Showing posts with label gil kane. Show all posts
Showing posts with label gil kane. Show all posts

Tuesday, August 4, 2015

Super-children of the 1990's

Judgment Day: written by Alan Moore; illustrated by Rob Liefeld, Gil Kane, and others (1997/Collected 2003): One of those Alan 'Watchmen' Moore-penned volumes from the 1990's that always seem vaguely anomalous, coming as they do from Moore's time writing for Rob Liefeld's 'wing' of Image Comics that would spin off into its own separate publishing company during Moore's time writing for a couple of the Image 'wings.' This one involves Liefeld's superhero team Youngblood, there from the beginning of Image Comics in 1992. Moore's job seems to be to give the whole thing a veneer of artsiness unknown to Liefeld's output. Well, if not artsiness than at least metafictionality. 

The best parts of this series, which see a member of Youngblood put on trial for murder, involve flashbacks drawn by various artists. Most of the flashbacks are pastiches, often satiric in tone and content, of decades of comic-book titles and characters, from Old West heroes to Conan the Barbarian adaptations. And the whole plot revolves around a magical book that seems to prefigure Moore's really metafictional work in his own later title, Promethea. Moore was winning writing awards for his work on Liefeld's Superman homage Supreme at the same time, and Supreme shows up here as well. 

The whole thing goes down pretty smoothly, with some nice artwork -- especially that of Grandmaster Gil Kane on a couple of sections. This volume is both a curiosity and a harbinger of Moore work to come. Exaggerated claims of Watchmen-level relevance in the publisher's foreword  do seem both forced and gormless -- superheroes have been put on trial in one way or another prior to Judgment Day, from Batman in the 1940's to the Justice Society of America in the 1980's. Liefeld's art contributions are unusually awful and off-model at certain points -- his version of Erik Larsen's Savage Dragon is especially off, but the book is rife with characters with weird, up-turned nostrils and tiny, tiny feet. Recommended.


Spawn: Origins Volume 1: written and illustrated by Todd McFarlane (1992/ Collected 2009): Canadian writer-artist Todd McFarlane left Marvel Comics in 1992 along with five other creators to create creator-owned comic company Image. McFarlane, a popular Marvel artist on Spider-man and Hulk, soon launched Spawn. It rapidly became Image's best-selling title. Moreover, it became the best-selling superhero comic in North America for a few years, helping break the hold DC and Marvel had on the comic-book-buying public.

If you want to see what the fuss was about, these relatively recently released Spawn: Origins volumes are the way to go if you can find them remaindered. And boy, have I seen them remaindered for up to 80% off cover-price. They're certainly enjoyable in a pulpy way. McFarlane's greatest strength as an artist lies in full-page and double-page spreads; his weakness lies in panel-to-panel continuity, which sometimes degenerates to incomprehensibility. But the spreads are great. So too Spawn's cape and chains, which are less costume elements than they are design elements on a page. 

McFarlane isn't much of a writer, but it's at least competent superhero schlock. Spawn is basically a Marvel hero whose reasons to be angsty have been turned up to 11. A former heroic CIA Black Ops soldier, Al Simmons was killed by one of his own compatriots on the job under orders from his superior. Now he's back from the dead. Well, sort of. Really, he's still dead. He's just ambulatory and has super-powers. But he's also partially amnesiac. He's been gone for five years. And he owes Hell... something. Oh, and under his costume (which is actually a living supernatural symbiote), he looks like a mummy who stayed in the oven too long. Good times! And his widow married his best friend! And both Heaven and Hell keep trying to kill him! And he lives with a bunch of homeless people in New York's Bowery! Oh, Spawn. Spawn Agonistes! Recommended.


Spawn: Origins Volume 2: written and illustrated by Todd McFarlane with writing by Alan Moore and Frank Miller (1992-93/ Collected 2009): Todd McFarlane started to bring in guest writers with the issues collected in this second volume. Two issues that chronologically should appear herein but don't also included guest writers -- Neil Gaiman on one issue that would lead to more than a decade of legal battles between Gaiman and McFarlane, and Dave Sim on a metafictional odyssey co-starring his talking aardvark Cerebus. 

We do get Alan Moore and Frank Miller riffing on Spawn in issues that are much better written than McFarlane's efforts. So it goes. The whole volume entertains, McFarlane's art is very strong, and we get a storyline continued from the previous volume featuring antagonist Overtkill, one of the two or three most stupidly named super-characters of that baroque early 1990's age of super-powered characters with increasingly stupid names and increasingly cluttered costumes. Recommended.

Wednesday, April 22, 2015

The Astounding Atom-Wolf!

Showcase Presents The Atom Volume 1: written by Gardner F. Fox; illustrated by Gil Kane, Sid Greene, and Murphy Anderson (1962-65; collected 2007): DC's Atom of the 1940's was a short guy who could fight well. For the 1960's Silver Age reimagining of the character, size became more of an issue. 

Now, thanks to white-dwarf matter, the Atom could shrink. He could also control his mass at any size. This being the Silver Age and not the 1990's, that last bit never resulted in him punching a hole in anyone's head (or collapsing into a miniature black hole).

The smooth and dynamic Gil Kane keeps the art fun and imaginative, even when the adventure simply involves boring bank-robbers or Soviet spies. Ray Palmer, the Silver-Age Atom, was a university professor with a lawyer for a girlfriend. And really, a research professor isn't a bad secret identity for a superhero, especially as Ray seems to be high-powered enough in academia to never have to teach a class!

The best adventures herein play with science fiction, fantasy, and the perennial weirdness of the Silver Age as imagined by writer Gardner Fox. The Atom gets trapped in light bulbs, ironed out as flat as a pancake, and used as the battery for a gun. Thanks to the 'Time Pool,' he also teams up with Jules Verne and Edgar Allan Poe. It's a full, rich life.

Probably the most emblematic story included here pits the Atom against his own suddenly sentient and malevolent costume. And the revelation of who (or what) is behind the costume's criminal shenanigans makes things even weirder. In an era of comic books in which a benevolent chunk of Kryptonite once narrated a story, anything can happen and probably will. Recommended.


Captain America: Man&Wolf: written by Mark Gruenwald; illustrated by Rik Levins and others (1992-93; Collected 2011): Probably the second-most-maligned Captain America adventure in comic-book history (the first being the Heroes Reborn year of stories), Man&Wolf... really isn't that bad. Mark Gruenwald wrote Captain America for about a decade, and his Cap is always interesting even when the material gets a bit weird. 

Pretty much every werewolf or werewolf-like character in the Marvel Universe shows up (the most famous being J. Jonah Jameson's former astronaut son John, cursed to become Man-Wolf by a rock he picked up on the Moon, and Marvel's designated Werewolf, Werewolf by Night; wolf-like characters from X-Force and X-Factor also appear). Someone wants to make more werewolves! A werewolf army! Wolverine shows up too!

And Cap gets turned into a werewolf. But he's a heroic werewolf. The plans of evil will soon be thwarted. Will Cap be cured? Oh, probably. Rik Levins does a nice job on the action sequences, though he struggles with the actual drawing of the werewolves. 

A couple of ongoing plot threads that won't be resolved in this collection could probably have been excised so as not to confuse the reader. An Infinity War crossover can't really be excised, but it's damn peculiar anyway. This certainly isn't a high point for Cap, but Gruenwald's version of the character is always fun to hang out with, furry or not. Lightly recommended.

Tuesday, August 6, 2013

Hawks of the North Star

Showcase Presents Hawkman Volume 1: written by Gardner Fox and Bob Haney; illustrated by Joe Kubert, Murphy Anderson, Gil Kane, and Carmine Infantino (Collected 2008): While he was never an A-List hero at any point in comic-book history, Hawkman nonetheless wears one of the five or six best-looking costumes a superhero ever put on.

Initially designed in the 1940's by Sheldon Moldoff doing a fair imitation of Flash Gordon writer-artist Alec Raymond, the costume would be tweaked a bit by the great Joe Kubert when Hawkman was rebooted in the early 1960's. Every re-design after Kubert has been a falling away from greatness.

DC Comics editor Julius Schwartz, the guiding light behind DC's 1950's and 1960's 'Silver Age' reboots of 1940's 'Golden Age' superheroes, does with the 'new' Hawkman something similar to what he had his writers and artists do with the reboot of Green Lantern: he switches the character's origins from magical to science-fictional. Instead of a reincarnated Egyptian hero, Hawkman is now a police officer from the planet Thanagar, which orbits the North Star.

He comes to Earth with his wife and police partner Shayera (then-Hawkgirl) in pursuit of a dangerous criminal and subsequently stays on Earth to study human police methods. Schwartz and company preserved some of the flavour of the Golden-Age Hawkman by having the new character's secret identity be a museum director, and by having Hawkman and Hawkgirl fight many criminals using ancient weapons rather than scientific ones, with the explanation being that the two police officers don't want to run the risk of having sophisticated Thanagarian technology fall into criminal hands.

So the Hawkman costume, once an emulation of the hawk-headed Egyptian god Horus, becomes the standard uniform of the Thanagarian police officer. Schwartz and Fox are to some extent borrowing from another of Schwartz's Silver-Age reboots, Green Lantern, whose one-off Golden-Age costume would be reimagined and redesigned to be the uniform of an entire galaxy-spanning Green Lantern Corps.

In several issues, they also borrow from the Silver-Age Flash's idiosyncratic method of costume storage, as Hawkman gains a ring from which can expand an entire uniform, wings and all. This last borrowing is one of those things that we should pretend never happened, and never speak of it again.

Fox's stories are his loopy brand of faux science-fiction that often works a lot more like fairy-tale magic. They're fun without being memorable for the most part. Kubert's art on the first ten appearances or so of the new Hawkman, though, is terrific -- he makes even fairly dopey concepts such as the Man-Hawks look believable and strangely menacing, and another Hawkman villain, the Shadow Thief, is a weird triumph of comic-book design and execution. Once Kubert leaves, the solid and dependable Murphy Anderson takes over. The flair is gone, and the series really becomes a fairly standard DC offering for the time.

One of Kubert's original designs -- that for Hawkgirl's costume -- is also quite striking, possibly because the eyes of her mask make the character look insane. It's a design that has persisted into modern-day comics and animated cartoons with fewer alterations than Hawkman's. Though she does wear more clothing on top than Hawkman's X-crossed, wing-bracing belts. Recommended.

Saturday, June 22, 2013

Fun-Sized Superhero

The Atom Archives Volume 1: written by Gardner Fox; illustrated by Gil Kane, Murphy Anderson, and Mike Sekowsky (1961-63; collected 2005): When the great DC editor Julius Schwartz decided to reboot the humdrum Golden-Age Atom for DC's ascendant Silver Age, he wisely gave the character actual super powers.

The Golden-Age Atom had been a short guy who was pretty good in a fight. The Silver-Age Atom was a scientist who figured out how to shrink himself while also controlling his mass.

This latter ability -- which allowed the Atom to be light as a feather or to weigh his full 180 pounds when he was six inches tall -- really could have been dangerous, as he could conceivably have been the first superhero to be constantly in peril of collapsing into a black hole. But apparently the Atom kept good track of his mass-to-size ratio and avoided this terrible fate.

This new Atom allowed for Gardner Fox and Schwartz to play with size and perspective within a quasi-scientific framework. The explanation for how the Atom could travel down phonelines required a half-page of text, and actually explained to me how the sound of a voice or what-have-you supplied power to analog phone lines. Science!

The elegant and dynamic Gil Kane and the detailed Murphy Anderson made a really nice art team on these early adventures. As with most Silver Age reboots, the Atom eschews a cape. And Kane makes the little fellow quite balletic and acrobatic, just as he did the Silver Age Green Lantern. A lot more fun and engaging than I expected. Recommended.

Friday, October 21, 2011

Of Inhuman Bondage

Marvel Masterworks: The Inhumans Volume 2, written by Doug Moench, Scott Edelman and Marv Wolfman, illustrated by George Perez, Gil Kane, Keith Pollard, Al Milgrom, Bob Hall, Terry Austin and others (1975-78; collected 2010): Jack Kirby and Stan Lee created the Inhumans during their long and essential run on their Fantastic Four title in the 1960's.

The product of genetic experiments by the mighty, interstellar Kree Empire intended to create biological weapons, the Inhumans are basically a race of super-heroes. Led by the ever-silent Black Bolt (who can destroy things by whispering, much less talking) and the rest of his royal family (wife Medusa and cousins Crystal, Gorgon, Triton and Karnak), the Inhumans avoid contact with humans while they hide away in their Himalayan city of Attilan.

They're great supporting characters. As the leads in their own book, they've never been much of a success. This volume collects the entire run (all 12 issues) of their first standalone, continuing series from the mid-1970's, along with other appearances from that time period.

Doug Moench struggles mightily to invest these ciphers with defining characteristics beyond the simplistic (Black Bolt is noble! Gorgon complains all the time!) while also situating them within a much more blatantly science-fictional universe than that surrounding most other Marvel characters. Genetic engineering and space travel yield a number of productive storylines, as does the internal and external politics of the Kree Empire. Black Bolt's nobility is put to the test again and again. Everybody, human and alien, seems to either despise the Inhumans or want a piece of them. They're like mutants in the Marvel Universe, only moreso.

As Moench notes in his introduction, Kirby and Lee were playing with Chariots of the Gods material when they originally created the Inhumans -- aliens tampering with human evolution and human history. The names of many of the Inhumans are drawn from human mythology, suggesting that they may be the source of certain myths. And of course there's the city of Attilan, its name echoing Atlantis, which once was an island on the ocean until the Inhumans moved it to the Himalayas. Jack Kirby would further indulge his Space-gods ideas in the New Gods and the Eternals; in the Inhumans we find more of a rough draft, still more tortured mutants than gods (I'm assuming that's mostly the work of Lee).

The great George Perez pencilled several issues of the continuing series, giving the reader solid superhero work that already shows flashes of the top-end superhero artist he would fully become by the early 1980's. Gil Kane and the always solid Keith Pollard also pencil some issues. The whole thing doesn't really go anywhere, but the ride is enjoyable. Recommended.

Saturday, September 17, 2011

Albino Gnome



The Chronicles of Conan Volume 3: The Monster of the Monoliths and Other Stories, written by Roy Thomas, Michael Moorcock and James Cawthorn, illustrated by Barry Windsor-Smith, Gil Kane and others (1971-72; collected 2006): It took awhile for Marvel's comic-book Conan the Barbarian to gain sales traction, but once it did it ran for about 30 years in both colour and black-and-white magazines. For fans, the high point of the series came early, when long-time writer Roy Thomas was teamed with up-and-coming artist Barry Windsor-Smith for the first twenty issues or so of the colour comic.

Windsor-Smith's art became increasingly refined, complex and painterly as the series went on, evidenced in part here by the decision to try printing one issue directly from his pencils (it doesn't work that well here reproduced and remastered in a high-quality format, so I shudder to think what it looked like on pulp newsprint).

Thomas was (and is) an almost self-parodically verbose writer, and it becomes quite trying here after awhile, though this was admittedly also Marvel's house writing style at the time. Which is to say, every damn panel has to have dialogue or captions in it. When your book is about a taciturn barbarian, this seems especially annoying.

Included here is the two-part cross-universal team-up between Conan and Michael Moorcock's anti-Conan sword-and-sorcery character, Elric of Melnibone. The Windsor-Smith art achieves some startling effects in this story, especially in a battle between two god-like beings, though it suffers somewhat from Windsor-Smith's misunderstanding of what Elric's headgear was supposed to look like. As is, Elric ends up wearing a hat that seems to have been borrowed from a garden gnome. How does Conan keep from laughing?

Other artistic high points occur throughout this reprint collection, including a two-parter illustrated by Gil Kane. The writing can be a really heavy, purple slog at points, but the art makes this worth picking up. Recommended.