Reviews of trade paperbacks of comic books (mostly Marvel), along with a few other semi-relevant comments / reviews.

15 July 2016

Chronicles of Conan, v. 31: Empire of the Undead and Other Stories

Collects: Conan the Barbarian #241-9 (1991)

Released: March 2016 (Dark Horse)

Format: 224 pages / color / $19.99 / ISBN: 9781616558659

What is this?: After avoiding a demigod’s son’s revenge plot, Conan and his cohorts join the Khorajan army.

The culprits: Written by Roy Thomas and drawn by Gary Hartle and Mike Docherty


Since the next volume of the Chronicles of ConanChronicles of Conan, v. 32: The Second Coming of Shuma-Gorath and Other Stories — is scheduled to come out next week, I thought I’d review the most recent volume as a warm-up.

Is Chronicles of Conan, v. 31: Empire of the Undead and Other Stories better than the preceding volume? Oh, Crom, yes — it would be almost impossible for Roy Thomas, Conan’s first writer, to conceive of anything as dire as The Death of Conan and Other Stories.

Chronicles of Conan, v. 31: Empire of the Undead and Other Stories coverWith that low bar cleared, it’s time to look at whether Empire of the Undead is good. That question is a bit more complicated …

Those who know Thomas by his superhero work probably realize Rascally Roy never met a bit of continuity he didn’t think he could mine for a story. That’s the case with Empire of the Undead, where Thomas follows Michael Higgins’s continuity-ignoring implant with a storyline that brings back old friends and old rivals. Red Sonja returns, but that’s not so unusual: she pops up every now and then. Thomas also reunites the surly Cimmerian with Zula, one of the pirates who sailed with Conan and Bêlit in Conan the Barbarian #84-94 — a deep cut, to be sure.

Zula is a welcome addition — I’ve said before that Conan works better in the long term when he has allies to work with. But the returning villains … I’m not sure. Thomas introduces El-Ron, the son of Zukala, whom Conan fought in #5 and #115 and allied with in #14, and reintroduces the bat-like Afterlings, which appeared in #43, Stygian wizard Shu-Onoru, Zula’s old master who appeared in #85-6, and Stygian prince Katuman, who appeared in Savage Sword of Conan #2 and 3. (Other characters from the past also pop up, but I’m not going to list them all.) Thomas also uses Varnae the Vampire, who has long been established as the most ancient vampire lord in the Marvel Universe, as a villain for the second storyline in Empire.

These villains fall flat, though. The returning characters don’t serve much narrative purpose, as each of them — save for Shu-Onoru, who has a strong connection to Zula — could have been a new character without sacrificing any effect on the plot. Varnae is particularly out of place, as the story he’s in has none of the traditional vampire trappings, and he’s defeated by the clichéd “one thing that can defeat him” — a magic spell that Zula reads, in this case. Also, the Conan editorial staff was lying down on the job; other than Zula, the book contained few footnotes stating which issues these characters came from. Strictly speaking, they aren’t necessary, but it would have been nice to give readers some context.

Despite Thomas’s determination to link everything in his latest run to something he did more than a decade before, the book largely succeeds. The first story, a three-parter called “The Sorcerer and the She-Devil,” is fine, with Red Sonja’s feisty return mostly managing to hide the plot’s unwillingness to let either her or Conan affect it. (Does Thomas have something against Scientology? Naming the villain El-Ron tends suggest he does, but I can’t find anything online about it.) The following two-parter with Varnae the Vampire is notable only for the return of Zula; otherwise, #244 and 245 is a series of fights, usually with the heroes losing, interrupted by monologues.

The book finally gets into gear with #246, when Conan, Sonja, and Zula arrive in besieged Khoraja. Conan begins to ascend the Khorajan military ladder, as he has done in many other cities and states, and helps the Khorajans defeat the desert nomad wizard who threatens the city. Thomas gives the story a little nuance, showing the Khorajans are not completely innocent: their high command is just as stupid as the generals Conan usually serves under, and the city has an oppressed minority that Sonja is ambivalent toward, even when they try to kill her. I also appreciate that Thomas ignores Conan’s final fight with the uncanny leader of the nomads — we all know Conan’s going to win, right? — and instead concentrates on Zula and Sonja’s battle with demonic underlings. I admit laughing out loud when after the battle Sonja and Zula found Conan in post-coital bliss with the Khorajan princess.

Additionally, Thomas gives more depth to Sonja than I anticipated he would. At first, Sonja displays her customary rivalry with Conan, although she lacks the usual camaraderie she usually has with him. (It turns out Sonja was hired to assassinate El-Ron, and Conan kept getting in the way of her plan.) But as the book goes on and she continues to adventure with Conan, her rivalry continues, although Conan is mystified at why she’s so angry about his successes. When Conan quickly becomes a captain in the Khorajan army, Sonja bristles. It’s easy to see why: in Empire, Sonja is every bit the warrior Conan is, but it’s always Conan who gets credit for being the superior warrior. Her resentment cools a bit at the end when Conan, elevated to general, promotes her to captain. Overall, Sonja is more insecure than usual, but I can live with that, given how difficult it must be to live, even for a while, in Conan’s shadow.

Artists Gary Hartle (#241-7) and Mike Docherty (#248-9) are solid artists, and I have no complaints about them. They aren’t superlative stylists like Barry Windsor-Smith or John Buscema, but both know how to draw Conan and his world, telling comprehensible stories. More importantly, in my eyes, they give Sonja more clothing than a chainmail bikini. Hartle’s one-piece swimsuit with lapels and a fur-trimmed cape is only a moderate improvement, but Docherty gets rid of the lapels (and cleavage) as soon as he can, adding leather armor around the neck and shoulders and a loincloth. It’s not practical, but it’s nice to see someone moving her in a more sartorially useful direction.

More amusing than Sonja’s clothing is the contrast between Conan’s interior and cover artists. Hartle and Docherty, as I mentioned, are good, but they never were considered “hot” artists; on the other hand, the covers are contributed by artists who were the most sought-after pencilers of the day. Todd McFarlane, Jim Lee, and Whilce Portacio, a trio that would help found Image Comics the following year, contributed the covers for #241-3, and Art Adams drew #247-9. Those are impressive artists to line up for a title that was aimlessly wasting readers’ time in the previous collection.

No one’s going to pick up Empire if they haven’t been reading Chronicles of Conan for a long time. But if you made it through Death of Conan without your interest in Conan being extinguished, then you might as well pick up Empire, especially since Thomas seems to be adding a little more depth than he has to to the stories.

Rating: Conan symbol Conan symbol Half Conan symbol (2.5 of 5)

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04 March 2011

Gambit Classic, v. 1

Collects: Uncanny X-Men #265-7 and Gambit #1-4 (1990, 1993-4)

Released: April 2009 (Marvel)

Format: 176 pages /color / $24.99 / ISBN: 9780785137290

What is this?: Gambit! Gambit Gambit? Gambit, n’est ce pas! 1990s! Gaaammmmbiiiittt!

The culprits: Writers Chris Claremont and Howard Mackie and artists Lee Weeks, Bill Jaaska, Mike Collins, and Homage Studios

When future generations look back at us and ask us why we thought Gambit was “cool,” we will be forced to answer: It was the ‘90s; you had to have been there. That’s the only response that makes sense. Oh, perhaps we might say something about his anti-authoritarian attitude, about how he metaphorically pulled the whiskers of Xavier and Wolverine and he had a “mysterious” past, but those aren’t real answers. Those are excuses.

Those delving into the subject will not find the answer to that future question in Gambit Classic, v. 1. Unfortunately, Gambit Classic will raise only more questions: What’s with that accent? Why is Storm a child? Why does the first issue in this collection not have Gambit in it at all? Seriously — is that accent a symptom of brain damage? Is the immortal Candra’s support of the useless Thieves and Assassins Guilds evidence of her uselessness, or is her behavior enough of a de facto argument?

Gambit Classic coverBut we must put aside these considerations for the moment. The future, I have been assured by eminent authorities on the subject, will take care of itself, much as I believe those future generations should be allowed to. Let us instead concentrate on the book itself.

Gambit Classic starts at the end of writer Chris Claremont‘s run on Uncanny X-Men, coming during the time when Storm was a child and the X-Men were scattered across the globe, with many of them missing their memories. As most of you who have read Uncanny during that time know, it was not a good period — the 260s of Uncanny were abysmal in quality, but the book was coasting on a wave of popularity. (That wave, I believe, partially answers the hypothetical question at the beginning of the review.) At this point, Claremont was doing issues or short arcs on the various X-Men split up by the Siege Perilous — #259 was about Colossus, #260 featured Dazzler, and #261 pitted Wolverine, Jubilee, and Psylocke against Hardcase and the Harriers. (Forge and Banshee rescued Jean Grey in #262-4.) These issues were about as you would expect: Claremontian dialogue, Image-ish art, plots that seemingly went nowhere. (The team had been split up since #251, and it would not get back together until #270, at the beginning of X-Tinction Agenda.)

Anyway … the former X-Man Storm is a child in Cairo, Ill., where she’d been since #253. Issue #265 provides the background for Gambit’s first appearance — he doesn’t appear in the issue, as I mentioned earlier — as pre-teen Storm steals from the, er, rich in the area. Unfortunately, the Shadow King has taken one of the mansions and turned its occupants into his slaves. Through either laziness or foreshadowing, Claremont doesn’t bother to change much between the Shadow King’s slaves and the mind-controlled Rachel Summers from “Days of Future Past”: both are called “hounds,” and their costumes are extremely similar (skintight with spikes). Perhaps Claremont, having reached the top of the comics world, didn’t feel the need to alter his personal storytelling fetish to suit the norms. Into this weird scene walks Gambit, who wants to steal from same mansion Storm targeted; he helps save Storm from the Shadow King, he helps save Storm from Nanny and the Orphan Maker, and the two escape to New Orleans. This first appearance sets up everything that Gambit is: a trenchcoat, hideous body armor, an accent, a profession, and a propensity to blow things up, mutant-style. Yes, there’s a green glow around his eyes that suggests a psychic power, and the accent is more Claremontian than Cajun, but it’s easy to see what Claremont is going for. (To be fair to him, Claremont’s Gambit dialogue is more than just phonetic mispronunciations and a smattering of high-school French.)

It’s unfortunate for the character that this was his introduction, inserted into this unfortunate storyline. When modern readers think of Claremont’s weaknesses and excesses, this storyline is exactly what they have in mind. The dialogue and narration are stylized to the point of self parody. The mind control plot is Claremont’s go-to storyline, even as it’s bogged down in the remnants of the Siege Perilous / Australian chaos that had been going on far too long. For God’s sake, it has Nanny and the Orphan Maker (not Claremont creations, but right up his alley). In my opinion, this is the absolute nadir of Claremont’s entire run, which would improve immediately after this nonsense was over.

(One final note about the writing: This storyline is set in Cairo, Ill., in part because Storm has mixed it up with her childhood home of Cairo, Egypt. Sure, fine, although the names aren’t even pronounced the same.56 Claremont and his artists seem to think the American Cairo is a large or prosperous town. As someone who grew up in the area,57 I can tell you it isn’t. It’s a poor, small, river town that is occasionally the object or subject of Southern Illinois’s racial tensions. It’s largest population was in 1920, when Cairo had just over 15,000 people. In 1990, it was less than 5,000. Today, Cairo has fewer than 3,000 people, and someone is burning down abandoned buildings for fun. But Claremont’s Cairo has the large, prosperous Mississippi Mall and several mansions full of artwork to rob. According to the art, the mall is huge — a multilevel job that would never have been built in a rural area where land is cheap — and the mansions are opulent and architecturally interesting. I know comics are fantasy, but this seems a rather pointless one.)

When you think of this time in X-Men history, you envision the Image artists working on the title — Jim Lee, Whilce Portacio, Marc Silvestri, etc. However, that’s not what you get here. The late Bill Jaaska drew #265, and Mike Collins was the artist for #266, although Lee is credited as Gambit’s co-creator. Neither is bad — I like Jaaska’s clear, simple artwork quite a bit, more than murky, oversexualized, Image-ish #267 — but both were odd choices for the time. Neither had the prominence of the other artists who worked on Uncanny; neither fit the style of Lee et al. Uncanny #267 is credited to Homage Studios — specifically, Jim Lee and Whilce Portacio along with Scott Williams — and it’s not the best work from Lee or Portacio.

As for the Gambit miniseries, the artwork of Lee Weeks is much more pleasing. It’s not perfect — occasionally the reader is blinded when the flash overcomes substance, and Gambit’s hair is a near impossible cosmetological marvel — but despite those shortcomings, it’s clear, it’s quite pretty, and it tells the story reasonably well.

Although given what the actual story is, telling it clearly can be considered a detriment. Howard Mackie … I have no idea what to say about Mackie that rises above personal attacks. The plot of Gambit involves Gambit’s wife, the immortal mutant Candra, and the guilds of New Orleans. The guilds are incompetent — the Assassins kill one person during the series, someone so obviously fish bait he should have had it tattooed on his face — and the Thieves, despite their “power,” are pushed around by everyone. Rogue, the most powerful character in the book, does nothing. Belladonna, Gambit’s unconscious wife, sleeps in the nude the entire series. (Why?) Candra does nothing but wear an impressively stupid costume, which is a swimsuit with arm-length gloves attached to the top. Her enforcer, the Tithe Collector, would have trouble menacing a fourth-grade class. And Gambit? The most impressive thing he does is to slip out, travel to Paris, and return without Rogue noticing. Well, that’s not true — the most impressive thing he does is to ask Rogue out on a date only moments after his beloved wife awakes, an amnesiac. That’s impressively awful, the kind of behavior that deserves fire ants inside the armor and honey-coated underwear.

If you want a more detailed look at its awfulness, consult David R. Henry‘s review of Gambit #4, “The Moron Game.”

So, if you’ve been paying close attention, you may come to the conclusion that this book is awful. Well, yes, and no. The quality of the book is pretty low — so low, really, I hadn’t planned to write a full-length review — with its highest profile creators doing some of their worst work and Howard Mackie doing his usual job. Still, Weeks’s art is easy on the eyes. More importantly, there is a strong whiff of nostalgia in the pages — nostalgia for a time when Claremont and the X-Men were the biggest thing in comics, nostalgia for youth (for some of us), nostalgia for the simplicity of the age.

It was the ‘90s, after all. You had to have been there.

Rating: X-Men symbol Half X-Men symbol (1.5 of 5)

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12 June 2009

Punisher War Journal Classic, v. 1

Collects: Punisher War Journal v. 1 #1-8 (1988-9)

Released: August 2008 (Marvel)

Format: 208 pages / color / $24.99 / ISBN: 9780785131182

What is this?: Jim Lee doing a Punisher series before he became a mega star

The culprits: Writer Carl Potts and penciler Jim Lee

There are an awful lot of Punisher stories out there. Many are available in reprint form; one of those reprints is Punisher War Journal Classic, v. 1. How is this Punisher reprint different from all the others?

The others aren’t drawn by Jim Lee. That’s about it.

This is early Lee — before Image, before he took creative control of franchises, before he even began on X-Men. In fact, this is before everything he did at Marvel but Alpha Flight, where he worked on the tail end of Bill Mantlo’s subpar run. As you might expect, his early work is like his later work but less so, like a less exaggerated imitation of his later work. It’s good work, solid and filled with action, but it’s not the kind of work that would spawn a decade of imitators.

Punisher War Journal Classic, v. 1 coverWhen I said Lee was the only draw for this book, that wasn’t to slight writer Carl Potts. At the time War Journal started, the first Punisher ongoing was at the end of its first year, so it must have seen like there was a near unlimited field of stories to tell. But from this end of the Punisher’s publication history, the novelty has worn off, and readers have seen some of these stories many times. The opening three-issue story with the Punisher running into the mutual revenge plots of two characters peripherally connected to his family’s murder is the most interesting. The Punisher is shaken from his general certitude about who to blame (and thus kill), and the plot is a good reminder that drugs and organized crime have a longer reach than we sometimes remember. It can be seen as a needless addition to the Punisher’s origin, which was my first reaction, but a tie-in to the Punisher’s origin is a logical start to a new series, and the characters involved can be easily jettisoned without regard to the story’s continuity or consequence. It’s not an epic story, but it was a good choice for the opening of the new series, and it does take the character in an interesting direction (temporarily).

The rest of the stories are mostly by the numbers. There’s also a story featuring the Punisher’s Vietnam comrades and a story with the Punisher vs. street gangs. Neither is very memorable, although the Punisher’s van beats a vicious street gang by itself in the latter story. The former involves a secret conspiracy that falls apart far too easily; the conspiracy is backed by a secret government organization — the DEA — and their trade in drugs. In the Punisher’s world, that stands for Defense Espionage Agency rather than Drug Enforcement Administration; I wonder whether Potts didn’t know about the real agency or enjoyed the irony of accusing the DEA of dealing drugs and spreading, rather than stopping, the drug trade. This story is preachy, making me suspect the latter.

Punisher War Journal, v. 1, also has a two-part story that is easily the most transparent and contrived excuse for a Wolverine appearance I have ever seen; strangely, despite Lee’s future career advancement, I found his Wolverine unimpressive. It involves cryptozoology and poaching in Africa; after noting the general lack of preachiness, the less said, the better.

A running subplot throughout the volume features the Japanese family that runs a convenience store in the first floor of one of the Punisher’s safehouses. It seems like a trailer for Potts’s Shadowmasters miniseries, which featured the family and came out later that year. Readers can look at this as a detriment; the optimistic can see it as a inducement for all the Shadowmaster fans — all five of them — to buy this book as a part of their self-constructed Complete Shadowmaster collection.

As a historical note, as a study of the evolution of an artist — and you shouldn’t hold your breath for those mostly forgotten (and rightly so) Alpha Flight issues to be reprinted — Punisher War Journal, v. 1, holds some interest. Otherwise, it’s mostly a bland book, with only the opening arc to rescue it from the skull-covered, Tim Bradstreet-drawn Punisher background.

Rating: Punisher symbol Punisher symbol (2 of 5)

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03 February 2009

Batman: Hush, v. 2

Collects: Batman #613-9 (2003)

Released: October 2004 (DC)

Format: 192 pages / color / $12.99 / ISBN: 9781401200923

What is this?: As Batman seeks Hush’s true identity, Hush involves even more of Batman’s enemies in his plot to destroy Batman — and Bruce Wayne.

The culprits: Writer Jeph Loeb and penciler Jim Lee

Hush, v. 1, started the Hush storyline off with a bang. But getting the reader’s interest is only half the game — it’s easy to think it’s the easy half, if you’ve ever read Scott Lobdell’s work. The other half is finishing the deal.

In Batman: Hush, v. 2, writer Jeph Loeb, penciler Jim Lee, and inker Scott Williams attempt to do just that. They pull in the rest of Batman’s rogue’s gallery, with the exception of the Penguin. They throw moral dilemmas at Batman and big revelations at the reader. They test Batman’s weakest points: his loneliness and his isolation.

Batman: Hush, v. 2 cover In v. 2, Loeb completes a story that feels like part of a miniseries. That’s not a complaint, just a description; Hush, v. 2 has a scope that feels bigger than what is usually allowed in an ongoing title without a crossover. Loeb and Lee bring in plenty of villains and allies, raising the stakes and making the events feel like they matter. That’s tough to do, and it can be overdone if it’s desperate — see X-Men: Deadly Genesis for an example — but Loeb and Lee pull it off … mostly.

They successfully obscure the villain of the piece, although the red herring they use is deeply stupid.25 The changes in the relationship between Batman and Catwoman feel important at the time, especially when viewed through the prism of his relationship with Talia al Ghul, but less so at the end. Bruce’s childhood friend, Dr. Elliot, still feels pressed into an important role he’s not quite suited for. Hush, as a villain, falls short for me — an impressive build up that doesn’t quite live up to the hype.

It stumbles at the end. The ending hinges on so much that seems not quite there — the development of Elliot, Two Face, the old supporting character Harold, and Hush feel like they’ve been overlooked. There are just too many villains and heroes crammed into the final seven issues. Harold is briefly introduced, and just as quickly rushed off the stage. Hush, with his whisper-thin motivation, is a mastermind who rushes onto the stage at the end, expecting applause, only to find out the audience isn’t quite sure about him. Two Face has a pivotal role but is barely shown.

It all falls into place; it all makes sense. But with an important story like this, it has to more than make sense. It has to fit well, it has to make the audience feel not only the weight of its importance but its craftsmanship as well. And Hush, v. 2, falls just short of that.

Lee’s art is, as in Hush, v. 1, a selling point. There’s not much to say about it that I didn’t say in the previous review, except I see now where the art for this Heroclix figure comes from.

Hush, v. 2, is a slight disappointment when compared to v. 1. Still, it’s not a bad read — just not as good as it could have been.

Rating: Batman symbol Batman symbol Batman symbol

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30 January 2009

Batman: Hush, v. 1

Collects: Batman #608-12 (2002-3)

Released: July 2004 (DC)

Format: 128 pages / color / $12.99 / ISBN: 9781401200602

What is this?: The villains in Gotham City seem strangely organized as Batman investigates a kidnapping that leads to a plot against him.

The culprits: Writer Jeph Loeb and penciler Jim Lee

Before various Crises and Grant Morrison hit Batman, the biggest story in Gotham was Batman: Hush.

Writer Jeph Loeb, penciler Jim Lee, and inker Scott Williams collaborated on a twelve-issue run on Batman, introducing a new, bandaged-swathed villain called Hush. In Batman: Hush, v. 1, however, Hush figures very little in the story. Instead, this volume mostly sets up the villain’s plan while giving Batman some evildoers to fight.

(An aside: When deciding whether to review the entire Hush storyline in one post or write a review on each of the softcover volumes, I opted for two separate reviews. This allows for me to review the first volume, and if someone opts to read Hush on that basis, they won’t be spoiled as much, no matter how much detail I go into.)

Batman: Hush, v. 1 coverHush, v. 1, feels like a detective story. There is little of the actual character Hush here; there are suggestions that someone is pulling the strings of a few Gotham villains, like Poison Ivy, Catwoman, Killer Croc, and perhaps even LexCorp. There isn’t a payoff in v. 1 on the culprit — this is v. 1, after all, of two — so Hush, v. 1, is setup.

On that score, it works, although you have to wonder how you top a Batman / Superman fight. (It’s a credit to Batman’s reputation that Loeb doesn’t have to explain why Batman has a plan to fight Superman, in Metropolis, on the spur of the moment.) Two storylines may be hard to swallow, however: Batman beginning a romance with Catwoman and the introduction of Bruce Wayne’s boyhood best friend, Dr. Thomas Elliot. The former isn’t so hard to understand; she’s Catwoman, he’s lonely, and there’s no Bat accessory that’s going to help with that. The introduction of a childhood friend who meant so much to Bruce is more difficult to swallow, however; in reading v. 1, you have to wonder why Loeb goes to so much trouble to introduce a surgeon with boyhood ties to Bruce.

Lee is … well, he does Jim Lee work. His name sells comic books — or so we’re told — and he’s been a sought-after talent for almost two decades now. Hush, v. 1, is just another line on his resume. His work is impressive, if a looking a bit staged at certain “cool” moments. Still, it’s easy to see why his work is so highly thought of — each character has what looks like an iconic look, but Lee’s designs feel fresh. The fight scenes are well staged, as well. There are the standard, long-legged cheesecake-ish shots — as I said about Joe Benitez’s work on Batman: Detective, there’s nothing remarkable about that in most superhero comics. Well, nothing remarkable except that Lois Lane wears a skirt a bit short for a career woman wanting to be taken seriously as a journalist, and Lee likes the butt shots of Huntress.

Hush, v. 1, is mostly fun, even if it seems Batman absorbs an absurd amount of damage. I have reservations about parts of it, but it looks great and feels like it’s building toward something big, which is exactly what Loeb and Lee are aiming for.

Rating: Batman symbol Batman symbol Batman symbol Batman symbol (4 of 5)

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