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The Spirit (October 20, 1940) “Ogre Goran”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
It’s another slighter strip, with the Spirit rescuing a damsel in distress from her ex (the titular Ogre Goran), a psychopath who’s just escaped prison.
The opening is the prison break and it’s relatively solid business. The line work is wanting this strip, but the moody long shots of the action are still effective. The action shifts to the damsel, Mary, discussing Ogre’s prison break with her husband. Since it’s a comic strip, Ogre appears immediately following her statement, shooting her husband dead on the spot and ready to kidnap her. Luckily, Mary dowses him in alcohol and sets him (and the apartment) on fire.
Now, we know Ogre gets away because he gets in the shower and turns on the cold water. Also, there’s a panel (maybe the least discernible in the series to date) of Ogre getting away.
Fast forward a few days to Ebony trying to get the Spirit interested in the case. After initially discounting Ebony’s thoughts on Ogre’s survival (Spirit thought the shower was only running because someone wanted a bath), the Spirit agrees with Ebony’s conclusions—Ogre’s alive!
The Spirit tries to find Mary, only to learn she’s gone away with a man entirely wrapped in bandages. Ogre, post-burns. Thanks to Commissioner Dolan giving him information about Ogre’s old hideouts, Spirit heads (by boat) to an abandoned lighthouse where Ogre’s got to be holding Mary. Dolan heads to the lighthouse, too, wanting to beat the Spirit to the punch.
Spirit’s only cleared his “name” of a murder charge in last week’s strip, so Dolan competing with him doesn’t make much sense. It also doesn’t make sense how Spirit gets to the lighthouse by boat, but then his boat disappears and he can’t take it back to shore at the end of the strip.
Also nonsensical is Ogre having a new wife, who can—presumably, more appropriately—beat up Mary.
We don’t even get to see Spirit and Ogre’s fisticuffs.
Not a lot of pay-off in the strip, though it’s nice to see Ebony developing as a sidekick.
It’s also the dottiest the art’s been in ages. The line work gains slide back here.

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Superboy (1949) #219

Jim Shooter (script)
Mike Grell (artist)
Jack C. Harris (assistant editor)
Murray Boltinoff (editor)
Ken Klaczak (suggestion)Without getting effusive, this issue might be one of artist Mike Grell and writer Jim Shooter’s best Superboy collaborations. There’s only so much wrong with it; they both keep the comic packed and moving, and none of the Legionnaires are exceptionally crappy.
I mean, they’re still crappy. Lightning Lad’s ableist and Colossal Boy is only nice to the girl he likes when he thinks her boyfriend is going to die so he can get some action. And then Brainiac 5 is a bloodthirsty, callous creep most of the time.
But other than those characters, it’s all reasonably solid. Lightning Lad barely has anything, and Brainy becomes background. Colossal Boy’s thing recurs (and gets the last word), but it’s amidst a lot of action.
The Legion’s nemesis team, the Fatal Five (there are like twenty Legionnaires and five bad guys, and the bad guys keep them busy), is pulling a series of heists throughout the galaxy. They’re stealing android parts, experimental goo, toxic gases, and a planet fragment. One of the Fatal Five—Validus—is a super-powered giant who can tear up planets. Comes in handy for this exact story.
Shooter splits it into three parts. The first part has the villains striking and almost killing non-Legionnaire but still superhero future teen Duplicate Boy, leading to his girlfriend asking Brainiac 5 for help and kicking off the whole thing with Colossal Boy, too. Brainiac 5 has given up hope on saving Duplicate Boy, so he’s ready to kill the Fatal Five whenever the opportunity arises.
Now, one of the “charming” aspects of the comic is Superboy wondering what the heck is going on with his teammates. He’ll practically stare through the fourth wall, trying to get the reader to pay attention to the weirdness going on around him. It happens a few times this issue, including for that goofy last story beat.
The rest of it—the Legion splitting into pairs so they can fight the Fatal Five—is all right. There’s some silly stuff; Emerald Empress has the major hots for Superboy, but without, you know, good writing. And they always talk about her deadly gadget, which is called the Emerald Eye. It’s a silly name, made even more ridiculous how they keep referring to it by the full name. Often with a possessive (the Emerald Empress’s Emerald Eye). Even when they do a whole bit about Validus being a literal infant (with props), the Emerald Eye business is still sillier.
Now, despite Shooter and Grell keeping things moving, it’s not like it’s a good issue for Grell. His facial characteristics continuity is nil, and you’d think he’d be better at scaling between characters (Colossal Boy and Validus versus the normal-sized folk). However, some of Grell’s more design-oriented moves work better, and they don’t demand much attention.
The issue feels rote, but it’s a (relatively) okay routine.

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The Spirit (October 13, 1940) “The Spirit! Who Is He?”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
The splash page for this strip is a newspaper article about the Daily Press declaring its mission to uncover the Spirit’s identity. The article gives a rundown of (some of) the strip so far, including the Spirit being wanted for murder.
That murder will get discussed a few more times—and its “solving” is so simple one wonders why the Spirit waited so long to get it cleared up—and Eisner and studio clearly did not think all their readers were getting through that newspaper article. Every time it comes up, we get extra exposition on the subject. At one point, the mayor makes Commissioner Dolan tell him all about the murder charge only to remember he was in that scene so knows all the information.
Separate from the Spirit’s quest to clear his name, a gangster decides to impersonate the Spirit (all it takes is a blue suit, after all) to commit crimes and taunt the police. Oh, and the Daily Press reporter—in from the war in Europe, but this story’s bigger—gets help from a cop to uncover Spirit’s secrets.
The three subplots never quite converge—the reporter’s adventures stay mostly distinct except when the plot needs to move along a little—and then Dolan gets the ending. In some ways, it’s an entirely functional strip: the Spirit’s (false) murder charge gets resolved. Along the way there’s some humor at the reporter’s expense (Ebony’s contribution) and a variety of action. Besides the Spirit going around town, the gangster impersonating him is out causing trouble. It all leads to some glorious fisticuffs.
While the strip itself isn’t particularly ambitious, Eisner has several art flexes. The repetitive exposition usually gets some inventive panel composition. Even with the heavy-handed finish (Dolan talking about the Spirit being the dark knight the city deserves), it all works out. The art and narrative choices put the relatively slight story over.

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The Spirit (October 6, 1940) “The Mastermind Strikes”

Will Eisner (editor, script, pencils, inks)
Joe Kubert (colors)
Sam Rosen (letters)
The Spirit tries—very gently—a “whodunit,” with the reader getting as much information as Spirit or the cops; more, actually. The whodunit aspect seems half-baked, similar to the rest of the strip. While The Mastermind avoids any of Spirit’s problematic pitfalls, it’s also barely a story.
The strip opens with a mayoral candidate’s aide dying by poison gas, which the coroner can’t figure out. When the candidate visits Dolan to demand action, the Spirit shows up and the candidate remembers Spirit’s wanted for that murder from months ago. The candidate demands Dolan arrest the Spirit, but obviously the Spirit escapes.
One more murder and then the “Mastermind” is after the Spirit too, hiring a kid to deliver a bomb to him. Spirit will enlist the kid’s help, intentionally putting him in harm’s way at one point, as he unravels the case. Except he’s just operating off that early clue the reader also got, so it’s not a lot of unraveling.
The last few pages have the Spirit getting in a fight with the villain. Lots of empty backgrounds as they punch it out. Even the finish is slight, with Eisner and studio wrapping the whole thing in the last couple panels, including the villain’s motives. Given the strip starts promising a “Mastermind”—standing over a pile of skulls on the splash page—having the villain not just be a done-in-one, but also be far from devious and really just in possession of explosives and poisons the cops can’t identify.
There are some nice establishing shot panels of the city—long shots with good angles and nice line work. The action at the end is fine; it just dawdles through action and hurries through the exposition.
Even as the least impressive of Spirit so far, it’s still rock solid work, technically speaking. Eisner just seems like he’s run out of things to try this one.
Outside that gorgeous splash page, of course.

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All-Star Comics (1976) #61

Gerry Conway (editor, script)
Keith Giffen (layouts)
Wally Wood (pencils, inks)
Al Sirois (inks)
Carl Gafford (colors)
Ben Oda (letters)
Paul Levitz (assistant editor)
Writer Gerry Conway likes deus ex machinas so much, he flies one in on a spaceship for this issue. The issue’s got multiple comes and goings, like there was only so much time each hero got in each subplot. For instance, when the deus ex machina lands, the only superhero going to intercept is Power Girl, ducking out on another scene.
She ducked out just after Mrs. The Flash came to the burned up headquarters from last issue and told Jay it’s time to come home because he’s not young anymore. It’s very strange. Especially since other heroes then arrive to bring the numbers back up.
The majority of the issue involves the JSA trying to take down Vulcan, having discovered he’s the rogue astronaut gone mad with power. Or maybe he went mad first; doesn’t end up mattering. Conway must’ve decided even though the All-Star heroes are a bit squarer than their Earth-One counterparts, the comic’s going to get unexpectedly and unnecessarily dark from time to time.
There’s oddly more internal griping from Green Lantern this issue, too. It’s like Conway’s got his various character personality bits to get in—Star-Spangled Kid going on about his cosmic rod, Wildcat being a shallow bully, Power Girl (usually accurately) finding misogyny everywhere. Alan Scott, the Green Lantern, is a petulant man-child narcissist who cannot stop thinking about himself. Even when Dr. Fate runs into trouble, Green Lantern centers himself entirely in the panic.
There’s some setup for next issue with Hawkman’s alter ego’s museum-related subplot. And Dr. Mid-Nite shows up to do some doctoring, but also do be the only one with x-ray (close enough) vision. Conway’s got everything very neatly arranged, even if all the details are bland.
Power Girl does get a relatively decent solo mission intercepting the spaceship and its pilot. There’s a multi-page punch-out with penciller Keith Giffen doing some elaborate page layouts. Wally Wood keeps up on the finished art, of course, but when Giffen actually gets to do a busy, creative page, it works out.
It’s not a particularly compelling read, however. Giffen’s few pages of Power Girl versus space invader, which has panels ranging from the most sci-fi superhero comic fight to a journey through the mind, are very welcome. Except there’s no pay-off because the timer’s gone off, and Conway’s ready for the next batch of characters.
Despite saving the planet every other issue, the book doesn’t seem at all necessary.

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