Saturday, September 26, 2015
All-Star Comics - The Return!
The Justice Society Returns from 1999 is one of my absolute favorite JSofA yarns ever. Written by a cadre of DC talent from the time led by David Goyer this story was one of those fifth week events which often popped up at the time. It served simultaneously as a tasty modern take on a vintage All-Star adventure and also a kickoff of sorts for the new JSA comic which burst onto the scene that same year hard on the heels of DC's JLA successes.
The story begins from the perspective of Hourman, a hero who has been lambasted by many writers over the decades, but who gets some adult treatment in this story. The Justice Society has been drawn into a conflict with The Stalker,a mystical threat drawn down to Earth by a cult of Nazi sympathizers who are trying to give magical succor to Hitler's cause, but who instead bring a being they can neither control nor defeat. The JSofA battle Stalker who is revealed to be a version of the vintage Steve Ditko creation for DC's lamented fantasy surge from the mid 70's.
This much more powerful being has decided to end war he must end life itself and has moved across dimensions bringing the sweet peace of oblivion to world after world. Now it's Earth's turn.
The Society is not able to defeat him, but they do damage Stalker and to buy time he empowers the cult members who he'd previously killed and sends them across the globe to wreak havoc. The JSofA divides itself into teams and takes off to handle this new multi-prong threat.
Green Lantern and Johnny Thunder and his Thunderbolt confront a deadly frosty menace to save the talks at Yalta. Johnny proves his mettle and the heroism of regular soldiers in a large and frightening war is highlighted. The late Eduardo Barreto produces some outstanding and dynamic artwork for Ron Marz's script.
Next The Atom and Starman must got to Los Alamos where they find a deadly nuclear threat which takes the power of Starman to contain and the unyielding courage of the Atom to defeat. The Atom is the focus as we learn more about this hero who is sadly often regarded with mild disdain by his colleagues. The Atom impresses in this story by Robinson and Goyer. Peter Snejbjerg produces some very handsome artwork.
In Dresden Mr.Terrific is showcased as he and The Flash work overtime to save the citizens of the doomed German city from the deadly firebombing which makes it famous to this day. Terrific is shown to be a man who is almost perfect in every way and remarkable even in the ways in which his perfection falls short. This is touching story by Mark Waid and the Aaron Lopresti artwork is muscular and dynamic.
As Wonder Woman and Hawkgirl travel to the South Pacific to defeat an acolyte who can harness the power of the ocean they are helped by Hop Harrigan who it turns out is related to Hawkgirl. The battle is desperate and deadly, but that doesn't stop Hop from appreciating the feminine nature of the amazing Amazon. Robinson and Goyer again write the story and the artwork by Benefiel and Propst is dynamic but lacks the finesse of some of the other chapters.
Hourman and Dr.Midnite head to Scotland and find a deadly germ warfare research facility as they attempt to stop a villain who wants to harness that deadly power and turn it on the world. They have to come to a deeper understanding of one another as they battle the enemy and even Midnite's ally Hootie manages to become crucial in the battle. This is a neat story by Tom Peyer and the Stephen Sadowski and Michael Bair artwork is very lush and effective.
Sandman and Sandy find allies in Star-Spangled Kid and Stripsey as they battle an acolyte who has grown to King Kong proportions and threatens the heart of a great American city. The relatively low-powered heroes are really pressed to find a way to battle a threat which turns the locals into raving lunatics, but by dint of courage they find a way. Geoff Johns writes a rich story which is drawn with magnificent gusto by Chris Weston, the art on this issue the tour de force of the whole event.
Hawkman and Wildcat go to North Africa and find allies Manhunter and the Tigress available to help as they battle an acolyte who has tricked the Nazis into drilling into the Earth which unknown to them will result in destroying the whole continent. The heroes have to settle their differences and learn to trust before they can stop the menace. Chuck Dixon writes an action-filled story which veteran Russ Heath brings to life in his classic sparse style.
Then the heroes reassemble to confront the Stalker one more time and identify the threat in Antarctica. The Justice Society is aided by the heroes who have joined the fray in the individual adventures and the whole team heads to the South to save the world. In the end it is one man's courage which proves pivotal though all the heroes of course end a hand.
In this story we get a nice glimpse of what is to come and this vintage story, steeped with its modern sensibilities points forward to a new team of heroes who will become a modern version of the Justice Society of America.
This is rousing story, well told and neatly developed across its disparate chapters.
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Friday, September 25, 2015
All-Star Comics - The Golden Age!
The Golden Age is one of the best Justice Society of America stories never told. By that I mean of course that the story falls into that weird no-man's land dubbed "Elseworlds", a brand used by DC writers to tell stories which fell outside the confines of the newly concocted continuity which grew out of the Crisis on Infinite Earths. One upon a time these types of stories were called "Imaginary Stories", but as Alan Moore said what ones aren't. Actually the writer James Robinson has said that this story was not originally intended to be in such an alternate universe, but rather in continuity, but the desire on the writer's part to keep its finale secret created nervousness in the upper echelons and they labeled it an "Elseworld" event. Fact is, some aspects of the tale have been used in other comics by Robinson and others.
The story is drawn by one of the great unsung talents Paul Smith. Smith has generated great compelling and handsome drawings for this story which tell the story immaculately throughout.
The story begins with the dissolution of the Justice Society after World War II as America finds its footing following an all-consuming commitment to a great struggle. Leaping into the headlines is Tex Thompson, a former mystery man named Mr.America who disappeared for many years behind enemy lines as the Americommando and is wooing a beauty named Joan Dale (Miss America). Working with Thompson is Robotman, a hero who is losing his morality. We also meet Libby Lawrence (Liberty Belle) who is separated from her husband Johnny Chambers (Johnny Quick) who himself is struggling to find success in the post-war world. Also we meet Libby's new love Jonathan Law (Tarantula).
We meet Mr.America's former partner "Fatman" who is cast to the curb by his former partner and who finds and helps a man named Paul Kirk (Manhunter) who is suffering amnesia and running for his life with gunsels on his tail. We also encounter an Hourman who is struggling to overcome his addiction to Miraclo, Green Lantern who is fighting against the whisper wars of anti-communism, Hawkman who is falling deeper into the world of his Prince Kufu identity, Starman is fighting back madness, and the Atom who is seeking a new way to serve his country. Most desperate of all is Daniel Dunbar (Dan the Dyna-Mite) who finds a patron in Thompson and becomes the subject of a dangerous plan to create a new superhero for a new age.
In the next issue we see the creation of a new hero - Dynaman who harbors many secrets. Manhunter's dreams haunt him still as his memories remain blunted. Many of the heroes we've met become uneasy about the new leadership in America, especially that of Thompson and despite his growing influence wonder what might need to be done.
Manhunter's dreams become reality as we learn what he discovered behind enemy lines. The heroes are confronted with a terrible reality which will call upon them to call upon reserves they might have still have.
It's a who's who of Golden Age heroism as the mystery men of the time appear in Washington to register with the government but are confronted with a terrifying new reality which calls upon them all to go to war once again. Many sacrifices are made to stem the tide of a threat which lurks at the heart of the democracy. Not all the heroes survive.
I've intentionally said little about the details of this story simply because it's so good that reading it is highly recommended.
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Thursday, September 24, 2015
All-Star Comics - Zeroed Out!
Zero Hour was a later reasonably well-crafted but ultimately uninteresting attempt by DC to yet again tap the vein which the original Crisis on Infinite Earths had done so exceedingly well some years before. Here again is a giant threat which spans the entire DCU and which by the end revises substantially much of what had existed before. But unlike the Crisis which arguably filled a need, Zero Hour merely filled a desire for more profits and while that's perfectly understandable for a company to wish for, it undermines the ultimate value of the effort. That and it pretty much failed. Few if any of the character changes which resulted from Zero Hour seemed to linger much past the event itself.
For Justice Society fans though the Zero Hour was mostly regrettable in that once again the mavens of DC tried to off the JSA seeing the vintage heroes as old and out of step, and once again missing the delightful texture to the fictional DC universe the existence of such venerable heroes can bring. DC it seems is always wanting to revise its history and sadly all too often ignoring the rich vibrant history it already has.
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Wednesday, September 23, 2015
All-Star Comics - Hanging It Up!
The Justice Society of America returned in Armageddon: Inferno and soon had their own title to celebrate that fact. It was intended as an ongoing series, but low sales quickly transformed it into a ten-issue maxi-series of sorts. Featuring thought-provoking scripts by Len Strazweski and clean animation-style artwork by Mike Parobeck and Mike Machlan, this series featured a group of vintage heroes suddenly returned to a world which at once remembered them afresh but still seemed to have little place for them.
The ads for the revival were particularly attractive and for this comics fan just what the doctor ordered. I'd spent many years away from DC, largely because of a desire to focus on Marvel but also seeing the post-Crisis DCU as not really the DCU I cared about. The repudiation of the JSofA had stung, and I figured any comics company that didn't need those stalwart heroes didn't really need me. Their return marked my return too.
In the first issue the team is greeted with cheers by fans who remembered the olden days full of glory. They are given a proper celebration as they return to the world, but they are slowly losing the magic which had reinvigorated them in the Valhalla dimension they'd been trapped in for many moons. They were visibly older, some older than others. They were heroes looking at the end of their careers and trying to find a way to still be useful.The collapse of Sandman of an apparent stroke seems only to point out that the days of vigorous heroism are over.
But by the end of the first story time has passed and Flash and Green Lantern have found a purpose and they seek to find out which of their old teammates might agree with them.
By the end of the second issue the Atom and Wildcat have rejoined the fold as a battle against an unscrupulous genetics manufacturer named Ultragen gets underway.
Dr. Mid-Nite is drawn back into the battle and joins with Wildcat and Atom as the the villain is revealed.
That villain is the Ultra-Humanite, revived in a new form, one of his/her own making and now the Humanite plans to use the genetic might of Ultragen to gain control of the world.
But the team, with the assist of Johnny Quick's daughter Jessie are able to fend off the threat.
Johnny Thunder returns but is quickly shot repelling enemies and to help him the team heads to Badhnesia to find the missing Badhnesians, the people who gave Johnny his Thunderbolt so long ago.
Instead they find an island tailored to the rich and powerful and built for pleasure and fun by a former Nazi who seeks to find power by suppressing the poor and weak to support his enclave of one-percenters. The team messes up his plans.
Then a threat from the East turns up when Hawkman and Hawkgirl uncover a menace from the distant past who is able to turn everyone in the world, including their most trusted associates against the Justice Society. All the acclaim they'd had gotten since their return turns to disdain and loathing.
The team has to stand up for itself and even battle other "heroes" who turn up to bring the defamed Justice Society to heel. By this time Starman reenters the fray as does, in a limited way, the recovering Sandman.
The ultimate menace of the ancient sorcerer Kulan Gath is revealed to one and all and the reassembled original super team wins the day as they ought.
The late Mike Parobeck really wins the day here, with his open style full of verve and life. His work was a refreshing break from the norm of the time which featured overwrought work by limited craftsmen who hid their weaknesses behind fields of crosshatching and distracting detail. Parobeck and the inker Mike Machlan go the other way, offering a strongly designed page which is light and inviting.
Len Strazewski presents a number of these stories as critiques on modern media and the way in which television in particular corrupts the society. The corrosive nature of advertising is a theme through many of the stories and the villains are often depraved but ready to apply modern techniques of the marketplace to make their schemes seem beneficial. Written before the onslaught of the internet, these cautionary aspects seem at once quaint and insightful and even predictive.
Strazewski writes a heart-warming series here, one rich with character and sensitive to the perspective of heroes who are near the end of their game. When I first read this series in 1992 I was just beginning to feel the gentle fingers of middle age and so had only a glimmer of recognition of what the team felt. Now as I read it again I am myself nearing retirement but like the heroes in these stories feel strongly that I have many good years left yet.
This series has never been collected to my knowledge. It certainly deserves to be.
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Tuesday, September 22, 2015
All-Star Comics - Vengeance From The Stars!
During their time in limbo after the Crisis on Infinite Earths, the Justice Society of America were busted out for a charming eight-part story which served simultaneously as a fill-in project for several artists while DC ironed out plans to bring other heroes into its fold and as a try-out of sorts for the team since they were about to be brought back properly to the DCU. Perhaps with knowledge that the JSofA were soon to be revived in the pages of Armageddon: Inferno (see yesterday's post) the powers thought this might also be a chance to test the waters for a new JSofA series.
Impact Comics, a DC project which saw the revival (yet again) of the MLJ heroes was in the works and the artists all lined up when it hit a snag. To keep the talent happy the JSofA came to the rescue in a story by Len Strazewski set in 1950 just before the team split up for a while. The premise is a fantastic one and very much in keeping with the original spirit of the team as they'd been presented in the Golden Age. Five members were quickened to take part (Flash, Hawkman, Green Lantern, Black Canary, and Starman) and the first four each got a single chapter / issue to themselves before they came into partnership with another member and then all of the team for the two-issue finale.
The threat is from a villain who stays in the shadows for the first few issues but is soon revealed to be Vandal Savage, abetted this time by Solomon Grundy. His plan is to draw down to Earth three constellations (Sagittarius, Andromeda, and Sirius) and use their cosmic power to help him gain control of the planet. There are many twists and turns, but this throughout is a sterling adventure with heroes who operate with a chipper attitude by and large and confident that the enemy can be defeated though victory seems far away at times. The tone and the action are very much in keeping with the spirit of the Justice Society of America.
For a closer look at the story check out this series of posts. Below are the covers, all done by Tom Lyle. The artists on the series are Grant Miehm, Rick Burchett, Tom Artis, and Mike Parobeck. The latter would go on to draw a very fondly remembered later series featuring the team. More on that next time.
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