Showing posts with label crisis on infinite earths. Show all posts
Showing posts with label crisis on infinite earths. Show all posts

Saturday, September 15, 2018

The Metal of Man

Dark Nights: Metal: Dark Knights Rising (2017): written by Scott Snyder, Grant Morrison, James Tynion IV, Joshua Williamson, Frank Tieri, Sam Humphries, Dan Abnett, and Peter J. Tomasi; illustrated by Doug Mahnke, Philip Tan, Tony S. Daniel, Francis Manapul, and others: There's no point reading this as a separate entity from the DC Comics Event series it supports, Dark Nights: Metal. Well, unless you like depressing What if? superhero stories about horrible alternate realities in which Batman goes crazy and kills off most or all of the other super-heroes. Then it's awesome!

I think you're supposed to read these stories about halfway through your reading of the main series, but reading them afterward (as I did) worked fine. They fill in some of the blanks of the main series. The writing is mostly solid and occasionally inspired. The art, too, is solid and occasionally inspired. The Seven Evil Batmen from alternate universes are depressing and awful here as in the main series. Moreso, really, as we see the depth of their falls from grace. Recommended.


Dark Nights: Metal: The Resistance (2017): written by Scott Snyder, Benjamin Percy, James Tynion IV, Joshua Williamson, Rob Williams, Robert Venditti, and Tim Seeley; illustrated by Doug Mahnke, Howard Porter, Yanick Paquette, Jorge Jiminez, Jaime Mendoza, Liam Sharp, and others: There's no point reading this as a separate entity from the DC Comics Event series it supports, Dark Nights: Metal. You are supposed to read the stories collected here about four issues (of a total of six) into Dark Nights: Metal. Certain major things in that series are explored and explained. To say more would spoil that.

But yeah, you're going to need to read Dark Nights: Metal. And Dark Nights: The Road to Metal if you want to understand why Dick Grayson/the original Robin/Nightwing keeps having transdimensional visions.

Well, no, not exactly. Perhaps 2/3 of the volume comprises The Resistance. That follows the efforts of the Bat-Family, the Suicide Squad, and Green Arrow to figure out what the Hell is going on in Gotham City in the absence of the (real) Batman. The Seven Evil Batman are there. So too is Challengers Mountain, dropped into the middle of Gotham like a lawn dart made of sweet, sweet granite. 

So, too, concentric circles patrolled by the minions of the Dark Batmen. Harley Quinn and Killer Croc get a lot of space to be their good-bad selves, fighting for Gotham even though they're mostly villains. It's probably about as fun as it can be, though it refers to events preceding the story-line that aren't collected in any of the four Metal volumes. Oh, well. Recommended.

Tuesday, July 24, 2018

Dark Nights: Metal (2017-2018)



Dark Nights: Metal (2017-2018): written by Scott Snyder with James Tynion IV; illustrated by Greg Capullo, Mikel Janin, Alvaro Martinez, Jonathan Glapion, Raul Fernandez, and others: Metal writer Scott Snyder notes in his foreword that he wanted this Event Series to be a big event like the ones he remembered enjoying in his youth. And Snyder does manage lots of cosmic melodrama, dire moments, and seemingly doomed heroic final stands.

Metal may have the oddest set-up for a cosmic event comic ever. In the months prior to Metal, Batman had been investigating the origins of the weird metals of the DC Universe. That would include the resurrectional Electrum of his enemy The Court of Owls, the strange Nth metal of Hawkman's mace and wings, and even the protean shapeshifting of Plastic Man himself.

Against all advice, Batman -- who has probably been the cause of and solution to all of the Justice League's problems more than any other hero -- pursues his quest to the point of fulfilling an ancient prophecy that he thought he was working to forestall. Hoo ha!

To not give anything away, Batman's successful failure allows a whole lot of bad things to invade the DC Universe. It will be up to Batman, Superman, Wonder Woman, and all Earth's other heroes to rescue the multiverse from Batman's mistake. 

Snyder proves to have a strain of cosmic goofiness in him that I was not aware of. Metal evokes the original craziness of DC's 1950's and 1960's Silver Age while also playing at the edges of metafictionality as do the cosmic DC Comics of Grant Morrison. This is a story that is very explicitly about Story. Bringing Daniel, the 'new' Lord of Dreams (well, new since the conclusion of Neil Gaiman's Sandman back in 1995) into the fray serves to make the whole Story emphasis very, very emphatic.

It's not much of a stretch to note that essentially the DC Multiverse comes under fire from a whole lot of misguided pro revisionism and creepy fan fiction. I kid you not. 

It all works, somehow. Greg Capullo, who partnered with Snyder on a lengthy Batman run, channels his days drawing cosmic melodrama on Todd Macfarlane's Spawn to good effect. Things get a bit crowded with characters, not really a problem because that too is a nod to George Perez's meticulous, overcrowded work on the Nexus of all DC Comics Event Series, Crisis On Infinite Earths. Capullo does a nice job with all the punching and the kicking, the weird character designs for the invading villains, and the endless leagues of heroes and villains he must draw. 

Metal certainly isn't perfect. Like most Event Series, a number of story points briefly touched upon in the main narrative require the purchase of other comics in which those points are fleshed out more fully. Things get a little rushed at the end, to the extent that some confusion sets in as to who is doing what where, and what the heck is happening in some of the action sequences. This is not a problem peculiar to Metal. But in all, this is an enjoyable superhero comic that could probably be read by someone who's not fluent in the 80 year history of DC superheroes. Recommended.

Tuesday, April 5, 2016

When the Sun Rose Black Over the Last City

Zenith: Phase Three (1989/Collected 2014): written by Grant Morrison; illustrated by Steve Yeowell and others; character design by Brendan McCarthy: And now the 1989 show, in which Grant Morrison and Steve Yeowell take the piss out of every Crisis and Secret War and Company-wide Crossover Event ever seen in the mainstream superhero comics of DC and Marvel. 

Phase Three is at once almost howlingly funny in its take on crossovers -- for the most part, all the heroes from different realities spend most of their time confused about what they're doing, who they're fighting, and who they're fighting with. And artist Steve Yeowell abets the foggy satire of super-hero armageddons with his sketchiest, sparsest, most evocative and suggestive artwork yet.

The Many-Angled Ones, the Great Old Ones, the Lloigor, have launched a major assault on all the alternative realities of Earth. Only a mighty army of superheroes can stop them! Super-jerk Zenith and super-conservative Peter St. John get drafted for the battle because of course they do. But nothing is really as it seems, and by the end of things, the true enemies of the universe will stand revealed. Or will they? Yes, they will. Maybe.

Morrison and Yeowell do a tremendous job here of juggling meta-commentary, satire, and abject horror. The Lloigor are truly horrible, and they're depicted in ways that almost certainly intentionally recall Kid Miracleman's devastation of London in Alan Moore's Miracleman. But they're also horribly comical and, frankly, not that bright. It all holds together as a satiric epic of horror right up to the bombastic climax, the terrible revelation, and the sudden reversal.

Throughout, Zenith remains his familiar unpleasant self, contrasting the various heroes who take this sort of thing seriously, or who've experienced actual tragedy. A certain number of minor characters are either old British comics characters or homages to same, but knowing who they are isn't integral to enjoying the book. Highly recommended.


Zenith: Phase Four (1990, 1992, 2000/Collected 2014): written by Grant Morrison; illustrated by Steve Yeowell and others; character design by Brendan McCarthy: And so, after the revelations in Zenith: Phase Three about the origins of the Many-Angled Ones and their plans for Earth, we come to the end. 

Can telepathic Conservative super-knob Peter St. John and self-absorbed super-pop-star Zenith save the world from a host of nigh-omnipotent alien gods? Or will the Sun turn black and all of creation fall?

Narrated for large stretches by the aging British creator of the British superhero program, Zenith: Phase Four alternates between dystopian horror and flashes of satire as embodied in the eponymous Zenith. Peter St. John has his own plans for humanity, but they apparently don't involve killing everybody. Not so the Many-Angled Ones, Lovecraft's Great Old Ones. Neither so the rest of Earth's super-heroes, who have a plan of their own that doesn't involve the survival of non-super-heroic humanity.

The result is a superhero comic book that trades in cosmic horror and bits of absurd humour on the way to its denouement. There's still enough mystery left at the end to fuel a Phase Five, but that doesn't seem to be in the offing. A coda from the year 2000, eight years after Phase Four ended, is a rare mis-step from writer Grant Morrison, a sour piece that can be ignored given its meta-commentary on the series as a whole. 

But otherwise, Phase Four is a triumph of revisionist superheroics and weird visionary horror. There's a damned city at the end of things that's quite a triumph of horrific imaginings. And there's Zenith, too self-absorbed to rule the world, and Peter St. John, whose plans remain mysterious right up to the end. And as the creator of the superheroes muses, superheroes in the real world -- or any idealized concept -- becomes horrors almost beyond imagining. Most of the time. Highly recommended.

Tuesday, June 23, 2015

Red Skies at Night

Convergence: written by Jeff King, Scott Lobdell, and Dan Jurgens; illustrated by Ethan Van Sciver, Jason Paz, Carlo Pagulayan, Stephen Segovia, Eduardo Pansica, Aaron Lopresti, Ed Benes, Andy Kubert, and many others (2015): As a standalone miniseries, the weekly, 9-issue Convergence is something of a disaster. It did tie into a seemingly endless group of two-issue miniseries focused on various DC heroes from a wide range of 'abandoned' universes, and some of these two-parters were very good (especially Shazam!). The 9000-page Convergence Omnibus edition should be half-killer, half-filler.

However, Convergence is important for company-wide reasons at DC as it establishes a new/old status quo in its final issue. Unfortunately, while we see the build-up to the important, universe-shattering battle in that final issue, and while we see the aftermath, we do not actually see the battle itself. Either that or my copy of Issue 8 (the series begins with Issue Zero, btw) is missing several dozen pages.

In a way, this makes Convergence the perfect capstone to 30 years of universe-shattering, forest-consuming, million-issue crossover events at DC and Marvel. It's a story so big they couldn't fit the story in. Wait for next year's Convergence: Crisis War Blues Explosion mini-maxi-series, I guess.

And while there are moments of interest interspersed throughout the miniseries (most of them in issue zero, illustrated with snap and verve by Ethan Van Sciver) , a lot of space involves fighting, more fighting, and pointlessly and brutally killing off characters from a Warlord comic-book series that most readers probably weren't born to read when last it breathed life on the comic-book racks. I mean seriously: we spend what seems like half the miniseries in the world of Warlord. And we're mainly there to kill off all the characters in terrible, futile situations. Did Warlord creator and writer-artist Mike Grell poop in somebody's punch bowl over at DC recently?

So while the outcome of Convergence is mostly fine by me, the execution of this miniseries is surprisingly dreadful for long stretches. Pick up the beautifully illustrated Issue Zero and Issue 8 and forget the rest of the minieries. Oh, and track down Convergence: Shazam 1-2.  Not recommended in its entirety.

Tuesday, May 5, 2015

Crisis Times Two!

Crisis on Multiple Earths Volume 6: written by Gerry Conway and Roy Thomas; illustrated by George Perez, Don Heck, Adrian Gonzales, Jerry Ordway, Romeo Tanghal, and others (1981-82; collected 2013): When DC had multiple Earths the first time around, an annual team-up between the Justice League of Earth-1 and the Justice Society of Earth-2 started in the early 1960's. Earth-1 was home to the heroes regularly published by DC; Earth-2 was home to their counterparts who first appeared in the late 1930's and 1940's, along with a few 'legacy' heroes like Power Girl (Earth-2's Supergirl) and the Huntress (daughter of the Earth-2 Batman and Catwoman).

This volume reprints two of the longest team-ups -- eight issues in all between the two. The second team-up also brings in the All-Star Squadron, writer Roy Thomas's ret-conned Justice Society of World War Two, when the Society was disbanded in favour of a larger assemblage of Axis-fighting superheroes.

In all, this is a lot of time and space-bending fun from the late Bronze Age at DC, which ended in 1985 with the Crisis on Infinite Earths. 'Crisis' is the keyword here, used in the titles of the very first JLA/JSA team-up and then forever after in the titles of subsequent team-ups. When someone says 'Crisis!' in the DC Universe, something big and bad is going down.

The great George Perez pencils the first story arc, one which pits the League and the Society against the Secret Society of Super-villains and the Crime Syndicate of Earth-3. Much punching and inter-dimensional travel ensues. Perez demonstrates his almost uncanny ability to make super-heroes seem distinct and different and razor-sharp in their delineation. Conway's script is full of cosmic absurdity and 'cosmic balance,' as the scripts of these team-ups should be.

The second story arc crosses over between Justice League of America and All-Star Squadron. The long-penciling Don Heck does yeoman's duty on the JLA sections, especially when he inks his own pencils in the last JLA issue. Over on All-Star Squadron, a young Jerry Ordway inks Adrian Gonzales in crisp, pleasing fashion. This arc jumps between worlds and times as Golden-Age Justice Society villain Per Degaton (love that name!) enlists the help of a variety of super-villains so as to rule Earth-2. Thomas and Conway's time-travel plot is a twisty one, and at one point takes us to Earth-Prime -- which is to say, to 'our' Earth, where superheroes appear only in comic books, TV, movies, and on Underoos.

In all, this is a fine collection of melodramatic, high-stakes superhero action. One of the funnier bits involves the heroes being shocked at the idea of a world without superheroes. A running bit in which the JLA's nuclear superhero, Firestorm, keeps trying to hit on Power Girl is a bit lame, though. Stop macking on Superman's cousin! Recommended.

Wednesday, November 23, 2011

The Last Race



Showcase Presents: The Trial of the Flash, written by Cary Bates and Joey Cavalieri, illustrated by Carmine Infantino, Dennis Jensen, Frank McLaughlin, Klaus Janson and others (1983-85; collected 2011): I can't think of a major superhero who became tragedy's punching bag more than DC's Flash did in the late 1970's and early 1980's. And I'm not sure why this was allowed to happen. But happen it did. His greatest villain killed his wife, and that was just the beginning. A couple of years later that same villain -- 25th-century speedster Professor Zoom, aka The Reverse-Flash -- tried to kill the Flash's fiancee on their wedding day. In the ensuing super-speed struggle, the Flash breaks Zoom's neck, killing him.

And so begins one of the longest storylines ever contained in a single DC title, The Trial of the Flash, which would ultimately span nearly three years and end with the cancellation of that title. It was a story so long that several peripheral issues of the title are omitted here to allow the collection (still the longest in the Showcase reprint series) to avoid requiring two volumes. It's still enough, and maybe too much.

By 1985, DC had decided to reboot its entire line of superheroes, beginning with a massive crossover event/line-wide reboot and purge called Crisis on Infinite Earths. The Flash would play a pivotal but heroically self-sacrificing role in that event. After the Crisis, his nephew Wally West would take over as the Flash in the brave new post-Crisis world. Ultimately, this is The Last Flash Story But One. Sort of. To paraphrase Algis Budrys, in comic books death is always conditional.

The Barry Allen version of the Flash helped usher in DC's Silver Age in the 1950's, as new characters were given the names of cancelled heroes of the 1940's, most prominently the Flash, Green Lantern, the Atom and Hawkman. They apparently lived on a different Earth than their 1940's forebears (in the first appearance of the Barry Allen Flash, Barry is seen reading a comic-book issue of the 1940's Flash from whom, after gaining his super-speed powers, Barry ultimately takes his superhero name).

Writer John Broome and penciller Carmine Infantino made the Flash a zippy, fun, quasi-super-scientific thrill ride over the character's first decade. (In-story 'Flash Facts' gave explanations of certain speed and scientific effects seen in the story, such as how a boomerang works). In The Trial of the Flash, Infantino has returned to the character after nearly 20 years away, staying with him to the end with pencils that are much more stylized and 'loose' than his Silver Age work, but still often possessed of a quality of speed and quickness and time-bending simultaneity that most other Flash artists have lacked.

Longtime Flash writer Cary Bates puts the Scarlet Speedster through quite a wringer here, as various parties try to wipe out the Flash's defense lawyers, kill him before the trial, or just do the usual super-villain thing of mayhem and thievery. It's a surprisingly harrowing and often downbeat ride, though it does have a conditional happy ending -- conditional because the Flash's fate in Crisis will supercede any ending in his own title and, indeed, that fate had already been published before the storyline herein ended.

It would take more than 20 years for the Barry Allen Flash to return from the dead -- several eternities in superhero comics -- and his history has recently been purged and restarted once again. There are some absurdities here, and one major annoyance (that would be the frankly ridiculous mental health issues of Flash's fiancee Fiona), but overall this is a lot of melodramatic fun. It would have been interesting to see what occasional cover inker Klaus Janson (so integral to Frank Miller's art on Daredevil and The Dark Knight Returns) could have done with Infantino's interior pencils -- the Infantino covers Janson inks are terrific -- but the interior art remains solid and sometimes startling. Recommended.

Wednesday, August 24, 2011

Crisis On Infinite Earths


Crisis on Infinite Earths, written by Marv Wolfman, illustrated by George Perez, Mike DeCarlo, Jerry Ordway and Dick Giordano (1985-86; collected 1997): I've never met anyone who was actually confused by DC's pre-Crisis continuity, in which superheroes existed on several different Earths with different "vibrational frequencies." On the other hand, DC was struggling in the mid-1980's to make up market share on Marvel, and the Crisis "maxi-series" did jolt sales and eventually lead to fairly successful reboots of characters that included Superman, the Flash, and Wonder Woman. Along with Marvel's contemporaneous maxi-series Secret Wars, Crisis ushered in the age of megacrossovers that mainstream superhero comic books -- for good and ill -- have existed within ever since.

From a (nominally) adult perspective, the main attraction of a collected edition of Crisis on Infinite Earths resides in the art by George Perez and several different inkers, colour-corrected and restored from the pulp-paper, four-colour original state of the original serialized issues. Perez pulls off one of the loopiest assignments in superhero history, as he basically draws every superhero and supervillain in DC history, making each unique (his Supermen of Earths 1 and 2, for example, have distinctive facial features to go along with their slightly different costumes). It's a Domesday Book of DC's history from 1937 to 1985. Pretty much everyone is here, lovingly rendered, unique, imperilled, shouting a lot.

The story is relatively simple. Entire universes (not an infinite number but apparently around 1000, we're told on several occasions) have already been destroyed by waves of anti-matter when the story begins. Five universes containing pretty much all of DC's major superheroes remain. The superheroes and their allies battle to save the remaining five universes. That's pretty much the plot, though obviously there are various successes, setbacks and subplots in the course of the 300 pages of the narrative.

Writer Marv Wolfman goes slightly bananas here with declamatory speeches, many of them involving heroes talking about themselves in third-person, and many others involving characters telling us what we're already looking at. Judicious editing might have increased the grandeur of certain situations and the poignancy of others, especially the deaths of Supergirl and the Flash. Any editing, maybe -- in one awe-deflating caption, Wolfman uses "zillions" as if it's a real number.

And even as superhero science and logic goes, Crisis is something of a mess -- antimatter somehow destroys positive matter without being destroyed itself, and appears to come in several different flavours. When a character lives in an antimatter universe where everything material is made of antimatter, does his big gun really have to be described as an "antimatter cannon"? Wouldn't it just be a cannon? And how exactly can a being who's fed off the energy of entire universes be hurt by a handful of heroes, no matter how super? I don't really know. The pictures sure are pretty, though.

Because the actual changes to the DC Universe hadn't been entirely decided upon by the end of Crisis, we're also faced with a story which seemingly requires yet another Crisis to make it dovetail with what would come after. People still remember Supergirl at the end of the series even though she never existed in the new DCU. Superman's Fortress of Solitude still has that giant golden key sitting out front. And problems with the history of characters that include Wonder Woman, Hawkman, and Power Girl would persist for decades. In many ways, the series seemed to create more headaches than it cured.

There's a certain nostalgic thrill in the writing -- along with X-men's Chris Claremont, Wolfman was pretty much state-of-the-art circa 1985 when it came to large groups of superheroes doing large things. And there's still some feeling here that superheroes are for kids and, at the oldest, teenagers. Hearts are worn on sleeves, and everyone says the right thing. A lot. If the DC Universe somehow managed to become more confusing fairly soon after the catastrophic events of Crisis -- well, that's not Wolfman's fault. And the art is, as noted previously, completely and utterly bonkers, a high watermark of gigantic-cast mayhem and destruction. Recommended.