War Story: Condors (2003)

War Story Condors  1After Condors, I’m even more decided on the idea—Garth Ennis wanted to write a play. I’m not sure if he wanted to be a playwright or just write a play, but Condors is a play. The entire comic takes place in a bomb crater with four different soldiers fighting in the Spanish Civil War. Only one of them is Spanish. There’s an IRA man fighting on the side of the fascists. There’s a British socialist. Finally, there’s a German flier.

At some point, Ennis—in a practically wall-breaking bit of exposition—explains many think the Spanish Civil War is just where Hitler’s testing out the Nazi war machine before unleashing it on France or England.

What’s so interesting about reading the War Story series twenty years after they released, after reading twenty years of Ennis war comics, which have consistently improved….

I get to see where Ennis went wrong and adjusted. Because there’s also the sophomore slump here, and on the wrong book to have one. War Story’s got so much against it already: it’s a war comic, which not even 9/11 made popular again, and it’s an anthology (has anyone checked to make sure the supposed one-time popularity of anthology series isn’t actually just historical gaslighting). And it’s Vertigo, so even if you were a super-duper mainstream fan of Preacher, your shop might not carry it.

So not the time for Ennis to be phoning in a script.

And it’s better than the last story. Condors is third in the collection, third released, so Ennis has at least halted the decline. Though coming after J for Jenny—the excellent first story in the collection, which I remain convinced got moved to start out on a solid footing—Condors would’ve been a disappointment.

But coming after Reivers? And having frequent Ennis collaborator Carlos Ezquerra on the art? Condors is all right. I mean, it’s a disappointment, but with some asterisks. It’s too bad it isn’t better; it’s just not a surprise it isn’t. Because Ennis doesn’t have the story here, either, he’s trying to talking heads his way into insightful, leaving it up to the reader to decide. But the reader’s deciding between a Nazi and a psychotic terrorist. The Spanish soldier knows what’s up, so he’s the history lesson. The comic makes a little fun of the socialist’s idealism, but even in 2003, Ennis wasn’t saying he’s wrong.

The four men sit around and tell their stories. No one’s got a weapon; everyone’s tired; let’s hang out until the shelling stops.

Ennis gives them all complicated, traumatic back stories—they all grew up in the shadow of the First World War, which irrevocably broke their respective childhoods—but they’re still caricatures in the present. Maybe it was a spec script? There are a bunch of flashbacks, including recent ones establishing how the men ended up in this particular bomb crater on this particular day, so there’s lots of war action. Ezquerra does an okay job contrasting the “glory” with the reality (the German’s father came home without arms or a face; alive) but the present-day battle stuff’s filler.

I’m glad I’m finally reading these original War Story comics, but I’m also really glad I know Ennis won’t be stuck in this mud forever. Or even much longer.

But I also know why there wasn’t a third Vertigo volume.

Condors is okay. But there’s better (and worse) Ennis and Ezquerra out there to read.

Hitman: Ten Thousand Bullets (1996-97)

Hitman: Ten Thousand Bullets

So when I said I was going to keep going with Hitman after reading the first volume last June, I meant it. I did not go back and reread it (though I’ve perused since finishing this second collection) and was able to mostly follow the story so Hitman can withstand a sixteen-and-a-half-month break, which is impressive.

I also didn’t read the introduction by Kevin Smith. It’s a little bit too effusive about Hitman writer Garth Ennis. So it stings when you get through a quarter of the collection and agree with Smith’s effusiveness, jealous he got to be the one to tell Garth, and you didn’t. Like, there’s a moment where Hitman just clicks, and then it keeps going all the way through.

Ten Thousand Bullets is a collection of three stories; six comics, three stories. The first is a four-issue arc–Ten Thousand Bullets, then there’s an Ennis one-shot-aside single issue, then there’s an annual. Joel McCrea does the art on most of it, with Carlos Ezquerra and Steve Pugh doing the art on the annual. They take turns, with Ezquerra doing a riff on McCrea’s art, then Pugh doing a riff on it, then Ezquerra again. It’s a great-looking issue because there’s so much contrast between the artists, but you’re already used to the Hitman visual motif because they’re doing the “house” McCrea style, so you can see the choices better having just deep-dived with five issues of McCrea.

The main story has Hitman Tommy Monaghan trying to take down a vigilante who kills drug dealers, then sells their stuff himself. Kind of like an evil Robin Hood. The vigilante’s name is NightFist, and he’s a direct riff on Jim Valentino’s ShadowHawk. Like, if the one-shot and annual hadn’t been so affecting, I was going to open this post asking what Jim Valentino ever did to Garth Ennis because there’s a story there. And if there’s not… I mean, ShadowHawk was always a good punchline.

For help with the job, Tommy calls in his old friend, Natt, and welcomes him to the regular supporting cast, which includes the bar buddies and then Wendy, the girl Tommy met before in the series.

At the same time, the existing series bad guy is back and after Tommy, hiring a better hitman—one who knows how Tommy’s superpowers (mind-reading and x-ray vision) work.

There’s action, there’s comedy, there’s tragedy, there’s McCrea’s enthusiastic art. Some of the tension in the action comes from the visual pacing alone, with McCrea building between panels. They use the same tension in the comedy sequences, where Tommy and Natt’s constant bro banter isn’t exactly funny, but it hits really well. Especially after Tommy explains we’re about to hear the story of how he lost his girl and his best friend. Ennis actually understands how past tense works, which might be where I wanted to be the one to get to write his introductions, and it brings this sense of impending tragedy in just the right way. Because the comic’s still funny, it’s just bittersweet. And then Ennis sort of leans on the bittersweet nature of it all. Though in Hitman parlance, it’s more like he pushes his thumb into a bullet wound, intensifying Tommy’s experiences, tying into the narrator versus the actor.

It’s really well-written comics.

More than makes up for the story getting loose a couple times.

The one-shot and the annual aren’t ever loose. Ennis has got them tightly controlled, he and McCrea finding the perfect pacing for the Final Night tie-in one-shot. While the Super Friends fight to save planet Earth from—was it evil Green Lantern—Tommy and his friends hunker down in the bar.

Of course, we know now if Superman got on the news and told us to stay inside or we’d get vaporized, forty percent of us would go out on the streets. Maybe it happened back in the sixties in the comics and Darwin and all.

Anyway.

The guys in the bar sit around and tell stories of when they came closest to death and what saved them. Ennis does war stories, he does parables, he does kid stories. McCrea keeps it all steady between the vignettes, doing some minute style changes, but more like he’s expanding the visual palette than switching to a new one. It’s real good and echoes back to a flashback from the main story, which is another place Ennis takes a big swing with the series and the tone.

Of course, nothing prepares for the annual, which is a homage to the Sergio Leone and Clint Eastwood “Dollars Trilogy.” Tommy ends up in a modern spaghetti Western, playing good guy off bad. There’s a great Klaus Kinski joke too. It’s a funny story—lots of jokes, probably the most per capita—and a nice friendship arc for Tommy and a guest star. Ennis homages deep, sometimes running a riff on a Leone narrative beat underneath scenes related to the Hitman content. It’s very nicely done.

Though you probably need to have some strong feelings about whether Good, the Bad, and the Ugly is actually the best to get as jazzed up as me, Ennis, or Tommy get jazzed up. But seeing Pugh go wild doesn’t need any context. There’s some excellent art from both him and Ezquerra on the annual.

So, once again, I can’t wait to keep going on Hitman.

Once again, I really, really intend to do it sooner than sixteen months from now.

The Tankies (2021)

9781682475973

Tankies is a collection I never realized I needed. I’ve read the component limited series and story arcs, which came out in Dynamite’s Battlefields series from writer Garth Ennis. The Tankies brand was in the separate mini series version, the first attempt at an anthology series, and the second attempt at the anthology series. Dynamite tried it’s damnedest to get Ennis war comics to sell. And Ennis delivered great scripts through the whole Dynamite era. Except for the series he played for laughs.

Tankies. Reminded me too much of Rifle Brigade. Too much humor, not enough content. And there is a lot of humor in the first of the three stories (the Tankies collection is three three issue limited series). Ennis also includes the not funny parts and allows for some absurdity in them. The general and aide walking through the battlefield as it explodes around them because the general’s so hardcore, some of the terrible luck of the supporting cast as they come across the Germans. The first story is very much about the British tankies sacrificing themselves against technologically superior Germans because the British government just can’t get their shit together on how to make a tank. There’s lots of graphic, gory art, which at the first panel seems slightly comical because of the exaggerated gore but the exaggerated gore is reality and it just keeps going horrific the rest of the time.

The humor comes from the posh London tankie crew Ennis follows getting a new commander; Sergeant Stiles. He’s a Geordie from Newcastle and if the crew isn’t prejudiced against him, they’re distractedly stunned. And he’s hilarious.

Ennis does a lot in the first couple stories with British class structure and how it plays against itself in the war situation, but that first story is all about Stiles being hilarious. He’s a tank veteran with some bad history, but he’s also completely unaware the rest of the world doesn’t act like him. Stiles isn’t going to so much character develop throughout the collection as Ennis is going to realize he’s a better character when you don’t play him for laughs. The first story has no appreciation of his capability and intellect, just exhibits it. By the third one, the supporting cast of military commanders are finally acknowledging Stiles’s really good at his job. Maybe even in the second story, which starts like it’s going to be for laughs then stops real quick.

The first story takes place just after D-Day and has Stiles and his crew trying to catch up with the rest of the tanks—they’re delayed when Stiles has to take over—while the Germans are hunting the inferior Allied tanks. There’s a lot of banter with the tank crew, a lot of black humor, but also the very straightforward side stories (outside the absurdist humor) about events occurring simultaneously, affecting Stiles and company from afar.

The second story takes place in 1945, when Germany’s losing, with Stiles and a new crew. After initially seeming like it’s going to be for laughs, it’s a tense cat and mouse story with Stiles hunting one of the German King Tiger tanks.

The final story takes place in the Korean War, with a much older Stiles back in the tanks though much of the series actually takes place with a trapped infantry company. It gets back to the tanks by the final part, which ties all three series together, at least as far as Stiles’s journey is concerned. Because of Ennis’s comedy-oriented narrative distance in the first story—and then a still exaggerated one in the second story—there’s not much of a character development arc through the three. There’s a good one in the third story, which relies on what’s come before, but Ennis’s handle on how to write the material gets better the more he’s doing.

By the second story, for instance, he’s figured out how to integrate the more historical sequences he does with asides in the first. The third story he’s able to get Stiles into actual historical events and still maintain the character arc. It reads far better in a single volume, in a single sitting, than I’d ever have imagined. Particularly not when I started it and thought, oh, no, Tankies is the absurd comedy one.

Ennis has a nice afterword summing up the collection at the end, including a bunch of historical information and his narrative reasoning. Then some Carlos Ezquerra sketches and pencils to round off the collection.

Ezquerra’s art’s good throughout. The second story’s probably my favorite—art-wise—but it’s also got a really disappointing finish, art and story-wise. There’s just something off about it. But Ezquerra handles everything Ennis throws at him.

Tankies is a really good read. I don’t know if I’d ever done the three series in a sitting without the collection, so kudos for Dead Reckoning for not giving up on Garth Ennis war comics. These things deserve readers, they deserve regard. And while Sergeant Stiles might not get a great character arc over the three stories, there’s just more and more impressive writing from Ennis to make up for it.

Judge Dredd 34 (August 1986)

Judge Dredd #34It’s an excellent issue about a vigilante hitting various organized crime guys in Mega-City One. Does it make any sense for there to be mobsters above the Judges? No. It’s sort of weird and has something of a retro vibe–like it doesn’t really star Judge Dredd but his training officer.

Nice art from Ezquerra and Ian Gibson. There’s a lot of precise action in the story–Dredd is sure the vigilante has been trained as a Judge and the vigilante has a couple intricate plans to execute. The art on those sequences is real strong and would be surprisingly ambitious if Ezquerra and Gibson didn’t also take a very grand approach to Dredd himself this story.

It’s big and awesome.

The backup has Dredd fighting a giant ape robot. Ezquerra’s art is inventive, Malcolm Shaw’s script is short and goofy.

That lead story is rather good Judge Dredd.

CREDITS

Writers, John Wagner, Alan Grant and Malcolm Shaw; artists, Ian Gibson and Carlos Ezquerra; letterers, Tom Frame and Stan Richardson; editor, Nick Landau; publisher, Quality Periodicals.

Judge Dredd 32 (June 1986)

Judge Dredd #32Dredd has his showdown with the surviving Angel brothers. It’s an oddly incomplete story just because Walter has a silent but important role and Wagner and Grant never get around to resolving it. At least not in this collection of progs; maybe in the actual 2000 A.D. they got to it in a good amount of time.

There’s some more silly stuff–the rat going to get Dredd at the Hall of Justice–but the showdown is good. Wagner and Grant pace it out well and Ezqerra’s energy is good. The final resolution for the Judge Child is fine; pointless, but fine.

Unfortunately, the second story–with nice, if too comedic, art by Jose Casanovas Jr.–is idiotic. Wagner and Grant try too much for social commentary. And they don’t even have anything to say, they’re often clearly padding out the exposition.

But they do reference the Apocalypse War well.

CREDITS

Writers, John Wagner and Alan Grant; artists, Carlos Ezquerra and Jose Casanovas Jr.; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 31 (May 1986)

Judge Dredd #31Besides having some very odd angles from Ezqerra, this issue does pretty well. Even if Wagner and Grant have a really, really silly setup.

The Judge Child, across the galaxy, is able to control minds back on Earth. And I think read minds too. He wrecks havoc as he plots against Dredd. Part of that plot is releasing Fink Angel, the creepiest of them–the one with the pet rat who wears a hat–and that part of the issue works out well.

Unfortunately, then the Judge Child raises Mean Machine from the dead. So he can control minds across the galaxy and resurrect people. It’s silly.

Dredd has a good encounter with Fink; what Ezqerra doesn’t do in detail, he at least breaks out well into panels.

Besides the goofy elements and some wonky art, it’s a rather good issue. Wagner and Grant keep the storytelling precise and brisk.

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 30 (April 1986)

Judge Dredd #30It’s a tough issue. Not in a bad way, but in a post-Apocalypse War, the future is a tough place, tough issue. Wagner, Grant and Ezquerra do both stories. The writing is better than the art, but Ezquerra does pretty well with it. There’s humor and humanity. Can’t ask for much more.

The first story has Dredd dealing with a robot city’s tyrannical ruler. Wagner and Grant manage to make it silly and still rather affecting; maybe because Dredd seems to be in actual danger after a point. And the handling of the War’s aftermath is fantastic.

The second story–the much longer one–has a fungus outbreak putting the struggling Mega-City One in danger and Dredd has to race to stop it. It’s a rather good story, with Wagner and Grant roaming with the focus for a while.

The toughness never feels overdone or tongue in cheek.

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 24 (October 1985)

Judge Dredd #24The Apocalypse War saga ends. There’s some silliness–like Wagner and Grant referring to Dredd’s “Apocalypse Squad”–but most of the comic works out, at least as far as narrative.

Dredd’s got to take care of the enemy’s mega city, which proves easy thanks to Anderson (who the writers use to get out of plotting difficulties), and then he heads home to win the war.

There’s a little bit too much exposition and it doesn’t work because Wagner and Grant are overextending themselves. They’re giving more information than the story needs to succeed and it weighs down a lot of sequences. The subplots don’t really provide any additional texture, they just fill pages.

And those pages have really bad art. Ezquerra is worse than he was in the previous issue. His composition is worse, his detail is worse. It’s a hideous looking comic.

But the writing is effective. So… yeah.

B 

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 23 (September 1985)

Judge Dredd #23From the start, Ezquerra’s art is off. His figures are weak, his composition is worse. Maybe he just burned out on all the war stuff–there are constant empty backgrounds, like he’s trying to do less work. It actually feels like someone doing an Ezquerra impression and and a rushed one.

As for the writing… Wagner and Grant have two things to do in the issue. First is to resolve the Soviet brainwashing of the Chief Judge. Dredd has to infiltrate and take him out, which doesn’t cause Dredd any consternation because the Chief Judge knows he’s been brainwashed and wants to die. What that plot lacks in dramatic impact, at least the infiltrating should be interesting (and the extraction).

Sadly, Ezquerra’s weak art hurts it a lot.

Ditto the second plot point, the judges waging war against the Soviets. Or getting ready to.

The art significantly impairs the issue.

C+ 

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 22 (August 1985)

Judge Dredd #22It’s the war comic I’ve been expecting from Wagner for a while now. Dredd and the judges with him have a mission and they try to carry it through. There are changes, but minor ones. It’s just a war comic, even during the bewildering sequence where the judges have to knock down the supports on a giant highway system to stop the invasion.

It all looks too simple. Ezquerra has some nice panels but he never establishes the lack of reality in the set pieces. Instead of it being fantastic, Ezquerra instead goes for cheap thrills.

But the big silly action sequences are still mostly successful. Wagner writes them well, silly or not. The only drawback, other than the major problems, is Walter and the comic relief. Wagner goes too far with the comic relief, which leads to some lame jokes.

It’s fine enough, it’s just a little bit tiresome.

B 

CREDITS

Writer, John Wagner; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.