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

28 April 2012

Marvel Firsts: The 1970s, v. 1

Collects: Amazing Adventures #1, 11, and 18; Savage Tales #1; Marvel Spotlight #1-2 and 5; Marvel Feature #1, Marvel Premiere #1; Tomb of Dracula #1; Hero for Hire #1; Combat Kelly & the Deadly Dozen #1; Outlaw Kid #10; Gunhawks #1; The Cat #1; Shanna the She-Devil #1; and Monster of Frankenstein #1 (1970-3)

Released: January 2012 (Marvel)

Format: 392 pages / color (except one b-&-w story) / $29.99 / ISBN: 9780785163800

What is this?: The first issues of the hottest new comic books that early 1970s Marvel has to offer.

The culprits: Too many to list, but writers Roy Thomas and Gary Friedrich show up a lot, as does artist Mike Ploog.


Grab-bag books, like Marvel Firsts: The 1970s, v. 1, are a tough sell. I think most readers are looking for a book united by plot rather than looser themes, such as date or character. Still, I was looking forward to reading the stories included in Marvel Firsts.

I have read many of the stories before in the first volumes of Essential series: Killraven (Amazing Adventures #18), Tomb of Dracula (#1), Power Man (Hero for Hire #1), Ghost Rider (Marvel Spotlight #5), Defenders (Marvel Feature #1). Still, the other stories held some interest. The book, I hoped, would give a glimpse into how Marvel was trying to expand its line in the first few years of the 1970s.

The collection kicks off with Amazing Adventures #1, which seems as natural an idea as there could have been in the Marvel Universe at the time: a book with a Black Widow story and an Inhumans story. It’s a good start, too, with the Inhumans story written by Stan Lee and drawn by Jack Kirby; the Black Widow story is drawn by John Buscema. But from there, Marvel goes in a different direction; there are only three more straightforward superhero stories included: the Defenders in Marvel Feature #1, the Cat in The Cat #1, and Power Man in Hero for Hire #1, and even Hero for Hire isn’t a pure superhero title, as tinged as it is by the Blaxploitation genre.

Marvel Firsts: The 1970s, v. 1 coverThe two major genres Marvel was pushing into at the time were horror and westerns. On the horror side, Tomb of Dracula #1 started a long-running title, and it is the best story in the book; it’s hard to read the tale, with Gene Colan‘s atmospheric pencils, and not want to know what comes next. Monster of Frankenstein #1 is a less successful attempt to revive a 19th-century classic monster; whereas Tomb of Dracula leaps from the end of Stoker’s novel to the ‘70s, with Dracula being an active character in the book, Monster of Frankenstein is set at the end of the 1800s, and the monster is inanimate throughout. A quicker start would have helped generate interest. Rounding out the Universal movie monster troika is the Wolfman — well, “Werewolf by Night,” in Marvel Spotlight #2. It’s a competent story, playing on themes of family, curses, and the animal inside, but unlike Tomb of Dracula, it doesn’t have Colan’s art to balance its typically ‘70s wordiness.

Some might consider Ghost Rider a superhero (all right, he is), but his origin in Marvel Spotlight #5 is definitely a horror story — horrific deaths, Satanic rituals, a flawed deal with the devil, a curse … yep, that’s horror, no matter how nonsensical the plot is. I’m lukewarm on Mike Ploog‘s art, but the visuals are striking. Savage Tales #1 is a simple but satisfying black-and-white story featuring the first appearance of Man-Thing, written by Roy Thomas and Gerry Conway. (They also collaborated on Tomb of Dracula #1.) Marvel used the magazine format to get impressive art from Gray Morrow; I was familiar with Colan, but Morrow’s art caught me pleasantly by surprise. Conway so liked the idea of a scientist using a formula on himself to keep it from falling into the wrong hands that he used it again in Amazing Adventures #11, in which the X-Men’s Beast transforms himself into a hairy monster. Beast was a hero before his solo stories and a hero after he embraced his transformation, but this is a horror story — right down to a “what have I done?” moment.

The Western was back in the early ‘70s, but there was less variety in the content than there were in the horror stories. Your options were a conflicted Native American (Red Wolf in Marvel Spotlight #1), a former slave and slave owner teaming up (Gunhawks in Gunhawks #1), or a young white guy (Outlaw Kid in Outlaw Kid #10). As you might guess, the books with non-white protagonists are painfully earnest and at times a bit uncomfortable. For instance, Marvel Spotlight #1 is full of pseudo-Indian mysticism, with little to recommend it but the race of Red Wolf, its protagonist. I don’t doubt that some slaves, like Reno Jones in Gunhawks, were treated well enough they might fight against their own interests and hold no ill will against their former masters. But in the long term, it’s problematic — Reno is atypical, and his own self-image eventually has to reflect that. Still, the story of young gunslingers Reno and Kid Cassidy is the most entertaining of the Westerns, with some nice banter between the leads, and Reno and Kid are treated as equals. Outlaw Kid #10’s cover promises a “Western Spider-Man,” and it delivers: the young Outlaw Kid takes on corruption in his home town in a mask, making him seem like a criminal, against the wishes of his blind, pacifist father. It doesn’t catch the magic of Spider-Man, but that’s a high standard, and Outlaw Kid is mostly inoffensive.

Other genres in the book include war, jungle, and sci-fi comics. Combat Kelly and the Deadly Dozen, a Sgt. Fury spinoff, shows why war comics were on the way out, despite the cast’s racial diversity and the inclusion of a female soldier. (Of course, the cast is much too large, and the woman ties her uniform shirt at her sternum to expose her midriff.) Shanna the She-Devil is fine but seems mostly an excuse for George Tuska to draw exotic animals and a woman wearing a leopard skin swimsuit. (Shanna made the outfit herself from a leopard massacred in her zoo so that she could gain “sight-scent recognitions with [the leopard’s] cubs.” Grisly.) Marvel Premiere #1 is nearly as exciting as you would expect a sci-fi story featuring Adam Warlock and the High Evolutionary gabbing to be. Amazing Adventures #18 sets up Killraven’s War of the Words backstory with remarkable efficiency and imagination, although some of its trappings come across as ridiculous today (and I suspect did in 1973, as well).

You would think Marvel would hardly need an excuse to praise their diversity in genre, gender, and race. But they don’t, and that’s my biggest disappointment with Marvel Firsts. I wanted introductory essays. I wanted context. I wanted timelines, charts, figures — something to pull this disparate set of comics together. It didn’t have to be elaborate; it just needed to exist. There is a little provided; each issue gets a flat sentence or two about the title, date, and character (“Amazing Adventures #11, published in December 1970, switched focus from Black Widow and the Inhumans, becoming the first ongoing series for a heavily revamped Beast, formerly of the X-Men”). Between the chronologically ordered issues are pages showing the covers of Marvel’s contemporary new series, with a brief sentence about each (usually, genre, title, date, and whether it was a reprint series). Still, I would like to know more. When did these series end? How many issues did they last? Was there anything interesting about them — I mean, is there a good reason the cover of humor comic Harvey #1 looked like Archie with Marvel trade dress pasted on it? I’d be willing to pay a bit more for this, or Amazing Adventures #18 could have been shifted to Marvel Firsts: The 1970s, v. 2.

As a random slice of Marvel at one of its most diverse times, Marvel Firsts: The 1970s, v. 1, is pretty impressive. I haven’t harped on it, but it’s remarkable how many of the protagonists aren’t just the same old white guys; Black Widow was an established character who got her own series, and the Cat (later Tigra), Power Man, and Shanna the She-Devil were created for their series. At least three members of the Deadly Dozen were not white (and one was not male), and Reno Jones of Gunhawks and Red Wolf weren’t white either. Most of these characters fell flat on their faces — only Power Man kept his series for very long — but you have to applaud Marvel for trying.

It’s unfortunate that most of the art and writing in Marvel Firsts cannot match the best of Marvel at the time, but given that many of these titles shifted their emphasis frequently or were second-tier to begin with, it’s understandable the top talent weren’t assigned to these stories, and those who were weren’t inspired to turn in their top work. It’s also sad that Conan the Barbarian #1 couldn’t be included because of legal reasons (not that the book mentioned this). And I wish there would have been more context. But it’s not wise to focus on what isn’t here; what is here is a collection of frequently enjoyable stories — although occasionally that enjoyment comes from how badly the stories have aged (or how badly they were told in the first place).

Rating: 2.5 of 5 Marvel symbol Marvel symbol Half Marvel symbol

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26 August 2011

Essential Killraven, v. 1

Collects: Amazing Adventures #18-39, Marvel Team-Up #45, Marvel Graphic Novel #7, and Killraven #1 (1973-6, 1983, 2001)

Released: July 2005 (Marvel)

Format: 504 pages / black and white / $16.99 / ISBN: 9780785117773

What is this?: A former gladiator and his companions fight against the Martians who have enslaved Earth.

The culprits: Writer Don McGregor and others and artists P. Craig Russell, Herb Trimpe, and others

The setup for Killraven is one of those sci-fi concepts Marvel came up with in the ‘70s that didn’t survive beyond the Bronze Age. Created by writer Roy Thomas and artist Neal Adams, it has a simple hook: the Martians, after losing the original War of the Worlds, won the rematch in 2001 and subjugated humanity, and only an ex-gladiator named Killraven and his band of Freemen oppose them.

If you’ve ever seen Thundarr the Barbarian — and if you haven’t, I pity you — Essential Killraven, v. 1, might be a little familiar. Killraven fights the Martians (wizards for Thundarr) and lots of monsters. He visits American cities that, despite being ruins, have one distinguishing feature from the pre-war days. Humans have been shaped into weird forms and given superpowers. And then there are the aliens who eat babies …

Essential Killraven, v. 1 coverWait. That last one wasn’t on TV. And that’s where writer Don McGregor, who took over with Amazing Adventures #21, makes Killraven something other than a needless continuation of a sci-fi classic. His stories have babies eaten as delicacies, forced breeding, and humans tortured, warped, and killed for no real reason. Yes, the casualty rate for Killraven’s band of Freemen is absurdly low, but even they are touched by loss, and why are you complaining? This was a comic book meant for kids, and they’re talking about eating babies because they’re yummy.

The major flaw in Killraven is that the setup lends itself to a lot of repetition. The Freemen head to a new town, fight the weird menace, and then find themselves in a new place at the beginning of the next issue. McGregor does his best to play with that, especially at the end, when he has Freeman Old Skull tell the others his origin story (#37) or has the group run into a fairy-like creature named Mourning Prey in a butterfly-filled Florida swamp (#39), an issue that has the slight tinge of a fever dream about it. But he can’t disguise that repetition, and his comic-booky “man who lives for only one day and must mate” plot (#35) certainly gives that issue the feel of just another Marvel book, despite its trappings. (Bill Mantlo’s fill-in on #33 and his Marvel Team-Up Killraven story only compound the feeling.) Still, McGregor is good for some surprises; when Carmilla Frost joins the Freemen, for instance, it’s Killraven’s friend M’Shulla, not Killraven, who gets the girl.

Additionally, there’s something completely endearing about a comic in which the hero gets so lost that while heading to Yellowstone National Park to find his brother that he travels instead from Indianapolis to Michigan to Chicago to Tennessee to Georgia to Florida. Killraven has no sense of direction, and it appears his cohorts have no desire (or ability) to correct him. To be fair to Killraven, he can’t exactly ask the mutants, collaborators, monsters, and Martians directions on the way, and everyone else they meet is even more clueless than they are. Even more entertaining is that Yellowstone is obviously a trap, and the Martians get so impatient they move the trap to where Killraven is wandering (Cape Canaveral) and don’t bother to disguise it at all. The amusing cherry on top of it all is that Killraven doesn’t question meeting his brother thousands of miles from where each is supposed to be at all. “My brother’s supposed to be in Yellowstone and just runs into me in Florida? Sure, why not?”

That happens in Marvel Graphic Novel #7, and without that issue, this wouldn’t be half as good a book. Without the MGN, Killraven is a meandering story in which McGregor takes his heroes across the eastern U.S. Sure, that gets better as the book goes on, but the story just sort of peters out in Amazing Adventures #39 when the Freemen encounter Mourning Prey. But MGN #7 puts paid to the big motivation for the Freemen’s journey: finding Killraven’s brother. It doesn’t go very well for the characters, but it does end the plot, something that needed to be done.

The obvious way to end the series in MGN #7 would have been with Killraven and the Freemen fighting back against the Martians, leading a revolution. Unfortunately, while that might be a definitive ending, that sort of ending is rarely satisfying: not enough buildup, too many characters, too improbable a plot, or a hundred other problems. Instead, McGregor and artist P. Craig Russell give the readers one reveal, but they do so in a plot much like previous stories. Oh, their ally for the story is more developed and relatable than most of those in the Amazing Adventures run, but it tonally fits with the rest of the story. McGregor even develops Carmilla and M’Shulla’s relationship, as if he expected to write more stories Killraven. (According to McGregor in this interview with Richard Arndt, 50 or so pages of Killraven: Final Lies, Final Truths, Final Battles was written in the late ‘80s, but it was scuttled when Russell couldn’t get assurances it would be published in Marvel’s best format.)

And the art …

Much like Bill Sienkiewicz and Moon Knight, Russell’s art is the biggest selling point for Killraven, and the MGN is where Russell gets the opportunity to show off the most. It’s unfortunate that the size of the art had to be reduced for the Essential’s page dimensions, and for some reason the art isn’t reproduced in the pure black-and-white pencils and inks the rest of the book features. But even the slight muddying can’t hide Russell’s skill or maturation; he was excellent in issues #27-32 and 34-9, but in the years between Amazing Adventures and MGN #7, he’s become something else. The art is polished, fluid, and expressive. His figures all have a litheness about them — even some who shouldn’t, like Old Skull — but his monsters are bizarre, horrific, and most important alien.

Russell wasn’t the first artist on the title. Adams did the first half of the first issue and was followed by one and a half issue by Howard Chaykin; both do good, if brief, work, but we have Adams to blame for the horrible, horrible costume designs. (What the hell did they think the future would be like back then? This is one Essential I was glad had no color, fearing that a ‘70s palette on those ridiculous costumes would sear my eyes.) Although a mismatch of genres, Gene Colan did his usual atmospheric work on one issue (#26). Herb Trimpe (#20-4 and 33) and Rich Buckler (#25) round out the art duties, both doing solid work. Trimpe’s work is similar to the art he produced for the Hulk; Buckler’s work is interesting, more subtle and clear than the other artists.

The book concludes with the Killraven one-shot written and drawn by Joe Lindsor. To call it missable is an understatement of grand proportions; if I had paid for the single issue when it came out in 2001, I would have wanted my money back. There’s nothing in the issue for Killraven fans, except that it advances the timeline without incident by a half year or so. The actual plot, in which Killraven counsels a hippy chick who woke from a cryogenic tube and then promptly wants to go back to sleep when she sees what a hellhole 2020 is, is so light I was afraid it might blow off the page. It was included to fill out the page count, I imagine, but 20 blank pages might have been a better choice.

Essential Killraven is often silly (it is a product of the ‘70s), frequently repetitive, and occasionally stupid (as when McGregor tries to convince us “mud brother” is a term of endearment that Killraven has given M’Shulla instead of the racial slur it so obviously seems to be). But Killraven is worth a glance for some of the details and the P. Craig Russell art.

Rating: Marvel symbol Marvel symbol Marvel symbol (3 of 5)

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