Wednesday, August 31, 2016

New releases for the week of 8/31/16

It's that time again. Time to part with all of your disposable income at the comic book retailer of your choice. Here are some suggestions:


Monty the Dinosaur #1 (Action Lab)
Writer Bob Frantz and artist Jean Franco present the tale of the last living dinosuar and his ten year old human companion Sophie. Fun for all ages, especially the dino-lovers among you!








La Muerta: Last Rites #1 (Coffin Comics)
Chaos comics alumni Brian Pulido and artist Joel Gomez bring us the epic confrontation between the sugar skull wearing vigilante La Muerte and the murderous crime boss Mama Z. Probably not for all ages, unless you wanna raise those kids right!






Witchfinder: City of the Dead #1 (Dark Horse)
Sir Edward Grey is the occult adviser for the queen and his latest romp sees him uncovering a temple devoted to Ra beneath the streets of London. Hellboy creator Mike Mignola writes this one, so you know it'll be good and the art by Ben Stenbeck ain't too shabby either!







Suicide Squad War Crimes Special (DC Comics)
Writer John Ostrander returns to the team he helped put on the map in this one shot special with artist Gus Vasquez. The Squad is tasked with cleaning up one of America's blunders and rescue a politician who may have committed a war crime or two. Expect sparks to fly and Waller to shut somebody down hard. (Just a prediction.)





Eden's Fall #1 (Image)
Characters and concepts from three different Image series (Think Tank, The Tithe, and Postal) are combined into one tale of mystery and mayhem with the sleepy town of Eden, Wyoming as the backdrop. Brought to you courtesy of writer Matt Hawkins and artist Antonio Rojo.







Howard the Duck #10 (Marvel)
I just gotta give Chip Zdarsky and Joe Quinones's Howard the Duck some love before the powers that be pluck it away from us. This has been one of the funniest monthlies I can recall and this issue promises a showdown between Howard and the villain who's been pulling his strings since the beginning. WAUGH!


Good stuff all around. A nice mix of heavy bloodshed with Howard and Monty the T-Rex in there for a bit of levity. What looks good to you? Let me know in the comments or on Twitter @ChrisBComics. Thanks for reading!

And check out Gotham Animated, where I look at every single episode of Batman: The Animated Series one by one.

Tuesday, August 30, 2016

The freak show is in town - Circus themed shenanigans in X-Men #111

The circus is in town and the freak show is something to behold. Hank McCoy sees some familiar faces in the troupe, but his old X-Men pals don't seem to recognize him. Something wicked this way comes in X-Men #111

The Claremont/Byrne run on X-Men is the kind of thing you sort of have to love if you're a fan of superheroes. It's required reading by this point, especially if you want to understand how a team book should function. Despite the pair not always seeing eye to eye creatively, it stands the test of time as one of the best Marvel runs, standing on a pedestal side by side with Lee and Kirby's Fantastic Four and Frank Miller's Daredevil.

Today's issue is a fun little one-off that dovetails into a larger story involving the Merry Mutant's number one nemesis, Magneto. It's the prologue to one of their most memorable confrontations with the Master of Magnetism, but for today we'll be looking at one of their lesser-known adversaries, Mesmero.

First appearing in 1968's X-Men #49, Mesmero was a small time crook with a hypnosis gimmick endowed to him by the X gene. His wacky look and persona could possibly be attributed to Arnold Drake, a creator I know best for his work with on Doom Patrol. Drake's characters and stories were always more than a little off-beat, and I tend to think of him as one of predecessors to "trippy" writers like Grant Morrison. Mesmero is set up like a wrestling jobber here, at first portrayed as a huge threat, only to be knocked aside by Magneto to cap off the issue.

I guess I'm getting ahead of myself, so I'll back it up to the start of the issue. Hank McCoy, the bouncing Beast, is looking for his former X-Men teammates (he was in the Avengers at the time) and tracks them to a circus tent in Texas of all places. There he finds them performing in a circus with no memory of their former lives. They and the other circus folk get the drop on him and he has to lead a jailbreak of sorts against their captor, Mesmero. Just as things are about to play out the way you'd expect, the real big bad rears his ugly, helmeted head.

Beast is the star of the issue and Claremont does a good job of making him an endearing protagonist. He's a stand-in for fans of the pre-Giant Size #1 X-Men fans who maybe don't care for the new team or aren't familiar. Beast is one of my favorite X-Men, and if there's one thing I dislike about the Claremont run, it's that Beast isn't in much of it (from this era anyway).

The brainwashed, "circus folk" versions of the X-Men are pretty amusing. Jean Grey is a trapeze artist and sexpot, while her boy-toy "Slim" (Cyclops) is a buffoonish bouncer. Wolverine is kept in a cage and appears feral. Banshee in the carnival barker shouting "Hurry hurry hur-RAY!" Nightcrawler and Colossus are performing freaks. Each character is seen acting pretty much the opposite of their usual self. Between this and the Beast's P.O.V., this must've been a nice break from the usual soap opera stuff for Claremont.

The cover is by Cockrum, but the interiors are by Byrne. What can I say? It's John Byrne. It's great. His X-Men stuff is some of the best comic art of its time. The layouts are pitch perfect and he knows how to pick just the right moments for each panel. He and Claremont had hit their stride by this point.
Most remarkable to me is the fact that these old issues are only 17 pages long. Modern comics are usually 20-22 pages and they still have to stretch things into trade-filling arcs. The economy of storytelling here is great. (Of course Claremont is as verbose as he is clever so it's no wonder they can jam so much into such little space.)

I think the ending of this issue is brilliant because they lull you into this basic villain of the week kind of story and then drop Magneto on you out of nowhere at the end. When I first read this in Essential X-Men Vol. 1 as a kid, that last page reveal of Mags was one of the few non-John Romita Jr. images I would try to draw again and again. That splash has really stayed with me.

That's the Back Issue Dive for today, Thanks For Reading! Follow me on Twitter @ChrisBComics and check out my other writings at Work/Shoot, Age of Mega, Tabletop Legends, and my favorite passion project, Gotham Animated.

Sunday, August 28, 2016

Spin the bottle and robots - Superman: The Man of Steel #88


Robots are great. In the saccharine world superhero comics and Saturday morning cartoons, you can do things to robots that the power-that-be would never let you to do to a living character. Just look at Batman: The Animated Series. Episodes like "The Last Laugh" and "Heart of Steel" pit the Caped Crusader against mechanical menaces, allowing him to cut loose with a level of violence that was never unheard of. Heads are smashes, limbs are torn asunder, and LED eyeballs are crushed underfoot. You can't kill a robot, and therefore, you can't be accused of masochism if your antagonist is a synthetic, no matter how lifelike.

I was a pitiless robot-hater myself until the Animatrix installment "Second Renaissance" turned me around. Or maybe it was Ghost in the Shell. Maybe these artifical beings were developing an intelligence that could be compared to human consciousness . . . perhaps their own capacity for compassion could even rival our own.

Naw.

Silver Age Superman knew the score: robots are meant to be used as slaves for fighting crime. The Supes of the late 50's and 60's era comics employed an entire troupe of S-shield wearing helpers, using them for everything from aiding him against threats to acting as body doubles when that sneaky Lois Lane was a little too close to putting two and two together and realizing farm boy Clark Kent and her costumed savior were one and the same.

John Byrne's Man of Steel miniseries ushered in a new "down to Earth" Superman, stripping away some of what were considered the "sillier" elements of the hero's lore. Byrne would go on to have his time at the helm until another wave of creators took the reigns in the 90's. Cue the "death" of Superman. Cue the marriage between Lois and Clark. Cue the Electric Blue costume. And once these new and exciting ideas had been exhausted, the authors behind out monthly Super-adventures looked to the past to reinvigorate the series.

The Superman robots had found their way back. Into our comics and our hearts.

By spring 1999, there were still four main Superman titles: Action Comics, Superman, Man of Steel, and Adventures. They were interlocking, with a new issue of each dropping every week and advancing the weekly soap opera. This practice barred me from being a huge Super-fan for a while, for in my humble burg I could only find two out of the three titles at any given time.

A reboot of sorts was just around the corner. I'd read in Wizard magazine that a new wave of writers and artists were set to take over the books in the fall--names like Jeph Loeb and Joe Kelly and Geoff Johns, just like how Mark Schultz and Louise Simonson had done nearly a decade prior. The current creative teams were ramping up their storylines and bringing everything to a head, with a new galactic baddie named Dominus going to new and terrifying lengths to disconnect Superman from his friends, family, and even the rest of the JLA.

Dominus appealed to Superman's sense of responsibility, slowly warping it over time into a mix of vanity and paranoia. Recent events had made Superman more aware than ever that he could not, in fact, be everywhere at once. He fashioned a new wave of Superman robots to help him patrol the globe, while withdrawing from his Clark Kent persona entirely. Naturally, the Superman robots under his (and Dominus's) command were over stepping their boundaries are leaving world authorities on edge. Who knew the global police state would come wrapped in a red cape and blue spandex?

Man of Steel #88 sees Superman coming to his senses, at least to some degree, after Lois Lane and the cosmically-powered faerie-like creature Kismet appeared at the Fortress of Solitude to slap some sense into him. (Well, Lois throws a boot at him, but you get my point.) The world is on edge, preparing to declare war on Superman and his robot army, and it may take more than the usual fisticuffs to settle things.

It takes a kiss. A fairy tale, cosmically-endowed kiss.

Doug Mahnke provides the art in this issue, and his Superman robots are definitely the highlight. They aren't quite as humanoid as their Silver Age predecessors, instead sporting a raw mechanical look that just scream, "Break me!" His human figures are nice too, but he's years away from becoming the modern master we'd see in the more current Green Lantern and Justice League titles. Looking back at this issue, I was surprised to see how long Mahnke had really been in the game. He's one of DC's go-to guys, that's for sure.

Scripting this one is the aforementioned "Mr. Science" Mark Shultz. He seems to come from the Elliot S! Maggin school of Superman writing, using the character and his world to ask those vaunted "big questions" about society and the state of our world. However, this issue in particular has a personal touch to it. There's even a flashback to Clark playing spin-the-bottle with Lana Lang in his younger years. Love and sex conquer hate and death. The Kismet/Dominus stuff is almost a Jim Starlin-like cosmic opera, but the feels creep in a little more than in any issue of Warlock I remember.

And that cover. Awesome. When you're an adolescent like I was at the time, darker, edgier characters like Spawn are constantly stealing your attention (and allowance) away from classics like Supes. All it takes is an action packed, mechanical bone crunching cover like that to draw me back in.

I never managed to get every chapter of the Kismet/Dominus story, but I must've liked what I read because those issues seemed to have stuck with me while other ones from the time have faded from my memory, and my collection. The Loeb/Kelly run that was about to start was arguably the stronger material, but aside from President Luthor and Our Worlds at War, I couldn't tell you off the top of my head what any of those issues were about.

But I guess that's what this rambling little blog is for!

Thanks for reading!

Twitter: @ChrisBComics
E-Mail: backissuechris@gmail.com
More heroes in peril: Gotham Animated

Saturday, August 27, 2016

Angst wrapped in a cape - Spawn #107 on the Family Values Tour


Spawn.

Yeah, that guy.

You take the look from Venom, the cape from Batman, the chains from Ghost Rider, whip them all together and BAM!, you have a "grimdark" character with an alarming amount of staying power.

I was not immune to his demonic charms. Spawn might very well be my first "indy" book, or at the very least, my first regular title to collect that wasn't published by Marvel or DC.

(Well there were some Sonic the Hedgehog comics I had from somewhere . . . and a random issue of Power Rangers, but I didn't go whole hog on those.)

When a young lad hits just that right age, and the cosmic forces of angst and self-loathing start to set it, a character like Spawn has a certain appeal. Could I relate to being a black ops soldier dude who was sold out by his bosses and left for dead? Not really. Did I feel like I'd been spat out of Hell every day on the way home from school? Sure!

Spawn #107 wasn't my first issue of the series or anything, I just came across it when going through some of my old, unsorted books. Pressed between two thick gaming magazines, it had been preserved pretty well for a comic without a bag and board. Inside I found echoes of my youth, and a pretty decent first chapter to a story arc I may or may not have ever finished collecting.

This one is kind of a by-the-numbers "act one". Heck, it's not even a proper act one for Spawn himself since the central conflict doesn't really rear its head. Shoot, I'll double back on that. This story isn't about Spawn at all; it's a backdrop for a father-son drama between a member of Spawn's supporting cast and his estranged son.

You folks remember Sam & Twitch, right? The Bullock and Montoya to Spawn's Batman, these two coppers would often weave in and out of Spawn's world and occasionally we'd get a peek into theirs. Marvel scribe and Jessica Jones creator Brian Bendis even did some journeyman work on their spin-off title. This issue starts a Twitch arc. A little over a year prior to this, Twitch and his problems at home had become the center point for a storyline involving pedophile-turned-demon Billy Kincaid, and I remember his reunion with his wife at the end of that arc almost moving little me to tears.

(Or maybe it was Greg Capullo's bodacious babes, of which Twitch's wife was one.)


So Twitch's family drama is set to return in this arc, with his son living like a couch surfer and falling in with what we're led to assume in this first chapter is the "wrong crowd". Don't panic, Spawn and several other groovy ghoulies appear aplenty to keep things from going all after-school special.

Alright, Sam & Twitch were hardly "obscure", but a show of hands for who remembers Wolfram, Spawn's hobo werewolf buddy. Anyone? I had forgotten about him too. It's all good though, because in this issue he meets his end thanks to a holier-than-thou monster slayer named Simon Pure.

(Simon Pure. I just know the younger me thought that was dope.)

What about the guy on the cover? With the guns and the blasting and the necroplasm stuff? He appears in this ish, taking on both sides of a mob war and getting his chain yanked by this Simon Pure fellow. Simon seems like the type who might try to read Spawn the riot act, but instead he alludes to a greater threat . . . something on the horizon, dun dun DUUUN!

Brian Holguin was writing the book at this time, with what I'm sure was pretty lax supervision by creator Todd McFarlane. I haven't read any non-Spawn work by Holguin, but I can't say he's a lousy writer or anything. He would have been just as at home cooking up punchy little pot boilers for Marvel's X-Men line or DC's Bat-books at that time. Unobtrusive stuff that speaks to teenage boys--man knows his audience and I can respect that.

Capullo had left at this point (I think for personal reasons) and we get Angel Medina as the main artist here. I've since read some Spidey's drawn by Medina, and while that 90's "Image style" isn't exactly my thing anymore, I can appreciate the detail on every page. These pages are overstocked, if anything.

This is a pretty typical setup issue that could also function as a first issue for new readers, or a "jumping on point" as publishers are wont to call them now. You get an explanation of what Spawn is and an example of what he does, a new enemy/rival in Simon Pure, and the introduction of a sub-plot that'll keep the soap opera suckers coming back to see if poor Twitch will get his son back.

If I sound a little "meh" about this issue, I think it probably reflects how I felt back then. Like I said, I don't know if I even got the rest of the arc. This is from a time in my personal reading history when aesthetics were becoming less important to me than story. And stories needed to be "trippy" for me to get into them. Cue Morrison's X-Men. Cue Warren Ellis's Planetary. Cue my first experiences with marijuana. I was morphing from one teenage stereotype into another.

So yeah, Spawn. That guy. I don't really miss having his adventures as a part of my monthly schedule, but I don't regret having read them either the way I regret the music from that era. (Jonathan Davis and Fred Durst have a lot to answer for.)

Thanks for reading!
Twitter: @ChrisBComics
E-mail: backissuechris@gmail.com
Similar angsty content: Tabletop Legends

Friday, August 26, 2016

Normal hands are overrated - Fond memories of Peter Parker: Spider-Man #81


When a company makes something, and you like, and they know you like it, they'll make more of it. I think that's how business and commerce and whatnot works. Once enough people like something, a culture might develop around it, and the unified love of something will eventually splinter off into subcultures.

(I'm going somewhere with this. I think.)

Amazing Spider-Man was Marvel's flagship book for a while, and depending on who you ask, it still is. While the Fantastic Four lost some of it's creative "oomph" in the period between Jack Kirby's run and the John Byrne stuff in the eighties, mass market appeal shifted over to ol' Web-head. Sure, the X-Men were hot stuff once Claremont took over and Daredevil wowed readers under the pen of Frank Miller, but Spider-Man had a Macy's Day float.
He had a float. As the kids say: Hol' dat, Wolverine.

Spidey was such a huge hit in the comics and burgeoning multimedia star that Marvel knew they had to get more content out the door, and fast. There were several sister books over the years, from Marvel Team-Up to Spectacular Spider-Man Magazine, all providing some variation on the themes of power and responsibility and everyone, I imagine, had their preference.

Fast forward to the go-go 1990's and I'm a chubby little superhero nerd following Spidey's adventures in Amazing whenever I saw a new one appear at the convenience store spinner rack or the magazine section of the local HEB. Amazing was my jam for a time, which is surprising to me now since the comics at the time were in the midst of the clone saga and Ben Reilly was the main character more often than not. This didn't sync up with the Fox Kids cartoon I was watching, but I guess the younger me didn't care.

I knew Amazing wasn't the only game in town. I'd seen blurbs in the issues for other titles like Sensational Spider-Man and Untold Tales of Spider-Man, but those didn't "count". Amazing was where the title began and that's the "real" one, right?

(Maybe that sounds silly now, but seriously . . . look at the hang-ups fanboys have about geek stuff nowadays and you'll see nothing has changed.)

My family moved. Not far, but far enough away that I couldn't get back to my usual "dealers". Comic book stores were a myth to me at this point. If there even was one in my area at the time I didn't know of it, and my pop damn sure wasn't going to take me anyway. I was left to scour a new network of store shelves and racks for my Spider-Man fix.

Then I met John Romita Jr. For the second time.

Well, I didn't really meet the man, I just came across his work. The first instance was my older brother getting me a copy of Spider-Man: The Lost Years #1. This one was a little heavy for me, and had very little actual webslinging in it, but I remembered the distinct art style and holofoil cover when I later found Peter Parker: Spider-Man #81 at a Circle K store near our trailer park abode.

Romita Jr.'s art might be the first style I tried to copycat as a young doodler. Something about the way he constructed his figures (Spider-Man's shoulders and calves for instance) really stuck with me and to this day any time I get a wild hair and decide to do some sketching, I still fall back on those basic shapes. I didn't know much about comics history at that time; that Johnny Jr's dad was one of THE Marvel artists of the silver and bronze ages, or that Peter Parker: Spider-Man was the continuation of the monthly series started by Todd McFarlane back in his heyday. All I knew was this guy drew a bad-ass Spider-Man and before long, I'd completely abandoned my Amazing roots.
About the issue at hand: this is a quick and dirty done-in-one issue where our titular hero gets embroiled in a Kung Fu-tastic feud between The Cat (I swear to D'jinn it's not Shang Chi) and his enemies Razorfist and Shockwave. There's a youngling that needs rescuing, a depressed Mary Jane Watson at home, the works. This is a time capsule comic for me. As in, you could drop this in a time capsule and future folks could dig it up and go, "Huh. So that's what Spider-Man comics were up to back in 1997!" I don't know if anyone would actually do that, but that also can't be the dumbest thing anyone's put in a time capsule either.

Another milestone in this issue (for me, anyway) was the appearance of the aforementioned baddie Razorfist. He has razors in place of fists. Younger me would have loved this handicap, wiping be damned! Writer Howard Mackie must've been a fan of Marvel's Shang Chi, Master of Kung Fu.

In an attempt to bring things full circle, I'll say this: Peter Parker: Spider-Man #81 is not a remarkable comic in any way save for some cool art and a great Steve Ditko-esque "Spidey landing a K.O. punch" splash page, but it did introduce me to the concept of interpretation. It was no longer about the "real version" or the "canon" for me, it was about seeing Writer X and Artist Y do their take on a character.
Also, Razorfist. AGAIN! AGAIN! AGAIN!

Thanks for reading this nonsense! And if you liked it, I do this kind of thing in a few other places. Whether you're into pro wrestling, video games, or pretending to be a vampire, I got you.

Twitter: @ChrisBComics
E-Mail: backissuechris@gmail.com

Thursday, August 25, 2016

A whole team of Captain Americas! - Looking at Justice Society of America: Black Adam and Isis


When I started collecting comics, I had a core of four titles I would gravitate to no matter what: Amazing Spider-Man, Uncanny X-Men, Batman, and Superman. It would take me a while to broaden my horizons, eventually branching out into things like Daredevil at Marvel and The Flash at DC. Bit by bit, I would come to accept that the wider universes these characters occupied could be just as "cool" as Gotham City or Prof. Xavier's school.

I'm not sure where these biases come from. Maybe it's because other heroes weren't represented by saturday morning cartoons as aggressively as Batman and Spider-Man, or maybe the more colorful costumes on characters like Captain America seemed "lame" to me.

Speaking of Cap, what sucked me into his world was the whole "man out of time" bit. As my knowledge of history and social studies subjects increased gradually thanks to school and the History channel, I became more and more fascinated with the notion of a hero whose values weren't represented by modern society. I love that source of internal conflict, and the best Cap writers have always known how to capitalize on this.

The history of the world converges with the history of comics in a number of interesting ways, the least of which has to be the era of "Golden Age" heroes. I remember reading about the Justice Society of America (the world's first superteam) in the pages of Wizard or somesuch and becoming enthralled. There was something a little edgier about these masked mystery men of the WWII years, something a little rougher.

In 1999, DC brought the JSA back from literal and figurative limbo in a new JSA series. I remember thinking to myself, "Wow, this is like an entire team of Captain Americas!" Starman scribe James Robinson wrote the inital arc, then passed it on to David Goyer and Geoff Johns for eighty issues or so. This might be my favorite team book ever. Johnny Sorrow, Mordru, Kobra . . . their list of rogues was an impressive one, but what kept me coming back for each new arc was the saga of Black Adam.

Which brings me to today's back issue dive . . .

Following the events of Infinite Crisis, DC ditched the acronym and relaunched the JSA title as Justice Society of America, introducing a new generation of younger heroes looking to scoop up the mantles of their formers. The old timers like Jaw Garrick and Alan Scott led the team and acted as mentors, hoping to prepare them for a future where the Justice League wouldn't be as reliable.

The bad apple of the bunch was Black Adam. An old Captain Marvel villain, Teth Adam was the counterpart to Billy Batson in more ways than one. Billy was a wide-eyed young man who could summon the Wizard's lightning and become Captain Marvel. Teth was a tortured adult who used the same lightning to become Black Adam and with his Superman-level might would bring his home country's regime to its knees and install himself as ruler.

Throughout the first volume of the series, Black Adam gradually formed a splinter group within the JSA. These ere other characters like himself who'd grown tired of coddling villains and wanted to be a little more . . . proactive against the menaces of the world. This caused a rift in the team, with junior member Atom Smasher leaving to join Adam's side.

Fast forward to volume two and the year 2009. The JSA have finally gotten most of their ducks in a row when word of Adam's return hits their doorstep. The team heads to Khandaq (Adam's fictional home country) to sort things out, but this time things are a touch more complicated.

Black Adam's wife Isis had been targeted by his enemies during his absence. Her (possibly rapey) torment at the hands of Felix Faust has sapped away her love for her people and she has a mad on for pretty much the entire human race. Looking to do right by her, even if it means traveling down a vengeful road to oblivion, Adam splits his power with her. They hijack the Rock of Eternity (where the Shazam characters get their mojo) and sets his sights of the destruction of man.

(Yeah, I'm probably missing a few things with that synopsis, but we're talking about the culmination of ten years worth of crisscrossing storylines. Bear with me.)

This conflict marks the end of Geoff Johns's long tenure with the characters, titled "Black Adam & Isis". Joining Johns on his swansong is classic DC artist and Power of Shazam! alumni Jerry Ordway. Ordway has that "classic" style to his character designs and layouts that was beginning to slip away from DC at this point. (Flashpoint and the New 52 were on the horizon.) His art is a throwback, and I can see some younger readers turning their nose up at it.

(Those Alex Ross covers tho . . .)

I, on the other hand, couldn't get enough of the Johns/Ordway team. This book became my palette cleanser, a by-the-numbers superhero book I could rely on to scratch that itch for 80's DC. Sure, Ordway's faces are a little wonky at times, but short of George Perez, I can't think of another artist still working that could encapsulate what I love so much about that era. This book, like several of its main characters, was displaced in time.

Rereading this particular arc now, I realize how entrenched one had to be in not only the JSA but DC continuity at the time to really get the most out of it. Subplots are weaving in and out of nearly every panel, and you can tell Johns is doing as much as possible in three issues to tie up every loose end he can as well as set some dominoes up for the next creative team.

Is this the perfect comic? Heck no. Would I recommend it? Maybe to DC diehards. Is it the conclusion to a personal favorite run? You betcha.

Ordway would go on to do a few more issues of the series until Bill Willingham took over. Being a Fables fan, I was really excited to see what Willingham would do with the team, but I remember not caring for his run as much once it started. Perhaps I, like some of the JSAers, am a little too set in my ways?

Thanks for reading!
Twitter: @ChrisBComics
E-Mail: backissuechris@gmail.com
More stuff about dudes hitting each other: Work/Shoot

Wednesday, August 24, 2016

New releases for the week of 8/24/16

It's that time of the week again. Time to drop some of your hard-earned shekels on new comics! Here are some new releases that I *think* might be worth a look:
Betty And Veronica #1 (Archie Comics)
Alright, this one already dropped a few weeks ago, but it's getting a second printing and I'm an old-school Archie head who loves what the current slew of creative teams have been doing with these properties, so I gotta give it some love. Chip Zdarsky's Jughead and Mark Waid's Archie have been solid reads, so I can't imagine them dropping the ball with this one, especially with Adam Hughes on art duties.

Northguard #1 (Chapterhouse Comics)
I love patriotic heroes like Captain America and I especially love when other countries throw their hat in the ring and debut a flag-wearing hero of their own. (Maybe it's a symptom of Olympic fever.) Apparently this is a reboot of the old Captain Canuck character by writer Anthony Falcone and artist Ron Salas. I look forward to seeing the Great White North's take on superheroic fisticuffs, and the Aurora Dawn cult he's battling in this first arc sounds interesting as well.


Six-Pack And Dogwelder: Hard-Travelin' Heroz #1 (DC Comics)
Garth Ennis has been getting a ton of mileage out of his old Hitman supporting cast. Count on low brow humor and gobs of debauchery in this new mini. Also, as a nice nod to the subtitle of this series, there's a variant cover by the legendary Neal Adams. Because why not?

Duck Avenger #0 (IDW)
This is a localized import of some strange Scrooge McDuck comic that was a hit overseas. I'm down for all things Disney ducks, being a big fan of both Ducktales and Darkwing Duck. I'm not sure why IDW has this instead of Marvel, but who cares?

Lake of Fire #1 (Image)
I'll just copypasta the solicitation copy here: "SERIES PREMIERE It is 1220 AD, and the gears of the Albigensian Crusade grind on. When an alien mining-craft infested with a horde of bloodthirsty predators crash-lands in the remote wilderness of the French Pyrenees, a small band of crusaders and a Cathar heretic are all that stand between God's Kingdom and Hell on Earth." I'm in. And that's before I noticed that Nathan Fairbairn and Matt Smith were the creative team.


Generation Zero #0 (Valiant)
Valiant, like Archie who I mentioned above, is a publisher that can do no wrong right now. They have been the alternative to Marvel and DC when it comes to costumes heroes and sci-fi stuff. Frad Van Lente leads the creative team pack in this new X-Men/Inhumans-inspired series spinning out of the recent Harbinger Wars mini. Francis Portella provides the art. High school drama with angsty psychic soldiers? It could only be the latest manga or Generation Zero.

Some interesting debuts this week, especially that Lake of Fire series. What looks good to you? You can let me know in the comments below or on Twitter (@ChrisBComics). Thanks for reading!

Tuesday, August 23, 2016

Paul Dini's Darkest Night


Between the odd Bat-related thing here on Back Issue Diving and my other side project Gotham Animated, I feel like I've been getting a concentrated dose of Gotham City lately. I'm not complaining, I just find it to be a weird confluence of events.

The book I wanted to shine a light on today really doesn't need the press, but it was such an emotionally taxing experience I feel I need to write about to somewhere. So yeah, it's not a "back issue" in the strictest definition, but it's a damn good read and far from your usual Batman story.

I guess that's because Dark Night: A True Batman Story isn't really about the caped crusader at all. It's a story about Paul Dini, one of the creative pillars behind Batman: The Animated Series. In Dark Knight, Dini recounts a personal low; a deep depression that set in following being mugged on the streets of L.A. and how it forced him to reflect on the emptiness and isolation he was subjecting himself to.

Joining Dini on this personal journey is artist Eduardo Risso, a name you might recognize from 100 Bullets or even his other Brian Azzarello collaboration, Spaceman. He and Azzarello also teamed up to do a six issue run on the main Batman title back in the mid-2000's, and I remember liking it a lot. His art is a worthy successor to the Frank Miller "grim 'n gritty" style, and his use of negative space evokes Miller's Sin City. I wasn't sure what to make of pairing him with Dini when this graphic novel was first announced, but he turned out to be the perfect choice for this story. I'd even go so far as to say that Dini's story forced Risso to up his game in the storytelling department. While there are plenty of street-level Batman-esque sequences, the majority of this book exists in other territory, be it Dini's elementary school playground, the Warner Bros. animation offices, or a psychiatrist's office.

Risso obviously knocks it out of the park when depicting Batman and his rogues gallery as they float around in Dini's subconscious, taunting him and pointing out the issues in his personal and professional life. Much more surprising was his grasp of the real-world people in Dini's life. Rendered with almost as few lines as possible in some places, these forms morph between suggestion and caricature. It's that "thing" that other current artists like Samnee and Francavilla do so well, getting the most across with as little ink as possible. Superb stuff.

Dini's story and script are solid, and his frankness about everything makes the book feel a little "too real" in places. When Dini arrives home after the mugging to find no one there to greet him but a shelf load of action figures, I cringed. His issues in this story were all too relatable. It's a scathing look at the grim side of geekdom and the walls we introverts sometimes build around ourselves.

Batman and his rogues interact with Dini as guiding spirits. Batman wants Dini to pick himself up and use his rage at his attackers as fuel to push through his existential crisis and live a better life. The Joker becomes a worm in his ear at time, encouraging Dini to "let it all go" and live life however he wants. (Because it's all just a big joke, right?) Poison Ivy belittles his sexual prowess and calls him out for being as shallow as the vapid actresses he dates. Scarecrow reminds him that his attackers were never caught and are still out there, dragging him down into a vortex of agoraphobia and paranoia. Even the Penguin makes an appearance, tempting Dini to soothe his broken body and mind with more and more alcohol.

There are near little tidbits referring to behind the scenes stuff from Warner Bros. and particularly the production of Batman: Mask of the Phantasm, but that stuff never hijacks the story. Dini's life as a writer is a backdrop, and the other talents we see from that era like  Harley Quinn voice actor Arleen Sorkin and story editor Alan Burnett are treated less like historical animation figures and more like genuine human beings. It's such a human tale. Really remarkable.

I'd recommend this to anyone who wants to look at a well-done graphic novel that uses superhero characters for more than just punching and posturing. Heck, even people who don't give a rip about Batman will enjoy this just for Dini's honest narrative voice. The only setback I can see with this book is that it does go into some dark places, and might be a little too "navel-gazey" for some. Still, it's a great package and just about one of the only DC things to read right now if their ever-shifting continuity and corporate structure have thrown your own fandom for a loop.

As always, thanks for reading! Tomorrow, I'll be looking at some new releases for the week and the day after (hopefully) I'll be diving into a couple of comics involving Isis! (Not the bad one)

Twitter: @ChrisBComics
E-Mail: backissuechris@gmail.com 

Saturday, August 20, 2016

Riddled with steroids - Looking back at Batman #490


The other day I was trying to pinpoint exactly when and where I first started reading comics. As Morrissey is wont to say, "The past is a strange place." Mt personal recollection is pretty hazy for a number of reasons, but there are a few key issues that always spring to mind.

I have the vaguest of vague memories of my older sister buying me a copy of X-Men #1 by Chris Claremont and Jim Lee. There's also an issue of Web of Spider-Man my pop got my at a gas station, most likely to shut me up long enough for him to run errands unimpeded. I can "see" those covers when I peer back in time, but the most vivid recollection I have of actually reading a comic (all by myself!) is the following issue of Batman.

Batman #490 would probably be sold as "zero issue" of a big event these days, as it is a bit of a prologue to the upcoming Knightfall story arc. Knightfall made a big impression on me as a kid, since I hadn't "been on the ride" before, so to speak. I was really worried when the urban terrorist Bane broke Bruce Wayne's back and cautiously optimistic when a psychotic choir boy named Jean Paul Valley took over the cape and cowl. This character switcheroo was right around when the Fox animated series hit, displaying a rare lack of synergy between the screen and the page.

That's all in Little Chris's relative future, however. Batman #490 is a Riddler story. Rather than the usual puzzles and mind games, Eddie Nygma has been endowed with a freakish physique thanks to Bane's venom formula and gets to let out all of his nerd rage on an already exhausted Dark Knight in this issue. This is my favorite part of the setup for Knightfall: Bruce Wayne is already tired and half-beaten before the story begins, making the Arkham Asylum breakout and inevitable battle with Bane all the more hopeless. Riveting stuff for a little kid who was juts dipping his toe into the world of monthly superheroes.

Writer Doug Moench doesn't get enough love these days. His work with the Bat, and with other vigilante types like Marvel's Moon Knight is often overlooked. Of course scribes like Alan Moore and Frank Miller are synonymous with great Batman stories, but its the monthly, in-the-trenches guys like Moench who kept adding fuel to that fire. In my own reading history, Moench might actually have had more of an influence on me than I ever considered previously. He and guys like Chuck Dixon developed an internal voice for Batman that was more in line with what I would later see in the Bruce Timm/Paul Dini stuff than the hyper-violent (almost to the point of self-parody) Frank Miller stuff.

On the art chores this issue is Jim Aparo, a legendary DC artist who was still a regular working stiff at this point. His figures might look a little plain now, but his work was always about strong fundamentals. No experimental layouts here, Gothamites, just solid storytelling. Aparo would go on to be a regular Bat artist for nearly the rest of the 90's. Other than the Bruce Timm animated version, his was the caped crusader I most tried to emulate when I was a littler doodler.

Batman #490 isn't a stand-out issue or anything, it's just one that I fondly remember and may have been my first Batman comic. I no longer have that original copy, I'm sorry to say, but I have since gone back and repurchased all of those Knightfall era books. Similar to how some fans (myself included) have a soft spot for the Clone Saga over in Spider-Man, this is my guilty pleasure as a comic reader and the Knightfall arc sucked me right into the hobby.

Thanks for reading! And apropos of nothing, if you happen to like pro wrestling, I cover it over on my other blog, Work/Shoot.

Twitter: @ChrisBComics
E-Mail: backissuechris@gmail.com

Friday, August 19, 2016

Do it like Jack: Layouts vs. Finishes in Tales to Astonish #73


Stan Lee knew he had a winner with Jack Kirby. So much so that Kirby's "in your face" style of storytelling would soon become the "house style" at Marvel. If Stan had had his way, Jolly Jack would've drawn every comic. The next best thing was to have Kirby act as an art director of sorts, and lay out each new series or strip until the artist doing finishes could ape him. The setup was simple: Kirby would guide the artist through the first few stories, then, as if removing the training wheels from a bicycle, would detach himself from the book and leave the other artist to their own devices.

Sometimes it was a seamless transition, other time not so much . . .

Which brings me to today's back issue dive: Tales to Astonish #73 from November of 1965. The main story here sees Bruce Banner, the incredible Hulk, manipulated by the nefarious Leader into aiding him in his bid for global, nay, UNIVERSAL conquest. As the story jets along in the usual break-neck Marvel fashion and The Leader's plan to use the Hulk bounds toward a crescendo, we are left to wonder who is actually using who.

(And the Watcher shows up, which is always cool.)

The plot is what it is. While exotic locales like the Leader's headquarters or the mysterious "blue area" of the moon might take the Green Goliath into fantastic territory and threaten to sap the humanity and relatability from the story, Lee keeps it grounded by putting us in the Hulk/Banner's head for the duration of the issue. His fears and doubts remind us that the Hulk is more like a mental condition than proper superpower, and while schoolyard kids might fantasize about thwipping from building to building as Spider-Man, being the Hulk is a curse.

The Leader was a villain I didn't really appreciate until recently. I like the simple flip on the gamma bomb concept; while Bruce Banner was burdened with a monstrous physique, the Leader was endowed with a giant brain. It's mind vs. matter in the mighty Marvel manner, and Stan draws these parallels several times throughout the issue, in case you're dense like me and need things explained.

(I huffed a lot of paint when I was little. Lay off, man!)

Jumping back to the art, Kirby's layouts are finished by an artist named Bob Powell. Bob Powell isn't a name you hear bandied about too much when fans talk about Silver Age Marvel, mostly because Powell was a holdover from the Golden Age. Powell's work in Cave Girl and horror titles like Crypt of Shadows is something to behold. His figures, with their distorted faces and sinister intentions, remind me of Steve Ditko's stressed characters. Just a personal point of reference . . . I'm not a proper art critic, that's for sure.
Bob Powell

Powell trying to incorporate his style onto Kirby's layouts is like trying to jam the square peg into the round hole. Kirby's figures want to leap off the page, but Powell's figures want to sink into the corner and shutter away from the anxieties of mortal danger. It's a contrast of styles and a conflict of interests.

Knowing what little I do about the art processes at this time, I have to rely on my imagination to fill in the blanks. I imagine Powell begrudgingly trying to apply his details and deformities to Kirby's wire frames and growing frustrated. But for all I know, Powell was just happy to be working or even interested in trying a new style. It does reek of, "No, do it this way!" in some spots.

Was Stan wrong in wanting to centralize the look of Marvel around Kirby's style? Was it oppressive for the artists who had their own way of going about thing? I'm left to wonder. No matter the trials, tribulations, and backstage drama, you could always count on Marvel at that time to churn out some satisfying superhero stories.

Thanks for reading!

Twitter: @ChrisBComics
E-Mail: backissuechris@gmail.com

More of my ramblings can be found here, here, here, and here!

Thursday, August 18, 2016

"The scaffolding of spacetime farted and collapsed", a look at Marvel Boy by Grant Morrison and J.G. Jones


(The following is a piece I wrote for my old blog, The Club of Heroes. Yeah yeah, it's a rerun.)

"Sole survivor...A real 'why me' situation, I should think." -Doctor Midas

On my recent vacation to Colorado, I was fortunate enough to check out Mile High Comics in Denver, a behemoth of a comic book store with just about anything an eager reader could want. I made the mistake of not having a proper shopping list prepared and wandered the shelves of trades and hardcover collections just trying to take it all in. It's not the prettiest store I've ever been in, but it's easily the biggest and I honestly felt a little overwhelmed. Then I spotted it; a golden bullet pressed between ruby red lips. Sitting between some Marvel Essentials and a Rocket Raccoon hardcover was Grant Morrison and J.G. Jones' Marvel Boy. Morrison is easily my favorite comic book writer of the modern era and snagging a copy was a no-brainer. Upon finishing this little gem that night, I flipped right back to the first page and started it all over again. Pretty soon it was three in the morning and I was on my third read through. This is a very special comic, and still quite ahead of its time over twelve years later. I plan to discuss this comic in great detail here, so let me go ahead and say, "SPOILER ALERT" and all that. Now let's jump in.

The saga of Marvel Comics in the 1990's isn't a boring one to say the least. Bad business deals, bankruptcy, creative stagnation, and harmful editorial fiefdoms plagued the House of Ideas. In 1998, the Heroes Reborn line, spearheaded by Jim Lee and Rob Liefeld, had turned out to be a flop and Marvel then desperately shuffled the "Reborn" heroes back into the regular Marvel Universe. While guys like Kurt Busiek, George Perez, and Mark Waid were able to do some quality work on titles like Avengers and Captain America, Marvel had ultimately just reverted to the status quo. They were making good comics, but they were also making the same comics. When Jimmy Palimiotti and future editor-in-chief Joe Quesada got the green light to start a premium line of comics called Marvel Knights featuring marquee names like director Kevin Smith, industry veteran Christopher Priest, and rising stars Garth Ennis and Paul Jenkins, fans didn't exactly hold their breath for something new and exciting. For once the Marvel hype machine wasn't just blowing smoke however, and the Marvel Knights line churned out some damn fine comics. Daredevil, Black Panther, The Inhumans, and The Punisher all made a splash and before long, a second wave was solicited. That brings us to Marvel Boy, a six issue miniseries that may be (with apologies to Warren Ellis and The Authority) the first real twenty-first century comic book.

First off, let's talk about the creative team. Grant Morrison is a writer that usually divides the readership of any title he works on. No one can deny he's a great idea man and Marvel Boy is nothing if not a collection of interesting ideas. No matter how tightly he plots a story or how straightforward his dialogue is, he will always be considered a "confusing" writer. Marvel Boy is an easy story to follow, and the themes of rebellious youth and boy meets girl are so transparent it could almost warrant harsh criticism if it weren't so damn charming. There are threads in this story left dangling that future writers could've ran with, but we'll come back to that disappointing afterword in a bit. Another thing about Morrison as a writer that has always fascinated me is how visually oriented his comics are. He isn't afraid to cut out the more needless captions and let the artist do the heavy lifting. That brings us to J.G. Jones, the pencilier of this miniseries. Jones is a utility player who can do it all: action, expression, layouts, etc. He's in the same class of artists as guys like Frank Quitely, who can break down Morrison's stories and give every important element equal attention, while never having to sacrifice character. Inker Sean Parsons is delicate with his line work as well. Lines are thick where they need to be, and details aren't muddied or lost. The careful inking gives the book a hi-def look, and I'd put it up against anything the "hot" artists are doing right now. Heck, I'd even say current Marvel hits like Hawkeye and Young Avengers are finally catching up to the Morrison/Jones/Parsons squad.

Marvel Boy is the story of Noh-Varr, the last survivor of a doomed alien starship. His crew and family are destroyed when their Kree exploration vessel has to make an emergency landing on Earth after traversing the omniverse and comes into conflict with Earthling interests. From the beginning, Noh-Varr is a passionate, angry teenage outcast on a world unlike and inferior to his own. His first experience with humanity is being shot out of the sky by them and the series follows his vendetta against the human race. We have all been judged by an angry powerful alien by the worst and most war-mongering of our kind. Way to go, us. With the aid of his living computer Plex (based visually on the Kree Supreme Intelligence from The Avengers), Noh-Varr wages a one man war with the human race, with New York City as the beachhead. In a very pre-9/11 display of destructive power, Noh-Varr wrecks huge chunks of the city and commits vandalism on a cosmic scale, burning the words "FUCK YOU" into a section of NYC. The Avengers are elsewhere, the F.F. are occupied, and only S.H.I.E.L.D. seems to be present to deal with this threat. And let us not forget, Noh-Varr is the hero in this story. His poor first impression of Earthlings and his aloof observations almost dare the reader not to agree with him and root for him. He lost his crewmates, his family, and his lover in one fell swoop and the havoc he wreaks is nothing more than a victim of a tragedy, flailing about against reason. 
Throughout the story, Noh-Varr experiences the various stages of grief on an epic scale, and while his actions and their destructive nature are ridiculous, his emotion is genuine. By the end of this comic, you might be more than a little frustrated with humanity too.

And now our villain: the multi-trillionaire scavenger scientist Doctor Midas. Midas is a wicked character design. A chain smoking Dr. Doom-type, clad in a golden version of Tony Stark's silver age Iron Man armor and a black leather trench coat. Unlike Dr. Doom however, Midas has no regal quality to him. He's just stupid rich and sociopathic, bathing himself in cosmic rays and wishing for powers like the Marvel heroes of the silver age. He's almost representative of a 90's fanboy, marveling at a heroes appearance or power set, but giving no thought to any complicated moral hang-ups. The first time we see Midas, he has the sole survivor of the starship crash Noh-Varr captured and plans to harvest his strange alien organs and steal the engine from his ship. Midas wants to use Noh-Varr's cosmic engine to shower himself in even more cosmic rays and become a true superbeing, which he feels characters like the Fantastic Four were just on the verge of changing into. One thing Midas does have in common with Dr. Doom is vanity. We learn through his interactions with his daughter that Midas finds not only his cosmic ray scars hideous, but even the human body itself is disgusting  to him. Midas is a 90's comic book villain who wants to transform into something as interesting as the silver age characters were in their time. His methods of fighting and trying to recapture Noh-Varr, such as disguising a public assassination as a movie shoot in the middle of the city (he even pays off the witnesses and tells them they were 'extras'), are pretty clever though. Midas definitely gets his in the end when Morrison turns his King Midas-inspired catchphrase on its ear in one of the books only moments of true comedy.

If the entirety of this series was just angry Noh-Varr clashing with sinister Doctor Midas and the dregs of humanity, it would be little more than a weak attempt at "widescreen" comics in the same vein as The Authority. It's with the introduction of Oubliette, Midas's daughter, that the story takes on a new dimension and direction. Oubliette is a teenage outcast like Noh-Varr who has been raised by her insane father to be a homicidal henchwoman in a leather fetish suit. She hates her dad, she hates herself, and blah blah blah. She is first sent by her father to capture or kill Noh-Varr, but ends up saving him, partly out of pity and partly out of wanting to piss off her daddy. Her back and forths with her father are not unlike any teenage girl going twelve rounds with an overprotective dad, but with vocabulary that could only find root in a comic book. Once again, Morrison plays out a very basic story of boy meets world and boy meets girl on such an epic scale that it feels fresh. Noh-Varr already hates Midas for shooting down his ship, but now he can stick it to him by bragging about being with his daughter. Their relationship is never romantic however. While the characters tight clothing belies an S&M club and their sweat-drenched patter sounds like pillow talk, Noh-Varr and Oubliette really end up more like brother and sister. Their isolation also makes them kindred spirits. Obliette gets to learn a little about Noh-Varr's people, the Kree, and in the climax of the book, Noh-Varr reveals he still carries the remains of his Kree lover, "but it's hard to love a carbonized, irradiated, skeletal structure." In the radioactive light of the cosmic engine, Noh-Varr and Oubliette share a tender moment and compare their shitty situations. The mask her father forces her to wear supposedly hides a hideous facial scar, but when Noh-Varr coaxes her to remove it, there are none to be had. In this scene we see the effect (in a very comic booky kind of way) that an abusive parent can have on a child. It's almost touching and you start to like a character who only a few minutes ago was threatening innocent people on a subway with imminent death.

The three main moving parts of Marvel Boy are Noh-Varr, Midas, and Oubliette. As far as characters go, they lend themselves to much more analysis than I am even capable of, but the other main villain of the piece is just as interesting. Hexus the Living Corporation is more of a malevolent concept than a proper character, but it's through Hexus that Morrison gets to play with some ideas about commercialism that were very prevalent around the turn of the millennium and are still relevant today. A play on the old "Brand X" idea, Hexus is a living logo that expands itself across billboards and bus stop ads, possessing eager businessmen and entrepreneurs and turning their delusions of grandeur against them. Hexus hires employees and spreads its influence at a super accelerated rate, taking over most of Manhattan and the world market in issue three. The Hexus logo creeps along in the first two issues, and eagle-eyed readers can spot it in the backgrounds. Hexus was safely contained by Noh-Varr and his crew before the series began, but breaks free when their ship is shot down. Hexus is preparing a "product launch" called D2K1, similar in theme to the acronym-laden advertising of the late 90s. D2K1 is in fact a "digital concentration camp" where Hexus will realize its full potential and corner the market on everything. The voice of Hexus, the body jumping Mister Greepy, puts it best. "Hexus grows. Hexus replicates. Soon, Hexus will own everything. We will license the air you breathe and the thoughts we allow you to think." Noh-Varr is only able to defeat Hexus by means of corporate sabotage. Using Plex, he hacks into Hexus's systems and gives their secrets and data to rivals like Coca Cola and Sony. In turn, the other corporations devour Hexus like ants on a larger insect, and Noh-Varr has (reluctantly) saved the day. Hexus is the danger of a monopoly in the form of a space-based thought parasite.

The Following is an excerpt from an interview with Grant Morrison around the time of Marvel Boy's release. "We've only started to experiment but already MARVEL BOY looks like nothing else around. Some of the stuff J. G. is doing is like an update of the whole Steranko Pop Art approach to the comics page. Instead of Orson Welles, op art and spy movies, J.G.'s using digital editing effects, percussive rhythms, cutting the action closer and harder, illuminated by the frantic glow of the image-crazed hallucination of 21st century media culture and all that. Comics don't need to be like films. They don't need to look like storyboards. This is not to dis the many great comics which have used filmic narrative techniques but I wanted to go back and explore some of the possibilities of comics as music."

Comic books as music is something Grant Morrison has toyed with in a few projects since, including We3 and Final Crisis, to varying degrees of success. This narrative style has brought new energy to his 21st century work in some cases (We3) and turned off or confused readers in other cases (Final Crisis). I would say Grant and J.G. are only partly successful in their attempt here. The first couple of issues are laid out extremely well, but only in certain sequences of the latter half, do the quick cuts and rapid fire panels start to occur. Again, I think the first two issues are really more like the "widescreen" books that people like Warren Ellis and Bryan Hitch had made popular during this time. There is a sequence when Noh-Varr is fighting Oubliette for the first time that does read like a dubstep song, if that makes any sense. In the action sequences like that one, artist J.G. Jones cuts out some of the rhythm and delivers bass drop after bass drop. Whereas Final Crisis felt like a symphony, Marvel Boy is like nu-metal, with quiet pseudo-depressing verses, and loud, banging choruses. Nevertheless, kudos to the creative team for trying something new and fun to read.

Marvel Boy ends on a sort of cliffhanger, but the first arc is pretty neatly wrapped up. Noh-Varr is a captive of S.H.I.E.L.D. in the end and viewed as a political prisoner by much of the public and a terrorist by others. Obliette, after lashing out and sending her father Doctor Midas to a sub-dimensional hell, is rallying for him on the outside, spreading the word about the superior Kree way of life. One of the last scenes in the series is Obliette destroying Disney World and making a televised threat against the powers that be for holding Noh-Varr. Basically, boy meets world, boy meets girl, and finally boy gets in trouble. Noh-Varr ends the book on a smart-ass remark, and claims that his prison will one day be the capitol city of a new Kree Empire. Our hero is dragged away ranting and raving like a scorned supervillain, or just an angry child if you prefer. The character has since been featured in Brian Bendis's Avengers run as The Protector, but the more interesting bits about his character were kind of lost. In more recent comics Kieron Gillen has used the character to great effect in the current volume of Young Avengers, so at least Noh-Varr has a home.

Marvel Boy isn't a complete success, but like I mentioned up above, it's a very special book and maybe even still a bit ahead of its time. Noh-Varr is a 21st century Peter Parker. He's a young loner who suffers great tragedy and must learn about power and responsibility. If Stan Lee and Steve Ditko were children of the 70's and were creating a new teenage hero in the 90's, I'd like to think it would look something like Marvel Boy.

(Thanks for joining me on this blast from the past. 2013 Chris sure had a lot to say!)

Twitter: @ChrisBComics
E-Mail: backissuechris@gmail.com
More mind-bending material: Tabletop Legends

Wednesday, August 17, 2016

New releases for the week of 8/17/16

It's new comic book day! Here's a few new releases that I think are worth checking out:
Backstagers #1 (Boom! Studios)
Writer James Tynion IV and artist Rian Sygh present this new series where a group of theater outcasts find a portal to other worlds beneath their high school stage. Tynion IV is a disciple of Scott Snyder and his work in the Batman universe at DC showed he has great character chops. Sygh has done art for Munchkin and his lively expressive characters should capture the drama of high school life quite well.
Batgirl and the Birds of Prey #1 (DC Comics)
Writer Julie Benson is a fresh face to me. I haven't seen her work yet, but she's been making the rounds in the comic podcast world, talking a big game about her love for the DC Universe. Claire Roe is on the art here. I'm interested to see what they do with the Barbara Gordon character and this strange new take on the Oracle concept, especially after the debacle that was The Killing Joke adaptation.
Jackboot & Ironheel #1 (IDW)
2000 A.D. regular Max Millgate writes and draws this supernatural WWII tale, which sees a footballer turned R.A.F. tailgunner come face to face with "his own dark destiny" as the solicitation copy promises. If you're a fan of Millgate's Judge Dredd stories or the war comics of Garth Ennis, give this new series a shot.
Super F*ckers Forever #1 (IDW)
Writer/artist James Kolchalka brings his profane heroes to their own monthly book as part of IDW's Creator Visions event, where five different creator-owned titles are set to launch over five weeks. Kolchalka's sense of humor might not be for everyone, but chances are you know someone who'll get a kick out of it!
Spawn Kills Everyone #1 (Image)
I'm not what sure what to expect other than a lot of cartoon bloodshed in this one-shot, which also serves as a homecoming for Spawn creator Todd McFarlane. That's a cute widdle Spawn on the cover though!
The Fallen #1 (Marvel)
The Hulk bit the big one in Marvel's latest crossover event, Civil War II. I'm not too hot on the main series, but I like the idea of the heroes getting together and telling Hulk stories. There's no creative team listed for this, so this might be one worth thumbing through before you take it to the counter.

Not a bad haul for the week! IDW came to play, that much is certain. What looks good to you? Let me know in the comments or hit me up on Twitter (@ChrisBComics) or via e-mail (backissuechris@gmail.com). Thanks for reading!