Legion of Super-Heroes (1980) #268

Lsh268I’ve always had a soft spot for Steve Ditko’s art. Even thirty-ish years ago, when I was starting to recognize creators in Silver Age books—hunting down older comics to read—Ditko was already a reclusive, right-wing crank. No doubt complaining about wokeness since 1985. History’s just proven his being quiet about it was the only difference between him and many other comic creators.

Except, of course, the talent. Ditko’s art has an energy about it, even here in a Legion of Super-Heroes fill-in. Bob Wiacek inks, doing what he can in the medium and long shots, but there’s this bewildering mix of static and kinetic in the Karate Kid fight scenes. The figures seem stiff, but they move fluidly. And then there’s something weird about the close-ups; not sure if it’s too much Wiacek or not enough.

The outer space stuff is fantastic. Full stop. Steve Ditko’s 2001.

The story—by J.M. DeMatteis—is ambitious but not successful. DeMatteis introduces a wild villain—named Doctor Mayavale—who kidnaps some of the Legionnaires, saying they’ve got a history together from previous lifetimes. The issue plays out like a spec script for a “Star Trek” episode—hey, maybe a “Star Trek: Phase Two” episode—only with the three Legionnaires kind of having something to do with the story. Only not really, just for action scenes.

It’s an incredibly padded story, starting with a reference to current events in the series, then a bookend with Lightning Lad and Saturn Girl (I think; I’ve been reading these for months, and I’m still not sure on most of the names—though Cosmic Boy’s the one dressed like a male stripper). Speaking of Cosmic Boy, he then narrates the flashback–so much padding. Then the mind-boggling cosmic space-time odyssey fit into an “each hero in separate trouble” comic book template.

There’s some really iffy Native American cultural appropriation, which DeMatteis ratchets up throughout the story, and the resolution’s very pat—even for a Legion fill-in—but the issue’s got some charm. It’s silly to see some guy talk about the secrets of the universe when Steve Ditko’s drawing him as a General Custer wannabe. It’s like they knew the absurdism would actually help, so they amped it up.

The wrap-up bookend kills the momentum, but it’s a much better read than it ought to be.

Legion of Super-Heroes (1980) #265

The Legion of Super Heroes  265Given Jim Starlin once took his name off a Legion story because it wasn’t published as a Super Spectacular, I started wondering if regular writer Gerry Conway just did the plot for this issue—letting J.M. DeMatteis handle the script—because there’s a Radio Shack advertisement posing as a Superman comic accompanying. With pencils by none other than Jim Starlin.

I mean, I doubt it, but it’s a question.

The Legion story wraps up the Tyroc arc, which Conway’s been cooking for a couple issues. Tyroc—the only Black Legionnaire–ran off when they needed his help, causing team shithead Wildfire to go on a very pointed rant about Tyroc’s audacity and whatnot. Last issue, we found out it’s because his island homeland dimension hops every three hundred years or something. This issue finishes up that story and gets rid of the Legion’s only Black person, about four years after his first appearance. He doesn’t die; he just doesn’t escape with Shadow Lass and Dawnstar. The optics outweigh the spoilers—it’s not a particularly compelling tale, anyway.

Not the modern-day part, at least. Tyroc’s having a panic attack and ignoring all Shadow Lass and Dawnstar’s questions about being locked away from their own dimension for the rest of their lives. Eventually, he tells them the origin story of the island. A group of captive Africans, being transported in the slave trade, defeated their captors and found the island somewhere in the Atlantic. Soon after landing there, the island disappeared into another dimension. Then a few hundred years later, after they’d settled in, the island went back to Earth. And repeat. So they’re isolated both by being an island and also because they’re not permanently part of Earth’s history.

Tyroc’s a mutant (they don’t call him a mutant, of course), and he’s worried the use of his sonic powers has accelerated the window the island spends in Earth dimension.

There’s a lot of iffy and worse art from Jim Janes and Dave Hunt. It wasn’t worth the build-up, but it’s not absent good ideas.

Is The Computers That Saved Metropolis!, brought to you by DC Comics and Radio Shack, also not absent good ideas? It’s an almost thirty-page combination advertisement for Tandy Computers, a middle school computer history lesson, and Superman versus… Oh, wow. I thought writer Cary Bates created villain “Major Disaster” just for this comic (a giveaway at Radio Shack, reprinted in a number of DC comics), but he’s a Green Lantern villain. I thought for some reason they didn’t want to use a good villain like they’d need Radio Shack’s permission to use him; presumably, school teacher Ms. Wilson (Margaret to Superman) doesn’t appear again.

Anyway.

Starlin pencils, Dick Giordano inks. It’s funny how the “backup” has so much better art than the lead story here. Starlin’s always okay, sometimes better. There are some particularly good Superman action panels, as there should be, given Bates refers to him as the “Action Ace” a couple times.

Now, I must’ve had this comic at some point. I can’t imagine it wasn’t everywhere in the early eighties, either for free or close to it, but I’ve got no memory of the story. Major Disaster gets Superman to breathe in Kryptonite dust, then sets about showing off how Superman’s lost his super-smarts, which he uses to calculate all his action acing. The issue’s revelation Superman’s constantly doing math to figure out how not to kill everyone with his derring-do is… cool. Like, Superman as super-smart was always a neat bit.

Good thing Superman just gave Margaret’s class a couple Tandy TRS-80 microcomputers, which can do the math for him. Of course, he and the kids have worldwide micro-radio communication, but the best computers for crunching numbers aren’t in the Justice League Satellite; they’re available at your local Radio Shack®.

Major Disaster’s a lousy villain, and it’s too long—not to mention Bates (and Superman) contribute to erasing Hidden Figures’s NASA Black ladies (wait, is that erasure the connection with the first story?)—but it could be a lot worse. Like, Starlin’s heat vision panel’s fantastic.

Scooby Apocalypse 2 (August 2016)

Scooby Apocalypse #2It’s Aliens. Giffen and DeMatteis are doing “Serious Scooby-Doo Meets Aliens.” And it’s pretty good.

This issue has the gang trapped in an underground bunker where they have to crawl through the ceilings but avoid the monsters crawling through the ceilings. There’s a lot of emphasis on the humanity of the situation, but then there’s Porter’s art doing these exaggerated hero poses for the characters. What’s so strange is how little it has to do with Scooby-Doo. Giffen and DeMatteis have almost no interest in the dog (or his interactions with Shaggy). It’s not pop culture fulfillment, it’s a brand relaunch.

Hence the lack of Doo in the title?

It’s strongly plotted, great dialogue, excellent visual style. Scooby Apocalypse is great corporate product. It’s not sublime, but it’s great at what it’s trying to do. I just wonder how long Jim Lee, who’s credited with the concept, worked at it and whether or not he had help (or was filling a request from corporate).

CREDITS

Apocalypse Right Now!; writers, Keith Griffen and J.M. DeMatteis; artist, Howard Porter; colorist, Hi-Fi; letterer, Nick J. Napolitano; editors, Brittany Holzherr and Marie Javins; publisher, DC Comics.

Scooby Apocalypse 1 (July 2016)

Scooby: Apocalypse #1I wouldn’t call Scooby: Apocalypse so much good as successful. It’s Keith Giffen and J.M. DeMatteis doing a “grown-up” version of Scooby Doo, which isn’t something I would’ve thought there’d be an audience for but now I’m not so sure. All of Giffen and DeMatteis’s instincts when it comes to the characters are spot on. They’re “grown-up” and modernized but still annoying in the same ways.

And Howard Porter’s art is an interesting choice. Velma and Scooby are the most successful, with Daphne and Fred being somewhere in the more obvious realm and Shaggy being a riff on eighties Mike Grell Green Arrow for whatever reason. In look, not characterization. As far as characterization, it remains to be seen if Giffen and DeMatteis have arcs for the characters or just a lot of solid banter.

The story’s fine–it’s the team’s origin story, Scooby is a failed Army super-dog experiment, Daphne and Fred are lame TV journalists, Shaggy is Scooby’s hopefully stoned handler. I didn’t notice any bud though. If Giffen and DeMatteis can get away making Shaggy and Scooby actual stoners… well, it’d be funny.

Even though Porter’s visualizations of characters are sometimes weird, his art’s totally competent. He puts work into it and he does get how to pace out the script’s jokes.

It’s not a great comic, but it’s not a bad one at all.

CREDITS

Waiting for the End of the World; writers, Keith Griffen and J.M. DeMatteis; artist, Howard Porter; colorist, Hi-Fi; letterer, Nick J. Napolitano; editors, Brittany Holzherr and Marie Javins; publisher, DC Comics.

Fearful Symmetry: Kraven’s Last Hunt (October-November 1987)

43929 20080609052204 largeI remember when Kraven’s Last Hunt came out. I was eight or nine. Marvel advertised it something fantastic. I was a regular Spider-Man reader, but mostly from collections and it wasn’t like there were a lot of collections in the late eighties. Almost thirty years later and I still can’t think of a better Spider-Man story, not an eighties or later one.

J.M. DeMatteis writes Hunt for new and regular readers, which is in itself a little strange. When I think about eighties comics, Marvel and DC alike, it was always very hard to jump on. But in Hunt, Spider-Man had just gone through a lot of unusual publicity–he’d gotten married–and the story immediately follows the wedding. It was also a cross-over between the three Spider-Man books, which might have been a new thing? I can’t remember.

So, in other words, DeMatteis is working a lot on character. He’s introducing not just the guest stars–Vermin and Kraven–he’s also introducing the regular cast, as he needs them for this story. Peter and Mary Jane are going to have a very rough six issues and DeMatteis forecasts it. When it seems like he’s hit the limit on foreshadowing, he pushes further because he’s trying to make sure the reader knows what’s coming.

And the relationship with the reader is important. DeMatteis wants a lot of trust–he wants to jump around in place, he wants to use a whole bunch of narration–Kraven, Spider-Man, Mary Jane, Vermin–Last Hunt is ambitious. For an eighties Marvel comic, it’s through the roof ambitious, but it’s ambitious in general because DeMatteis is treating Spider-Man as the icon.

Even in the black costume, he’s an icon. I think he was just still wearing the black costume (and might eighty-six it as a direct result of this storyline), but DeMatteis uses it to establish what makes the character. It’s not hard to do a good Spider-Man story and it’s sometimes not even hard to do a better than good one, but it is hard to do an ambitious one.

DeMatteis succeeds in no small part thanks to Mike Zeck’s art. Last Hunt isn’t fantastical, it’s realistic, it’s depressing, it’s scary. DeMatteis and Zeck have a story about four people who are afraid, all the time, all to varying degrees. They’re afraid of themselves, of each other, of the world. It’s awesome.

I haven’t read the comic in ages; it holds up really well.

CREDITS

Writer, J.M. DeMatteis; penciller, Mike Zeck; inker, Bob McLeod; colorist, Janet Jackson; letterer, Rick Palmer; editors, Jim Salicrup and Tom DeFalco; publisher, Marvel Comics.

Moonshadow 4 (December 1994)

Moonshadow #4This issue has Moonshadow and Ira getting forced into military service. It’s an intergalactic war, which gives Muth a lot of great stuff to draw. Moonshadow is conceptually low-tech and almost junky in how it shows extraterrestrial civilization, but Muth does find occasion for some really beautiful details. Space travel through individual bubbles, for example, is breathtaking.

DeMatteis has a lot about war, which he always tells from Moon’s romanticized point of view, even when Moon doesn’t think he’s being romantic. There’s a great little subplot for Ira too. DeMatteis tells it over a page or two–Moonshadow is told in summary, with short emphasized scenes. DeMatteis sometimes focuses these well, sometimes poorly. This issue he focuses them well throughout.

The most affecting part of the issue takes place in flashback, one of Moon’s mother’s memories. DeMatteis forces this flashback (as he does them all) but the content’s strong.

B+ 

CREDITS

The Crying of the Wind; writer, J.M. DeMatteis; artist, Jon J. Muth; letterer, Kevin Nowlan; editors, Shelly Bond, Laurie Sutton and Archie Goodwin; publisher, Vertigo.

Moonshadow 3 (November 1994)

Moonshadow #3Things get a little too slow this issue, with Moon stuck in an asylum and Ira, his combination sidekick and antagonist, has to break him out. Why? Because Ira needs Moon to work odd jobs to support them. In the meantime, Moon has some encounters with his fellow inmates and there’s a lovely sequence when he plays the flute for them.

Muth’s art for that sequence is gorgeous. It flows, which is sort of strange, since the second half of the issue has a lot of action and a lot of examples of Muth not flowing. He does straight action scenes, very realistic painted panels. They’re technically good, but a little too static. It doesn’t help DeMatteis’s script kind of runs around in a circle too.

If there had been something along the way, something significant for Moon, it would’ve worked out a whole lot better. Instead, it’s gorgeous, troubled.

B 

CREDITS

The Crying of the Wind; writer, J.M. DeMatteis; artist, Jon J. Muth; letterer, Kevin Nowlan; editors, Shelly Bond, Laurie Sutton and Archie Goodwin; publisher, Vertigo.

Moonshadow 2 (October 1994)

Moonshadow #2Moonshadow continues with DeMatteis going high sci-fi–Moon, his mother and his sidekick, Ira, investigating a desolate spacecraft–while also going absurdist humor. DeMatteis works emotion into both and one of the most startling things about the comic is how dark DeMatteis will take it. The humor and the fantasy never distract; in fact, DeMatteis uses them to amplify the importance of the emotional goings on.

It’s rather phenomenal. And very hard to take because DeMatteis doesn’t offer any relief. All the humor comes with the emotional weight.

Muth renders some fantastic visuals this issue, particularly with his mix of styles at the end. And his work on the spacecraft exploration is positively frightening. Even though Muth’s art often gets to be far more playful than the script, that element of dread still lurks. DeMatteis and Muth create beauty, hope, dread and fear and intricately tie them all together.

B+ 

CREDITS

A Very Uncomfortable Thing; writer, J.M. DeMatteis; artist, Jon J. Muth; letterer, Kevin Nowlan; editors, Shelly Bond, Laurie Sutton and Archie Goodwin; publisher, Vertigo.

Moonshadow 1 (September 1994)

Moonshadow #1For Moonshadow, writer J.M. DeMatteis doesn’t shy away from showing off the comic’s sci-fi influences. There’s a little Douglas Adams, a little Kurt Vonnegut. But DeMatteis doesn’t rely on those nods to move the story along, they’re just around to make the reader feel comfortable.

This first issue introduces Moonshadow, a half-human boy being raised in an intergalactic zoo, and his supporting cast. There’s his mother, who was a hippie on Earth, their cat, Frodo, and then Moon’s de facto best friend, Ira. Ira’s a shaggy alien who looks like Cousin It from “The Addams Family.”

Not a lot happens in the first issue, just the setup–Moon, at twelve, ready to explore the universe–and a lot of good narration from DeMatteis and some beautiful art from Jon J. Muth. The comic moves deliberately and calmly, with DeMatteis carefully including some humor and Muth delivering gorgeous pages.

A- 

CREDITS

Songs of Happy Cheer; writer, J.M. DeMatteis; artist, Jon J. Muth; letterer, Kevin Nowlan; editors, Shelly Bond, Laurie Sutton and Archie Goodwin; publisher, Vertigo.

Justice League 3000 1 (February 2014)

936488Being insincere and not funny are two things Justice League 3000 can’t handle. It’s a dumb idea–in the future, the Wonder Twins clone the Justice League so they can save the galaxy. Only there are problems. For example, Superman is a lot like the Giffen/DeMatteis Guy Gardner, only with some Ultimate Captain America thrown in. He and Batman threaten to kill each other every few panels. Then Batman quips about kryptonite.

3000 isn’t just not funny, it’s desperately not funny.

Keith Giffen gets a plotting credit, so he isn’t as responsible as J.M. DeMatteis, who scripts this terrible dialogue. He’s trying to surprise with the clones, which just makes things worse. Except not as bad as the Wonder Twins banter. Nothing is as bad as the Wonder Twins banter.

The Howard Porter art doesn’t fit the story and isn’t an original future design; clearly no one cares.

F 

CREDITS

Yesterday Lives!; writers, Keith Giffen and J.M. DeMatteis; artist, Howard Porter; colorist, Hi-Fi Colour Design; letterer, Sal Cipriano; editors, Kyle Andrukiewicz and Joey Cavalieri; publisher, DC Comics.