him on the phone to tell him that she has Scarlet kidnapped, so The Red Hood (now wearing a compromise costume incorporating bits from his superhero-style costume and his Punisher-Lite costume) must form an uneasy alliance with Batman and Robin to rescue Scarlet by fighting...people. That work for that lady.
And, um, that's pretty much it. The story simply finds Jason Todd, follows him around, and then sets him free to fly off into an indeterminate future (I'm not certain; is this his last appearance before The New52boot, in which he would be reintroduced in the title Red Hood and The Outlaws...?).
The story isn't terribly ambitious, and lacks even a pretense of characterization of the antagonists, who are maguffins without so much as a veneer of non-maguffinosity. Where it really falls down, however, is the art. Which, as I mentioned, is by several artists, none of whose styles mesh in the least.
Any one of them would have probably done a decent enough job, but all together on a single story? It's a mess, and they're not even doled out, like, one per issue.
Here, for example, are three images by the three artists from the same story:This, apparently, is where things really started to break down behind the scenes, and preparation for the New 52 relauch got underway and began interfering with the pre-New 52 comics-making.
Recently, Grant Morrison has announced that he's winding down all of his DC writing, which currently includes Action Comics and the recently relaunched Batman, Inc.
It will be curious to see what DC decides to do with that created-for-Morrison title when his run wraps up. Will they allow that book to retire with Morrison, or will they keep it going as they kept Batman and Robin going...?
If the latter, perhaps they'll let Cornell take it over. Based on the stories in this volume, he's the best they've got at following Morrison.
*Was Man-Bat an inmate of Arkham at any point in the comics...? This is the first I've heard of it, and I can't really remember an instance of him being shown as an inmate. I thought he wasn't criminally insane so much as sometimes he would turn into a giant bat, which is more of a chemical problem than a mental one..
Labels:
batman,
cornell,
gleason,
guillem march,
jason todd,
scott mcdaniel,
tomasi,
winick's writing
Wednesday, December 26, 2012
Review: Demon Knights Vol. 1: Seven Against The Dark
This is the first collection of one of DC’s “New 52” titles, and the first collection of any of those comics that I read all the way through (and, perhaps significantly, purchased).
When the titles were originally announced and published serially, there were only a handful that were created by a creative team of which I knew and liked the work of each member and that I was interested in the character or premise enough to check them out, regardless of reboot (Wonder Woman, Aquaman, Green Lantern, Justice League). Those are the books I read serially in comic book form, as they were being released.
There were another handful that were created by a creative team where I knew and liked one member, was ignorant of the work of another, and thought I’d wait until they made it into trade and I had heard enough positive or negative about the first few issues to see if it was something I might want to read or not.
In the case of Demon Knights, I was sort of intrigued by the premise (a medieval Justice League of several name characters mixed with new character), and the rare chance to see a book set in the DCU’s ancient past (even if it was the past of an all-new DCU, the New52U).
I know and like the work of Paul Cornell quite a bit. For DC, he wrote an excellent run on Action Comics starring Lex Luthor,the Knight and Squire miniseries and a pretty great story arc for Batman and Robin; for Marvel, he wrote the also excellent and (too) short-lived Captain Britain and MI13 and the Fantastic Four: True Story mini.
But pencil artist Diogenes Neves, whose main art credit prior to this series was on of writer J.T. Krul’s Green Arrow runs that I had avoided, and thus I had no real sense of whether or not his work was something I wanted to see or not (DC didn’t help matters by keeping it off the covers of the first issue; filling them instead with pin-up like images by Tony S. Daniel, whose work I know I don’t like).
So we’re finally far enough away from “The New 52” launch that the first trade collections are becoming available. Here’s my reading of Demon Knights, presented as my thoughts while reading it. If you don’t want to sit through this sort of gimmicky review, I can let you know my overall assessment right now: The book is trash, featuring an interesting premise and rather strong script, incompetently told through generic art that lacks the basic elements of comics storytelling.
I don’t think it matters what happens behind the scenes with the book at this point, as Cornell is off the book already and the new writer is launching it in a new direction, but it really seems like it needed a stronger artist, and an editor able to see and correct poor story-telling before issues shipped.
THE COVER: As I mentioned, it is basically just a pin-up drawn by Batman/Detective artist Tony Daniel, featuring the Demon character created by Jack Kirby in 1972, now in a new “costume” of medieval armor (A sharp contrast to his original look, which didn’t involve armor because, like Superman, The Demon was pretty much invulnerable and hardly needs a suit of armor. During the the Alan Moore-scripted Swamp Thing of the 1980s, the Demon did sport some semi-organic hell armor when he was riding off to fight the big, black finger of The Ultimate End of The World or Whatever They Were Fighting).
He leaps in front of coloring effects suggesting fire, and he’s all by himself—since he’s the character after which the book and the team it stars is named, I suppose it makes sense to put him on the first issue’s cover, if one can only include one character on the cover, but it is an odd choice for a team book. Particularly one that moves as quickly as this one, a book that rather thoroughly introduces at least six of the seven teammates by the end of the first issue.
Props to Daniel for at least looking to Kirby for inspiration for the image, presenting his own version of Etrigan leaping, knees up, at the reader below……although a quick comparison reveals which of the two artists constructed a fuller image with the greater suggestion of a story (Whether one prefers the inking and coloring styles of 2012 DC over those of 1972 DC or not).
PAGE 1: The first bit of information the reader gets in this book is a caption, reading “Prologue: Four Centuries ago. The last night of Camelot.”
It confused me—400 years ago was 1612, that can’t possibly be anywhere close to right—and by the time I figured it out a few seconds later, a sinking feeling set in. I didn’t even make it through the upper left-hand corner of the very first page before I noticed something wrong. This is not an auspicious start, I thought.
The page, it turns out, isn’t set 400 years ago, but is rather set 400 years before page seven, which is set “Now. The Dark Ages.” Which were, of course, then, not now.
I don’t know when exactly this trend in super-comics started or who is responsible, but there isn’t any “ago” on the very first page of the very first issue of a comic book. That’s “now,” that’s where the story starts. You can can’t flash back before the present—you can just start your story, and then tell us “Four centuries later” when four centuries have passed.
Yeesh.
There’s a big, burly, black-bearded fellow in armor shouting in the direction of the reader on this splash page, telling whoever he’s addressing to flee Camelot.
PAGE 2: And then we see who he’s addressing, a boat full of women in robes, and now he’s apparently calling for them not to flee. I couldn’t make any goddam sense out of these first two pages.
It probably didn’t help that I read this minutes after I finished Uncle Scrooge: Only A Poor Old Man, part of Fantagraphics’ Carl Barks Library, and I suppose it’s not fair to compare Cornell and Neves to one of the universally-acclaimed masters of comic book-making but, at the same time, a little legibility would be nice, wouldn’t it?
We like to think—certainly publishers and creators like to think—that we’ve advanced the art form so much in the last few decades, that the comics and comics-makers of 2012 are so much more sophisticated and mature than those of, say, those geared towards children in the 1940s or 1950s, but, if you believe that, try reading a Carl Barks collection followed by a New 52 collection, and see if you’re opinion remains unchanged.
PGS 3-6: Still 400 years before “The Dark Ages,” we’re quickly introduced to both Xanadu, who dives below the surface in an attempt to retrieve Excalibur from a hand most likely belonging to The Lady of the Lake (Say, Excalibur figured prominently in Cornell’s Captain Britain series too!), and Jason Blood and Etrigan, bonded seemingly in a snap decision by Merlin as Camelot falls to the unseen “beasts.”
PAGE 7: We get to "now," or, as the caption reads in full, “Now. The Dark Ages. The Horde of the QUESTING QUEEN marches North.” Neves reveals that “horde” in a single, vertical splash page; a tight close-up on the “horde” of five guys, maybe as many as ten if you count the shaded-out silhouettes behind them, and a couple of monster-heads they seem to be riding and/or leading.In the background, we see a giant sauropod of some kind, with a castle on its back, and dialogue coming out of the castle.
PAGE 8: We’re in the castle’s throne room, so upon their initial introduction, we’re given no real visual information of any significance about the Horde. It’s a waste of an opportunity to build up the overwhelming threat our heroes will ultimately try to stave off, and some imaginative visuals, like a castle-carrying dinosaur (think of how Brandon Graham and his collaborators handled such similar entities in Prophet, or Geoff Darrow handled a city carrying monster in Shaolin Cowboy; DC may be A-List in the direct market, but they seem to hire AAA artists).
Here we learn that the Questing Queen hangs out with a sorcerer named Mordru. That name won’t mean anything to new readers brought in to by The New 52, but he’s an old Legion of Superheroes wizard villain created by Jim Shooter and Curt Swan in the late ‘60s. More recently Geoff Johns decided that an immortal wizard would have been around long before the 30th or 31st century, and began using a younger-looking Mordru in his JSA/Justice Society of America stories. Cornell seems to have taken that a step further, and followed Mordru back another 1,000 years or so.
PGS 11-15: Cornell and Neves introduce the rest of the cast, and re-introduce some from the previous era. They all convene in a tavern in the town of Little Spring, which the Horde must pass through on a strict timeline on their way to conquer a kingdom to the North.
Jason Blood and Xanadu are traveling companions and, it becomes apparent before the story ends, Xanadu is "dating" both Jason and Etrigan, telling each of them she’s playing the other.
Vandal Savage is shown as a big, burly, bearded barbarian and, in one panel, walks through a door. Neves draws a nice image of splintering wood falling all around Savage as he enters the closed tavern, but it’s unclear if he simply walked into it so hard it atomized (which doesn’t make any goddam sense) or if he used his axe to shatter it (which does), but since his axe hand is off panel and there’s no indication it was just swung, who knows? Again, bad art. (Fine rendering, but bad comics art).
The Shining Knight is in the bar, and this is the young, female, Sir Ystin version of The Shining Knight from the Grant Morrison-written Seven Soldier multi-book story. Unlike Morrison’s version of the character, it’s no great secret that “Sir” Ystin is really a maiden disguised so she could fight as a man could; perhaps because Morrison already used up that surprise, here everyone immediately guesses that the Knight is a woman trying to pass as a man, and the fact that the Knight thinks she’s fooling anyone at all becomes a running gag.
Al Jabr is a charming character of apparently Muslim origin (although I don’t recall seeing the words “Muslim,” “Islam” or a country of origin ever mentioned). “I bring mechanisms that can make you rich,” he boasts to the barkeep; that’s his thing—inventions ahead of their time.
Exoristos is a dark haired “giantess,” a head or two taller than the other characters; it’s teased for several issues before its made clear she’s an Amazon, as in "from the same place Wonder Woman comes from," although she's living in exile in Man's World.
Finally, there’s “The Horsewoman,” a mysterious red-haired archer with horse powers. She won’t be fully named or introduced for a bit yet.
Is it worth pointing out that Cornell introduces a team of seven “superheroes,” their antagonists and the supporting character/maguffin Merlin in just 20 pages? And that most of these are brand-new characters, or else familiar characters rendered unrecognizable? Meanwhile, in New 52 flagship Justice League, Geoff Johns took that many pages to introduce Batman and Green Lantern, who every reader already knew all about anyway.
I think it might be worth pointing out.
PGS 19-20: When Horde scouts get their asses kicked by all these powerful and magical warriors hanging out in the bar, Mordru and QQ “throw dragons” at them, and in another vertical splash page, we see a Tyrannosaurus-like head crashing through a wooden wall, while man-sized, velociraptor-like dinosaurs wearing bits of armor and wielding weapons appear out of black holes that hang in mid-air (suggestive of the sort used by Spider-Man villain The Spot). It’s unclear where this is happening from the art, as there’s no background, and none of the characters from the bar are shown in the image. The narration suggests that these “dragons” are meant to be attacking there, though.
Dinosaurs as dragons? That is legitimately awesome.
That’s the last page of the first issue.
COVER FOR #2: This one’s also by Tony Daniel, but it’s an improvement over the first, as it shows all seven “Demon Knights” on it.
PAGE 21: Three chaotic panels in which the art doesn’t say anything coherent: One has a group of people trying to escape what is probably the burning inn (which is apparently on fire now), the second has what look like jets of flame shooting in or out of walls, doors or holes in a wooden wall, and the third shows the T-Rex head crashing through a wall to snap up a passerby; whether it is attacking the inside of the inn from outside or outside the inn from inside isn’t clear.
PGS 22-23: A double-page splash featuring the six “Knights” in the inn doing battle with the velociraptors, while a drooling T-rex lurks in the background. One of the raptors breathes fire. A giddy Vandal Savage announces, “Excellent! I haven’t eaten one of these in centuries!”
For much of these first six issues, Savage is played for laughs…in addition to being one of the good guys. It’s an unexpected portrayal for the immortal caveman villain who usually troubles The Justice League and the Flash in the present, and is, I think, therefore even more effective. (I was genuinely shocked when, later in the story, the villain actually does something evil, like the pre-New 52 Savage might have been expected to do).
PGS 25-26: In addition to armor, New 52 Etrigan also has wings. He uses these to fly up to the mouth of the T-Rex (a “true dragon,” as the dinosaurs are called in the book), climb into its mouth, and destroy it from the inside, something you’ve probably seen 10-35 times in comics before (the destroy it from the inside bit, that is).
PAGE 32: His wings are put to better use in a sequence which involves him trying to fly Xanadu to safety, only to encounter pteradon-riding archers. It’s another particularly week scene by Neves: No background, no sense of place, no scale, just figures appearing around other figures. Etrigan isn’t flying here so much as just standing in a void colored blue.
PAGE 33: We get our first glimpse of the “heraldic dragons” mentioned previously; these look like traditional fantasy illustration/comics dragons, but are mechanical, made of metal, and are apparently operated by many men each, judging from the little heads visible through port-hole like slats in their exposed necks.
PAGE 37: Shining Knight’s Pegasus is still in continuity, and it’s named Vanguard, like the Seven Soldiers one, not Winged Victory.
PAGE 44: In the third issue, Etrigan does something pretty wicked to a priest—like even worse than ripping his face off, which he also does. It’s a reminder that even though these guys are the “heroes” of the piece, some of them are evil and/or are struggling with temptations to do great evil.
The majority of this third issue is getting the characters into place for siege/battle. The heroes have erected a magical force field around the village and try to send word to the Horde’s enemy kingdom—if they can hold out against the 1,000-to-1 odds long enough, help will arrive.
They prepare the village for battle, and it was around this time that the Seven Samurai parallels hit me over the head; the 300 parallels will come in the next two issues, although the Cornell/Neves team can’t compete with Miller for visual storytelling (or even, sadly, Zack Snyder).
COVER FOR #4: Michael Choi takes over the cover art. It is greatly improved.
PGS 60-77: The Shining Knight has a vision in which he sees Merlin, and we learn a bunch of stuff that doesn’t exactly make sense so far, but that is more likely because it’s not meant to make sense just yet. Camelot appears to have fallen more than once, though, and we learn a bit about how the Shining Knight gained immortality, how Vanguard did and what their quest is for…and what the Questing Queen is also questing for.
PAGE 77: QQ has cool hair.
PAGE 104: Ex fells “The Wallbreaker,” a species of “true dragon” resembling some sort of ceratopian dinosaur. On Choi’s cover for the sixth issue, she does so by headbutting it.
Within the comic, she does so by…striking it’s beak with a war hammer, maybe…? It’s another poorly executed splash page. This might be a good time to stop and ponder something.
It was my understanding that Wonder Woman’s great strength was a gift from her gods, but Exoristos seems to be, if not quite as strong as Wondy, strong enough to knock down a giant dinosaur with one blow, a blow that is itself strong enough to knock down the trees behind the dinosaur and turn the ground to dust in all directions with the force of impact.
Her strength may be explained later in the series, but as I was reading, I wondered if maybe the implication isn’t that all Amazons are Wonder Woman-strong in The New 52…? Or perhaps that Ex is meant to be a sort of pre-Wonder Woman, another half-Olympian/half-Amazon warrior sent into man’s world…?
I don’t know.
PAGE 133: Neves gets two opportunities to draw breathtaking scenes, and both are wasted. This issue opens in hell, which doesn’t look much different than the battle in the village, save for the coloring (At this point, I was wondering where John McCrea, whose work on The Demon with Garth Ennis in the ‘90s was so inspired, was when it came time to fill out the New 52 creative rosters; that was the first time I thought of a specific artist, but throughout I couldn’t help but wonder why it is that all of Dark Horse’s comics involving swords, sorcery and fantasy are so wonderfully illustrated, while DC’s fantasy comic just look like shitty WildStorm super-team comics with swords).
The other occurs on this page; Mordru and Xanadu have a magician’s duel and while the spells they shout are almost as suggestive as those in that duel Neil Gaiman wrote in The Sandman all those years ago, the visuals are simply the two characters posing, Mordru glowing green while Xanadu glows pink, and two giant snake heads hover above them. It’s about as magical as any throwaway panel of Green Lantern fighting anyone at all.This is, by the way, the climax of the trade; while Mordru and Xanadu do magical battle, Shining Knight and the Queen sword-fight.
PAGE 137: Ex quotes Gandalf, and not an obscure line from one of the novels, but the most repeated and remembered line from the movies…the closest thing Ian McKellen’s Gandalf has to a catchphrase.
PAGE 140: And then it ends, and I wish I would have sought this trade out at my local library, rather than buying it.
And then I read Animal Land Vol. 5 and it was really, really good. So only one of the three comics I read that night was actually terrible.
When the titles were originally announced and published serially, there were only a handful that were created by a creative team of which I knew and liked the work of each member and that I was interested in the character or premise enough to check them out, regardless of reboot (Wonder Woman, Aquaman, Green Lantern, Justice League). Those are the books I read serially in comic book form, as they were being released.
There were another handful that were created by a creative team where I knew and liked one member, was ignorant of the work of another, and thought I’d wait until they made it into trade and I had heard enough positive or negative about the first few issues to see if it was something I might want to read or not.
In the case of Demon Knights, I was sort of intrigued by the premise (a medieval Justice League of several name characters mixed with new character), and the rare chance to see a book set in the DCU’s ancient past (even if it was the past of an all-new DCU, the New52U).
I know and like the work of Paul Cornell quite a bit. For DC, he wrote an excellent run on Action Comics starring Lex Luthor,the Knight and Squire miniseries and a pretty great story arc for Batman and Robin; for Marvel, he wrote the also excellent and (too) short-lived Captain Britain and MI13 and the Fantastic Four: True Story mini.
But pencil artist Diogenes Neves, whose main art credit prior to this series was on of writer J.T. Krul’s Green Arrow runs that I had avoided, and thus I had no real sense of whether or not his work was something I wanted to see or not (DC didn’t help matters by keeping it off the covers of the first issue; filling them instead with pin-up like images by Tony S. Daniel, whose work I know I don’t like).
So we’re finally far enough away from “The New 52” launch that the first trade collections are becoming available. Here’s my reading of Demon Knights, presented as my thoughts while reading it. If you don’t want to sit through this sort of gimmicky review, I can let you know my overall assessment right now: The book is trash, featuring an interesting premise and rather strong script, incompetently told through generic art that lacks the basic elements of comics storytelling.
I don’t think it matters what happens behind the scenes with the book at this point, as Cornell is off the book already and the new writer is launching it in a new direction, but it really seems like it needed a stronger artist, and an editor able to see and correct poor story-telling before issues shipped.
THE COVER: As I mentioned, it is basically just a pin-up drawn by Batman/Detective artist Tony Daniel, featuring the Demon character created by Jack Kirby in 1972, now in a new “costume” of medieval armor (A sharp contrast to his original look, which didn’t involve armor because, like Superman, The Demon was pretty much invulnerable and hardly needs a suit of armor. During the the Alan Moore-scripted Swamp Thing of the 1980s, the Demon did sport some semi-organic hell armor when he was riding off to fight the big, black finger of The Ultimate End of The World or Whatever They Were Fighting).
He leaps in front of coloring effects suggesting fire, and he’s all by himself—since he’s the character after which the book and the team it stars is named, I suppose it makes sense to put him on the first issue’s cover, if one can only include one character on the cover, but it is an odd choice for a team book. Particularly one that moves as quickly as this one, a book that rather thoroughly introduces at least six of the seven teammates by the end of the first issue.
Props to Daniel for at least looking to Kirby for inspiration for the image, presenting his own version of Etrigan leaping, knees up, at the reader below……although a quick comparison reveals which of the two artists constructed a fuller image with the greater suggestion of a story (Whether one prefers the inking and coloring styles of 2012 DC over those of 1972 DC or not).
PAGE 1: The first bit of information the reader gets in this book is a caption, reading “Prologue: Four Centuries ago. The last night of Camelot.”
It confused me—400 years ago was 1612, that can’t possibly be anywhere close to right—and by the time I figured it out a few seconds later, a sinking feeling set in. I didn’t even make it through the upper left-hand corner of the very first page before I noticed something wrong. This is not an auspicious start, I thought.
The page, it turns out, isn’t set 400 years ago, but is rather set 400 years before page seven, which is set “Now. The Dark Ages.” Which were, of course, then, not now.
I don’t know when exactly this trend in super-comics started or who is responsible, but there isn’t any “ago” on the very first page of the very first issue of a comic book. That’s “now,” that’s where the story starts. You can can’t flash back before the present—you can just start your story, and then tell us “Four centuries later” when four centuries have passed.
Yeesh.
There’s a big, burly, black-bearded fellow in armor shouting in the direction of the reader on this splash page, telling whoever he’s addressing to flee Camelot.
PAGE 2: And then we see who he’s addressing, a boat full of women in robes, and now he’s apparently calling for them not to flee. I couldn’t make any goddam sense out of these first two pages.
It probably didn’t help that I read this minutes after I finished Uncle Scrooge: Only A Poor Old Man, part of Fantagraphics’ Carl Barks Library, and I suppose it’s not fair to compare Cornell and Neves to one of the universally-acclaimed masters of comic book-making but, at the same time, a little legibility would be nice, wouldn’t it?
We like to think—certainly publishers and creators like to think—that we’ve advanced the art form so much in the last few decades, that the comics and comics-makers of 2012 are so much more sophisticated and mature than those of, say, those geared towards children in the 1940s or 1950s, but, if you believe that, try reading a Carl Barks collection followed by a New 52 collection, and see if you’re opinion remains unchanged.
PGS 3-6: Still 400 years before “The Dark Ages,” we’re quickly introduced to both Xanadu, who dives below the surface in an attempt to retrieve Excalibur from a hand most likely belonging to The Lady of the Lake (Say, Excalibur figured prominently in Cornell’s Captain Britain series too!), and Jason Blood and Etrigan, bonded seemingly in a snap decision by Merlin as Camelot falls to the unseen “beasts.”
PAGE 7: We get to "now," or, as the caption reads in full, “Now. The Dark Ages. The Horde of the QUESTING QUEEN marches North.” Neves reveals that “horde” in a single, vertical splash page; a tight close-up on the “horde” of five guys, maybe as many as ten if you count the shaded-out silhouettes behind them, and a couple of monster-heads they seem to be riding and/or leading.In the background, we see a giant sauropod of some kind, with a castle on its back, and dialogue coming out of the castle.
PAGE 8: We’re in the castle’s throne room, so upon their initial introduction, we’re given no real visual information of any significance about the Horde. It’s a waste of an opportunity to build up the overwhelming threat our heroes will ultimately try to stave off, and some imaginative visuals, like a castle-carrying dinosaur (think of how Brandon Graham and his collaborators handled such similar entities in Prophet, or Geoff Darrow handled a city carrying monster in Shaolin Cowboy; DC may be A-List in the direct market, but they seem to hire AAA artists).
Here we learn that the Questing Queen hangs out with a sorcerer named Mordru. That name won’t mean anything to new readers brought in to by The New 52, but he’s an old Legion of Superheroes wizard villain created by Jim Shooter and Curt Swan in the late ‘60s. More recently Geoff Johns decided that an immortal wizard would have been around long before the 30th or 31st century, and began using a younger-looking Mordru in his JSA/Justice Society of America stories. Cornell seems to have taken that a step further, and followed Mordru back another 1,000 years or so.
PGS 11-15: Cornell and Neves introduce the rest of the cast, and re-introduce some from the previous era. They all convene in a tavern in the town of Little Spring, which the Horde must pass through on a strict timeline on their way to conquer a kingdom to the North.
Jason Blood and Xanadu are traveling companions and, it becomes apparent before the story ends, Xanadu is "dating" both Jason and Etrigan, telling each of them she’s playing the other.
Vandal Savage is shown as a big, burly, bearded barbarian and, in one panel, walks through a door. Neves draws a nice image of splintering wood falling all around Savage as he enters the closed tavern, but it’s unclear if he simply walked into it so hard it atomized (which doesn’t make any goddam sense) or if he used his axe to shatter it (which does), but since his axe hand is off panel and there’s no indication it was just swung, who knows? Again, bad art. (Fine rendering, but bad comics art).
The Shining Knight is in the bar, and this is the young, female, Sir Ystin version of The Shining Knight from the Grant Morrison-written Seven Soldier multi-book story. Unlike Morrison’s version of the character, it’s no great secret that “Sir” Ystin is really a maiden disguised so she could fight as a man could; perhaps because Morrison already used up that surprise, here everyone immediately guesses that the Knight is a woman trying to pass as a man, and the fact that the Knight thinks she’s fooling anyone at all becomes a running gag.
Al Jabr is a charming character of apparently Muslim origin (although I don’t recall seeing the words “Muslim,” “Islam” or a country of origin ever mentioned). “I bring mechanisms that can make you rich,” he boasts to the barkeep; that’s his thing—inventions ahead of their time.
Exoristos is a dark haired “giantess,” a head or two taller than the other characters; it’s teased for several issues before its made clear she’s an Amazon, as in "from the same place Wonder Woman comes from," although she's living in exile in Man's World.
Finally, there’s “The Horsewoman,” a mysterious red-haired archer with horse powers. She won’t be fully named or introduced for a bit yet.
Is it worth pointing out that Cornell introduces a team of seven “superheroes,” their antagonists and the supporting character/maguffin Merlin in just 20 pages? And that most of these are brand-new characters, or else familiar characters rendered unrecognizable? Meanwhile, in New 52 flagship Justice League, Geoff Johns took that many pages to introduce Batman and Green Lantern, who every reader already knew all about anyway.
I think it might be worth pointing out.
PGS 19-20: When Horde scouts get their asses kicked by all these powerful and magical warriors hanging out in the bar, Mordru and QQ “throw dragons” at them, and in another vertical splash page, we see a Tyrannosaurus-like head crashing through a wooden wall, while man-sized, velociraptor-like dinosaurs wearing bits of armor and wielding weapons appear out of black holes that hang in mid-air (suggestive of the sort used by Spider-Man villain The Spot). It’s unclear where this is happening from the art, as there’s no background, and none of the characters from the bar are shown in the image. The narration suggests that these “dragons” are meant to be attacking there, though.
Dinosaurs as dragons? That is legitimately awesome.
That’s the last page of the first issue.
COVER FOR #2: This one’s also by Tony Daniel, but it’s an improvement over the first, as it shows all seven “Demon Knights” on it.
PAGE 21: Three chaotic panels in which the art doesn’t say anything coherent: One has a group of people trying to escape what is probably the burning inn (which is apparently on fire now), the second has what look like jets of flame shooting in or out of walls, doors or holes in a wooden wall, and the third shows the T-Rex head crashing through a wall to snap up a passerby; whether it is attacking the inside of the inn from outside or outside the inn from inside isn’t clear.
PGS 22-23: A double-page splash featuring the six “Knights” in the inn doing battle with the velociraptors, while a drooling T-rex lurks in the background. One of the raptors breathes fire. A giddy Vandal Savage announces, “Excellent! I haven’t eaten one of these in centuries!”
For much of these first six issues, Savage is played for laughs…in addition to being one of the good guys. It’s an unexpected portrayal for the immortal caveman villain who usually troubles The Justice League and the Flash in the present, and is, I think, therefore even more effective. (I was genuinely shocked when, later in the story, the villain actually does something evil, like the pre-New 52 Savage might have been expected to do).
PGS 25-26: In addition to armor, New 52 Etrigan also has wings. He uses these to fly up to the mouth of the T-Rex (a “true dragon,” as the dinosaurs are called in the book), climb into its mouth, and destroy it from the inside, something you’ve probably seen 10-35 times in comics before (the destroy it from the inside bit, that is).
PAGE 32: His wings are put to better use in a sequence which involves him trying to fly Xanadu to safety, only to encounter pteradon-riding archers. It’s another particularly week scene by Neves: No background, no sense of place, no scale, just figures appearing around other figures. Etrigan isn’t flying here so much as just standing in a void colored blue.
PAGE 33: We get our first glimpse of the “heraldic dragons” mentioned previously; these look like traditional fantasy illustration/comics dragons, but are mechanical, made of metal, and are apparently operated by many men each, judging from the little heads visible through port-hole like slats in their exposed necks.
PAGE 37: Shining Knight’s Pegasus is still in continuity, and it’s named Vanguard, like the Seven Soldiers one, not Winged Victory.
PAGE 44: In the third issue, Etrigan does something pretty wicked to a priest—like even worse than ripping his face off, which he also does. It’s a reminder that even though these guys are the “heroes” of the piece, some of them are evil and/or are struggling with temptations to do great evil.
The majority of this third issue is getting the characters into place for siege/battle. The heroes have erected a magical force field around the village and try to send word to the Horde’s enemy kingdom—if they can hold out against the 1,000-to-1 odds long enough, help will arrive.
They prepare the village for battle, and it was around this time that the Seven Samurai parallels hit me over the head; the 300 parallels will come in the next two issues, although the Cornell/Neves team can’t compete with Miller for visual storytelling (or even, sadly, Zack Snyder).
COVER FOR #4: Michael Choi takes over the cover art. It is greatly improved.
PGS 60-77: The Shining Knight has a vision in which he sees Merlin, and we learn a bunch of stuff that doesn’t exactly make sense so far, but that is more likely because it’s not meant to make sense just yet. Camelot appears to have fallen more than once, though, and we learn a bit about how the Shining Knight gained immortality, how Vanguard did and what their quest is for…and what the Questing Queen is also questing for.
PAGE 77: QQ has cool hair.
PAGE 104: Ex fells “The Wallbreaker,” a species of “true dragon” resembling some sort of ceratopian dinosaur. On Choi’s cover for the sixth issue, she does so by headbutting it.
Within the comic, she does so by…striking it’s beak with a war hammer, maybe…? It’s another poorly executed splash page. This might be a good time to stop and ponder something.
It was my understanding that Wonder Woman’s great strength was a gift from her gods, but Exoristos seems to be, if not quite as strong as Wondy, strong enough to knock down a giant dinosaur with one blow, a blow that is itself strong enough to knock down the trees behind the dinosaur and turn the ground to dust in all directions with the force of impact.
Her strength may be explained later in the series, but as I was reading, I wondered if maybe the implication isn’t that all Amazons are Wonder Woman-strong in The New 52…? Or perhaps that Ex is meant to be a sort of pre-Wonder Woman, another half-Olympian/half-Amazon warrior sent into man’s world…?
I don’t know.
PAGE 133: Neves gets two opportunities to draw breathtaking scenes, and both are wasted. This issue opens in hell, which doesn’t look much different than the battle in the village, save for the coloring (At this point, I was wondering where John McCrea, whose work on The Demon with Garth Ennis in the ‘90s was so inspired, was when it came time to fill out the New 52 creative rosters; that was the first time I thought of a specific artist, but throughout I couldn’t help but wonder why it is that all of Dark Horse’s comics involving swords, sorcery and fantasy are so wonderfully illustrated, while DC’s fantasy comic just look like shitty WildStorm super-team comics with swords).
The other occurs on this page; Mordru and Xanadu have a magician’s duel and while the spells they shout are almost as suggestive as those in that duel Neil Gaiman wrote in The Sandman all those years ago, the visuals are simply the two characters posing, Mordru glowing green while Xanadu glows pink, and two giant snake heads hover above them. It’s about as magical as any throwaway panel of Green Lantern fighting anyone at all.This is, by the way, the climax of the trade; while Mordru and Xanadu do magical battle, Shining Knight and the Queen sword-fight.
PAGE 137: Ex quotes Gandalf, and not an obscure line from one of the novels, but the most repeated and remembered line from the movies…the closest thing Ian McKellen’s Gandalf has to a catchphrase.
PAGE 140: And then it ends, and I wish I would have sought this trade out at my local library, rather than buying it.
And then I read Animal Land Vol. 5 and it was really, really good. So only one of the three comics I read that night was actually terrible.
Labels:
cornell,
etrigan,
new 52,
that one time DC comics went insane
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