Showing posts with label gerry conway. Show all posts
Showing posts with label gerry conway. Show all posts

Friday, December 31, 2010

Justice League of America # 194

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and sometimes, though not in this case, let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Justice League of America # 194 (DC, 1981).



I really shouldn't be bringing more old comics into the house. Several months ago, I resolved to whittle down from twelve longboxes to five, and I'm only partially there. (I've discarded, sold or donated three of them!) However, going through all these has revealed rather more holes in my collection of DC's Justice League of America during its classic era of, say, 1975 to 1983 than I thought that I had. So when a local shop, Marietta's Great Escape Comics & Games, announced a 50% off sale on their back issues, I headed over there with a wish list, just like I probably did when this particular issue was originally published and I was in middle school. Among their backstock were several kind of beat-up "reader quality" copies which they priced quite nicely at fifty cents apiece. Cover price!

I was eleven or so when I first read this issue and I was convinced that it was the coolest thing in the entire world. While unsurprisingly it doesn't really hold up that well, apart from the luscious art by George Perez, it still maintains a simple charm. Gerry Conway's by-the-numbers story is the sort of thing that Justice League's writers have been doing in their sleep for decades on the title. Basically, the heroes get smacked around by some villains, get together and figure out a new plan, use teamwork to save the day and defeat the villain. This time out, it's a baddie called Amos Fortune, who uses magic to confound our heroes.

It's the magic that made this one worth reading - when I was eleven, anyway. Fortune, whose motivation doesn't seem much deeper than "beat the good guys," somehow turns various Tarot cards into living entities who beat up on the good guys for him. One of them ages Superman into a doddering old seventy year-old, The Fool makes the Elongated Man distracted and goofy, The High Priestess bewitches Green Lantern and The Devil blinds Zatanna.

Well, once they all get together and teamwork-teamwork-teamwork their way to victory, Fortune reveals his master plan and sics Death on them. Honestly, I'm pretty sure that if somebody had shown eleven year-old me that legendary ABC Warriors with the robots with bazookas riding on dinosaurs, I would probably have been so excited that I would have dropped stone dead, because eleven year-old me had to pick up his eyeballs and jaw from the floor after this guy showed up. Death's appearance - a skeletal knight in a storm cloud - was the neatest and most blindstorming thing I'd ever seen. I'd been reading Justice League whenever I could find it for about six years by this point and loved this book absolutely, but suddenly SKELETON DEATH DUDE trumped EVERYTHING that came before.

Within a year I discovered Ghost Rider, and Don Heck started drawing JLA, awfully. Soon, the only DC book left that I wanted to buy was Legion of Super-Heroes. I concluded that the Tarot cards featured in this comic were so hotdamned cool that I saved up twelve bucks and had my mom pick me up a Rider deck from Eddie's Trick Shop. Twelve year-old me didn't get the point of all those Minor Arcana cards, when the Major Arcana was much cooler, although some of them cards had bare boobies. Thirteen year-old me brought the deck to school, and, completely misunderstanding exactly how one was supposed to do Tarot readings, I did a fortune-telling for a friend named Cy James and drew Death. I explained that the card didn't necessarily mean death but "great change." About three weeks later, Cy killed himself.

While logically, I knew that the creators of this comic had nothing to do with how that turned out, and also that Cy must have been in the middle of a horrible home life with so much inner turmoil and that my "fortune telling" has nothing to do with his final decision, I blamed myself and this comic for ages. That was why this comic had been absent from my collection of classic era JLA for so many years.

I think that I'm still missing the one where Green Arrow quits, though.

Friday, September 10, 2010

Essential Defenders Volumes 1-4

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Essential Defenders Volumes 1-4 (Marvel, 2004-08)



Here's a title that has mostly not aged at all well, but there's a run in the middle that is nevertheless completely transcendent. I just finished rereading all four volumes of Marvel's Essential Defenders, covering about the first 90 issues along with a pile of tie-in and crossover volumes, and it turned into a real slog at the end, but when Steve Gerber was writing it, this was even better than I remembered, and a real gem.

The concept came from the pen of Rascally Roy Thomas, a "tie-everything-together" fanboy who enjoyed making anybody who wanted to read comics be required to absorb fifty-eleven footnotes referring to previous adventures. In some of the books he wrote and edited, he started having some of Marvel's heavy hitters join forces against various threats to our universe. Eventually, these characters formalized for the readers' benefit in a title called The Defenders but didn't formalize with bylaws or elections or anything silly like what the Avengers were doing with their ID cards and government clearance. Much of these stories are standard period juvenilia, just fun beat-em-ups by the likes of Len Wein and Gerry Conway with occasionally terrific artwork by Sal Buscema.

Volume Two is the book to buy. Starting with a storyline that begins in the pages of the anthology Marvel Two-in-One, the late, great Steve Gerber took the writing chores for 28 issues, including tie-ins and quarterly "giant-sized" issues. Sixteen of these appear in the second volume and twelve in the third, but, unfortunately, his run is not quite complete. In one issue, the Hulk leaves the action to make a memorable guest appearance in Gerber's Omega the Unknown before returning to the Defenders storyline. Since Marvel does such a good job catching all the ephemera and tie-ins in these Essential books, the omission is pretty glaring. It's possible that, as Gerber was unhappy with Marvel resurrecting the character around this time, the publisher just shelved it either for legal reasons or grouchiness.

Anyway, Gerber's run is a vibrant and wild counterpart to his seminal run on Howard the Duck at the time, with a host of very strange villains called the Headmen taking center stage and our heroes dealing with stolen brains and an interplanetary Amway salesman called Nebulon, among other thunderously weird stuff. It's biting, unexpected and surprising at every turn and has aged very well. I like it far more than I remembered it, and I remember it as being great. If Marvel had any sense, they would reprint the full 29-issue run across two hardcovers, in color. I would buy the heck out of those books.

Unfortunately, Marvel's strange policy in the seventies of moving creators here and there without any rhyme or reason puts an end to the wonderful run. David Anthony Kraft and Ed Hannigan take things from there and these haven't aged at all well. Of low note, there's Hannigan's bizarre decision to turn Kraft's urban criminal Lunatik into some sort of otherdimensional exile, and Herb Trimpe's uninspiring art, and this one completely weird issue by Kraft and Carmine Infantino where most of our heroes, found unconscious on the Siberian shores and dying of radiation poisoning, spend several days being transported to Moscow and treated by Bruce Banner while the action keeps switching to a chase and fight scene in New York City that maybe takes twenty minutes. The books have a really odd sense of time and keep confronting readers with it. The characters occasionally refer to events from comics published twenty-four months previously as happening "two years ago," grounding the action in a one month/one issue timeline, and then making Nighthawk's civilian identity suffer a federal audit that pretty much takes up Carter's entire time in the Oval Office.

Finally, there's a villain in a storyline set in Asgard who must be seen to be believed. One day this guy, who dresses in dragon armor with a huge, teeth-filled "mouth" helmet, is going to end up as a feature at Nobody's Favorite. Maybe he doesn't stand out too much in a book with guys with giant bird wings coming out of their ears and Xemnu the Titan, but he even struck me as faintly ridiculous when I was nine. Anyway, volume one, I'd recommend for readers who have a taste for old superhero fight comics. The second and third volumes are must-haves, at least until Marvel reprints the Gerber stories in a better format. Volume four will even strain the patience of completists. There's a fifth volume out now; I figure I can live without it.