• The Spirit (June 15, 1941) “Dusk and Twilight”

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    Will Eisner (editor, script, pencils, inks)

    Joe Kubert (colors)

    Sam Rosen (letters)

    Dusk and Twilight is, no pun, a dark strip. The splash page introduces us to Dusk, who may look like he’s in a carnival act, but he’s actually a murderer with hands of steel and a gentle disposition. We learn these two details on the second page, when he goes to a famous brain surgeon’s house, asks the little daughter to show him into the dad’s office, strangles the dad, pats the daughter on the head, and strolls away slowly enough to make sure he gets to hear the daughter find the body.

    It’s creepy. It’s the youngest kid ever in danger in The Spirit; it’s the strip’s first psychopathic-killer protagonist of this nature; and it’s not even the biggest swing in the strip. Once Dusk is done delighting in the screams of a little girl, he goes on a jaunt through a nearby cemetery. It just happens to be Wildwood Cemetery, where Spirit and Ebony are returning home after their latest adventure. Ebony’s a little nonplussed about it, prompting Spirit to ask why he’s not more excited about catching killers.

    Ebony looks directly at the reader and asks how he’s supposed to be so invested in human life when Europeans are being murdered by the thousands, and no one in the United States seems to give a shit. After a “right on” from Spirit, Dusk happens across the duo and starts thinking about killing at least one of them. Spirit spots something off about this particular guest star, and they take a walk, leaving Ebony to wait.

    Dusk will take Spirit to his underground lair and introduce him to his wife, Twilight, who Dusk has kidnapped and either kept primal or made primal. Twilight’s always trying to kill Dusk with throwing knives, but she’s got terrible depth perception. She’ll later prove perfectly good slashing with her knives, but only when Spirit’s trying not to hit another female guest star in the strip.

    At this point, Dusk becomes less scary and a tad more cartoonish. Spirit has had savage wild women before; it’s had mad scientists who make mutant henchmen to fight Spirit. Even after an interlude at the Central City police department, so Dolan can get on the case, and the briefing talks about the little girl finding the dad’s body, Dusk seems a little more for a smile than a scare. Not a laugh, he’s too dangerous to be funny, but he’s got personality. Especially once he discovers Spirit isn’t the kindred… spirit (sorry), he had hoped.

    The art is sometimes a little more Expressionist in the establishing shots than usual, lots of curling visuals, including Dusk’s wiry frame. But the art’s also rather hurried. Lots goes on with varying levels of detail; figure detail, character detail, yes; background detail, detailed scenery, no. Again, it’s hurried. And a lot of the strip’s visual pacing relies on sight gags, which makes it feel more like a traditional comic strip at times–panel, panel, punchline, and so on.

    It’s a solid Spirit. Outside the opening macabre (and Ebony’s plea), it’s not particularly distinct (well, Spirit does get really upset about having to fight another lady, as I said), just a perfectly fine strip.

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  • Superboy and the Legion of Super-Heroes (1977) #242

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    Paul Levitz (script)

    James Sherman (pencils)

    Bob McLeod (inks)

    Cory Adams (colors)

    Ben Oda (letters)

    Al Milgrom (editor)

    Once again, the feature story opens with Wildfire being a jerk. Last issue, he was going to let a Science Police officer die because her spaceship wasn’t well-maintained, and this issue, he’s going off on a fascist rant. At least it’s less life-threatening this time. It’d also be less striking if his girlfriend, Dawnstar, didn’t demand absolute loyalty to the Legion leader from her teammates. There’s a definite fash vibe to the story, which just increases later, with even Superboy lashing out.

    Wildfire and Dawnstar are on the Weber’s World team, Superboy’s on the Earth defense team. The former’s supposed to be protecting a galactic peace summit, but the other power hasn’t arrived, and there are already terror attacks against the good guy negotiators. A confounding, frustrating situation, so it’s good the other heroes on the mission—Ultra Boy and Mon-El—frequently ignore Wildfire’s directions and, in fact, do save people’s lives. While writer Paul Levitz will focus on the Earth-bound story arc, the Weber’s World story has a lot of kick to it. Partially because of the intergalactic intrigue stuff, partially because it gives penciller James Sherman a chance to draw a future city planet, and it’s gorgeous.

    Sherman, ably inked by Bob McLeod, turns in a sumptuous piece of work here. Every element—faces, figures, backgrounds—invites intentional inspection. Especially the facial expressions; Sherman’s got these big expressive eyes and intense detail. And those expressions get dark, too. Devastated at the loss of life during space-based warfare Superboy is one thing, but potentially genocidal Superboy is a whole other. Sherman and McLeod make both happen.

    Great art. If there’s better future space teen superhero art, I can’t wait to see it someday.

    Anyway.

    Back on Earth, it’s not the other power from the negotiations attacking (those are the Dominators), but rather the Khunds. The Khunds appear to be a human colony gone nasty, and they’ve launched a drone ship attack on Earth. Earth’s not ready for it. Wildfire’s not there to say it’s because the Science Police are bad at their job, but it sure seems like they could be better prepared (more on Science Police preparations in the backup, it turns out).

    Brainiac 5 pisses everyone off, telling them there’s no way to win the battle for Earth. They need to retreat and regroup. Deputy leader Element Lad isn’t listening to any of that quitter talk, so he ships Brainy off to Weber’s World (with no presence in the rest of this issue) and forms a strike force to go take out the leader of the Khunds. The team consists of Element Lad, Colossal Boy, Sun Boy, and Superboy. They’re going to the capital city, populated mostly by civilians.

    Element Lad’s going to take it to eleven and threaten painful murder, while Superboy’s not going to promote truth, justice, and that stuff.

    All that anger gives way to Levitz revealing—or at least establishing—the villains, and setting up for next issue.

    It’s excellent comics.

    Then there’s the backup, which does indeed involve the Science Police (more, actually, since they don’t have any character-level presence in the feature). The Legion’s “prettiest” members are out for a night on the town when some criminals hijack the levitating restaurant. The Science Police are having their annual award dinner and are the perfect target. As long as the criminals have the brass held hostage, the rank and file won’t stop them from looting all the fancy shops of future Metropolis.

    It’s a sizable, fourteen-page backup from writer Paul Kupperberg (with a Levitz plot), penciller Arvell Jones, and inker Danny Bulandi. The Legionnaire team is Dream Girl, Shadow Lass, Princess Projectra, and Light Lass. They immediately take on the criminals, only to discover the hostage part of the equation, and are captured.

    Except they’re not, because Princess Projectra has projecting-hallucination powers, and so does maybe Dream Girl? It’s the traditional Legionnaires’ powers equation with a distinctive setting. They’re in the “civilian” future city, and while Jones doesn’t go for Sherman’s detail, he does lean into the scenery. The art’s got a lot of personality.

    The story has the Legionnaires splitting up to stop various heists, which are very similar to those in the modern day, and each learning a clue to unlock the third act. It’s straightforward, solid superhero stuff, not superlative like the feature, but a nice, sturdy way to round out the issue.

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  • The Spirit (June 8, 1941) “Five Passengers in Search of an Author”

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    Will Eisner (editor, script, pencils, inks)

    Joe Kubert (colors)

    Sam Rosen (letters)

    Five Passengers opens on a moody airstrip with an unlikely cast. A local schoolteacher’s favorite assignment is to bring the youngsters to watch the flight to Washington D.C. Each student gets to pick one of the passengers they’re watching board and write a fictional biography of the person. Given the strip will eventually involve foreign agents and other ill-intentioned folk, it’s strange no one ever thinks the schoolteacher’s off. The pilots even comment on the teacher and his class; it’s a regular field trip.

    The school field trip is just a bookending device, however, and the action quickly gets underway with the incredible events aboard the airplane once it is in flight. There’s a mobster turned FBI informant on the plane, and the only way the mob can get him is to take him out on the plane, then for the hitman to parachute. A concerned older passenger observes, dressed entirely in blue, but can’t possibly be Spirit in disguise because he’s not just wearing glasses, he’s also got an old man white hair tuft beard.

    It’s the Spirit, of course, who’s there on an unrelated case. Also, on board on an unrelated case is that foreign agent, who aids the mob hitman in his escape before turning to his own, now easily attainable, business. So everyone’s got their own agenda, there’s the potential for numerous double-crosses, and as long as the knocked out flight attendant doesn’t roll out of the plane, every Passenger will have either died or killed another passenger.

    Then there’s a surprise after all that intrigue—which already will have involved parachutes, multiple disguise reveals, and a possible logic error in the narration text—but it’s not enough for Eisner; there’s got to be a comeback reveal. Then the bookend finish. Then something appropriately pro-British, because there’s a war on and everything.

    Even the reveal at the end is basically just a cameo guest appearance, with some entirely functional dialogue to pass the time. Eisner and studio turn everything up to eleven with this strip—the opening has the class on the field trip to appeal to same-age readers, followed by almost immediate intrigue, violent mob action, and airplane peril. It’s a showcase of extremes, except there’s minimal Spirit fisticuffs. It’s not a Spirit action showcase, it’s a soft pilot for Spy Spirit’s Mystery of the Week. And it’s interesting to see Eisner and studio flex with narrative promises over visual ones. The strip’s a very accessible Spirit, especially in a newspaper full of war news.

    The art’s entirely solid, with some moody panels but no real standouts. The timing is excellent, with Passengers using comedic comic strip timing in an intrigue setting and such. The strip’s successful; it just lacks any particular oomph, which is a choice given the guest star’s identity.

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  • The Spirit (June 1, 1941) “Killer McNobby”

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    Will Eisner (editor, script, pencils, inks)

    Joe Kubert (colors)

    Sam Rosen (letters)

    And, now, Killer McNobby takes the crown for most formal flexing Spirit strip. They do the narration entirely in rhyme, with accompanying illustration. It’s almost like Eisner and studio realized if they didn’t do something different with it, Killer would be maybe the fifth “Spirit vs. Titular (asterisk) Criminal” strip. Maybe tenth. It’s kind of a default by now, enough so they’ve been deconstructing the tropes recently.

    Killer is a bad dude who starts small and gets bolder and more successful. His modus operandi is killing his victims so there aren’t any witnesses to his robberies. There’s a simplicity to the man, and Central City knows to fear him. But Spirit’s not scared, so they get into a fist fight from afternoon to the next morning in a lot in the slums. Gangsters either do or do not show up, the underworld definitely comes out, but the rhyme—there’s eventually a chorus, it’s a song, it’s an urban folk fight song for Spirit; it’s a big ol’ swing. But before I get too distracted by how well-executed Killer gets, I’ll note the incongruities in the lyrics.

    The lyrics are impressive in terms of humor and rhyming; in terms of relaying the narrative as it plays out in the accompanying illustrations… they get a C. It happens a lot during the fight sequence, which is unfortunate because it’s a glorious fight sequence after the build-up. Once it’s clear we’re headed into fisticuffs, the rhymes either do or don’t make sense with the illustrations; they quickly become confusing. More confusing is the lyrics not making sense between the rhymes; they lose internal consistency for a while and just roll with it, presumably because they knew once you saw the fight page, you were reading as fast as you could to get to that one. Killer must have looked great on the newspaper page.

    There’s not much story. Spirit just goes after dude when enough is enough. They get into the fight, they both have highs and lows, and then there’s the finish. And Eisner and studio change up the lyric structure again to get to a rhyme, saying whatever they have to say to get there. It’s ambitious, it’s successful, it’s just not particularly tenacious. They do an awesome, delightful strip. When re-reading the lyrics to try to understand how the underworld can all be in attendance without any gangsters, the art starts to feel distracting. And the way Eisner works the art to ignore traditional comic strip narrative—it’s far more expressive, both for humor and exposition. It just doesn’t always fit with the lyrics, except typographically, of course. There’s a not zero chance much of the song was written to fit the spaces between the visuals. Killer’s a gorgeously illustrated strip; they worked hard on this one, and they deliver.

    Spirit’s been making lots of big swings lately, both in narrative and style; Killer McNobby’s the champ.

    For now, anyhow.

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  • All-Star Comics (1976) #74

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    Paul Levitz (script)

    Joe Staton (pencils)

    Joe Giella (inks)

    Adrienne Roy (colors)

    Ben Oda (letters)

    For the last few issues, Dr. Fate, then Hawkman, have had C-plots involving shadow messengers who come to collect them for a higher purpose. On the splash page, we discover this higher purpose: to prepare Earth’s heroes to stop the imminent end of the world. Their meeting is quickly completed (just that splash page), as writer Paul Levitz knows the reader’s going to hear a lot about this mission in exposition throughout the issue.

    But not in the second scene, which has Power Girl and Huntress out for lunch in their civilian identities. Power Girl’s just gotten hers in the Power Girl miniseries, and marvels at Helena Wayne’s ability to juggle the two. Except Helena’s been Huntress for far less time than Power Girl has been operating, so it makes very little sense. And Power Girl thinking about how growing up as Batman’s daughter must help with the comfortable duplicity is a whole different subject.

    They rejoin the main team for the team briefing—Levitz is in a hurry here, too, skipping through the social pleasantries (but then immediately referencing them). It doesn’t really matter anymore because once Levitz reveals the twist, the entire issue feels like a negotiation between page count and narrative necessity. Even after the team splits up into two squads so the story can move forward (a little).

    The first mission has Hawkman, Green Lantern, and Power Girl going to stop a battle between the Soviets and the Chinese. Green Lantern breaks it up, then starts caring for the injured. Hawkman bitches and moans about how Green Lantern should be taking care of the Justice Society mission and not helping some loser civilian. Superheroes are the most important! Green Lantern and Power Girl tell Hawkman he’s being a dipshit, and he takes the observation to heart.

    Strange opening. Not as strange as Dr. Fate, Huntress, and Flash’s mission to Montreal. Incidentally, Earth-2’s Quebec is independent, which doesn’t play into the story but is definitely something someone wanted made clear. The heroes stop some terrorists who have attacked an international women’s conference. They do not say “feminist,” but Flash does whine about how, next thing you know, Hawaiʻi will want its independence. While not as crappy as Hawkman (and just a throwaway line), it’s not All-Star without a reminder these defenders of the planet Earth are often complete asshats.

    Then the third part has the whole team going to see the “Master Summoner,” the guy who talked to Dr. Fate and Hawkman on the splash page. This time, with the whole team assembled, Master Summoner feels more comfortable revealing the plot twist.

    The last chapter is a big battle, involving numerous returning characters (Superman, Wonder Woman, and so on), who get no lines because Levitz is cramped for space and for story. There’s no reason for the cameos, so giving them dialogue would be even more nonsensical.

    Joe Giella does a solid job inking Joe Staton’s pencils. It’s not the best looking Staton All-Star, but it’s far from the worst. There are some decidedly goofy panels, of course.

    Story-wise, it’s fairly pointless as it all turns out. Especially given the multi-issue build-up. Huntress continues to be a fine addition to the team, and Levitz focusing on her and Power Girl is the right move. If the middle-aged men heroes had any character development or just tried not to be dicks (okay, Dr. Fate and Green Lantern seem to be making an effort), maybe it’d play differently. But probably not because they don’t have anything going on in their lives. Not even lunch like Power Girl and Huntress.

    A final piece of housekeeping: While the last page teases next issue, DC cancelled All-Star Comics as part of the 1978 “DC Implosion,” so their adventures (with Levitz and Staton as creatives) continued on in Adventure Comics.

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