Taking a break… (August 2018)

Batman: Black and White #1

Batman: Black and White #1
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On Mission: Impossible, the film series

The last post was all about my love for the classic Mission: Impossible TV series. But what about the recent movie franchise? Well, that’s a whole other beast.

Sure, there are superficial connections, the most obvious ones being the catchy music, the maze-like plots, and the use of face masks. Both incarnations feature a fair amount of visual storytelling and both definitely owe a lot to Alfred Hitchcock and Jules Dassin. They also employ their era’s equivalent of high tech (when the agents played by Emilio Estevez or Simon Pegg hack into elevator systems, it does come across like a logical update of the trick used in the neat episode ‘The Double Circle’). Above all, the two series mostly see in the spy genre a pretext to do heist-based thrillers.

Nevertheless, ultimately the film series operates with a very different spirit from the show. The TV stories relied less on frenetic action than on deliberately paced psychological strategies and intricate sting operations (most of the gunshots took place off-screen, usually at the end, as the IMF agents walked away after having conned their targets into killing each other). Conversely, the films keep moving from one spectacular set piece to the next, laying increasing emphasis on Tom Cruise’s stunts. Moreover, while much of the show’s appeal was to watch a team of super-competent professionals coldly doing their jobs with clockwork precision, the film series revolves around a single protagonist – Ethan Hunt – with a chip on his shoulder. If the former went about rescuing dissidents, toppling dictators, and framing mobsters without ever questioning their missions, the latter tends to save the world from mass destruction and, more often than not, ends up fighting his own organization…

At its best, the new approach reflects a post-Watergate, post-Cold War order without a well-defined enemy, where an US agent is never entirely sure who he is working for and if he can trust his own government (which may have been infiltrated or perhaps was just evil all along). At its worst, the whole thing feels too much like a set of Cruise-centric vanity projects (just look at the posters below!). Initially, the result was so removed from the original concept that the only reason to keep the same title appeared to be cynical branding.

The truth is that, for all its Rube Goldberg-like schemes and games of cat-and-mouse, there was still something ‘adult’ and sophisticated about the TV series, whereas the films trade mostly in juvenile thrills. In that sense, you can find much worthier successors to the 60s’ show in David Mamet’s con movies (especially House of Games and The Spanish Prisoner) or in John McTiernan’s remake of The Thomas Crown Affair. And yet, the M:I flicks are not without their merits…

mission impossible    mi 2    mi 3

Kicking things off in 1996, the first film, directed by Brian De Palma, already departed from the show’s format by focusing on an agent going rogue and working on his own to clear his name. Still, there were nods to the original: the film opened with what looked like the ending of a typical M:I episode and went on to revisit trademark moments like the bombastic credits, the debriefing tape scene, and the bit with the team laying out their plans. There was also the Rififi-like heist sequence at Langley, which became instantly iconic and set the standard for the sequels. Then again, Jim Phelp’s arc would’ve had much more impact if he had actually been played by Peter Graves…

The second installment went not only with another Hitchcock-influenced director (John Woo), but also with a Hitchcock-influenced plot (it’s been called a loose remake of Notorious, with yet another rogue IMF agent in the Claude Rains role). Regardless, what we ended up with was a cartoonish action movie that was even further away from the original series – instead of smart, committed heroes and villains, the whole thing was full of cardboard characters trying to sound bright but not quite pulling it off. The only way to appreciate it was as a schlocky popcorn blockbuster – leave your brain at the door and just enjoy that kickass final chase scene with Cruise shooting up goons on a high-speed motorbike!

By the time Mission: Impossible III hit the screens, in 2006, you knew what to expect – nothing too brainy, just a stylish shot of adrenaline, and boy did it deliver. After all, unpretentious entertainment bursting with slick, rip-roaring adventure is J.J. Abrams’ specialty! Still, I suppose this was the entry that elevated the constant betrayals and layers upon layers of deception from mere plot mechanics into the series’ thematic identity. You also got sharper dialogue and more of a heart, including some well-handled family drama, as Ethan Hunt was now retired and engaged… For once, the biggest departure from the show wasn’t a descent into basic caricature, but a willingness to invest some of the cast with a bit more depth and humanity (relatively speaking, of course). Plus, it helped that the main villain was played by Phillip Seymour Hoffman in a typical knockout performance (well, two performances).

ghost protocol    rogue nation    fallout

2011’s Mission: Impossible – Ghost Protocol was more of the same, in the best possible sense. It provided the by-now-customary twists and turns of the plot without taking itself too seriously (yep, Hunt was disavowed once again) and it definitely delivered on the spectacular stunts front. Director Brad Bird brought to the proceedings the manic energy and visual awe from his previous work in animation (The Iron Giant, The Incredibles, Ratatouille). The Dubai sequence, with Tom Cruise climbing the Burj Khalifa, was especially breathtaking! As a bonus, the whole bit in which the IMF team intercepts a transaction by simultaneously tricking the two sides in nearby hotel rooms does seem like a scheme straight out of the old M:I show (it also brings to mind Johnnie To’s Drug War, which came out in the following year). Meanwhile, Ethan Hunt grew into this ultra-resourceful powerhouse who is always the most outrageously skilled guy in the room (he is basically Cruise’s version of Batman).

Christopher McQuarrie then took the helm of the series, writing and directing 2015’s Rogue Nation, which picked up shortly after the dénouement of the previous installment and built up on the new status quo, pitting the disbanded members of the IMF against the powerful Syndicate (which is no longer the mob from the TV show, but a whole network of rogue agents). In other words, if Ghost Protocol – with its globetrotting exoticism, inventive gadgets, and consistently comedic tone – was like watching a (less sexist) vintage James Bond flick, then Rogue Nation was M:I’s Quantum of Solace. (This isn’t a bad thing: I’ve come around on Quantum of Solace, which may not be the flashy, lighthearted froth most people expect from a Bond picture, but it’s a damn good action yarn and a treat for those who enjoy a more ruthless depiction of 007 – the kind you also find in the comics of Warren Ellis and Andy Diggle.) McQuarrie confidently hit all the beats with a straight face yet enough self-awareness to toy with how over-the-top the franchise had become… At one point, Alec Baldwin actually described Cruise’s character by saying: ‘Hunt is the living manifestation of destiny!’ Plus, we got yet another Hitchcock riff in the form of a cool set piece at a Vienna opera house, which was an obvious nod to the climax of The Man Who Knew Too Much.

With Fallout, Christopher McQuarrie continues to turn the series into a more streamlined ongoing saga. This is a hardcore, straight-up sequel to Rogue Nation, including callbacks to all of the previous movies. McQuarrie lacks the panache of the earlier directors, but he knows what he’s doing… The first half feels the closest to the old show, with a puzzle-like plot (about McGuffin-esque plutonium cores) steeped in subterfuge, misdirection, and a fair amount of on-the-ground improvisation. Yet you also get the film series’ motifs: extended action scenes in famous locations, political uncertainty (the villains are a diffuse coalition of terrorists, anarchists, and spies), and a bunch of monologues in which characters comment on how awesome Cruise/Hunt is. There are some timely elements as well – on the one hand, Fallout tries to present the Washington-backed IMF as the heroes by making them a more ingenious and humane alternative to the callous, torture-friendly, collateral-damage-prone CIA; on the other hand, the recurrent assortment of disguises, triple agents, and confusing shadow organizations within shadow organizations seems right at home in the post-truth era of fake news and widespread conspiracy theories.

That said, if you’re looking for sheer excitement and tension, I would still recommend tracking down badass episodes of the original TV series, like ‘Memory,’ ‘The Mercenaries,’ ‘The Exchange,’ ‘Terror,’ and ‘Bag Woman.’

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On Mission: Impossible, the original TV series

After a whole month looking at spy fiction, it’s only fair I give you my take on the latest summer blockbuster, the spy thriller Mission: Impossible – Fallout. I’ll do that in the next post, though. First, some words about the television show that inspired this movie franchise, which first aired on CBS all the way back in 1966…

Mission Impossible season 1 Mission Impossible second season Mission Impossible season 5

It’s no secret that the ‘60s produced some of the coolest spy shows in TV history. Me, I have quite the soft spot for the noirish Hong Kong, but my favorite has got to be Mission: Impossible, the Bruce Geller-created series about an undercover organization pulling off risky, ultra-complicated assignments for the US government. They’re called the Impossible Missions Force, aka IMF, but unlike the other IMF (International Monetary Fund) they actually know what they are doing!

I see what may put some people off: the labyrinthine plots occasionally stretch viewers’ suspension of disbelief (at least if you think about them too hard) and the ironclad formula can get tiresome… With a few exceptions, each episode focuses on a different, autonomous mission, starting with a debriefing scene and ending with the successful completion of the assignment, so you can argue that there is never any real suspense about the outcome. Plus, since the agents’ personalities are kept to a minimum, the emotional stakes aren’t too high either. That said, there are still many layers of enjoyment to get from this show…

First of all, despite being firmly set in the world of espionage, the series essentially revolved around heists and cons. More than any other of the early episodes, ‘Operation Rogosh’ set the tone and firmly established M:I’s main appeal: to watch a group of grifters pull off imaginative, ambitious scams on foreign operatives and domestic criminals. The ruses often involved surreptitious break-ins (in ‘The Traitor,’ the IMF even recruited a contortionist, played by future Catwoman Eartha Kitt), stealing McGuffins, and all sorts of switcheroos. In other words, the stories were all capers at heart, even if sometimes spliced with other genres’ DNA (‘Trek’ has a spaghetti western vibe, ‘Zubrovnik’s Ghost’ is shot like classic horror, the two-parter ‘The Council’ at times feels like a gritty crime flick).

It’s a show about tradecraft. The point is not whether or not the IMF team will succeed, but how. Basically, you spend half the time trying to figure out their plan as it unfolds and then, when it hits a snag, you see them improvise a way to get things back on track. The big payoff usually comes in the form of ‘oh shit’ moments as the villains/marks realize they’ve been played – that there was no earthquake (‘The Survivors’) or they were not underwater (‘Submarine’) or in 1937 (‘Encore’) after all.

north by northwest  36 hours  Topkapi

36 Hours, The Ipcress File, Topkapi, Alfred Hitchcock’s spy thrillers… the series’ influences shine through not just in terms of the type of left turns and cliffhangers it deploys, but in terms of style. Mission: Impossible (particularly the episodes directed by Leonard J. Horn) gets a lot of mileage out of offbeat camera angles, tense close-ups, and rhythmic jump cuts, not to mention Lalo Schifrin’s unforgettable soundtrack. In turn, the show probably inspired later films such as George Roy Hill’s The Sting, Spike Lee’s Inside Man, and Steven Soderbergh’s Ocean’s trilogy.

Speaking of films, although M:I can be seen as part of the tsunami of audiovisual spy fiction that followed the success of the first James Bond pictures, the show is definitely doing its own thing. It’s interested in straight-faced, cool-headed team work, not in a promiscuous, trigger-happy lone hero with licence to kill, a twinkle in his eye, and a quip for every occasion. Sci-fi gadgets, explosions, honey traps – those sometimes show up, but they’re hardly the norm. The biggest thrills take the form of carefully executed sleights of hand rather than wild action set pieces.

So yes, the whole thing is plot-driven and a bit cerebral. We know so little about the heroes that we are forced to focus on the missions themselves. The best writers (William Read Woodfields and Allan Balter) knew this, making sure that there was always at least one inventive concept to make each episode stand out, even when adhering to the policy of minimalist characterization. Every once in a while, you do get a small tweak to the pattern – by having one of the stars taken prisoner (including in the awesome ‘The Town’) or fall in love and jeopardize the mission (my favorite of this subgenre is ‘The Short Tail Spy’) – but those are minor exceptions. As a rule, then, why should we care about the characters?

One reason is how engaging the main cast can be as they smoothly shift from one fake identity to the next and then back to the concentrated expression of a specialist at work. While the IMF agents are ultimately interchangeable, it’s hard to deny the show hit a sweet spot in seasons 2 and 3, when Jim Phelps (Peter Graves) had already replaced the uncharismatic Dan Briggs (Steven Hill) as team leader yet the power trio of makeup artist/illusionist Rollin Hand (Martin Landau), versatile actress Cinnamon Carter (Barbara Bain), and tech wizard Barney Collier (Greg Morris) were all still around. By contrast, the last couple of seasons – 6 and 7 – were certainly the weakest in terms of acting (as well as in terms of scripts).

The other reason is the team’s adversaries. Sure, most villains weren’t too complex, either – they were given only enough psychological depth to enable them to go through the IMF’s sadistic traps and mind games (with the odd episode investing them with more nuanced motivations, like in ‘The Photographer’). However, they all had an arc and, for every guest actor who chewed the scenery, you had someone bringing in their A-game. Plus, they tended to be not only vain (the reason for their fall), but also quite cunning (making them a threat to the team’s plan), which was a joy to watch.

Again, this isn’t Bond’s fantasy world: rather than over-the-top rogues with goofy henchmen, we are mostly treated to petty, embittered bureaucrats and autocrats who’ll settle for much less than world domination. That said, some of the strongest episodes feature outstanding opponents who really push the IMF, like the brilliant investigator in ‘The Mind of Stefan Miklos’ (who seems like the other side’s equivalent of Jim Phelps) and the unpredictable hitman in ‘The Killer’ (who has no MO, choosing his methods at random and at the last minute, making his moves impossible to anticipate). Then again, ‘The Amateur’ entertainingly goes in the opposite direction, with a villain who is actually a nobody that just happens to cross paths with the IMF by accident (one of a handful of sleazy roles played by Anthony Zerbe).

Trek    The Exchange

‘Trek’ and ‘The Exchange’ (stills taken from Christopher East’s M:I episode ranking)

Another thing that captivates me is the series’ approach to the Cold War. In Mission: Impossible, most countries were either fictitious or unidentified, the USSR was referenced trough euphemisms (the opposition, the enemy), and during assignments abroad the actors feigned a loose foreign accent, so you didn’t really know which language they were supposed to be speaking. There were all these fuzzy locations beyond the ‘iron curtain’ with gibberish street signs and characters with generic, Eastern European-sounding names who called each other ‘comrade,’ but communism itself was rarely more than hinted at (as opposed to fascism, which was discussed quite explicitly in the excellent ‘The Legend’). At the end of the day, IMF missions were just about moving geopolitical chess pieces in order to secure US interests. What you were left with was the Cold War at its most abstract, as pure game theory removed from ideology and contextual specificities…

(In ‘Invasion,’ we do get a bleak glimpse at the annexation of the US by the European People’s Republic, but the focus is exclusively on a military tribunal, telling us nothing about the rest of society. In any case, it’s all an IMF simulation in order to trick a double agent, so, while the ensuing dystopia can be taken as a reflection of how the team envisioned their worst nightmare, it can just as easily be seen as a strategic distortion in order to get their way.)

Ironically, by privileging Hitchcockian suspense over world affairs, I’d say the show managed to both be more exciting and make a bolder statement than Hitchcock’s later forays into this territory (Torn Curtain and Topaz). In IMF’s paranoid reality, everything was smoke and mirrors – on the one hand, you had all these masters of disguise staging events to expose the pretenders in power; on the other hand, M:I normalized the idea that there was order underneath the chaos, that there was always someone behind the wall, or under a latex mask, pulling the strings… (Even today, if you check out the newspaper right after watching an episode, you’re bound to feel suspicious as you read about the latest scandals and diplomatic turnarounds.)

That’s why it’s so neat when the show sort of goes meta and has the IMF subvert the opposition’s own attempts at deception. In ‘The Carriers,’ the team (plus George Takei) pose as enemy agents while infiltrating a training camp for foreign spies in the form of a recreation of an all-American town… So on one level you get to see how the show’s writers imagined the communists imagined them. And on another level – within the story – you get to watch a bunch of US agents pretending to be Soviet agents who are pretending to be US agents (presumably, the IMF agents themselves previously went through a parallel sort of training, since they’re so good at passing off as commies). It’s all a bit mindboggling and a lot of fun, especially the scene where Rollin Hand is taught the American way to buy hotdogs!

There are a few more of those. ‘The Play,’ in which Cinnamon stages an anti-American theater production in a socialist country, is genuinely perverse, as the IMF’s plan consists of encouraging the premier’s propensity for censorship in order to get rid of an eager minister of culture. It’s an unusually funny entry, too, which both satirizes propaganda and works as a slick propaganda piece itself. Moreover, in ‘Action!,’ the team films an enemy director filming fake footage of US war crimes (presumably in Vietnam). Thus, exactly one year before the My Lai massacre, this fascinating episode suggested that anti-war documentaries could not be trusted and US covert operations, if anything, were bringing the truth to light!

Hunted     The Reluctant Dragon

‘Hunted’ and ‘The Reluctant Dragon’

All this brings me to the point that you can just as easily see the IMF as the bad guys. After all, they are a secret organization who regularly disrupts other countries’ regimes and, even if not pulling the trigger directly, often sets up assassinations. M:I has us rooting for them by giving them sympathetic assignments: they sometimes prevent terrorist attacks or go after Nazis, mobsters, and heroin dealers. Season 5 even features a couple of memorable episodes with missions against apartheid (‘Hunted’ and ‘Kitara’). However, anyone familiar with the history of American black ops cannot help but feel suspicious.

Not that the show stayed completely away from ambiguity. Curiously, one of the most openly political episodes, ‘The Reluctant Dragon,’ went out of its way to complexify the feelings of people in the Eastern Bloc (it also featured a rather callous scheme by Rollin). In 1970, when countercultural backlash had become inescapable, ‘The Martyr’ twisted things around by having the IMF incite a student revolution abroad (one of the agents even gave a full rendition of Bob Dylan’s The Times They Are a-Changin’). This nifty episode provocatively blurred the lines not just between American hippies and foreign communists, but also between the iconography of leftist rebellion and the tools of US imperialism (Barney used a funky medallion and a Marxist treaty on agrarian reform to counteract a truth-serum-based interrogation). More clumsily, ‘The Innocent’ tried a different response by having the team recruit a young conscientious objector.

Regardless, I’d argue the issue is more structural. Since only the IMF’s foes get character development, it’s hard to avoid at least a bit of empathy with them as we see them being methodically manipulated towards their downfall. For example, even though ‘Phantoms’ pulls off one of the show’s most effective depictions of a socialist authoritarian system, Luther Adler’s performance imbues his ageing dictator with such an engrossing mix of ruthlessness and vulnerability that his final humiliation comes across as somewhat touching and tragic.

Rather than undermine the premise, these are the sort of contradictory readings and emotions that make Mission: Impossible such a stimulating treat.

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Batman vs robot dinosaurs

Gotham Knights 32

Gotham Knights #32

With Jurassic World having become one of the highest grossing movie franchises of recent years, I kept waiting for the inevitable article pointing out that, if you’re into this sort of material, there is a much more satisfying way to spend your time. I’m talking about reading the awesome comic series Flesh, in which cowboys from the future go back to the age of dinosaurs in search for meat. It’s a nonstop gory thrill ride that dares the reader to sympathize with the human-killing dinosaurs, leading up to a memorable final gag.

Created by Pat Mills and published by 2000 AD, this pitch-black satire feels like an anti-Jurassic Park, except that Flesh came out more than ten years before the novel which served as basis for the film. First published in 1977, the comic was actually a reaction to the animal-hunting premise of Jaws (by the director of JP), yet probably also inspired by the chaos-in-cowboy-land of Westworld (by the writer of JP). Mills was clearly pissed off by Jaws, as he used variations of this type of high concept a number of times, most famously in Hook Jaw (where you root for a shark on a killing spree) and Shako (about a polar bear eviscerating CIA agents). Flesh is still my favorite take on this idea, although I’d argue that only the original series is required reading – the sequels are just more of the same.

But what about Batman comics? Do they have anything to offer to fans craving for Jurassic World-like action? Boy, do they!

batman chronicles 8     batman odyssey 5     brave and bold 4

Between their intriguing biology, their affinity with mythological creatures (monsters, dragons…), and their varying symbolism (age, size, extinction…), dinosaurs have become an enduring source of widespread fascination. W.J.T. Mitchell wrote an insightful book about this, analyzing what he calls an uniquely malleable cultural icon, ‘a figure of both innovation and obsolescence, massive power and pathetic failure – the totem animal of modernity.’

Never one to stay away from any major pop culture phenomenon for long, the Caped Crusader has been riding the dinosaur craze since early on in his career. He has had a tyrannosaurus in the Batcave for several decades now and, as seen above, artists never miss a chance to pit him against one of those on the cover! Plus, there is that toy in which he rides a T-Rex that eats criminals. For the most part, though, Batman has fought robotic dinosaurs, thus avoiding the Jurassic Park problem of expecting you to root against animals who are only following their natural instinct. With that in mind, let’s have a look at a few cool comics where the Dark Knight is chased by animatronic prehistoric creatures.

The obvious place to start is ‘Dinosaur Island’ (Batman #35, cover-dated June-July 1946). Written by Bill Finger, with art by Paul Cooper and Ray Burnley, this Golden Age tale opens with a title splash page that combines delightfully over-the-top – and historically inaccurate – narration with the amazing sight of Batman shooting arrows against a giant, gold-colored beast while Robin lies helpless on the ground:

Batman 35

Batman #35

The tale itself involves businessman Murray Wilson Hart setting up an island theme park with robot dinosaurs, where the stakes turn out to be deadlier than expected (come on, a young Michael Crichton has to have read this, right?).

In a weird move, Hart gives a dinner to big game hunters, letting them eat steaks cut from a frozen mammoth found in Siberia. The Dynamic Duo have been invited as well, ‘since they hunt the most perilous game – man!’ (a cute nod to Richard Connell). During dinner, Batman and Robin accept the challenge of trying to survive dinosaur attacks without their modern weaponry, like humans used to do back in the stone age (well, at least in the Flintstones/creationist versions of history). However, a criminal takes over the controls, so our heroes find themselves hunted by mechanical beasts that are truly out to kill them. At one point, they also fight animatronic cavemen, leading to the priceless description: ‘Robot primitive against modern man! The most bizarre battle ever fought!’

There is some ingenuity in the Dynamic Duo’s escape plan and a fair amount of charm overall. Although the story is not spectacular, I really dig some of the art, with Cooper and Burnley doing a fine, detailed job with the various creatures. The atmospheric coloring also helps:

Batman 035

Batman #35

Still, of course my favorite panel is the goofiest:

Batman 35

Batman #35

(In 1997, Graham Nolan did a very loose, action-packed remake of this story, for Batman Chronicles #8, making it explicit that the Batcave’s T-Rex came from Hart’s island.)

In ‘Death in Dinosaur Hall!’ (Detective Comics #255, cover-dated May 1958), Bill Finger returned to this kind of storytelling territory, putting the Dynamic Duo under attack at the Mechanical Museum of Natural History, where they just found the corpse of the museum director. This time around the plot is cleverer, though, as Batman and Robin have to solve a proper murder mystery with several suspects, so we get to see the World’s Greatest Detective make neat deductions, like figuring out where some stolen jewels are hidden because a South American ostrich has been misplaced in the African Wildlife Hall (‘No curator would ever put a Rhea there!’).

There is also a Silver Age flavor to the proceedings, with the comic throwing readers one wild idea after another. Instead of settling for Batman fighting dinosaurs, the story features other fun set pieces, like when the Caped Crusader uses the tusk of a sabretooth tiger to claw his way out of a tar pit or when the villain – wearing an African witch doctor mask – traps the Boy Wonder inside a whale. The way the Dynamic Duo fool and capture the villain in the final act is another high point, showing the kind of imaginative resourcefulness Batman should display all the time.

The art, by Sheldon Moldoff and Charles Paris, is not as moody as in the previous tale, but it does pull off some effective dino-designs…

detective comics 255

Detective Comics #255

…not to mention this nice panel, at the climax:

detective comics 255

Detective Comics #255

Jumping ahead two decades takes us to ‘Batman-Ex – as in Extinct’ and ‘Little Men’s Hall of Fame’ (Batman #287-288, cover-dated May-June 1977). This entertaining two-parter is set in the Dark Knight’s Bronze Age, but it’s written by David Vern (as David V. Reed), so it’s not afraid to get a bit campy at times. In fact, the opening is already quite bonkers, as it involves Gotham’s Société Française unveiling an equestrian statue of Napolean, only for the statue to explode and release a damn jurassic flying creature (while a caption box reminds us that Batman is up-to-date on pretty much every topic):

Batman 287

Batman #287

The whole thing turns out to be a plot by the Penguin, whom David Vern’s narration describes in ultra-alliterative mode as ‘that pitiless, pestiferous prince of pain and plunder.’ Apparently, the Penguin (‘that pedantic patriarch of predators’) has new M.O., which involves sending out expensive mechanical monsters imitating extinct birds in order to create a chaotic distraction from his simultaneous crime spree.

Again, for each of these attacks, we get didactic footnotes by editor Julie Schwarz:

Batman 287

Batman #287

If you think the Penguin’s strategy sounds convoluted, you haven’t seen anything yet. His actual plan is so intricate that Batman is only able to figure it out by somehow using the place of Machiavelli’s birth and the year of Napoleon’s death as vital clues (in addition to factoids about King Alaric of the Visigoths, of course).

But what about the dinosaur action? It’s even better than in the other stories, since the art is by Mike Grell (with inks by Bob Wiacek and colors by Jerry Serpe). If Vern is still stuck in the Silver Sage, Grell is clearly an artist for a more modern era, delivering a gritty vibe that creates a cool contrast with the ludicrous plot. He also does one of my favorite tricks, which to shape the panels’ layout like a Batman symbol:

Batman #287

Batman #287

You won’t find this in Jurassic World!

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COMICS CAN BE AWESOME (August)

Your monthly reminder that comics can be awesome…

aetheric mechanics

Aetheric Mechanics

Captain America 106

Captain America #106

East of West #5

East of West #5
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Spotlight on Polar

July is the month of spy comics at Gotham Calling. This year, I’ve discussed the black & white indie series Queen & Country and the over-the-top early adventures of the one-eyed super-spy Nick Fury. Today, I’m looking at a more recent indie comic that also features gritty black & white art and a badass one-eyed secret agent, but it takes those elements in a whole other direction.

polar came from the cold

Victor Santos’ Polar started out as a silent webcomic before Dark Horse expanded it into a series of gorgeous graphic novels peppered with hardboiled dialogue (not much, though, fortunately). The series stars Black Kaiser, an unstoppable assassin / former Soviet spy who is forced out of retirement and goes on an international killing spree. This derivative story gets somewhat more complex as the plot unfolds, but the story isn’t really the main attraction here – Santos’ phenomenal art is.

Polar is told through minimalist, stylized drawings with plenty of silhouettes and ample negative space. The colors are even more minimalistic: just black and white and the occasional bit of red-tinged orange (often used for lipstick or blood, although also used for background atmosphere when it suits the mood). Given the comic’s channeling of old-school pulp fiction and Cold War-era potboilers, this color scheme will sound appropriate to anyone who has read Robert Miklitsch’s The Red and the Black: American Film Noir in the 1950s. The result is powerfully dynamic and highly expressionistic, especially during the action scenes:

polarpolarpolar

Besides the blatant homage to Jim Steranko, there are echoes of Darwyn Cooke’s Parker, of Warren Ellis’ and Cully Hamner’s Red, and, particularly, of Frank Miller’s Sin City. Like the latter, Polar trades in film noir tropes and aesthetics while taking them to almost abstract extremes, from the ultra-macho protagonist to the pageantry of femme fatales, from the cynical worldview to the kinky links between sex and violence. Moreover, Santos has a similar flair for deploying elements such as snowflakes, shadows, and bloodstains to maximum effect (in terms of both mood and symbolic undertones).

Polar’s website mentions that the series is also meant to pay tribute to artists Jose Muñoz, Alberto Breccia, and Alex Toth, as well as to the cool 60s’ movies Tokyo Drifter, Le Samurai, and Point Blank. (The influence of film directors Jean-Pierre Melville and Sergio Leone actually gets a pretty direct nod at one point, via street signs. Similarly, Sergio Corbucci and Johnnie To lend their last names to a key character and to a noodles franchise, respectively.)

Although Victor Santos hits the ground running, you can see him gaining confidence in his craft. The first book – Came from the Cold – was a taut, straightforward thriller in which Black Kaiser mostly just moved from one set piece to the next. Yet you could already feel Santos pushing himself into constantly coming up with new ways to depict action and gore:

polarpolar

The second book – Eye for an Eye – is, if any anything, even pulpier, with Black Kaiser rescuing Christy White, a mysterious woman who has been left for dead, and training her in the art of violence. Most of the book follows her long quest for revenge and, once again, the appeal is style over substance: Santos goes for many of the same tricks as in the first volume – like sprinkling inkblots to simulate blood squirts – but there is some visual innovation, if nothing else because the new protagonist looks so different from Kaiser (the sight of White gruesomely dismembering her opponents one by one cannot help but bring to mind Kill Bill).

This book’s most daring sequences, though, take place in the bonus stories. ‘All For One,’ a spy tale set in 1974 (back when Black Kaiser worked for the Soviet Union), swaps the harsh black & white & orange tones for an explosion of bright colors, with the action at times resembling a pop art extravaganza!

The third volume – No Mercy for Sister Maria – plays with the palette even further, punctuating the black & white with occasional blues and pinks and yellows, thus suddenly shifting the atmosphere into a gloomier or a livelier vibe (even within the same page).

polar

If the effect above reminds you of a spaghetti western, you’re probably on the mark – the climax of No Mercy for Sister Maria (in which Black Kaiser, Christy White, and a ton of eccentric contract killers all simultaneously go after a mobster’s runaway wife, now turned nun) culminates in an exhilarating pastiche of the final Mexican standoff of The Good, the Bad and the Ugly, complete with a tense crescendo of close-ups of mean stares.

Speaking of crescendos, Victor Santos’ skill for playing with time deserves a special mention. Santos often uses small panels-within-panels to either slow down the pace (by breaking fights down to a series of specific gestures) or to juxtapose interconnected moments (like a flashback on someone’s mind). Coupled with the way the limited colors guide readers’ attention, the result is breathtaking, ushering us to engage with each movement in a manner that would be hard to do in any other medium:

polarpolar

Finally, I should point out that the lead of Polar apparently first showed up in a 2009 graphic novel named after him, Black Kaiser. I still haven’t managed to get my hands on it (the price at Amazon is insane), but the few pages available at Santos’ tumblr tell me that Black Kaiser was the product of a secret Nazi program designed to create super-agents and that he was ‘stolen’ as baby by the USSR at the end of WWII.

Of course he was.

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Spotlight on Jimmy’s Bastards

In the fourth week of this year’s Gotham Calling spy month, we’re looking at Jimmy’s Bastards, a recently completed mini-series about a thinly-veiled version of James Bond, called Jimmy Regent (because Bond and Regent are both London tube stations, get it?), facing the wrath of all the abandoned children that resulted from his one-night stands over the years.

Written by Garth Ennis, drawn by Russ Braun, colored by John Kalisz, and lettered by Rob Steen, this is much less interesting as a 007 parody than as Ennis’ contribution to the ongoing culture wars…

Jimmy's Bastards 1

Let’s get the parody problem out of the way. My issue with spoofing the 007 film franchise is not just that this has already been done to death for the past six decades; it’s that the Bond series is itself a parody to a large degree… Basically, Dr. No and From Russia With Love were relatively straightforward spy/adventure movies, yet almost everything from Goldfinger onwards has been a spoof of those two (with the occasional attempt to get back to basics – For Your Eyes Only, the Dalton pics, the first couple of Craig ones).

Dr. No had a Fu Manchu-esque villain in a lavish den, but he was essentially played straight – most villains since then look like caricatures of this archetype, laying out plans for world domination through long, arrogant speeches in their over-the-top lairs, delighting in personal eccentricities, leaving Bond to die in elaborate deathtraps. In From Russia With Love, Blofeld commanded killers with gimmicky (if realistic) weapons – a wristwatch with a garrote, a shoe with a poison-tipped switchblade – but later henchmen evolved into live-action cartoons, like Oddjob, Nick Nack, and Jaws. In those early movies, 007 flirted and bedded a few women, including the suggestively named Honey Rider, but this soon grew into a central motif, with Bond screwing and harassing gorgeous women all the time, many of them with jokey names (Pussy Galore, Plenty O’Toole, Xenia Onatopp).

There are all these running gags, like how James Bond tends to be an expert on whatever M asks him about that day, or his snobbery about drinks, or the multiple gadgets that look like everyday objects. In your average film, much of Bond’s dialogue consists of puns – usually sexual innuendo or heartless one-liners after killing someone. The action scenes have long ago given up on any restraint, often reaching Looney Tunes levels. Moreover, 007’s visits to Q headquarters are clearly played for laughs, with the backgrounds packed with nerdy scientists testing out goofy deadly contraptions. These are shameless action comedies and, while it is possible to mock comedies, spoofs of the Bond formula tend to merely exaggerate what is already deliberately exaggerated or point out the silliness of elements that are already done with tongue in cheek in the original…

Jimmy’s Bastards is no exception. It kicks off with Jimmy Regent shooting a terrorist in the cock – who interrupts his villainous monologue with some profanity – as if this is hilariously outrageous, even though it’s still more tasteful than your typical Roger Moore double entendre. The series’ covers – which have fun with the contrast between the protagonist’s posh demeanor and his familiarity with ultra-violence – could easily have been covers for the official Bond franchise:

Jimmy's Bastards 5     Jimmy's Bastards 2     Jimmy's Bastards 3

Mocking James Bond seems lazy, especially when focusing on such an obvious target as the character’s promiscuity and missing other features (class, imperialism, extrajudicial impunity…). There are more interesting ways to play with this archetype, whether through nasty deconstruction (League of Extraordinary Gentlemen: The Black Dossier) or through clever revisionism (the actual James Bond mini-series and one-shots currently being published by Dynamite).

So, Jimmy’s Bastards isn’t particularly inspired as a Bond satire, but is it an inspired slapstick comedy, at least? Well, as always, it largely depends on your affinity with Garth Ennis’ notoriously lowbrow humor. For me, although the salty language and gory carnage can be entertaining – and Russ Braun’s art certainly nails most beats with fine comedic timing – too many of the gags feel tired and repetitive… They’re insulting not so much because they deal with offensive material (which they do), but because they’re so unfunny. Even the subplot about Ugandan dictator Idi Amin being blackmailed by people who removed his testicles – which, in theory, could work in a twisted sort of way – falls flat, drags for too long, and cannot avoid a whiff of mild racism by going back to the old ‘pathetic minority supporting character’ well (one of many stale tropes in the series).

If you’re noticing a genital injury pattern, then you’re not off the mark. In fact, many of the jokes revolve around a weapon called Gender Fluid, which switches the sex organs of everybody in London. I won’t pretend like there is nothing transphobic about this source of humor – while the suddenness and involuntariness of the process is part of the joke, it only fully works if you think sex changes are a bit ridiculous, as you’re repeatedly expected to laugh at the fact that people’s gender and bodies don’t match (look, that overweight bearded man now has huge, soggy female boobs!). Still, I give Jimmy’s Bastards credit for presenting different reactions: while some characters freak out (an acknowledgement that trapping people in a body they don’t identify with can be a problem), others embrace it with cheerful open-mindedness and curiosity (suggesting that gender identity and sexuality can indeed be fluid). In every splash that Braun draws depicting a collective reaction, there are signs of both panic and joy:

Jimmy’s Bastards #4

Jimmy’s Bastards #4

At the end, some of the Londoners actually reach out to the transgender community for guidance in adjusting to their new condition, leading to an activist’s amusingly indignant response:

Jimmy's Bastards 9

Jimmy’s Bastards #9

The sequence encapsulates the comic’s spirit: it gleefully draws on off-color jokes while seeking laughs in a caricature of identity-politics-gone-wild, but it doesn’t completely dismiss social justice causes. And if this sounds like overinterpretation, bear in mind that the series begs for such an analysis. Jimmy’s Bastards isn’t just another raunchy black farce having a laugh at Bond’s expense. We’ve had plenty of those in comics, from the French album Spoonfinger to Mark Millar’s and Dave Gibbons’ The Secret Service (aka Kingsman) – what makes this one stand out is that it consciously uses the 007 pastiche to address ongoing debates about the Snowflake Generation.

Bastards is at its best when, rather than engaging in outright polemics, it merely merges the latest trends and concepts in weird, out-of-context ways. For example, in the opening set-piece, Jimmy is apparently fighting jihadists, but he quickly undermines the orientalist stereotypes at play (‘Your name’s Martin, you were radicalized at sixth form college, you’re a tit–’) and reveals that the whole thing has been staged by Theophilus Trigger, a villain specialized in triggering traumas, who speaks only through microaggressions (‘graphic violence,’ ‘swearing,’ ‘swastikas! skeletons! pictures of shit!’). This not only sets up the comic’s theme and cartoonish tone, but it also immediately establishes that Jimmy sees himself as immune to that sort of attack.

Not only do Jimmy’s one-liners often allude to SJW terminology (‘I have no safe space,’ ‘Checking my privilege.’), but the whole premise is basically a send-up of the notion of ‘failed parenting strategies,’ with the main villain coming across as a whiney millenial complaining about daddy issues:

Jimmy’s Bastards #1

Jimmy’s Bastards #1

(He even has a smart phone that he swipes right to execute his henchmen!)

Yet it’s not all played for laughs… Jimmy’s Bastards often pontificates about the issues, usually in the form of condescending conversations between Jimmy and his latest spy partner, a young black woman called Nancy McEwan. These scenes are somewhat painful to read, as they follow the annoying formula of having Jimmy tease Nancy (‘So, do you get the token business a lot?’) followed by her clichéd overreaction, followed by Jimmy showing her that he is quite a reasonable, nice guy after all (‘Well, why would I fight to defend a democracy with a parliament at its heart, if I didn’t believe in the notion of social progress?’).

Perhaps these exchanges wouldn’t be so terrible if the comic didn’t make the protagonist sound like a blunt mouthpiece for Garth Ennis. We’ve seen this before: Jimmy Regent belongs to a long line of straight-talking Ennis heroes outlining straw-man arguments to secondary characters who keep supplying convenient cues… At least here Ennis tries not to slow down the pace too much, by integrating the conversations into the action (like the tirade about ‘political correctness’ below, during a gunfight at the British Museum), but they still look quite contrived and on-the-nose:

Jimmy’s Bastards #3

Jimmy’s Bastards #3

We get this over and over again in the first issues – Jimmy has Nancy figured out from the outset and he keeps telling her what’s what. There is even a gratuitous scene early on in which she talks to her sister (who plays no other role in the story) just so that we can get slices of expository characterization like ‘There is something about him, something I can’t quite put my finger on…’ and ‘he’s not a complete arsehole, he’s about… maybe… ninety-five percent what you’d expect.’

All this is made slightly more bearable by the art team of Russ Braun and John Kalisz, who not only excel at the abundant action, sex, and graphic violence, but they also make it visually clear that Jimmy Regent is as damn smug as they come… and Nancy McEwan isn’t necessarily buying all of his bullshit:

Jimmy’s Bastards #3

Jimmy’s Bastards #3

Indeed, Nancy is more than a symbol for leftist sensibility. She is smart, confident, and competent. Sure, she gets taken hostage (twice), forcing Jimmy to come to her rescue, but she also singlehandedly breaks out – in a kickass action scene – and later attacks the villains’ headquarters by herself, massacring a bunch of the bastards. She is no delicate damsel in distress, but the kind of tough woman ideal you find in other Ennis comics (Bloody Mary, The Fall & Rise of Anna Kharkova, Caliban).

For instance, remember when I said the whole thing hinged on a send-up of failed parenting strategies? Nancy McEwan is the one who gets to make it explicit:

Jimmy’s Bastards #6

Jimmy’s Bastards #6

To be fair, for every ham-fisted exchange, you get a few witty details as well. There is the bit when the villains have seemingly won the day but can’t agree on what to do next… While one of them wants to use the Gender Fluid weapon to blackmail the rest of the world, another one pragmatically explains that they can’t exactly threaten the US because the current administration is such a poor negotiator (‘The only significant change would be that he’d start grabbing women by the dick.’). Then there is the penultimate gag, near the end, when Nancy finds out her mother’s identity (I won’t spoil that one). I also like the fact that the MI6 headquarters are decorated with posters of Churchill and anti-German insults, implying that some forms of discrimination are more tolerated than others, having been engrained in the UK’s proudest moment.

Jimmy's Bastards 4

Jimmy’s Bastards #4

(Nation-based generalizations in the name of anti-fascism!)

All in all, I admit that an ersatz-James Bond is not an inappropriate vehicle to explore topics such as toxic masculinity, since the original character has been a poster boy for the kind of misogynist attitude that has dominated pop culture at least since WWII. Jimmy’s Bastards trades on that iconic resonance in the second part of the story, when it pulls the rug from under the hero, taking him down a notch (albeit not in a way that truly challenges his earlier remarks). In a predictable twist, Jimmy is ‘triggered’ and retreats to his ‘safe space’ (I use the words in the sense the book does, but I’m not entirely sure Ennis knows what they’re supposed to mean).

Again, Bastards wants to have it both ways. On the one hand, the villain is ultimately defeated with the help of microaggression and the hero learns that there is such a thing as a trauma trigger. On the other hand, the villain is clearly supposed to be foolish and the hero’s arc invites us to laugh at the notion of a hypersensitive 007 who is scared silly and compulsively cuddles a puppy.

It gets worse: when Jimmy is committed to a psychiatric hospital with other insane 00 agents (who resemble Moore, Brosnan, Dalton, Craig, and Connery), Nancy asks the doctor if there is any PTSD therapy, to which he replies: ‘Yes, we’ve tried that. Turned out to be a lot of balls.’ Nancy tries to gently talk Jimmy out of his catatonic state, but of course that doesn’t work (the doctor warned her: ‘Absolute waste of time.’). She ends up admitting she *needs* Jimmy in order to save the day and tries to get him off his ‘pathetic traumatized arse’ by yelling at him to ‘man the fuck up!’

Jimmy’s Bastards #8

Jimmy’s Bastards #8

The rest of the cast seems to agree about the effectiveness of Jimmy’s brand of virility. At one point, the main villain admits to his sister that the bastards have little chance against their father, because they lack discipline, are easily discouraged, and didn’t earn their credentials (‘you’ve got a black belt in karate, but only because you wanked off your instructor every lesson’). Jimmy Regent, on the other hand, is the product of a tougher form of education: he ‘had the shit beaten out of him every day for years – until he got good enough to beat the shit out of the shit-beaters-outers. That is training.’

This makes it sound as if there is no middle ground between manly stoicism and paranoid fragility… However, after having a go at the two extremes, the comic wraps up with versions of Jimmy and Nancy that combine a bit of both attitudes.

At a time when so many high-profile creators mostly complain that they are not allowed to say what they want (i.e. to say it without criticism, without people taking offense and not buying their products), it’s refreshing to see that Garth Ennis does not reduce the issue to free speech, but actually tries to engage with social justice revindications in a way that speaks directly to his usual thematic concerns. There is a recurring tension in his work – which is much more thought-provoking than it is often given credit for – between Ennis’ support for progressive causes and his infatuation with conservative methods, between his liberal ideals and his cynicism regarding naïve liberals, between a respect for ethics and the kind of anthropological pessimism that leads to the conviction that, at the end of the day, only immoral behavior will get things done.

Ennis’ comics – especially his war stories – keep going back to the notion that, while there is something wrong with both old-school machismo and modern sensitivity, there are valuable features in each of them as well, so that ideally the old machos should become more sensitive and the younger generation should toughen up. One of the first series to stress this thesis in pretty unambiguous terms was the crime thriller Pride & Joy, published twenty years ago. It culminated in a sequence where father and son simultaneously found redemption by showing/repressing their emotional vulnerability:

Pride & Joy #4

Pride & Joy #4

Yes, this is a highly questionable false equivalent, but I see it as part of a larger motif in Garth Ennis’ oeuvre, namely the drive to rub in readers’ faces that empathy, ideology, and social awareness are not set in stone – they’re muddy and relative and under constant negotiation between contradictory impulses. Ennis has done variations of this gesture throughout years, using genre comics as a springboard to complexify manly discourse about homosexuality (for example, in A Man Called Kev and The Boys: Get Some) or different ways to relate to warfare (J for Jenny, among many others).

Underneath all its gross-out, body-shaming humor and uncomfortable, mean-spirited depictions of mental illness, Jimmy’s Bastards continues to explore Ennis’ obsessions, delivering a 21st century version of the ending of Pride & Joy:

Jimmy’s Bastards #9

Jimmy’s Bastards #9
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Spotlight on Jim Steranko’s Nick Fury, Agent of S.H.I.E.L.D.

In 1966, Jim Steranko took over the adventures of Marvel’s secret agent Nick Fury. The result was one of those comic book runs in which a creator was able to carve out a personal project at the core of the industry, imbuing it with so much enthusiasm, energy, and creativity as to revolutionize not just that specific series, but the entire medium.

Nick Fury 4

Jim Steranko started by working over Jack Kirby’s layouts in the anthology Strange Tales until finally being allowed to fully illustrate and, soon, write Fury’s stories, leaving a strong mark on the series. In a way, just like Hydra was in the process of infiltrating S.H.I.E.L.D. by the time Steranko joined the book, so did Steranko – who was as eccentric as his creations – infiltrate Nick Fury and surreptitiously subvert it while establishing creative control of all aspects of the comic: he gradually became the rare creator of the period to write, pencil, ink, color, and sometimes even letter his own work.

As Steranko explained in the introduction to 2009’s collection Marvel Masterworks: Nick Fury, Agent of S.H.I.E.L.D., volume 2, he began to implement his artistic vision with the splash page on Strange Tales #154 (already fully drawn and plotted by Steranko, yet still scripted by Roy Thomas) and never stopped pushing the envelope, aborting Marvel’s classic page division and panel configuration, replacing them with narrow horizontal and vertical panels that generated visual tension and smaller panels that enhanced his control of temporal pacing.

As indicated by the intricate electronic cluster covering the walls on the aforementioned splash – not to mention the detailed cross-section cutaway of the Helicarrier in the following page – Steranko fully embraced the fact that technology was ultimately the series’ major motif. If anything, his run was even more upfront about it than what came before, taking the comic’s spy-fi credentials to new extremes: his early issues featured the supercomputer AUTOFAC (Analytical Unit for Tabulation of Origin Factors And Computation), a gamma ray attack (colored in black & white), a vortex transporter beam, the Q-Ray molecular disruptor, a saucer ship called Dyno-Soar, invisibility pills, the Techno City in Hydra Island (an almost abstract set of spires and conical needles, introduced as a ‘colossus of steeples and pyramids, of turrets, domes, and obelisks – like towering evil fingers of steel and glass, reaching upward as though to blot out the very stars above!’), an Epiderm-Mask face-changing machine (shades of Mission: Impossible), and a Hallucination Cube (complete with a ‘mind-bending vapor,’ fueling the first full-on surrealist splash, in Strange Tales #157), among many other gonzo gadgets and concepts…

Nick Fury, Agent of S.H.I.E.L.D. #1Nick Fury, Agent of S.H.I.E.L.D. #1

An absolute master of dynamic composition and design – and a full-time art director at an advertising agency at the time – Jim Steranko contributed with a myriad of innovations to the language of mainstream comics. Even when the techniques themselves were not entirely new, the ingenious way Steranko combined them and integrated them into the Marvel house style certainly was. Between the elaborate collages, the rhytmic panel transitions, the hypnotic flow of his layouts, the backgrounds filled with optical illusions, and the sexy, eye-popping color schemes, I really cannot emphasize enough how groundbreaking Steranko’s work was, although a look at the pages above and below (from issues that came out fifty years ago!) should begin to give you a clue….

Nick Fury 5

Nick Fury, Agent of S.H.I.E.L.D. #5

To be sure, the storytelling in Steranko’s earlier Strange Tales issues was still relatively crude. Even in the later ones, you can find some cringeworthy dialogue as well as an uncomfortable orientalist villain by the name of Yellow Claw. However, it was hard to miss the expanding levels of far-out experimentation, from Nick Fury’s break-in into the Yellow Claw’s ship (where panels turn in all sorts of directions) to the panoramic four-page spread in Strange Tales #167.

The boldest moves, though, took place once Jim Steranko moved from twelve to twenty monthly pages, in 1968, as he was allowed to go wild in a full length Nick Fury, Agent of S.H.I.E.L.D. ongoing series. Steranko took great advantage of the format, opening the proceedings with a classic silent sequence and delivering stunning splash pages such as these two Eisner-esque beauties:

Nick Fury, Agent of S.H.I.E.L.D. #2Nick Fury, Agent of S.H.I.E.L.D. #2

Nick Fury, Agent of S.H.I.E.L.D. #5

Nick Fury, Agent of S.H.I.E.L.D. #5

In his mandatory book Secret Identity Crisis: Comic Books & the Unmasking of Cold War America, Matthew J. Costello argues that the replacement of Kirby’s contained frames by Steranko’s ‘own style in which frames bleed into one another, characters frequently overreach the gutter, and increasingly psychedelic effects become prominent’ reflects the blurring of the moral certainty surrounding Cold War images and actions, the political consensus of previous years now fading into greater ambiguity. Likewise, the fact that the stories were populated by heroes pretending to be villains or vice-versa, multiple secret identities, constant unmaskings, and even Fury’s Life Model Decoys, evoked the crisis of identity in US society over who were the real heroes and enemies as the turbulent ‘60s drew to an end.

Speaking of identity crisis, Jim Sternako was also responsible for modifying Nick Fury’s persona, distancing the character from his origins as an old-school, gruffy WWII grunt and bringing him more in line with the well-groomed coolness of a James Bond or a Derek Flint.

strange tales 159

Strange Tales #159

If, in the Kirby/Lee run, the unsophisticated image and attitude of the director of S.H.I.E.L.D. had been the cause of tension and disapproval by the political elites, under Steranko he finally became what those elites wanted all along – Colonel Fury now wore Ivy League suits, smoked cheroots, and decorated his apartment in Danish Modern. Plus, in Strange Tales #156, he premiered a form-fitting black leather zipsuit that he continues to wear to this day.

Not that Nick Fury didn’t remain hardboiled as hell:

Nick Fury 5

Nick Fury, Agent of S.H.I.E.L.D. #5

Besides the obvious riffs on the super-spy subgenre (especially the Eurospy branch), Jim Steranko’s work was informed by a variety of pop culture. According to his introduction to Marvel Masterworks, he modeled the ‘voice’ of his version of Fury on character actor Charles McGraw. He also outlines an awesome list of influences:

“My drawing skills were heavily informed by the newspaper-strip artists I absorbed as a kid – Frank Robbins, Hal Foster, Chester Gould – and by my comicbook favorites – Jack Kirby, Joe Maneely, Reed Crandall, Alex Toth, and Wally Wood. However, my narrative sensibilities were completely informed by film directors such as Michael Curtiz, John Huston, Alfred Hitchcock, Frank Capra, Robert Siodmak, Edward Dmytryk, and Orson Welles. Additionally, cinematographers such as Woody Bredell, John Alton, Nick Musuraca, and Gregg Toland were powerful influences, as well as composers Miklos Rozsa, Erich Korngold, and Max Steiner. […]

I coined the term Zap Art to describe the style created for S.H.I.E.L.D., which strip-mined the basics of the Marvel approach – figure distortion, accelerated plot, hyper spectacle, and radical perspective – and fused them with Op and Pop Art, which ironically was influenced by comics.”

Nick Fury, Agent of S.H.I.E.L.D.

Nick Fury, Agent of S.H.I.E.L.D. #5

The impact of Jim Steranko’s iconic take on weird super-espionage would be felt for years. It has been a blatant inspiration for all sorts of comics since then, most notably Casanova, The Manhattan Projects, and The Invisibles. Warren Ellis, John Cassaday, and Laura Depuy did a neat homage to Steranko’s Nick Fury in Planetary #11.

All in all, this was a remarkable series, with groovy stories and brilliant art that spilled over onto some memorably trippy covers…

nick fury 1   nick fury 7   nick fury 12

The third cover above is actually by Barry Smith, from an issue with no involvement by Jim Steranko (who left the series after Nick Fury, Agent of S.H.I.E.L.D. #5, except for a couple of covers, and went on to put his unmistakable stamp on Captain America)… Smith was one of a handful of artists with the ungrateful task of following Steranko yet who I think did a pretty swell job nonetheless.

Above all, the talented Frank Springer pulled out all the stops to craft issues worthy of Steranko’s colorful, dreamlike style. (He also drew a nice spoof of the magnificent Nick Fury, Agent of S.H.I.E.L.D. #3 for Marvel’s parody series Not Brand Echh #11.)

Check out this bombastic splash, by Springer:

Nick Fury, Agent of S.H.I.E.L.D. 7

Nick Fury, Agent of S.H.I.E.L.D. #7

Talk about funky espionage!

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Spotlight on Jack Kirby’s and Stan Lee’s Nick Fury, Agent of S.H.I.E.L.D.

Last week, I wrote about a 21st century comic that followed the footsteps of novelists like John le Carré and Len Deighton, depicting the world of espionage with downbeat realism and literary sophistication. This week, we’ll look at a very different comic series – one that embodied the spirit of the super-spy boom of the 1960s, when quasi-apocalyptic international tension was converted into colorful adventures and lighthearted intrigue through the kind of films and TV shows later spoofed in Austin Powers (and wonderfully evoked by Guy Ritchie’s The Man from U.N.C.L.E.).

I am talking about the original run of Nick Fury, Agent of S.H.I.E.L.D., published by Marvel in the mid-sixties:

strange tales 135

Created by the power duo of Jack Kirby and Stan Lee, the cigar-chewing Nick Fury made his debut in 1963 as the star of the war comic Sgt. Fury and His Howling Commandos. While that series followed Fury’s adventures in WWII, Kirby and Lee simultaneously showed fans what this manly hero – meanwhile promoted to colonel – was up to in the present day. They first reinvented him as a CIA agent in Fantastic Four #21 (a tale oozing with Lee’s hysterical anticommunism, in which Fury sends Mister Fantastic to crush a revolution in South America… and somehow ends up fighting Hitler!) and, in 1965, gave him an ongoing series on the pages of Strange Tales (starting in issue #135), where he became the eyepatch-wearing director of the secret organization S.H.I.E.L.D. (Supreme Headquarters International Espionage Law-Enforcement Division).

strange tales 138    strange tales 140    strange tales 149

A charmingly crude and goofy barrage of gun battles, explosions, and fistfights, the frantically paced Nick Fury, Agent of S.H.I.E.L.D. made little attempt to hide that what its creators found most appealing in the spy genre was the over-the-top action and the elaborate gadgetry. The first story (‘The Man for the Job!’) was essentially a tour of fun sci-fi contraptions – a Kirby specialty – which became the series’ hallmark, from Fury’s clones (Life Model Decoys, or LMDs) to his flying car, not to mention the Helicarrier (an impressive flying aircraft carrier that housed S.H.I.E.L.D.’s mobile headquarters). That said, you had to wait four more issues before getting a look at the Brainosaur, a special rocket built by Tony Stark (who was a recurring character).

Similarly, the series barely disguised its influences. In issue #137 alone, Colonel Nick Fury visited an in-house inventor who introduced him to clothing items that had been converted into ingenious weapons, an assassin disguised himself as a blind beggar, and there was a kickass set piece on a train followed by one underwater – basically, in a just a few pages, the comic combined variations of scenes from each of the first four James Bond movies!

A few issues later, the credits were especially cheeky about this:

Strange Tales #142Strange Tales #142

Even though the rumpled, often unshaven, stogie-chomping Nick Fury was notably less suave (and less horny) than Bond, the link to Ian Fleming’s creation was always there, bringing to mind the campiest bits of that franchise – it’s a short leap from Strange Tales #150 to Die Another Day (Fury even faces a villain who hosts a party in a specially-built igloo, on a gigantic floating iceberg). For one thing, like the cinematic 007 – and like The Man from U.N.C.L.E., the other big influence – Agent of S.H.I.E.L.D. celebrated détente by electing as the main villain fictitious organizations bent on world domination without an explicit ideology, namely Hydra, Them, Secret Empire, and A.I.M. (Advanced Idea Mechanics). These works thus chose to go for all-out escapism, sidestepping the biggest international rivalry at the time.

Not that the Cold War zeitgeist was absent from the comic: after all, the paramilitary Hydra, with its totalitarian, depersonalized uniforms and its cry of ‘Cut off a limb, and two more shall take its place!’ can be seen as a Soviet caricature (albeit one Fury could temporarily destroy), despite the fact that the initial leader of this evil organization was secretly in the board of a large western corporation. (The ironic and somewhat touching demise of Hydra’s first leader is a high point in the series.) He was later replaced by someone with an even shiftier identity, hinting that the enemy could be anybody and anywhere:

Strange Tales #152Strange Tales #152

Likewise, Them’s project to grow artificial people (as depicted in a crossover with Tales of Suspense, starring Captain America) feels like nightmarish propaganda about godless commies:

Tales of Suspense #78Tales of Suspense #78

A.I.M.’s masterplan was as Cold War-ish as it gets – this group tried to influence world leaders by promising a way to bombproof their cities, making them safe from a nuclear attack. Yet, above all, by supplying futuristic technology to terrorists like the Fixer (a genius at building intricate weapons) and the Druid (who combined mystic rites with ‘modern, sinister science’), A.I.M. directly served one of the series’ main purposes, which was to reward fans with one ludicrous mechanical gizmo after another.

Indeed, it makes sense that the villains were mostly concerned with technology since, at the end of the day, technology was pretty much the real star of Nick Fury, a comic where every character was paper-thin and every plot was unabashedly cartoony, so readers’ main draw was to check out what surreal piece of machinery would show up next. This wasn’t even proper science fiction – it was more of a showcase for Kirby’s insane designs (and there sure is nothing wrong with that!) – even though some inventions, like the miniaturized cameras and communication devices, turned out to be quite prescient.

You can tell where Jack Kirby’s heart was, as he mostly drew the tech bits, leaving the rest for other artists: while Nick Fury’s Strange Tales run consistently credited the layouts to Kirby, a host of talented pencillers came in to finish the job. In fact, this combination sometimes worked quite well, like when John Severin juxtaposed his classic, noirish style over Kirby’s outlandish machinery:

Strange Tales #136Strange Tales #136Strange Tales #136

One of the pencillers brought in to build on Jack Kirby’s layouts was Jim Steranko, as a trial-run before taking over all of the art duties. This proved to be an inspired move: as discussed next week, Steranko soon elevated this entertaining-yet-clunky Nick Fury comic into the status of masterpiece.

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Spotlight on Queen & Country

July is the month of spy comics here at Gotham Calling.

Let’s kick things off with what is unquestionably one of the all-time greatest spy series in the medium: Queen & Country.

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Originally published between 2001 and 2007 by Oni Press, Queen & Country was an ongoing series revolving around the Special Section of the United Kingdom’s Secret Intelligence Service (aka MI6), used for special missions abroad. The ensemble cast was headed by Tara Chase, one of the Section’s three operatives (sometimes referred to as ‘minders’). Because the comic was written by Greg Rucka, Tara was a fleshed out, capable-yet-brooding woman constantly struggling with her inner demons.

The series is set in a gloomy world of anti-climaxes and morally compromised missions undertaken by lonely, frustrated spies. It follows the pulled-back, ‘adult’ tradition of British TV dramas such as The Sandbaggers and Tinker Tailor Soldier Spy, depicting espionage through restrained action, nuanced character development, and, above all, an emphasis on the bureaucratic side of the job, albeit without sacrificing the thrills of the genre in the form of risky assignments and plot twists galore.

A big part of the appeal is the abundant trade jargon that we have to figure out ourselves. Greg Rucka mostly dispenses with the trope of the newbie who serves as our point-of-view character guiding us into this world (I say ‘mostly’ because agents keep dying or being replaced, so newbies do show up every once in a while) – instead, he tends to write in a way that allows readers to gradually decipher the team’s codenames, rules, and institutional framework. The fact that nobody seems like they are acting for our benefit actually makes us feel a little bit like spies ourselves, peeking into this secret circle while piecing together the way everything works.

Whole pages are filled with people striking shadowy deals and talking cryptically in boring offices or exclusive members’ clubs (the latter scenes, I assume, are a kind of homage to Humphrey’s talks with Sir Arnold Robinson in Yes, Minister). Fortunately, though, the various artists excel at building tension by shifting angles and panel designs in order to create the illusion of movement. Plus, Rucka has clearly worked out each beat of the comic’s rhythm – he is a master of the well-placed ‘silent’ panel, giving each scene enough room to breathe.

His scripts (published in the bonus section of the collection Queen & Country: Definite Edition, volume 3) are also packed with subtle moments of characterization, where one line or gesture speaks volumes. For example, in the very first issue, the Director of Operations Paul Crocker gets a lot of shit from his immediate superior, the Deputy Chief of Service Donald Weldon, for having mounted an unauthorized assassination at the request of the CIA…

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As you can tell from Weldon’s reaction, the fact that Crocker said ‘Now they owe me.’ instead of ‘Now they owe us.’ is quite revealing about his priorities!

Indeed, the series starts off with a bang, as this whole first arc (‘Operation: Broken Ground’) is a pitch-perfect lesson in storytelling. It takes place mostly after Tara has carried out the abovementioned assassination, in Kosovo, and the Russian mob strikes back against the MI6 headquarters, in London. The story neatly establishes the strong-headed Paul Crocker, who desperately wants the MI6 to mount a response, even though technically this should be a job for the domestic security services (MI5), since the attackers are on British soil… In fact, MI6 agents aren’t even supposed to carry guns inside the UK, which forces Crocker to come up with a creative solution.

The thing is that Crocker doesn’t even doubt the MI5 can get to the attackers and arrest them, it’s just that he wants to make sure they die! He comes up with all sorts of pragmatic justifications for it – like the argument that a reputation for vengeance discourages traitors (‘it prevents another Philby or Maclean or Burgess’) – but you can tell he mostly resents the fact that someone messed with his crew. On top of this personal layer and the typical jurisdiction disputes between different branches of the secret services, there is also a political subtext to the story in the sense that most characters seem to agree that British agents can get away with all sorts of behavior abroad that’s considered unacceptable at home.

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Queen & Country lasted for 32 issues, encompassing eight story arcs, each named after a specific mission. Because Greg Rucka tried to keep things grounded in the real world, the Special Section dealt with topical threats, which makes it a treat to revisit the series all these years later. The second arc (‘Operation: Morningstar’) came out after 9/11 but was written before… and it shows. It follows a dangerous assignment in Kabul while Tara deals with the frustration of having to stay behind. You can tell the story assumes (and responds to the assumption) that, at the time, more official attention was given to the Taliban’s role in drug trafficking than to their treatment of women, which was certainly not the case after the NYC attacks (as the Bush administration opportunistically co-opted feminist concerns to justify the invasion of Afghanistan). The third arc (‘Operation: Crystal Ball’) was already firmly set in the early War on Terror (pre-Iraq), with the Special Section investigating a possible chemical attack against British nationals. In 2004, we got ‘Operation: Dandelion,’ in which the Section explored the possibility of staging an anti-Mugabe coup in Zimbabwe (thirteen years before the fact).

It’d be nice to see what challenges Tara Chase would face today, although I suspect they’d be a variation of the kind of Russia-centered plots we got in the latest season of Homeland (a pretty cool season, which continued the show’s counterfactual take on an imaginary Hillary presidency). If this is your cup of tea, you’ll probably enjoy the incredible story-arc ‘Operation: Saddlebag,’ in which Tara goes to St. Petersburg to investigate a junior minister who may be selling information to the Russians and things just go from bad to worse.

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The artists kept changing throughout the series, each with their own distinctive style. Steve Rolston set the bar high in the first arc, especially with regard to the suspenseful field operations. Rolston’s linework was key to establishing the comic’s emphasis on verisimilitude and understated drama (despite some slightly cartoony facial ‘acting’). His sequences in Kosovo have a gritty, realistic feel reminiscent of Joe Sacco’s acclaimed trilogy about the war in the Balkans (Safe Area Gorazde, The Fixer, and War’s End).

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While Brian Hurtt and Carla Speed McNeil mostly stuck to Rolston’s naturalistic-yet-vaguely-cartoony approach, Leandro Fernandez brought in a more stylized design (which I don’t think suited the series quite as well). Mike Hawthorne sort of merged the two approaches and the amazing Chris Samnee pushed the realism to a new degree.

These shifts meant that it wasn’t always easy to recognize every character at the beginning of each story, even if Queen & Country did secure a relatively coherent visual identity overall due to the use of high-contrast inks (if somewhat scratchier in Jason Shawn Alexander’s issues), with plenty of negative space. The chiaroscuro not only gave the comic a quasi-noirish look at times, but it also stressed the point that these people operated in a world of shadows.

Like I mentioned before, the artists were expected to handle quite a bit of wordless narrative – not just the quiet character moments at the office, but also the shootouts and chases in the field. Using very few sound effects, the latter relied heavily on clear drawings with an almost tactile depth and montages worthy of Eisenstein:

queen & country declassified 1queen & country declassifiedQueen & Country: Declassified #1

Besides the main series, there were a few spin-offs, including three Queen & Country: Declassified mini-series fleshing out the background of supporting characters…

The first one – which is best read before the story-arc ‘Operation: Storm Front’ (Queen & Country #16-20) – is a riveting Cold War yarn set in the late 1980s. It follows a young Paul Crocker trying to get a possible defector out of Prague and it includes Crocker’s first run-ins with Don Weldon and Francis Barclay (who replaced the Chief of Service – aka C – in later issues of the main series). Even though the tale is exceptionally action-packed, it ruthlessly rejects all the glitz and glamour of the James Bond narratives.

The second mini follows another minder, Tom Wallace, investigating a murder in Hong Kong shortly before the 1997 handover. It was illustrated by Rick Burchett, whose retro style gave the comic a moody look reminiscent of the 1960s’ Hong Kong TV series (which started out as a spy show before gradually moving into more crime noir territory).

Finally, a third Declassified mini focused on Nick Poole (a minder who joined the team in ‘Operation: Dandelion’) during his time as an SAS corporal in Northern Ireland. It was illustrated by Christopher Mitten and written by Antony Johnston, who did a good job of capturing Rucka’s mature tone.

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In addition, Rucka wrote three prose novels starring Tara Chace. I’ve read the first two.

2004’s A Gentleman’s Game, which takes place between the arcs ‘Operation: Saddlebag’ and ‘Operation: Red Panda,’ kicks off with a sequence that disturbingly anticipates the London bombings of the following year. It goes on to alternate between the strained response of the intelligence services and the gut-wrenching story of a recruited jihadist, inexorably building up to their confrontation in the Middle East… which is when the narrative takes an engrossing turn, forcing the various characters to deal with the surprising fallout of the operation. The plot really shifts into high gear in the final stretch, as the different agencies all try to play each other. (The title is doubly ironic: not only does the novel star a female agent, but there is barely any sportsmanship in the callous spy world depicted inside.)

On the one hand, the book feels less sophisticated than the comic, with the narration feeding readers information in a relatively direct way instead of challenging them to keep up and work out what’s going on. On the other hand, some fans may find it neat to get a bit more background, including the expansion of Tom Wallace’s role or this insight into Paul Crocker’s reasoning for always meeting his CIA contact in Hyde Park:

“It was one of the oldest espionage clichés in the Firm, certainly outdated, and in the current day and age of parabolic microphones and laser-beam listening devices quite possibly tragically insecure. But walking in Hyde Park was still Paul Crocker’s favorite method of information exchange with the CIA, and he balanced the potential of compromise with the benefit of being able to talk out of the office, away from the alarmist eye of the Deputy Chief and the distrust of C.”

Or the reasons behind the mission codenames, only hinted at in the comics:

“Contrary to popular belief, mission names were chosen entirely at random, from a computer-generated list of suggestions. It was a mystery to her exactly for what criteria the computer searched, and she suspected – as did most of the Ops Room staff – that the nameless technician who had written the program in the first place had done so with a Pythonesque relish of the absurd.”

2005’s Private Wars, which takes place immediately after ‘Operation: Red Panda’ and basically wraps up what was meant to be the ‘first season’ of Queen & Country, is another solid entry into the series. Much of it revolves around an intense mission in Uzbekistan but, once again, every time you think you have things figured out, the book throws a new curveball at you. Greg Rucka seems more confident in his readers, filling the prose with acronyms (you’ll want to keep a finger on the helpful glossary at the beginning) and fearlessly taking his time with the departmental machinations.

Ultimately, Rucka plays to the medium’s strengths and the result is a couple of smart, middlebrow page-turners about post-9/11 espionage, albeit not as witty as Robert Harris’ The Ghost or John le Carré’s A Delicate Truth (or, better yet, le Carré’s Absolute Friends). With its multifaceted look at the ambiguous politics of the secret services and with a complicated female protagonist whom Rucka refuses to objectify, A Gentleman’s Game certainly doesn’t deserve the misleading tagline ‘She’s a spy who plays by only one rule: her own.’ nor the sexist Entertainment Weekly pull-quote the editors at Bantam chose for the back-cover: ‘Chace is the most tough-as-nails-but-still-shag-worthy secret agent since Mata Hari.’

Also of interest, back in 1998 and 2000 Oni Press had already published a couple of Rucka-written black & white comics about international intrigue (with crisp art by Steve Lieber). The Antarctica-set mini-series Whiteout and its sequel Whiteout: Melt are still quite rough compared to the heights of Queen & Country, yet they make the most out of their fascinating location. Besides, not only do we get another compelling lead in US Marshal Carrie Stetko (yep, a fleshed out, capable-yet-brooding woman constantly struggling with her inner demons), but one of the supporting characters reads like an early draft of Tara Chase. (In the first issue of Q&C, Tara actually mentions: ‘The last time I was this cold I was at the South Pole.’ – so Whiteout can be taken as a prelude to the subsequent series.)

Finally, fans of Queen & Country may want to check out Greg Rucka’s excellent run on the comic book series Checkmate, which reimagined the complex world of espionage in the DC Universe, combining intelligent spy fiction with fantastic superheroes.

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