COMICS CAN BE AWESOME (4 May 2020)

Your weekly reminder that comics can be awesome, Weird War Tales edition…

Weird War TalesWeird War Tales 16Weird War Tales 24Weird War Tales 10Weird War Tales 28

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On Batman’s title (and logo) pages

For the past couple of weeks, I’ve been spotlighting one of the trademarks of The Spirit, namely the way Will Eisner and later creators kept adjusting that series’ logo to fit the title pages, ingeniously inserting new designs into each particular image. Since The Spirit – along with Zorro, Dick Tracy, and The Shadow – is one of the main influences on Batman comics, it shouldn’t come as much of a surprise that a number of artists have tried to pull off a similar trick in the Bat-books.

After all, artists love playing with the logos on the covers, so why wouldn’t they do the same in the interior work?

Batman     Superman/Batman     Legends of the Dark Knight: Choices

That said, this is still rarer than you might think. The vast majority of Batman comics’ title pages either feature a pretty standard logo or – as it is often the case with modern comics – actually do without the logo altogether (it’s already on the cover, after all).

Bob Kane was no Will Eisner. If you go back to the franchise’s first decades, you’ll see that traditionally the series’ logo (which changed over time, but tended to consist of variations of a stylized bat shape with the Caped Crusader’s creepy face and the word ‘Batman’ in an art deco-ish font) hovered over each opening splash like a generic stamp or a fixed background with little relation to the rest of the image…

Detective Comics #113Detective Comics #113

It was only in the 1970s that this rule became more flexible. Irv Novick’s opening pages were among the first to mess with the logo, although I’m not sure whether the credit for this should go to him or to letterer John Costanza.

Here is one of the earliest attempts, which still preserves the logo’s shape, but places it in a smooth continuum with the story title’s psychedelic design (and colors):

Batman #225Batman #225

Notice that, while the logo remains stuck at the top, it doesn’t feel as isolated from the rest of the page because the whole layout is composed of separate boxes with similarly explicit information – except for the last box/panel, which transitions into the narrative by simulating a television screen!

One device that became increasingly common around this time was to move the series’ title away from the top, shifting it to different, specific areas of the page and thus allowing the words ‘The Batman’ to be incorporated into the initial narration while still standing out for readers at first glance. You can see an example of this device in the freaky beauty below (another Novick/Costanza collaboration):

Batman #231Batman #231

The example above (cover-dated May 1971) actually disregards the typical logo, replacing it with a headless design that seems more suited for this particular page. That was a relatively rare move in the early seventies, when most Batman title pages still displayed the standard logo, but it wasn’t an entirely isolated case, as editor Julie Schwartz clearly gave creators leeway to experiment every once in a while. The fact that they only did so occasionally made those specific stories feel more special from the outset.

Here are two original designs from issues lettered by Ben Oda:

Batman #227Batman #227
Detective Comics #405Detective Comics #405

Notice how in both cases the series’ title (The Batman) isn’t just placed inside a sentence, but also redesigned to match the story title and genre: in the former with a gothic motif (it’s a horror tale), in the later tilted dynamically to the right (it’s more of an action yarn). Also in the latter, artist Bob Brown plays with the bat-signal, which projects the Dark Knight’s symbol (i.e. a version of the series’ typical logo) at the top of the page (where the logo used to be located, traditionally). In other words, following the footsteps of The Spirit, creators were increasingly molding the comic’s title and symbol into a more organic part of the opening pages.

I guess it was only a matter of time before some artists took things one step further and, much like Will Eisner often did, incorporated the series’ title into the diegetic image, as if the word ‘Batman’ (or sometimes the whole logo itself) had physically materialized inside the characters’ world, whether as a snow sculpture or as a billboard…

Batman #244Batman #244
Batman #274Batman #274

I’ve written before about how Archie Goodwin’s beloved run in Detective Comics in 1974 was full of these sorts of gimmicks. Indeed, the farther you delve into the Caped Crusader’s Bronze Age, the more Eisneresque examples you come across…

Detective Comics #469Detective Comics #469
Batman Family #6Batman Family #6

(In these pages, the remaining credits are themselves discreetly integrated into the splashes, although that is a more common device.)

One artist who truly excelled at redesigning Batman’s logo in powerful, inventive ways was Ernie Chua (aka Ernie Chan), who was particularly active in both Batman and Detective Comics in the mid-to-late 1970s. Rather than inserting the logo into the story’s reality, Chua’s specialty was distorting it in striking ways, creating a string of splashes with a distinct pop art flavor…

Detective Comics #461Detective Comics #461
Batman #277Batman #277

I’m not always the biggest fan of Ernie Chua’s work on Batman comics, whose overall style seems relatively mundane when compared to that of his energetic predecessors. When it comes to title pages, though, I think he was terrific!

Chua’s logo distortions, besides looking smashing, also did a swell job of suggestively conveying the mood and/or themes of the stories ahead:

Batman #283Batman #283
Detective Comics #462Detective Comics #462

(Shame that Ben Oda couldn’t resist adding the standard logo to the caption at the bottom, since it takes some of the power away from the haunting logo at the top…)

Speaking of creating a memorable atmosphere through distortion, I’m also a huge fan of this masterpiece by Walt Simonson:

Detective Comics #450Detective Comics #450

It’s as if the word ‘Batman’ – like Batman himself – is encroaching upon the felon in an intimidating way… or perhaps reflecting what’s on his mind. Plus, I don’t know who the colorist was, but s/he deserves praise for that stylish effect with the sunlight! (I also appreciate the fact that the letters in ‘Deathtrap’ are casting shadows, enhancing this word’s ominous presence.)

What a pity that this versatile approach to logo design never fully caught on in Batman comics, especially once you move beyond the 1970s. One of the few exceptions in the following decade occurred in Detective Comics #497, precisely in a story dedicated to Will Eisner (discussed here).

When you see the technique in later comics, it tends to be attached to the work of a limited set of artists. One of those artists is J.H. Williams III, the master of daring layouts:

Batman #667Batman #667

(Yep, either J.H. Williams III or letterer Ken Lopez actually shoved the story’s title into the logo!)

Likewise – and as I’ve mentioned before – Kelley Jones loves adorning his pages with all kinds of flourishes, so why wouldn’t he get into this game by adding his own eccentric takes on the comic’s title/logo…

Gotham After MidnightGotham After Midnight #1

(Playing along, letterer Pat Brosseau also incorporated the credits into the main image…)

Another artist who made Batman’s title pages more Eisneresque was Norm Breyfogle, who drew loads of Dark Knight comics in the late ‘80s and ‘90s and remains one of my all-time favorites (yes, I’m a cliché).

And just in case in case you think I’m pushing the connection to The Spirit too far, I dare you to look at this damn splash and tell me if it would look out of place in an Eisner comic from the forties:

Detective Comics #613Detective Comics #613

(Here, too, letterer Todd Klein had fun sleekly sneaking in the credits…)

Norm Breyfogle liked evoking the classic logo, but – like Ernie Chua – he kept finding new ways to distort it, whether by pushing it far into the background or by breaking down its components (Batman head, stylized symbol, the word ‘Batman’):

Batman #456Batman #456
Detective Comics #627Detective Comics #627

(Writing the hero’s name through dark windows on a city skyline is such a Will Eisner move…)

Practically all of Breyfogle’s title splashes feature a Batman shape, establishing the comic’s main star straight away (thus fulfilling the role of the former logos). Sometimes the shape is diegetic, belonging to the Dark Knight himself, other times it’s merely symbolic, like this menacing silhouette enveloping the issue’s villains:

Batman #475Batman #475

I’ll finish with the staggering splash below, in which Norm Breyfogle draws a Batman shape that is simultaneously a stand-in for a logo (it’s even above the story’s title), a part of the narrative (because the depicted Batman is indeed about to strike those punks), and a surreal exaggeration (what an outrageous cape…) that foreshadows the fact that this sequence will turn out to be a dream. Plus, if you look at the bottom, you’ll realize this Batman logo/figure/hallucination also delineates the very borders of the splash!

Batman #458Batman #458

The logo finally took over almost every function in the page. Eisner would be proud.

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COMICS CAN BE AWESOME (27 April 2020)

Your grindhouse reminder that comics can be awesome…

Sin CityBitch PlanetGrindhouseFatalePreacher

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On The Spirit’s title pages – part 2

Darwyn CookeThe Spirit (v2) #3

I tend to be quite distrustful of attempts to update Will Eisner’s The Spirit. Because most creators cannot begin to match Eisner’s experimentalism, the appeal ends up being little more than the curious, nostalgic exercise of checking out all the modern variations of the original cast and concepts (which usually do little more than to tone down the original’s racism, if not its sexism).

Not that we haven’t gotten some stylish comics out of this nostalgia, starting with Darwyn Cooke’s run at DC in 2006-2008. Although overrated in some circles, given that it was sadly plagued with pretty superficial stories, at least that series did look absolutely delightful. Cooke, who was above all an incredible artist, made sure to always introduce a different logo in each issue through breathtaking, gobsmackingly vibrant double spreads…

Darwyn CookeThe Spirit (v2) #4

At the time, Darwyn Cooke also worked on a Batman / The Spirit one-shot, written by Jeph Loeb. There, Cooke and Loeb came up with a very neat wink to the series’ fanciful logos. This gag took place while the Spirit escaped from a gunfight by climbing a set of huge letters on top of a building signaling Pier Sixteen:

batman the spiritbatman the spiritBatman / The Spirit

Despite Cooke’s noirish style, his DC reboot of The Spirit sought, first and foremost, to emulate the lighter side of Will Eisner’s comic, including its goofy humor and rollicking adventure tone. After Cooke left the title, many of the creators that followed did the same, with scripts – especially those co-written by Sergio Aragonés and Mark Evanier – as well as artwork – especially when drawn by Paul Smith – going for laughs, albeit of a stale, old-school variety (resorting, for example, to outdated caricatures of the film industry, in ‘Stand In for Murder’). Mark Waid’s and J. Bone’s mini-series The Rocketeer / The Spirit: Pulp Friction and, more recently, Matt Wagner’s and Dan Schkade’s reboot of the franchise for Dynamite went with a similar corny direction.

To be fair, these issues do kind of evoke the comedic mysteries of the 1940s’ run, but they lack the panache of the series at its best – in other words, they feel like tales of The Spirit’s classic era, they just don’t feel like the good ones. (The same goes for most of Dark Horse’s anthology The Spirit: The New Adventures, despite contributions by many of the biggest names in the business).

That said, while modern creators haven’t always lived up to Eisner’s drive to innovate and to uncover the untapped possibilities of comic book narratives, at least they’ve proven apt at imitating one of his work’s most distinctive features, namely the pages playing with the series’ logo. The results can therefore be considered either original in their unoriginality or vice-versa, but I admit I’m a sucker for this kind of device anyway…

spiritThe Spirit (v2) #25
The SpiritThe Spirit (v4) #4

As you can see, the words ‘The Spirit’ are often treated as a material presence, either by twisting the shape of surrounding objects or by presenting the logo as an (unexplained) object in itself, one with which the cast nonchalantly interacts.

Back in 1998, Alan Moore and Daniel Torres had already done a playful take on this tradition of the series, in the memorable ten-page story ‘Last Night I Dreamed of Doctor Cobra.’ Set in the future, that comic followed a tour through Central City’s ruins, including what the guide called the city’s ‘logotechture’ (i.e. its buildings shaped like words, specifically ‘Spirit’), thus amusingly breaking the unspoken rule about the characters acknowledging the logo’s shape:

The SpiritThe Spirit: The New Adventures #3

If it’s comedy you want, I suggest feasting your eyes on Gail Simone’s and Phil Hester’s short story ‘The Cold Depths of the Icicle Heart’ (The Spirit (v2) #13, cover-dated February 2008), which conveys the kind of masterful ability to play with the language of comics that made Will Eisner’s work so great. Similarly, you could do much worse than to track down the spot-on pastiches in Big Bang Presents #1 and in the criminally short-lived Greyshirt.

Moreover, Fred Van Lente and Bob Q brought all kinds of fun to the pages of The Green Hornet ’66 Meets The Spirit, a truly madcap romp set at a 1966 World Expo in Central City. Like many of Van Lente’s comics, this mini-series has become one of those tales I’ll gladly reread whenever I need a chuckle. And while it doesn’t mimic Eisner’s classic title pages, it does include a brief homage early on:

The Green Hornet ’66 Meets The Spirit #1The Green Hornet ’66 Meets The Spirit #1

Not everyone has gone with the humorous route in adapting The Spirit, though. For instance, Francesco Francavilla’s mini-series The Corpse-Makers leaned hard on the noir vibe (mixed with a bit of horror), which was also a staple of the original. If you’re into rainy streets and an omnipresent sense of doom, this comic has them in spades, more than compensating for a weak plot through some ultra-atmospheric visuals, including eye-popping double page spreads near the start of each issue that bring to mind some of the greatest film noir posters of the classic era:

The SpiritThe Spirit: The Corpse-Makers #3

One of the grimmest takes on this property was actually published by DC back in 2010-2011, as part of their pulpy ‘First Wave’ line. Initially written by Mark Schultz and, since issue #4, by David Hine, with regular art by Moritat, that series loosely reimagined The Spirit’s world and characters while delivering a two-fisted crime saga with a trashy, surrealist edge that was not too far from Sin City (another comic that was no doubt inspired by Will Eisner’s early work). Mining the same type of material that must have influenced Eisner in the first place, this neo-noir version of The Spirit captured the nightmarish, hardboiled vibe of a Cornell Woolrich yarn and the gritty aesthetics of postwar movies like The Naked City, The Racket, and Force of Evil.

Moritat was more than up to the task of designing remarkable splashes that ingeniously integrated the comic’s name – at one point, he even got away with writing ‘The Spirit’ in cocaine lines! However, it annoyed me that, in most issues, letterer Rob Leigh (I assume it was him) made little effort to smoothly blend each story’s title into the images, bluntly superimposing his own titles and credits over Moritat’s carefully constructed logos in a whole different style…

The SpiritThe Spirit (v3) #7
the spiritThe Spirit (v3) #12

(You may have to squint to spot this last logo, written through the building’s shape, but it’s totally worth it…)

These awkward clashes stand out even more because, every once in a while, Leigh did manage to merge story title and artwork more organically, leaving us yearning for a more consistent effort to do so. Crucially, the series’ very first title page created expectations that weren’t matched by most subsequent issues:

The SpiritThe Spirit (v3) #1

(That said, the credits in issue #8 are pretty good as well.)

Likewise, although I understand the gesture (not least for legal reasons) of explicitly crediting Will Eisner for the series’ original creation, I don’t see why Rob Leigh – or perhaps somebody else at DC – decided this had to be done through the addition of such a glaring standard extra logo, diminishing the power of Moritat’s designs. After all, if you scroll up back to the splash pages by Darwyn Cooke and Francesco Francavilla, you can see their letterers (Jared Fletcher in the former, Francavilla himself in the latter) were both able to credit Eisner in unobtrusive ways.

I have the same problem with Leigh’s work in the black & white backups. For example, the amazing Bill Sienkiewicz did such a splendid job with the title page below that it’s a damn shame the image was partially spoiled through the addition of a more conventional logo to the bottom left corner…

the spiritThe Spirit (v3) #1

(Did Will Eisner’s signature really have to show up twice in the same page? Did the logo at the bottom really have to be so close to the license plate, drowning the reference inside the picture itself? Shouldn’t the splash in the lower half of the page be given more room to breathe?)

As for the writing, while David Hine has repeatedly displayed a willingness to push the boundaries of comic books that is truly worthy of Eisner (as seen, most notably, in Strange Embrace and The Bulletproof Coffin), his work on The Spirit didn’t do much to break the mold. For the most part, the result were solid genre comics, wrapping Denny Colt in an intricate web of drugs, corruption, revenge, human traffic, organized crime, sexy dames, and relentless violence. Oh, and don’t forget the killer robots!

The major exception in terms of the series’ formal experimentation was ‘The Big Picture’ (#16, cover-dated September 2011), a bravura tribute both to Will Eisner’s daring narrative tricks and to The Spirit’s trademark openings… The whole story was told through splash pages and all of them incorporated variations of the series’ logo in one way or another:

the spiritThe Spirit (v3) #16

(The smoky ‘The’ is especially nifty!)

I was actually quite unfair in failing to include ‘The Big Picture’ in my top non-Eisner Spirit comics, when I did a post about them a while back. David Hine, Rob Leigh, colorist Daniel Vozzo, and guest-artist John Paul Léon all did an excellent job of creating splashes that are not only gorgeous on their own, but which also channel (without copying) Will Eisner’s specific designs.

For instance, the page above seems to combine elements from these two classics:

eisnerThe Spirit – November 20, 1947
will eisnerThe Spirit – January 15, 1950

The story itself was a bit meta, since it consisted of a mistaken identity thriller in which another vigilante – with a more vicious attitude – dressed up in the same costume as our hero, arguing that the Spirit was not a man, but an idea. While simple and ultimately clichéd, this premise nevertheless suggested a veiled acknowledgement of the fact that all these series appropriating Will Eisner’s creation could never fully replace the original, no matter how much they tried to simulate its appearance.

The final page of the issue – and of David Hine’s run – clinched this notion in the form of Commissioner Dolan’s closing words, which can be read as applying to the Spirit (within the story) and to Eisner himself (in the real world)…

spiritThe Spirit (v3) #16

And if you think I’m forcing this reading, bear in mind that the paper strips flying in the wind have probably drifted here from one of Will Eisner’s most famous splashes:

The SpiritThe Spirit – March 24, 1946
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COMICS CAN BE AWESOME (20 April 2020)

This week, a reminder that Batman comics (and their spin-offs) can look awesome…

BatmanBatman Kings of FearBatwomanGraysonBirds of Prey

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On The Spirit’s title pages – part 1

eisner

At its best, Will Eisner’s post-World War II work on the noir comedy series The Spirt gave us some of the greatest comics ever – not just groundbreaking stuff at the time, but a string of truly ingenious approaches to the medium that are still a joy to read today.

Although the protagonist, Denny Colt (a former detective widely believed to be dead who reinvented himself as the titular crimefighter), does look pretty cool in his blue domino mask and rumpled fedora, he is not the main reason for the comic’s success. Hell, he barely appears in many of the episodes! As I’ve argued before, the true stars of The Spirit are the storytelling techniques developed by Eisner and his team throughout the 1940s. And, among these, none has become more recognizable than their famous title pages…

The Spiritwill eisner

Check out the way the layout in the images above fluidly guides your eyes from top to bottom, from left to right, ushering you to turn the page… While the use of wide negative space and a relatively limited color palette concentrate your gaze, the forceful impact and dynamic sense of movement create a thrilling feeling even before you know much about the story ahead.

Yes, the occasional racist stereotypes can be hard to stomach (most infamously, the characterization of Ebony White), but, as a rule, the first page of each tale of The Spirit was a beautiful piece of art on its own, deserving of adorning your living room walls. You can tell there was plenty of care and creativity put into conceiving every single installment… For one thing, Will Eisner kept coming up with new designs for the series’ logo and integrating them in striking ways – more often than not in the form of a splash – which gave each adventure a slightly distinct mood.

The inventive logo design played such a big role in the comic’s identity that it often took over the whole page, which was clearly constructed around it. In many of those openers, the logo was even depicted as an actual object, somehow becoming part of the diegetic materiality…

will eisnereisner

I never get tired of this gimmick. It establishes straight away that we are entering an unreal world, unashamed of its artificiality. And, indeed, the main setting, Central City, is made up of mashed tropes of crime fiction and slapstick comedy – certainly gritty, yet also proudly cartoony.

In fact, the device of physically manifesting the series’ title is so perfectly suited to the tone of The Spirit that it started showing up early on, even before the strip’s golden years (after Eisner’s return from the war). For instance, here are a couple of examples from 1940 and 1942, respectively:

eisnerWill Eisner

You’ve probably also noticed how much of The Spirit’s style comes from the same place as film noir. The link is both visual and thematic: the comic is full of desperate losers, urban criminals, dilapidated tenements, smoked-filled rooms, and several femme fatales who seem to have transitioned to the paper straight from the big screen. Between the dirty alleys and  the subliminal postwar malaise, some stories feel aimed at the maddening pitch of expressionistic despair from that sequence in The Set-Up where Robert Ryan tries to escape from the sports arena.

The title pages reflected these links not only by being noirish as hell, but also by being incredibly cinematic… Will Eisner studied the language of Hollywood thrillers – from lighting choices to the tight mise en scène – and brilliantly translated it into the comic book medium. The result resembled, not merely the storyboards that precede film shooting, but finalized movies deaccelerated and broken down into expressive, individual images. By channeling familiar audiovisual motifs like the motion of a camera peeking into and entering a window or the phone ringing in the distance (instantly building up suspense), these still pictures captured some of the energy and timing of movies, albeit with all the intense exaggeration that drawing allows:

eisnerWill Eisner

I’m not saying The Spirit is pure noir literature. If you want a proper hardboiled read from this era, go grab yourself a copy of Raymond Chandler’s The High Window or The Little Sister. What Will Eisner – and the uncredited assistants at his studio – did was to take prototypical elements from this genre and cleverly figure out how to best put them in the service of a fun cartoon strip.

For example, few things scream NOIR more than neon signs, so, bellow, you’ll find a couple of pages that evocatively turned The Spirit’s logo into neon… This effect, combined with a simulation of black & white photography and a flexible approach to panel borders, effectively kickstarts their narratives with a film-like, dreamy atmosphere.

Eisner's SpiritWill Eisner

Another signature mark of The Spirit that was frequently on display in the title pages was the series’ flair for adopting unconventional perspectives for framing its stories. Some tales largely disregarded the Spirit and his regular cast, preferring to follow small-time crooks or peripheral players who found themselves entangled in an encroaching criminal web, Ozark-style. Other tales were told from the point of view of animals or even inanimate objects… This was no doubt an extension of the same will to experiment that ushered in the originality and virtuosity of the opening visuals.

Here is a particularly amusing composition that illustrates this tendency:

The Spirit

In 1950, Will Eisner left The Spirit in the hands of a host of talented ghost writers and artists, keeping a mostly supervisory role. Fortunately, though, his replacements kept the tradition alive, coming up with awesome openers that embedded the comic’s logo into the initial pages…

Here is a great one by Al Wenzel that is definitely worthy of Eisner:

Will Eisner

I especially like the title pages done by Jim Dixon, who had a grimier, more detailed touch… Seriously, you can practically hear the wood creak in this one:

Eisner

Actually, I’m not much of a fan of Dixon’s artwork in the rest of the stories, but he sure nailed most of his openers. Even when he failed to come up with an imaginative design for The Spirit’s logo (like in the examples below), he knew how to pull off disorienting POVs that pulled readers into the comic while conveying the sordid environment that characterized the material.

EisnerEisner

Next week, we’ll see if modern day creators have also done justice to this feature of The Spirit.

 

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COMICS CAN BE AWESOME (13 April 2020)

As it often happens in scary times, the horror genre provides both a perversely comforting, vaccine-like sedative against overwhelming anxiety and useful metaphors to consider the wider processes at play.

So here is your spooky reminder that comics can be awesome…

House of MysteryEerieVault of HorrorChamber of Chills MagazineThe Thing!

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Spotlight on Injection

Between the dystopic aesthetics of armed forces sealing people in their homes while drones patrol the empty streets, the apocalyptic vibe of the world stopping over a contagious invisible menace (not to mention the sheer death toll), the process of social relations moving even more online, and all the self-organized networks making the most out of the vast possibilities of virtual technology, we are living in sci-fi times. It seems hard to imagine that, at the end of this, we will return to some sort of business as usual, but it is still unclear how radical the transformation of society, politics, and the economic system will be. The looming chance that we are entering a deaccelerated age, with less industrial production and less international connectivity (at least on a material level), inspired me to revisit one of the most entertaining sci-fi comics of the last few years…

Injection

The 2015 series Injection revolves around five eccentric geniuses who gathered in a think tank called Cultural Cross-Contamination Unit (CCCU). Frustrated over what they feared could be a much less interesting world after the current peak of novelty and innovation slows down, the group developed an alien-injected AI – or, as they called it, a ‘non-biological artificial consciousness emulator’ – with the ability to reshape the fabric of reality, including by physically conjuring up old myths. The result is mind-bending and often gruesome, so it is now up to them to put out the fire.

Many of you won’t be surprised to know Injection is written by Warren Ellis, since it shares all of his pet motifs, from the sardonic sense of humor to the unbridled fascination with technological progress (combined with a healthy dose of fear of its misuse), not to mention the haunted view of British history. The CCCU team are certainly not his first leads obsessed with exploring and experimenting, mirroring the desire for wonder and thrilling surprise that presumably also drives readers to pick up Ellis’ works in the first place.

Also in typical Ellis fashion, each of the CCCU members always (reasonably) acts like they’re the most intelligent person in the room, showcasing the writer’s playful relationship with the proto-poetic language of scientific jargon as they nonchalantly mention stuff like ‘paramilitary cells in conversation with a half-alive machine intelligence containing a strategic processing engine.’ On top of this, they all talk in Ellis’ signature brand of aggressive hyperbole… especially when it comes to sandwiches, for some reason:

Injection #6Injection #6

You can see Injection as a less superhero-y variation on what Warren Ellis did in Planetary or perhaps argue that he has been building up towards this for the past decades, as if everything that came before – at least since his magnum opus, Transmetropolitan – were sketches and approximations that culminated here. In any case, what Injection lacks in overall originality (at least for Ellis’ standards), it more than makes up for in vivacity. This is Ellis in overdrive: there is a giddy, infectious sense of excitement about even throwaway notions like that of Merlin as a ‘political wizard’ or of financial capital as a form of alchemy. And although Ellis’ infatuation with science often flies in the face of my more critical impulses against self-righteous positivism, I’d say this is the right moment for some upbeat, enthusiastic sci-fi.

Moreover, while Ellis gets some flak for his tendency to fall back on the same tropes and stock character types, he is still a highly versatile creator, constantly crafting different environments and types of stories, ranging from the surrealist art horror of Shipwreck to the ultra-slick superhero action of Moon Knight: From the Dead (which shares an art team with Injection). Here, Ellis compellingly filters dark fantasy through heady, hardcore science fiction:

Injection #3Injection #3Injection #3

In addition to this, Injection also features strong elements of crime fiction and techno-thriller. (Plus, there is one story arc about ghost sex.) The mixed flavor of the ensuing genre hybrid is particularly effective because Warren Ellis takes his time before fully explaining the series’ odd setting and terms, so that for a while many readers may be unsure what kind of story they’re being told. The lack of solid ground is, of course, part of the fun, as we are initially bombarded with all sorts of strange concepts and often have to reread entire passages just to begin guessing what is going on. This could’ve been quite off-putting if there was nothing else to hold on to, but Ellis cleverly secures readers’ craving for more immediate gratification through a steady supply of amusing interactions as well as sudden bursts of gore.

Injection’s storytelling variety is gracefully rendered by Declan Shalvey and Jordie Bellaire, starting with their stunning covers, each with its own distinctive mood:

Injection     Injection     Injection

Indeed, as usual with Warren Ellis’ comics, the artists deserve much of the praise, since they carry the bulk of the characterization. As his latest novel, Normal, demonstrates, without visuals Ellis’ characters become largely indistinguishable, so instead of a dramatic pulse you’re essentially left with a string of (really cool) ideas and angry monologues. In Injection, Declan Shalvey’s artwork and Jordie Bellaire’s colors instill each person with neatly expressive facial ‘acting’ and body language.

Bellaire, in particular, proves to be one of the greatest colorists in the business. Working with a soothing, relatively minimalistic palette, she has specific tones dominate each sequence. This carefully anchors every scene in its own precise atmosphere, whether it’s one of the many lengthy conversation pieces or one of the occasional instances when the series springs into balls-to-the-wall action.

Notably, while never going into fully experimental mode, Shalvey and Bellaire keep coming up with new ways to visualize the fantastic processes at play, like this subtle depiction of teleportation:

Injection #11Injection #11

Besides the stylish art, characterization is helped by the fact that, in a typical postmodern move, the main cast – Maria Kilbride, Robin Morel, Brigid Roth, Vivek Headland, and Simeon Winters – is blatantly composed of spins on familiar archetypes from British popular culture, namely the brilliant scientist Bernard Quatermass, the occult detective Thomas Carnacki, the technologically savvy Doctor (from Doctor Who), the cerebral sleuth Sherlock Holmes, and the suave, strategic-minded spy James Bond.

Injection makes a point of updating these icons not only by equipping them with more cutting-edge, cybernetic knowledge, but also by swapping some of their genders, races, and sexual orientation, suitably channeling the concern with diversity that has become a staple of our times, thus reflecting the comic’s own forward-looking spirit. As a result, yes, we do finally get an Idris Elba-looking Bond:

Injection 2InjectionInjection #2

As much of a blast as Warren Ellis clearly has writing James Bond (as he did in his kickass run for Dynamite, which came out around the same time), his glee particularly shines through when reimagining Sherlock Holmes in the form of Vivek Headland. Ellis, who early in his career adapted the Holmes tale ‘The Adventure of the Sussex Vampire’ for Caliber and who later played with Holmesian types on the pages of Planetary, Global Frequency, and, most remarkably, the fabulous one-shot Aetheric Mechanics, here takes things one step further by basing a core character of an ongoing series on the Baker Street detective and devoting an entire arc to one of his investigations while hilariously exaggerating the original’s deductive abilities and idiosyncratic personality…

Awe at the sequence below, starting with what is probably my favorite panel in the whole series (not least because of Declan Shalvey’s lovingly detailed background):

Injection #6Injection #6Injection #6

On a metafictional level, it’s as if these classic characters have gotten together and deliberately created a mechanism to make their escapades livelier and more futuristic. Indeed, the storylines are themselves shaped around modern versions of each tradition of weird fiction – the first one a Quatermass-style yarn, the second one a Holmes mystery, the third one a Doctor Who adventure.

Injection doesn’t require you to pick up on this intertextual game to follow the narrative or even to appreciate the captivating cast. Yet it’s this dimension that makes the comic more than a fantasy about a powerful out-of-control sentient machine. Hell, the very fact that the CCCU’s invention chooses to bring ancient legends to life speaks to the notion that there is something enduringly relevant about old fictions, which makes Brigid Roth’s words sound like a thesis statement: ‘myth is how we used to transmit knowledge. Myths are facts embedded in stories worth retelling.’

The series has been on hiatus since late 2017, but hopefully it will return soon – at the very least, we need a Bond storyline and a Carnacki one! While times don’t appear to be growing any less interesting (especially in the Chinese curse sense), it would be nice to see Injection’s heroes once again rework themselves in line with the shifting visions of the future ahead.

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COMICS CAN BE AWESOME (6 April 2020)

Things are looking grim out there. At times like these, when I need some distraction and cheering up, nothing beats the classics, by which I mean watching the Golden Age Dynamic Duo kick butts and take names…

With that in mind, here is here is this week’s reminder that comics can be awesome:

Detective ComicsDetective ComicsBatmanBatman & RobinBatman

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Steve Gerber’s twisted Superman

With his propensity for heady digressions, offbeat satire, and countercultural sensibility, Steve Gerber was one of the most fascinating American writers in mainstream comics. While he didn’t exactly deconstruct superheroes in the radical form that some of his successors would do, throughout his career Gerber often sneaked in subversive, thought-provoking ideas that emphasized the material’s inherent strangeness and metaphorical potential, including in a number of twisted Superman stories. When I say ‘twisted,’ I don’t just mean in the sense that Gerber did dark and disturbing comics (although there were plenty of those as well), but also in the sense that he distorted this iconic hero’s mythos, coming up with suggestive, original spins on existing concepts.

This trend went back to the early 1970s, years before Steve Gerber was even hired by DC Comics. During his cult run on Marvel’s swamp monster character Man-Thing, Gerber created – with artist Val Mayerick – his first twisted version of the Man of Steel in the form of a long-haired super-human alien orphan called Wundarr…

Adventure into FearFear #17

In ‘It Came Out of the Sky!’ (Fear #17, cover-dated October 1973), a flashback – clearly molded on Superman’s origin – revealed Wundarr to have been sent into outer space by his parents, after his father had failed to convince the rulers of the Krypton-like planet Dakkam that their sun was about to go nova. This sequence stayed relatively close to the original while allegorically framing the ersatz-Lara and Jor-El as persecuted young voices warning their elders against the dangers of ecological collapse and/or nuclear holocaust.

The big twist came when Wundarr’s spaceship crash-landed on Earth – because it did so in 1951, Superman’s familiar origin tale got sidetracked by that era’s paranoia:

Fear #17Fear #17

From here on, everything went off the rails… Without being rescued by a terrestrial couple, Wundarr remained in the rocket for twenty-two years, believing ‘the warm, womb-like interior of the spacecraft’ to be whole world and ‘believing himself to be the only living thing’ in the world… at least until an explosion finally burst open the ship. Still reeling from the shock, the first creature the child-like Wundarr saw was Man-Thing, so naturally he assumed the monster was his mother, which somehow lead to a destructive slugfest between the two in a nearby town. Despite the comedic undertones, this was first and foremost a horror comic – the horror here being the notion of ‘What if Superman was deranged?’ and ‘What if he had no moral qualms about collateral damage when fighting in populated areas?’ (the latter anticipating Zack Snyder’s 2013 blockbuster).

Apparently, DC didn’t appreciate the blatant parallel with its own hero and Stan Lee even considered firing Steve Gerber over this, but Marvel ended up keeping the character, albeit with enough changes to significantly distance him from the competition. Wundarr became a recurring player in Gerber’s run on Marvel Two-In-One, gaining a new suit and powers in the process, although at first being mostly defined by the fact that he possessed ‘the mind of an infant and the strength of an elephant.’ In his first appearance on that series, ‘Manhunters from the Stars!’ (issue #2, March 1974), a couple of aliens – and a robot assassin called Mortoid – arrived from Dakkam to kill Wundarr, only to find themselves baffled by his ‘rampant stupidity.’ The underlying joke was that Dakkam’s sun had not gone nova after all, thus making Wundarr’s saga an even more pathetic deviation from Superman’s official narrative!

This mean-spirited caricature didn’t prevent DC from eventually hiring Steve Gerber to write the actual Man of Steel. His 1982 mini-series Phantom Zone built on one of the great Silver Age additions to Kyrptonian lore, namely the fact that Superman’s father, Jor-El, had used a ‘pocket universe’ outside the space-time continuum as a prison for super-criminals…

Phantom Zone #1Phantom Zone #1Phantom Zone #1

(Talk about cutting costs on the prison system…)

In the story, a group of prisoners, led by General Zod, manage to trade places with Superman, attacking the Earth while confining the Man of Steel (and a hapless, amnesiac former inmate) to the Phantom Zone. We thus get two simultaneous threads going on. On the one hand, we follow Superman’s quest to escape by travelling through increasingly surreal dimensional planes (like the Purple Realm, where he is attacked by horrendous-looking ‘leather-winged demi-demons,’ or the Temple of the Crimson Sun, with its freaky shape-shifting priestesses), culminating in a confrontation with the Phantom Zone’s demented god, Aethyr. On the other hand, we get to see a variety of eccentric Kryptonian outlaws from previous Superman comics – including a religious zealot and a man-hating female serial killer – wreck chaos around the world and face the remaining heroes, such as the Justice League of America, Wonder Woman, Supergirl, and Green Lantern (while the Caped Crusader investigates Clark Kent’s disappearance).

One of the first things to escalate the stakes, early on, is that a trio of evil Kryptonians destroys all of Earth’s communications and espionage satellites, with the predictable result that both the United States and the Soviet Union assume they are under attack by the other side and retaliate by launching their own missiles. This leads to an evocative sequence in which two women destroy the ultimate phallic symbol of war:

 Phantom Zone #2 Phantom Zone #2

The comic thus fed into the nuclear obsession that was all over the Superman franchise throughout the eighties…

Superman     Superman     Action Comics

There was an unsettling tone to the whole affair. If Steve Gerber had a knack for coming up with eerie imagery, the same can be said of penciler Gene Colan (here inked by Tony DeZuniga), with his smoky figures and tilted panels… Indeed, many passages of Phantom Zone seem crafted through the language of horror, repurposing Superman’s colorful mythology for a different genre:

Phantom ZonePhantom Zone #2

With this in mind, it was an inspired choice to assign the story’s trippy sequel to artist Rick Veitch, who has made a career out of combining horror and superhero visuals. Specifically, Steve Gerber revisited Phantom Zone’s cast in DC Comics Presents #97 (September 1986), the series’ final issue before the line-wide reboot ushered in by Crisis on Infinite Earths. Using the end-of-an-era moment to provide the culmination of decades of Superman continuity, this tale had Aethyr merge with Mr. Mxyzptlk and usher in a string of particularly sadistic attacks. However, unlike what Alan Moore did in the final pre-Crisis issues of Superman and Action Comics (with the acclaimed ‘Whatever Happened to the Man of Tomorrow?’), Gerber’s take on the ultimate Man of Steel adventure was pretty downbeat all the way, kicking off with a flashback that captured the doomed, apocalyptic mood of the Reagan era:

DC Comics Presents #97DC Comics Presents #97

Together with Frank Miller, Steve Gerber also pitched a post-Crisis revamp of the Superman franchise (as well as of Batman and Wonder Woman), but DC ended up going with John Byrne’s clean-cut reboot instead. Perhaps as a form of cheeky payback, in 1989, when Gerber took over Byrne’s Sensational She-Hulk, back at Marvel, the first thing he did was to draw on Superman’s iconography to mock the superficiality of the surrounding media landscape. Playing with Lex Luthor’s new businessman look (while giving him more of a yuppie douchebag vibe through the addition of a ponytail), Gerber introduced billionaire Lexington Loopner, a misanthropic image consultant to celebrities and heads of state who used a system called ‘pseudonic analysis’ to assess social trends and then applied the data to promote his clients…

Sensational She-HulkShe-HulkThe Sensational She-Hulk #10

Bringing to mind debates that are still ongoing today, Lexington Loopner built a fortune on the principle that we live in a culture where ‘law and government are now a show.’ (‘When they bore or discomfit, attention drifts elsewhere.’) The essence of Loopner’s pseudonics was ‘communication without content,’ manipulating symbols to ‘generate pseudo-meanings for a society that gags on substance.’ However, when Loopner was hired to manage the campaign advertising of Clark Finark (subtle), a candidate for a Midwestern congressional seat, the campaign imploded once it came out Finark’s parents were either aliens from another planet or, at least, ‘60s acid casualties (‘in the current political climate, that may be worse than coming from outer space’). Finark then sought revenge by using pseudonic imaging technology, which essentially gave him super-powers:

The Sensational She-Hulk #11The Sensational She-Hulk #11

Ironically using the semblance of the Man of Steel (himself a symbol of lowbrow entertainment, consumerism, and even nationalism), Steve Gerber had Clark Finark assume the mantle of Pseudo-Man, a supervillain who sought to expose the icons of mass promotion by materializing their devastating power in New York City.

The ensuing iconoclastic mayhem served as the basis for an amazing gonzo sequence, lovingly rendered by a talented young Bryan Hitch:

The Sensational She-Hulk #11The Sensational She-Hulk #11

Steve Gerber wasn’t done with the Last Son of Krypton, though. Not only did he script episodes for 1988’s Superman and 1996’s Superman: The Animated Series television shows, but in 1999 he came back to DC Comics with a vengeance, penning the brilliant mini-series A. Bizarro.

Bizarro, a flawed imitation of the Man of Steel who is essentially this hero’s funhouse mirror image (sick-looking, dumb-sounding, greeting people with ‘goodbye’) and whose thought-process and actions are backwards variations of Superman’s (including the fact that he lived in a cubic planet with messed up versions of Superman’s supporting cast, known as Bizarro World), is the kind of concept that seems perfectly suited to Gerber’s interests, as it is both nightmarish and an ideal springboard for social commentary (illustrating the inversions and paradoxes of our own world). However, other than a throwaway reference in Phantom Zone to a musical-cultural movement (‘beyond punk, beyond new wave, beyond modern lies’) known as Bizarro – whose basic tenet asserted that anyone born after 1961 (i.e. anyone under 20 at the time) was an imperfect duplicate of a human being – Gerber had only tackled this concept through a brief, amusing sequence in DC Comics Presents #97, which depicted Bizarro World’s destruction…

DC Comics Presents #97DC Comics Presents #97

In A. Bizarro, we learn that the same Lexcorp project that failed to properly clone Superman (thus creating the post-Crisis iteration of Bizarro, from Man of Steel #5) was also used to clone Al Beezer, a worker from the company’s P.R. department. The ensuing shenanigans are funny yet oddly touching (both tones helped by the ultra-slick art and colors of Mark Bright, Greg Adams, and Tom Ziuko), as the original Beezer, who feels like an alienated loser after a couple of failed relationships, encourages his Bizarro counterpart to truly pursue an alternative life path:

A. Bizarro #1A. Bizarro #1

Thus, instead of a reverse-Superman, we now get a reverse-1990s’ white-collar Joe Average – one who turns to begging, turns to crime, and (after a madcap trip to Apokolips) eventually becomes a rock star, only to end up leading a revolution in Central America!

The comic’s parodic slant is reinforced by the character of Lex Luthor, once again treated as an embodiment of corporate capitalism. As soon as he realizes this new Bizarro is a viable, if intellectually challenged, lifeform, Luthor immediately wants to know if they can have him procreate with a human female, presumably in order to breed a race of compliant workers. Later, when Al Bizarro becomes a successful musician, Luthor tries to claim all his profits on the basis that Lexcorp holds the patent on every cell in his body.

The following year saw the publication of an even cleverer mini-series, Last Son of Earth. In this Elseworlds tale, Steve Gerber fully turned the Man of Steel’s saga on its head by imagining a timeline in which it was the Kents who sent their baby into space (in the 1960s, after realizing an asteroid was about to destroy the Earth), so that that Clark actually crash-landed in Krypton. It was a cute high concept, but what elevated the comic was Gerber’s – and artist Doug Wheatley’s – committed execution. For one thing, they took what could’ve been mere functional plot points and imbued them with a surprising richness, fleshing out all the supporting players, starting with this reality’s Jonathan and Martha Kent…

Last Son of Earth #1Last Son of Earth #1

(Like in the Man-Thing story above, the Cold War mindset comes across as a destructive, reactionary force…)

More than the individual characters, Steve Gerber had a blast delving into Kryptonian society and culture, building up on the planet’s post-Crisis history as had been told in John Byrne’s and Mike Mignola’s classic series The World of Krypton. Indeed, this is a proper sci-fi yarn: instead of settling for a symmetrical retelling of the original Superman story, Gerber freely lets the narrative unfold in unexpected directions, bringing in elements from the Green Lantern franchise and finally diving into post-apocalyptic fiction, as Wheatley channels Escape from New York while also riffing on the very first cover of Action Comics:

Last Son of Earth #2Last Son of Earth #2

In 2003, Steve Gerber, Doug Wheatley, and colorist Chris Chuckry reunited for a sequel, the thrilling one-shot Last Stand on Krypton, which explored the political evolution of Earth and Krypton. On the surface, it may seem like Gerber was just once again pitting young idealists against councils of elders willing to make deals with the devil, but I can see in the comic a more ambiguous take on the issue of technological control… Both fanatical fear *and* blind praise of technology are cast as problematic, each trend embodied by the different villains (who ultimately turn against each other, illustrating the conflicting visions at play). That said, although validated by the narrative, Kal-El’s skepticism over how many resources to share with Earth, combined with his quest to unleash scientific progress in Krypton, cannot help but bring to mind the Global North’s patronizing attitude towards the South, especially when he frames things in terms of hierarchical, teleological development (‘Before the first mud brick of the first human city was laid, Krypton was reaching for the stars.’).

It was a final example of Steve Gerber twisting the material in a way that revealed the many contradictions it could contain. After all, there was surely something of Pseudo-Man in Gerber himself…

The Sensational She-Hulk #11The Sensational She-Hulk #11
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