Showing posts with label phil jimenez. Show all posts
Showing posts with label phil jimenez. Show all posts

Thursday, August 8, 2013

LSH 1994 reread, part ten

Covering Legion of Super-Heroes vol. 4 # 93-95 and Legionnaires# 49-52, 1997)

Major developments:

*In the 20th Century, Andrew Nolan's brother Douglas, incarcerated in a home for mutants that is run by a corrupt thug, dies trying to escape. The LSH offers Andrew, as Ferro, a place on their team.
*Brainiac 5 starts a fight with the Metal Men after he mistakenly assumes that they are robots and attempts to use their "responsometer" computers in his time travel experiments, but they are actually (in this continuity) human intelligences in robotic form.
*Cos and Imra announce their engagement.
*In the 30th Century, the United Planets forms a gigantic task force of superheroes to attack Mordru, who is hunting for the Emerald Eye. The Eye and Mordru battle, and the hero Atom'x of Xanthu thinks he can blast them both away and rescue Violet, but Mordru murders him and drains all of his energy. Violet and the Eye merge into one being, Veye, and proposes to become Mordru's consort.
*Mysa and Kinetix abduct the Eye and the heroes attack in force. Vi is freed from the Eye, which vanishes into space, Mordru goes dormant and is sealed away as he had been before, and Mysa is revealed to be his daughter, de-aged to her early twenties. Another of the allied heroes, Blast-Off, is killed, and the Legion's Magno loses his powers. Vi ends up with additional ones: the Eye quasi-granted one of her wishes while she was helplessly in its power, and she can now grow to giant size as Gim Allon could.
*Monstress from the planet Xanthu joins the team.
*The creative team is as before: Tom McCraw, Tom Peyer, and Roger Stern writing, Lee Moder and Jeffrey Moy as principal artists. Mike Collins pencils LSH # 93. Issue # 94 features a whole pile of substitute artists, each contributing one or two pages. Among the names that I recognize from their other work that I have enjoyed, Phil Jimenez, Walt Simonson, and Val Semekis


Let's get the worst out of the way: these Metal Men stink. In 1994, DC had upgraded and rebooted a lot of older series. Some, like Legion and the James Robinson-Tony Harris Starman, came out bright and shiny and wonderful. Then there was the Dan Jurgens Metal Men miniseries, which killed off Gold, put Doc Magnus in an armored suit, and revealed that they were amnesiac humans all along. I loved the 1970s Metal Men as a kid. They'd always show up as oddball guest stars in things like The Brave & The Bold, and those big Showcase omnibus editions show that their original 1960s-1970s appearances were incredibly fun comics. This revamp is awful, and the Legion's continued association with the 20th Century DC Universe is really, really getting old as dirt at this point.

Happily, despite the feeling of fatigue and malaise that the last seven issues prompted, this is a mostly better run of comics, thanks in part to the really remarkable battle with Mordru, which is staged brilliantly, and also the decision to slow the narrative down for two issues afterward to deal with the ramifications of what happens next. I'm not kidding about the brilliant staging of the battle in issue 50. It's a textbook example of how to build up to a big superhero fight and make it matter. The outcome is in doubt all the way through, and there's just no way to guess how it's going to finish. It is also drawn beautifully. This Jeffrey Moy - if you don't like his work on Legion, you've just got no hope in the world.

I was honestly reminded of the big, mean smackdown in issue # 50 of Levitz's big run, when four of the heroes make a suicide run against the Time Trapper. This one has consequences, and while this doesn't have its antecedent's apocalyptic shock - there are, after all, far more heroes this time out - there are fatalities and long-lasting (if not permanent) injuries and big changes to the normal run of things.

Okay, so admittedly, the fatalities are members of the C-list cast, and the most grievous injury is to somebody equally on the periphery, and the Legionnaire most injured - Magno is depowered - is one of the newest three, whose power set duplicates Cosmic Boy's, but this is a book that has clearly shown that nobody is safe, and that if even Gim Allon can die in battle, then anybody can.

Heck, they're already threatening to have Cos and Imra get married!!

Tuesday, April 16, 2013

LSH 2010 Reread, part three

(Covering Legion of Super-Heroes vol. 6 # 8-10, Annual # 1 and Adventure Comics # 522-524, 2011)

Major developments:

*The Legionnaires capture three of the Durlan conspirators.
*Mon-El is elected team leader. Before anybody gets word to him, he defeats the murderous Sun Killer, who attempts to rescue Saturn Queen on her way to prison.
*The planet Orando has returned to our universe. There, the Emerald Eye of Ekron takes a new Empress, an insane girl named Falyce who was fleeing from one of the planet's criminal feudal lords. A small team of Legionnaires defeats Falyce, and Jeckie remains behind on Orando again.
*Blok and Mysa Nal, who has become the Black Witch, have been training a teen magician named Glorith on the Sorceror's World. They enroll her in the Legion Academy, where several familiar faces (Power Boy, Comet Queen, Lamprey) and some new kids (Dragonwing, Chemical Kid, Gravity Kid, Variable Lad) are learning their powers.
*Wait... Gim's wife Yera is in the Legion now? When the heck did that happen? Anyway, she's on board when the last of the Durlan conspirators is apprehended.
*The underclassmen at the Academy join Chemical Kid in swiping a training cruiser and returning to his homeworld, where his trillionaire father had been abducted by the supervillain Black Mace.


I suppose that in the first of these Reread chapters, I should have clarified that RJ Brande, the super-rich Durlan industrialist who decided to shape-change into the body of an ageing and overweight human and got stuck, memorized as many Yiddish-American words as possible, fathered Chameleon Boy, financed and bankrolled the Legion, and basically spent about a decade as one of the book's regular players, got himself killed sometime in the Wilderness Years. The Durlan terrorists who venerate his name took their anger out on another regular player, Science Police Chief Zendak, before their gang is finally captured by the Legionnaires.

So, with two of the supporting cast gone, Levitz apparently decided that many more were needed. Now, I honestly never cared all that much for the old visits to the Legion Academy, and didn't care for those characters. It seems like a badly broken concept anyway. How many years in comic time have passed since we first met Power Boy, Nightwind and Lamprey? Six or seven? They've been running drills under Bouncing Boy's tutelage for an awfully long time. And yet here they still are, doing training exercises in the Danger Room - er, that is, the gym - their underdeveloped selves still hoping to be called up to the majors.

Phil Jimenez is the new artist for Adventure Comics as the Legion Academy becomes that book's main feature. I think he's a completely terrific artist - I've enjoyed him since volume two of The Invisibles - and he really nails all the characters who make it into this book. (Speaking of which, here's another Wilderness Years change: Last I saw Luorno, she was down from three bodies to one. Now she can split into limitless duplicates. Wikipedia informs me that this was revealed in the final issue of the forgettable Final Crisis: Legion of Three Worlds miniseries, which makes sense. I can just imagine writer Geoff "All the action figures in the bathtub" Johns screaming "She can make a MILLION BILLION duplicates of herself!!") Anyway, while the art is completely wonderful, the story is as unnecessary as can be. Ten issues in and the title is still surprising and baffling readers - Where is Thom? What's happened to Mysa? Why is Yera a Legionnaire now? - and badly needing some kind of supplements to provide some background to help things out. I suggest that Adventure should have continued with flashback adventures, but "Wilderness Years" flashbacks rather than "early days of the team" stories. Alternately, simple spotlight issues like Levitz and Giffen used to do in the 1980s would have been terrific. Dumping another half-dozen new characters on us - and making them the leads! - was not the right answer.

Compounding this problem, the head boy of this new gang is Chemical Kid, who has similar powers to the long dead, and rarely used, Legionnaire Condo Arlik, Chemical King. I admit that I always liked that character, but I'm not sure why. He had the interesting power of Element Lad-lite. He could not transmute elements, but he could change chemical reactions, causing metals to rust or power pack energy to deplete. So apparently Chemical Kid's rich dad also thought that was a neat power and paid scientists to screw with his son's genetics so that he could do it, too. Of course. Never mind his eyebrow-raising origin, the character is a complete jerk and a blowhard, and it's just not entertaining watching him. Brainiac 5 had the sense to be written sympathetically for decades before writers started making him amusingly sarcastic and nasty. You've got to earn reader loyalty.

Lastly, a few words about the annual, which sees Levitz reteamed with Keith Giffen. I've said before that I really admire Giffen for his ability to keep changing his style, and this work is incredibly interesting. It is very, very Jack Kirby. The planet Orando and its inhabitants look just like some minor fiefdom on Apokalips, with big hats and strange beasts of burden and ruined castles. Vi, as befits somebody who decided years ago that nobody was going to imprison her again, has been working out and now has the muscle mass of Big Barda. It's a fascinating evolution in his style. The story's really good, too.

Sunday, June 5, 2011

Adventure Comics # 525

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 Adventure Comics # 525 (DC, 2011).



Time flies if you're a Legion of Super-Heroes reader. I remember when Power Boy and Lamprey were passed over for Legion duties - "better no new Legionnaires than another dead one" - when I was in middle school. With Paul Levitz back at the helm as scriptwriter, maybe only three years have passed since that story. DC wasted an awful lot of time telling stories set in an eye-rolling three separate discarded continuities before getting Levitz out of his old corporate desk job and back to work writing the Legion from about where he left off.

Since his return in 2009, the feature - overlapping stories between the monthly LSH and Adventure Comics titles - has really not been essential reading, much as I'd wish it was. It's nevertheless quite good for what it is. Levitz does a great job juggling a cast of hundreds, introducing new characters and spotlighting old favorites. Sadly, poor Lydda Jath - Night Girl - is once again wearing a variation of that damn ugly beehive that she had in the 1960s.

At least it's a very well-drawn ugly beehive. Adventure's current format has two stories, and the lead is drawn by Phil Jimenez, who evidently wants to be listed among the Legion's all-time best artists. I love the way that Jimenez is willing to draw everything, from wild perspective shots of future technology and architecture to big crowds of distinctively-dressed people.

Anyway, the main story in Adventure for the last few months has been spotlighting the Legion Academy, with trainee heroes misbehaving and figuring out their place in the world. I'm not sure that we really needed a new character with the same nebulous, restrictive powers as Chemical King, but I like how this balances nostalgia with something that feels quite new. It's a little wooden, and it clicks intellectually more than emotionally, but it's been a pretty good ride, and I like the way that Levitz is using the shorter stories in Adventure to fill in subplots and details from the main storyline in LSH. Recommended, if not too loudly.

*Actually, hold that thought. Since I wrote this review, DC Comics has indicated that they'll be revamping, remaking, remodelling and rebooting their continuity yet again, at the end of the summer. It is possible that Legion, set a thousand years in the future and therefore not bound to the events of every other damn fool DC Comic, might be spared whatever the hell the publisher is planning, but if the publisher is known for anything, it's taking a pretty good thing and absolutely wrecking it. You might want to hold off on spending any money on LSH comics until we know for sure whether they'll be continuing with Levitz beyond August. Better no new Legion comics than another discarded continuity.

Tuesday, January 25, 2011

The Invisibles: Counting to None

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 The Invisibles: Counting to None (volume five) (DC/Vertigo, 1998).



Four volumes of pretty darn good, if sometimes flawed, comics build up to this one. Holy freaking anna, this is an amazing read, and it starts filling in the gaps left in the previous editions to turn those into something wild.

The action this time out - the book covers eight episodes of the original run - centers around a magical device called The Hand of Glory, which the Invisibles' various conspiratorial allies have been passing around for years until it lands in the company of our heroes. Finding out how to activate the device, and what its powers actually are, require King Mob to travel back to the 1920s, the last known time that any Invisible had seen the Hand at work.

It's not just that writer Grant Morrison uses time travel here so interestingly, stitching together incidents from previous volumes that have their origins in the 1920s adventure, it's that he's able to make the characters so achingly human that some of these revelations just pounded me in the chest like a hammer. There's an amazing bit where one of the characters looks to one side and notices an old man and a teenager on a swingset, tying back to an incident in one of the series' opening episodes. The whole scene where twentysomething Edith enjoys some private time with King Mob, away from the rest of her gang, is absolutely beautiful, especially when he realizes what is about to happen based on what the ninetysomething Edith of the present day had told him some years previously.

When everything is in sync between his ideas and his artists, and that doesn't happen nearly often enough, Morrison executes his ideas better than anybody else in the medium. There is a really stunning moment when the 1920s gang activates the Hand and there's a sudden cutaway from what the reader expects to see to what would become of these characters over the course of the next few years. Instead of showing us what happens next, Morrison shows us their fates. The effect is a jarring thwack, akin to that heartstopping thundercrack in the middle of St. Etienne's "Avenue."

And heck, that all's just the middle of the book. When King Mob awakens in the present, the Hand is gone again. One of his associates has stolen it, hoping to trade it with the conspiracy of the other side for information about a missing relative. At this point, the plot gets deliciously twisted, with counterbluffs and double agents and suddenly, one of the book's original sales lines, "Whose side are you on?" seems like a newly naive question every third page.

Most of the artwork in this volume is provided by Phil Jimenez, and it is completely terrific. Well, I suppose I could quibble that he seems to give King Mob unusually large ears to show off his piercings, which Chris Weston, in the next volume, would really make look ridiculous. But Jimenez is given one challenge after another to draw, from glimpses into other realities to nightclubs in the 1920s to a gunfight with the returning villains the Cyphermen, and he knocks them out of the park. Jimenez is one of my favorite of Morrison's many collaborators. I look at how gorgeous the artwork in this book is, and can't help wishing he could have drawn all those Morrison superhero books that ended up looking so awful.

Anyway, this book is the point where The Invisibles really starts paying off. As much as I enjoyed the first four books, and said when they were being released how great it was, this is the point where it goes from very good to amazing. It's absolutely wild and wonderful, and flatly the very best long-form work to ever be published under the Vertigo banner. Pricelessly good and absolutely recommended.

Sunday, December 12, 2010

The Invisibles: Bloody Hell in America

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 The Invisibles: Bloody Hell in America (Volume Four) (DC, 1997).



The fourth and shortest volume in The Invisibles represented a last-gasp chance for writer Grant Morrison to refocus his plotlines and make his occult techno-conspiracy thriller a little more palatable for audiences who had been dropping the book during its initial run. After 25 monthly issues, the comic took a one-month break and came back relaunched with a new first issue ("volume two, number one," a common, desperate sales ploy in the industry that occasionally works) and a new regular cover artist in the reliable Brian Bolland. The plotting was planned to be more straightforward, with more pedal-to-the-metal action and gunplay to keep readers' attention.

The other new trick in Morrison's arsenal was the employment of Phil Jimenez as the regular artist, Rather than mixing up art duties for short arcs and one-offs, Jimenez was taken on for a dozen issues to give the series a more uniform feel. It works very well; Jiminez really does give this run of episodes a very personal stamp and his work is just terrific.

At any rate, while the story in the previous three collections feels like it takes place over the space of perhaps one month, this time out we get our heroes enjoying more than a year of downtime, relocated to the United States for King Mob to recuperate from his injuries in the previous episodes and begin a kinky affair with his teammate Ragged Robin. They've been operating from a safe house in upstate New York but need to travel to the American southwest when a local Invisibles cell gets decimated by the military while trying to liberate a supposed AIDS vaccine from a top-secret, high -security establishment.

I've always felt that Morrison's only real disappointment as a writer is that he often fails to establish his villains very well. He comes up with plenty of memorable, if not downright brilliant concepts, but every so often readers run into a shouty villain whose motivation is unclear and methods very vague. The general in charge of this facility, who's in league with the otherdimensional, weird, superconspiracy that we'd met in the England-based episodes earlier in the series, is one of Morrison's all-time worst bad guys, a loudmouth who is depicted without nuance or dimension. Oddly, around the time this comic was first published, Morrison had a similar, shouty American general causing trouble in the pages of the long-running JLA, which he was scripting. I guess with so many high-concept notions and characters to play with, including the return of the much more interesting villain Mr. Quimper from the previous episode, something had to give.

It's an odd lapse on Morrison's part, as the rest of the story is incredibly interesting, with several fascinating new characters and hints about Ragged Robin's still-secret past. There is a scene in a diner early on that tries a little too hard to appeal to Vertigo's outsider audience, but it gives us one of several really good Lord Fanny moments, so it's easy to forgive. As the low-priced reintroduction to The Invisibles that this was intended, it isn't a complete success, but it's not a bad read.

Friday, November 19, 2010

The Invisibles: Entropy in the UK

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 The Invisibles: Entropy in the UK (Volume Three) (Vertigo, 1996)



So I've been rereading Grant Morrison's late-90s series The Invisibles and I had completely forgotten what a bear the third book in the series of seven is. It isn't at all bad, and compiled in one volume it's not too great a chore, but when this was first published, it really was an exercise in testing readers' loyalty.

At the end of the previous volume, two of our heroes had been wounded and captured by the enemy, a grand conspiracy of the British gentry with interdimensional beasties. Remembering that this was a monthly comic, there followed three issues where Sir Miles tries to break down the psychic defenses of his captive, King Mob, and get through an elaborate series of defensive fictions to find his identity and origin. Then there were two one-off chapters looking at the other characters before the protagonists and their allies reassembled to rescue King Mob. This took eight months in all. I really wanted to love this series, but this was a period where it was really trying my patience. It reads much, much better over the course of one week.

That said, the second half of the rescue story is really among the most challenging scribblings from Morrison's pen. Legend has it that the writer was suffering from a massive infection that nearly killed him at the time, and much of the narration reads like a fever dream. This is apparently one of several moments in the series where the fiction he was writing started influencing the reality of his life, and it's interesting to see how the story begins with Sir Miles and his associates injecting King Mob full of toxins to induce cellular breakdown and organ failure, and see how this creeping degeneration impacted Morrison himself.

Some of the visuals in the second half are a little disappointing. No matter how much I typically enjoy Steve Yeowell's artwork, there's no denying that he really was up against one of his biggest artistic challenges with some of the lost-in-a-void magic business of the story. Sad to say the result looks pretty flat and dull, particularly when weighed against the vibrant opening chapters by Phil Jimenez, the breaks by Tommy Lee Edwards and Paul Johnson, and a really terrific epilogue by Mark Buckingham.

This last chapter really renewed my interest after the previous challenging months had sapped it somewhat. It's a one-off which reveals that the schoolteacher from the series' first episode, who was later revealed to be a deep-cover Invisible with the code name Mr. Six, has a triple-identity as a government agent. He's one of three paranormal investigators in a recently-reactivated team called Division X. Continuing the Invisibles' theme of tapping into British media as visual inspirations, Mr. Six dresses like the '70s TV detective Jason King, and his colleagues resemble Regan and Carter from The Sweeney. They have a weird and wild case which visits a casino and uncovers a pornography ring for fetishes involving aliens and royals, and meet a very curious dwarf called Quimper.

I remember loving this episode so much that, when the monthly series took a brief hiatus before relaunching as a second volume, I would have been perfectly happy to see the back of the difficult-to-love Invisibles in favor of an ongoing Division X series. Fortunately, the more straightforward scripting and wild surface action of this episode would point the way to how The Invisibles would be handled in the future, and the Division X characters would be seen again. It's a good set of stories, albeit quite dense in places, and it just left me hungry to start volume four soon. Just, you know, after a short break.