Saturday, November 5, 2011
Planetary Alignment
Planetary Volume 1: All Over the World, written by Warren Ellis, illustrated by John Cassaday and Laura Martin (1998-2000; collected 2001): 27 issues spread over 12 years... that's how long the truly epic story of Planetary took to play out due to a combination of health issues and other artistic and writerly committments.
Elijah Snow, The Drummer and Jakita Wagner -- the three super-powered members of Planetary -- would investigate a wide variety of superheroic and science-fictional events over that time, all tied into the overarching plot that involved the efforts of the super-powered, Nazi-derived Four to do something terrible to all of humanity, something terrible they'd been building towards for decades.
The Four -- a nightmarish version of Marvel's Fantastic Four -- had been systematically holding back humanity for those decades, destroying or suppressing various wonders, technologies and strange visitors from another planet. Against them stands Planetary, "archaeologists of the impossible", funded by a mysterious Fourth Man as the world's last hope for a future. As Planetary seeks out the roots and the aims of the Four's plan, Snow also seeks out the mystery of the identity of the Fourth Man.
Early on, though, the master-narrative was still being alluded to, discovered by the characters as they went along. Snow, capable of generating vast amounts of cold (which of course means that he's really capable of extracting kinetic energy from his environment), begins the book somewhat amnesiac and terminally bored. Recruited by super-strong Wagner and information guru The Drummer, he then takes part in a series of pulp- and comic- and movie-allusive adventures that begin to reveal the secret world under the skin.
Giant atomic monsters on Japan's Island Zero! The secret fate of pulp superman Doc Brass! The Hong Kong ghost-cop and his mission of vengeance! And the origins of The Four, America's first astronauts transformed into something greater and something worse than human. With John Cassaday's often stunningly beautiful art, Planetary quickly became one of the best, and the most interesting, superhero comics ever created. Highly recommended.
Thursday, November 3, 2011
War Stars
The Anvil of Stars by Greg Bear (1993): In this sequel to Bear's excellent late-1980's science-fiction disaster novel The Forge of God, Earth has been murdered by self-replicating machines created by a race known to the rest of galactic civilization only as the Killers, who have seeded the Milky Way with machines that seek out and destroy intelligent life wherever they find it.
The Benefactors, benevolent machines created by an alliance of interstellar civilizations, arrived in our solar system too late to fully defeat the machines of the Killers, though they did rescue tens of thousands of people from the dying Earth (along with a laundry list of species) and begin the process of renovating Mars and Venus into two new homes for humanity's survivors.
Part of humanity's bargain with the Benefactors involves the selection of a crew for a 'Ship of the Law' sent forth to find and destroy the home of the Killers if they still exist. Every race saved by the Benefactors sends such a ship forth, partially built from the materials of that species' dead homeworld if the homeworld has been destroyed.
The sentient, benevolent machines of the Benefactors are cagey -- in order to protect themselves, the races of the alliance don't tell the races they've rescued who they are or where they live, at least not immediately. Any intelligent, space-faring race may become a Wolf species like the Killers. In space, the best defense is silence and misdirection. The Killers targetted Earth because of the radio and television signals that have been flooding into space for the last 100 years. Highly developed species maintain a low electromagnetic footprint as a matter of self defense.
Five years into their mission, the 80+ human teenagers of the Ship of the Law Dawn Treader come across a solar system that seems to be the home of the Killers. Hundreds of years have passed outside the ship as it moved at speeds close to light in its search (welcome to relativity -- the universe of the novel doesn't seem to allow for faster-than-light travel). Technologies that can wipe solar systems off the map are about to compete -- and one will be found wanting.
Martin, the main narrator, is the son of one of The Forge of God's protagonists, and we see much of the search and the battles with the Killers through his eyes. This is hard, extrapolational science fiction, Bear's specialty. Those laws of physics which aren't yet known are extrapolated logically from some fairly arcane ideas of Bear's about how things really work at the quantum level. The result is a mix of the probable (relativistic effects being the most 'normative' thing here from a scientific point-of-view) and the meticulously extrapolated (everything from quark matter to the instantaneous communications devices the crew calls 'noaches' for 'no channel').
And along with an examination of group dynamics comes one fascinating alien race -- the Brothers, from another Ship of the Law that joins the Dawn Treader in its final assault, who are cooperative life-forms made up of smaller, potentially independent creatures that look like giant centipedes. Some time and attention is lavished on the culture of the peaceful Brothers, whose biological need for cooperation makes them less war-like and more thoughtful than the humans. They're terrifically imagined aliens -- their group-form nature has even affected their mathematics, which deals only in probabilities and not in integers.
In the end, though, it's the space battles that form the twin nuclei of the novel's narrative. Going back to E.E. "Doc" Smith's space operas of the 1920's and 1930's, print science fiction has given us star wars that make Star Wars look like a fart in an elevator, and Anvil of Stars is no exception. But Bear takes care to evaluate the ethics of war -- and indeed of genocide -- through the contrasting viewpoints of his human and alien characters.
The narrative also works as a group bildungsroman for the various human characters, as all must wrestle with why and how to achieve justice against a race that may no longer remember why it did what it did -- or, alternately, to survive the psychic trauma knowingly exacted by the still-thriving, still-malevolent Killers as they play hide-and-seek behind artificial worlds, alien races and entire civilizations. Thoughtful, insightful and thrilling. Highly recommended.
The Benefactors, benevolent machines created by an alliance of interstellar civilizations, arrived in our solar system too late to fully defeat the machines of the Killers, though they did rescue tens of thousands of people from the dying Earth (along with a laundry list of species) and begin the process of renovating Mars and Venus into two new homes for humanity's survivors.
Part of humanity's bargain with the Benefactors involves the selection of a crew for a 'Ship of the Law' sent forth to find and destroy the home of the Killers if they still exist. Every race saved by the Benefactors sends such a ship forth, partially built from the materials of that species' dead homeworld if the homeworld has been destroyed.
The sentient, benevolent machines of the Benefactors are cagey -- in order to protect themselves, the races of the alliance don't tell the races they've rescued who they are or where they live, at least not immediately. Any intelligent, space-faring race may become a Wolf species like the Killers. In space, the best defense is silence and misdirection. The Killers targetted Earth because of the radio and television signals that have been flooding into space for the last 100 years. Highly developed species maintain a low electromagnetic footprint as a matter of self defense.
Five years into their mission, the 80+ human teenagers of the Ship of the Law Dawn Treader come across a solar system that seems to be the home of the Killers. Hundreds of years have passed outside the ship as it moved at speeds close to light in its search (welcome to relativity -- the universe of the novel doesn't seem to allow for faster-than-light travel). Technologies that can wipe solar systems off the map are about to compete -- and one will be found wanting.
Martin, the main narrator, is the son of one of The Forge of God's protagonists, and we see much of the search and the battles with the Killers through his eyes. This is hard, extrapolational science fiction, Bear's specialty. Those laws of physics which aren't yet known are extrapolated logically from some fairly arcane ideas of Bear's about how things really work at the quantum level. The result is a mix of the probable (relativistic effects being the most 'normative' thing here from a scientific point-of-view) and the meticulously extrapolated (everything from quark matter to the instantaneous communications devices the crew calls 'noaches' for 'no channel').
And along with an examination of group dynamics comes one fascinating alien race -- the Brothers, from another Ship of the Law that joins the Dawn Treader in its final assault, who are cooperative life-forms made up of smaller, potentially independent creatures that look like giant centipedes. Some time and attention is lavished on the culture of the peaceful Brothers, whose biological need for cooperation makes them less war-like and more thoughtful than the humans. They're terrifically imagined aliens -- their group-form nature has even affected their mathematics, which deals only in probabilities and not in integers.
In the end, though, it's the space battles that form the twin nuclei of the novel's narrative. Going back to E.E. "Doc" Smith's space operas of the 1920's and 1930's, print science fiction has given us star wars that make Star Wars look like a fart in an elevator, and Anvil of Stars is no exception. But Bear takes care to evaluate the ethics of war -- and indeed of genocide -- through the contrasting viewpoints of his human and alien characters.
The narrative also works as a group bildungsroman for the various human characters, as all must wrestle with why and how to achieve justice against a race that may no longer remember why it did what it did -- or, alternately, to survive the psychic trauma knowingly exacted by the still-thriving, still-malevolent Killers as they play hide-and-seek behind artificial worlds, alien races and entire civilizations. Thoughtful, insightful and thrilling. Highly recommended.
Tuesday, November 1, 2011
Let the Wild Wild Remain
Hellboy Volume 9: The Wild Hunt, written by Mike Mignola, illustrated by Duncan Fegredo (2008-2009): Cleverly (and for new readers welcomingly), Mignola's Hellboy output now splits almost evenly into two categories -- standalone stories of one to three issues about Hellboy's past, and the 'mythology' stories about Hellboy's role in the coming apocalypse.
The Wild Hunt is one of the latter. I'd imagine it's almost impenetrable to a newbie (hence the standalone stories to bring new readers in without requiring them to buy a whole trade if they don't want to). It's pretty essential for those who've followed The Story Thus Far, though.
Having left the Bureau for Paranormal Research and Defence several years earlier, Hellboy begins the volume chilling at the home of some dead friends. Well, the ghosts of dead friends. Some Upper-Class British Twits convince Hellboy to join in the Wild Hunt, which they maintain is a periodic hunt for newly awakened giants in the British countryside. But they may not be telling the truth. Meanwhile, other foes -- including Merlin's femme fatale Nimue -- are running their own game.
Basically, everybody wants to somehow fulfill the nebulous prophecy that Hellboy will bring about the end of the Earth except Hellboy, who manfully wrestles with his destiny (indeed, even the meaning of his destiny) as he always has. We get one shocking revelation, some extreme giant-fighting, some creepy and a bit inexplicable stuff in what seems to be the land of the Faerie, and a slight increase in the murkiness surrounding Hellboy's future. An enjoyable installment in all, though not a jumping-on point. Recommended.
The Wild Hunt is one of the latter. I'd imagine it's almost impenetrable to a newbie (hence the standalone stories to bring new readers in without requiring them to buy a whole trade if they don't want to). It's pretty essential for those who've followed The Story Thus Far, though.
Having left the Bureau for Paranormal Research and Defence several years earlier, Hellboy begins the volume chilling at the home of some dead friends. Well, the ghosts of dead friends. Some Upper-Class British Twits convince Hellboy to join in the Wild Hunt, which they maintain is a periodic hunt for newly awakened giants in the British countryside. But they may not be telling the truth. Meanwhile, other foes -- including Merlin's femme fatale Nimue -- are running their own game.
Basically, everybody wants to somehow fulfill the nebulous prophecy that Hellboy will bring about the end of the Earth except Hellboy, who manfully wrestles with his destiny (indeed, even the meaning of his destiny) as he always has. We get one shocking revelation, some extreme giant-fighting, some creepy and a bit inexplicable stuff in what seems to be the land of the Faerie, and a slight increase in the murkiness surrounding Hellboy's future. An enjoyable installment in all, though not a jumping-on point. Recommended.
The Rocketeer
Set in the late 1930's, the painstakingly detailed and researched comic book gave us the adventures of Cliff Secord, a callow stunt pilot on the air show circuit who stumbles onto an experimental rocket pack which, with help from a mechanic friend, he learns to use. He's soon battling Nazis trying to steal U.S. flight technology while also avoiding both the FBI and what he assumes are aviation pioneer Howard Hughes and his men. And he's trying to patch things up with his model/actress girlfriend Bettie, who's the spitting image of 1940's and 1950's fetish model Bettie Page. Indeed, the comic book revived interest in Page and led to a lifelong friendship between the reclusive model and Stevens.
The movie renamed Bettie 'Jenny' and had her played by a young Jennifer Connelly, the former choice, I assume, intended to avoid paying the real Bettie Page any royalties for using her likeness in a movie. It also added Terry "Lost" O'Quinn as Howard Hughes. One of the in-jokes of the comic book was that the people Secord thought were Hughes and company were in actuality the never-herein-named pulp hero Doc Savage and his merry band of adventurers. I'm guessing Disney didn't want to pay for that, either.
The movie throws in a couple of bits from the second arc (most notably an autogyro and a henchmen who looks like tragic horror-movie star Rondo Hatton) but mostly adapts the first with liberal additions that include Paul Sorvino as a patriotic mobster and Timoth Dalton as an Errol-Flynn-esque Hollywood star.
As befits its serialized nature, the comic-book Rocketeer was episodic rather than epic, a lovingly rendered period piece that I suppose could have gone on forever (and indeed has been revived in the past year by writers and artists who loved Stevens's work). Stevens was equally proficient at period detail and good-girl art, and while Cliff starts off as somewhat mercenary, he quickly grows into a suitable partner for Doc Savage and, in the second arc, a thinly disguised Shadow.
This is a beautifully job of restoration by IDW, a suitable memorial to a writer-artist who went before his time and left us too few pages of work. Even if you don't love 30's pulp adventure, The Rocketeer offers a lot of marvelous evocations of 1930's style and design. Well, and Bettie. Highly recommended.
Lost Empire
Iron Wolf: Fires of the Revolution, written by Howard Chaykin and John Francis Moore, illustrated by Mike Mignola and P. Craig Russell (1991): Baroque science-fiction story set in Chaykin's reworked version of DC's 1950's and early 1960's science-fiction stories. Humanity has gone to the stars and fractured into various empires and archipelagoes, many of them with their own 'Earth' at the centre. In one of these, the Renaissance-flavoured Empire Galaktika, Iron Wolf and a group of rebels with different aims seek to overthrow the corrupt Imperial government.
There's a fair amount of wit here, not the least of which is the revelation that the 'Empire Galaktika' is pretty small beans -- one solar system, a handful of planets -- swelled to self-importance primarily because of its long isolation from the rest of interstellar human civilization. Iron Wolf teams up with some explorers from those larger, outside civilizations, and revolutionary shenanigans ensue. Chaykin and longtime writerly collaborator give us the wry, sarcastic dialogue Chaykin first offered in his seminal American Flagg series in the 1980's. The team-up of a fairly young Mike Mignola and P. Craig Russell makes for lovely art.
Chaykin's introduction notes the influence of oddball space operas that include Dune and Cordwainer Smith's Instrumentality stories, in which far-future tech mixes with social mores and structures borrowed from humanity's past. Chaykin has the 'Empire' and other little empires consciously borrow from humanity's social past, a mark in part of how bored certain pockets of humanity have become with the way things are.
Beyond the 'Empire', events chronicled in Chaykin and Jose Luis Garcia Lopez's Twilight miniseries have given humanity the curse of immortality, and one of the characters from that longer, larger epic shows up here. It would be nice if DC allowed for Chaykin's return to this particular universe, representing as it does one of the more successful attempts at adult science fiction in the history of mainstream comic books. Recommended.
There's a fair amount of wit here, not the least of which is the revelation that the 'Empire Galaktika' is pretty small beans -- one solar system, a handful of planets -- swelled to self-importance primarily because of its long isolation from the rest of interstellar human civilization. Iron Wolf teams up with some explorers from those larger, outside civilizations, and revolutionary shenanigans ensue. Chaykin and longtime writerly collaborator give us the wry, sarcastic dialogue Chaykin first offered in his seminal American Flagg series in the 1980's. The team-up of a fairly young Mike Mignola and P. Craig Russell makes for lovely art.
Chaykin's introduction notes the influence of oddball space operas that include Dune and Cordwainer Smith's Instrumentality stories, in which far-future tech mixes with social mores and structures borrowed from humanity's past. Chaykin has the 'Empire' and other little empires consciously borrow from humanity's social past, a mark in part of how bored certain pockets of humanity have become with the way things are.
Beyond the 'Empire', events chronicled in Chaykin and Jose Luis Garcia Lopez's Twilight miniseries have given humanity the curse of immortality, and one of the characters from that longer, larger epic shows up here. It would be nice if DC allowed for Chaykin's return to this particular universe, representing as it does one of the more successful attempts at adult science fiction in the history of mainstream comic books. Recommended.
Labels:
howard chaykin,
mike mignola,
p. craig russell
Swamp Thing
DC Comics Classics Library: Roots of the Swamp Thing, written by Len Wein, illustrated by Bernie Wrightson, Nestor Redondo, Mike Kaluta and Luis Dominguez (1972-1974, 1991; collected 2009): Swamp Thing (who never calls himself that) is one of those DC characters with a loyal following that stretches back 40 years to his first appearances. That's mainly thanks to the spectacular artwork of Bernie Wrightson, with an assist to the melodramatic writing by Wein, who makes Swampy into a brooding, quasi-Byronic hero. Well, if Byron were a scientist who'd been changed by a lab accident into a 7-foot-tall "muck-encrusted mockery of a man."
DC was cooking with gas in the early 1970's, the result of an influx of astonishing new writing and artistic talent. Marvel, mostly moribund, was in the process of becoming what DC had been -- a conservative comic-book company with a highly controlled house style for both art and story. Meanwhile, DC seemed to keep stumbling and bumbling along into mostly short-lived by influential and critically revered series. Swamp Thing was one of those.
Wrightson was great at grotesques, at horror and the macabre, and Wein supplied him with a ten-issue run of horror tropes for Swamp Thing (really Alec Holland, or so he thought at the time) to shamble into battle against, including a Frankenstein's monster, a werewolf, a witch, and a Cthulhoid monstrosity living in a mineshaft in Maine. Here, of course, the misunderstood monster is the hero, as are some of the monsters he first battles and then befriends. It's a horror-tinged paean to outsiders. Wrightson also gave of one of the most interesting artistic imaginings of Batman up to the time.
Some moments clunk, of course -- Wein was a young writer, and his solutions to some of the problems he creates for Alec Holland can be a bit on the ridiculous side. I'm also not entirely convinced Wein knew what "brackish" meant. So it goes. Wrightson would leave after ten issues, followed by Wein three issues later after a capable but not Wrightsonesque artistic run by Nestor Redondo.
The book would go on for several more issues, be cancelled, and return in the early 1980's to accompany the release of the woeful Swamp Thing movie. Eventually would come writer Alan Moore (Watchmen), with his entry into American comic-book writing coming on Saga of the Swamp Thing. But that was still nearly a decade away. This stuff, though, is golden. Muck-encrusted gold, but still. Highly recommended.
Labels:
alan moore,
arcane,
bernie wrightson,
len wein,
matt cable,
swamp thing
Going Ape
Murders in the Rue Morgue, based on the story of the same name by Edgar Allan Poe, adapted by Robert Florey, Tom Reed, Dale Van Every, John Huston and Ethel M. Kelly, directed by Robert Florey, starring Bela Lugosi (Dr. Mirakle), Sidney Fox (Camille) and Leon Ames (Pierre Dupin) (1932): This could be Exhibit 1A of how Hollywood has always wreaked strange havoc when it adapts a movie from another medium (Exhibit 1 would be any version of Moby Dick prior to the John Huston version).
Poe's original mid-19th-century short story is considered by many to be the first true detective story, featuring as it does seasoned Parisian crime-solver C. Auguste Dupin matching wits with a homicidal orangutan dressed up as a woman. This movie gives us some sort of ape, callow Parisian medical student Pierre Dupin, and Bela Lugosi as perverse scientist Dr. Mirakle. Oh, well.
Dr. Marakle's obsession is to crossbreed an ape with a human woman. He kidnaps women and injects them with ape blood from the ape in question to see if they're biologically compatible. The woman dies, Dr. Mirakle dumps the body in the Seine, and the process starts over again. Pierre Dupin figures out what he's up to and the chase is on to save Pierre's fiancee from the clutches of Lugosi and ape alike. Either Jack Pierce (Frankenstein) achieved remarkable heights with his ape makeup, or the extreme close-ups of the ape are actually of a real ape. It's sorta hard to tell.
Filmed before the Production Code but released after, Murders in the Rue Morgue required an astonishing 19 minutes of cuts from its original 80-minute running time to get it up to Code standards. It's still a pretty perverse exercise at points, and the sets and cinematography are moody and expressionistic. Universal's army of German expatriates and other cinematic innovators were hard at work cooking up the look of the American horror film here as throughout the 1930's Universal horror catalogue.
Lugosi and the director got this movie as a sort of consolation prize for being denied starring in and directing Frankenstein, and it's pretty entertaining. And an hour long. I'd love to see that deleted footage, but it probably doesn't exist anymore. Recommended.
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