Superboy and the Legion of Super-Heroes (1977) #243

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Paul Levitz (script)

Joe Staton (pencils)

Jack Abel (inks)

Cory Adams (colors)

Jean Simek (letters)

Al Milgrom (editor)

It’s one issue-long story this time, no backup, which is both good and bad. It’s bad because this issue’s a letdown from the previous two “Earthwar!” entries, but it’s good because after an issue of Joe Staton penciling instead of James Sherman… It’s okay if the issue is over.

Writer Paul Levitz carries on as though nothing’s changed with the penciller replacement. Except Levitz’s exposition plays very differently against Staton and inker Jack Abel’s bland future scenery. It’s not just bland compared to the previous issue; it’s bland for any Legion. Staton and Abel are working fast, and it’s impressive how much they get done; completion, not excellence, is their goal.

The wind’s out of the sails immediately, with Levitz opening with that female Science cop Wildfire almost killed a couple issues ago. She gets a name this time—Shvaughn Erin—and quite a bit of expository reflection to catch readers up. We get to see Staton and Abel’s take on moody close-ups. Not promising. We also finally find out why she was on an urgent mission to see the Legion at the start of this story arc–one of their greatest foes has escaped captivity. She’s fairly sure the escape will have something to do with the resolution of this big storyline. So much so, she knows not to think the name of the great foe; be too soon to reveal.

The story then jumps to Weber’s World, the artificial planet of intergalactic peace, as aliens arrive for the long-promised peace negotiations. Not good space alien art. Lots of dialogue for them, and weak art to go along with it. It’s rough times, though Staton and Abel do better with the action scenes than the talking heads. And there’s some action in this part. It’s chase action, which is probably the best kind for the artists. Because their space-war action art won’t really click, nor will their future ground-war action art. They get it all done, though. They do accomplish their task.

Superboy and the guys who didn’t do that genocide–which they totally could have done, too, they’re tough guys–last issue on Khund arrive on Weber’s World just after the latest assassination attempt, and because the negotiating aliens (the Dominators, who are supposedly peace-loving) only trust the Legion, Earth negotiators are on their own.

Levitz cuts from the protagonists of parts one and two and does this summary bit over the war on Earth. It’s all about the valiant Legionnaires who are still around, making their last stand. There’s a bit about their deeply held value of not killing sentient beings, which is an odd inclusion unless someone read the last issue and thought they should remind some of the boys. The “sentient” bit lands odd, of course. Presumably, the multiple telepaths have cleared all their meats.

Anyway.

This section of the issue gets tedious fast. It’s cameo and guest star time, but it’s not exciting. The book’s not visually engaging. Sometimes, quite the opposite. And it gets more and more tedious as it goes on. No matter what Levitz has in store, Staton and Abel don’t make it look interesting. By the time the comic gets to the conclusion—after a nothing-burger reveal of the “Earthwar!” masterminds as an old Legion nemesis (with no editor’s note or context from Levitz for unfamiliar readers, which is a choice of its own)–the art’s operating on fumes, looking more like a proposal than finished work.

The issue’s a race for both Levitz—whose pacing for this story is completely different than the previous two entries—and the artists. They both make it, the artists worse for wear, and Levitz has exhausted his repertoire of narrative devices. He tries everything, and Staton can’t make hash out of any of it.

For part three in this arc, it’s a major letdown and entirely obvious why it’s happened. It is an exemplar team superhero comic narrative, again, only for the endurance, this time, not for the quality.

Maybe Sherman’s back next time. And if not, hopefully Levitz figures out how to adjust to Sherman’s absence for the finale.

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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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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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Superboy and the Legion of Super-Heroes (1977) #241

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The opening story, Prologue to Earthwar, is an all-time Legion banger, despite a bit of weaponized misogyny and classism. And Wildfire being okay with manslaughter on his conscience. Oh, and weird racism against the bad guys. They’re green and slimy, so the Legionnaires call them slime-related slurs. Is it speciesism?

Finally, lots of it is definitely fascism. Fascism is okay as long as you were right in the end, says Brainiac 5 with the most disconcerting grin. Penciller James Sherman has these big, expressive eyes on these careful faces, and so when every hero is grinning in their action panel, it feels like a victory lap of a comic book. But it’s unclear for what, because writer Paul Levitz doesn’t just punt the reveal into the next issue; he punts two reveals into the next issue. Probably not three, but possibly three.

It’s a wild story and wildly successful. The political and military business comes in rapid fire, but never with too much exposition. The story is mostly an action story. Superboy shows up and kicks ass; the Legion zooms out on a mission against the green space pirates in an extended sequence, which includes those sexism and classism subplots. Plot points. Plot details. Whatever they are.

With Sherman’s pencils (ably inked by Bob McLeod), Levitz basically has primetime TV teenagers as the Legion to play with. They’re able to do a bunch of character work, like Levitz is flexing because he knows he’s got Sherman doing the art. So, again, it has that victory lap feeling, like the creators know what they’ve got going here, they know how well it’s going to land, so they’re enjoying the stroll.

That attitude is infectious–the story’s fun. Superheroes show up and do really well-rendered superhero action things. They’re usually not being creepy to the girls. They’re often not being crappy about how other carbon-based life forms look. And there’s time for missions and side missions. Levitz has a full twenty-two pages, and Sherman only takes one of them for a big splash page. Sherman draws this book as if he wants to read it; Levitz writes it as if he wants to see Sherman draw it. The synergy’s out of sight.

The buildup towards the finish, where Levitz recalls various details from the story to that point, letting the reader in on some of the connections, is fantastic. Great cliffhangers. Just an outstanding Legion comic book.

There are the bad vibes, of course–the fascism, racism, sexism. Again, as long as you never get caught being wrong, you’re doing the right thing. I also just realized Superboy is never around for Brainiac 5 manipulating his teammates.

Still, great comic.

The backup has Paul Kupperberg writing a Timber Wolf extended backup (it’s 12 pages, meaning we get a full-page retelling of Light Lass’s origin). They’re on mission together, but the planet police guy doesn’t want Light Lass on the case because it’s about her evil brother, Lightning Lord.

Kupperberg’s scripting from a Levitz plot, with Arvell Jones and Danny Bulanadi on art. Jones likes doing some seventies fight scenes. The attitude and particulars remind a lot of Wolverine (oh, and Timber Wolf’s hair). But Kupperberg’s got a bunch of exposition to get out, like they were supposed to have more pages, not less.

It’s okay. It’s kind of roughly done; Kupperberg’s most engaged when it’s Timber Wolf interrogating the locals and playing rogue superhero. Then, most of the story ends up being Lightning Lord’s whinging.

But it doesn’t need to be on par with Prologue, just smooth enough to get through. And it does.

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All-Star Comics (1978) #73

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Paul Levitz (script)

Joe Staton (pencils)

Joe Giella (inks)

Adrienne Roy (colors)

Todd Klein (letters)

Joe Orlando (editor)

Fourteen issues into the book and–as nearly as they’ve ever come–writer Paul Levitz, penciller Joe Staton, and editor Joe Orlando have figured out All-Star. Some of it’s very intentional: Levitz keeps Wildcat unconscious for the entire issue, so he can’t be an asshole, and neither Flash nor Green Lantern says anything shitty to Huntress. They’ve learned since they said shitty things to Power Girl back when the book started (and had a different writer). And even Staton’s contributions have some intentionality. Inker Joe Giella (will he return, one hopes, but does not know) gives Staton’s pencils the best inks they’ve had on this book. It’s hands down the best art on a Staton issue.

But the action breakdowns, which keep the heroes very busy, those successes are all on Staton (and however Levitz scripts). So, good work all around.

The issue opens with Huntress II (aka Helena Wayne, aka the Huntress in this comic) in a standoff with Huntress I, who really hates superheroes and really hates her name being taken, so it’s a bonus Thorn’s hired her to take out Huntress II. All-Star has had multi-issue arcs before, Levitz has done them before, but these two issues are going to be a very taunt two-parter. The team is hanging around the hospital waiting for Huntress to get back with an ice-ray gun to cure Wildcat, and Green Lantern turns on the ring-powered closed circuit, and they see Huntress II in great peril.

So Green Lantern goes to save her. Huntress II is in a different city. The other heroes are the Flash and Power Girl, who use their super speed to try to find where Thorn is hiding. It seems very much like there’s a misalignment of powers and responsibilities on this mission. Until it turns out Thorn isn’t just robbing a few banks, she’s going to hit her old nemesis Flash where it hurts. It’s genuinely tense stuff, just done in this cartoonish manner. It feels less like All-Star than a Saturday morning cartoon adaptation of All-Star, and it just happens to be good. And entertaining. And surprisingly well executed, visually. Staton works on how the story unfolds between panels, often with Giella’s inks making some reasonably nice art.

And Levitz has also hit a stride. He’s far more confident in his narration, focusing on the blow-by-blow in the action scenes and not paying as much attention to the interpersonal communication. All-Star’s got a messy team with a lot of cohesion; Flash and Green Lantern haven’t even really worked on their friendship until the last few issues, to the detriment of their JSA service, too. Power Girl’s got very little going on when she’s not arguing with a misogynist (Wildcat’s unconscious state reaps many rewards). Huntress II gets a showcase. So, skipping over how awkward or unpleasant a working situation everyone must be having—especially with Wildcat on the brink and everyone pretending it wouldn’t improve the book—it works. It’s a superhero team comic, it’s fine.

Levitz has worked really hard to get this comic to this point, and it’s great Staton’s there to offer solid support.

I sure hope this issue isn’t the unannounced penultimate issue of All-Star Comics.

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All-Star Comics (1976) #72

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Paul Levitz (script)

Joe Staton (pencils)

Bob Layton (inks)

Adrienne Roy (colors)

Ben Oda (letters)

Joe Orlando (editor)

This issue is another strong one for All-Star. Very strong. It gets there a tad cheaply—Golden Age Flash villain Thorn is now aggressively lethal, bumping off Keystone City randos for kicks. She’s also no dummy, knowing the Justice Society’s weaknesses (mostly the normie heroes and Green Lantern’s wood allergy); her wooden poison thorns make short work of the team on the initial confrontation, with the rest of the issue the heroes’ (attempted) response.

We also get one of the team talking about how no Justice Society hero has ever died in action before. Maybe the character in this issue will be the first, which is at least the second time a character’s made that observation in dialogue since Levitz took over, and the third actual team member who’s almost been killed during a mission. It’s strange how little anyone’s invested in this comic book.

But thanks to the downed Justice Society hero of the month, the issue plays a lot better than usual. Huntress is officially a member (Star-Spangled Kid, finally interesting, is out), and Power Girl’s back, so there are two responsible people on the mission. Flash and Green Lantern (no confirmation—either way—of their implied thruple status) are basically useless. They talk about how they wish they’d taken care of their supervillains (it’ll turn out Thorn’s got a secret partner) back in the forties, and someone then reminds them it’s been thirty years and to chill. Then they chill too much and don’t help Power Girl and Huntress fight Thorn’s gang.

The Justice Society is supposed to be the premier superhero team on Earth-Two, but the team’s always mooning and moping. Two of the members—Dr. Fate and Hawkman (who have subplots cooking)—don’t show up for the emergency call. Last issue, no one showed up for it. These are not responsible superheroes, even before we get to Flash screwing up the plan because he forgot Power Girl is a super-girl. Levitz pours the characterization for Huntress and Power Girl (albeit P.G. to a lesser extent), but he’s got no time for Flash and Green Lantern. Outside their occasional lines of dialogue, remembering their old battles with the villains, there’s no character development for them. And, frighteningly, there needs to be some.

Suddenly, Levitz has too much going on in All-Star for its own good, not a problem the book knows much about. The middle-aged heroes versus middle-aged villains could be its own thing; the young heroes having to handhold the middle-aged heroes could be its own thing. Instead, it’s a mishmash. Levitz does make time for “the women are getting things done” vibe. Making his Huntress story arc—which has her emotionally debilitated about her injured comrade—is way too dismissive. She gets lots of page time (and the cliffhanger), but it’s not good material. Especially after we open with her doing her detective thing again, which would’ve come in handy because Flash and G.L. are clearly dopey, but, of course, no.

Still, it’s an okay enough Bronze Age comic. It’s probably Staton and Layton’s best work on the comic to date, with Staton doing more with the visual pacing between panels, and Layton finding something to focus on in them. The constant threat to human life, the ticking clocks, and—credit is due—the tense visuals… It’s all right. A banner All-Star.

Again, big thanks to that particular team member who’s unconsciously almost the entire issue.

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All-Star Comics (1976) #71

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Paul Levitz (script)

Joe Staton (pencils)

Bob Layton (inks)

Adrienne Roy (colors)

Ben Oda (letters)

Joe Orlando (editor)

Even leaving aside the delightful implication Green Lantern and the Flash are sharing a bedroom as part of GL’s rehabilitation (Joan does not appear, wink wink), this issue of All-Star once again succeeds thanks to the absence of the Justice Society.

The issue opens with Huntress, Star-Spangled Kid, and Wildcat fighting the Strike Force at Gotham Stadium. We’ll get a little about Earth-2 Gotham City’s political shenanigans and—apparently—continued crime problems in the exposition, but writer Paul Levitz is just filling out the text boxes before the big reveal about the Strike Force. They’re financed by a large private family fortune, with a familiar name attached to it, and it’s going to change All-Star Comics forever.

Presumably.

Before that character’s declaration of a new dawn at the end of the comic, Levitz has to get us through Huntress’s unmasking and Star-Spangled Kid’s rescue. Huntress and Wildcat leave Kid to go off and get more help from the Justice Society. Too bad literally all of them are too busy to answer the call. The comic checks in on the aforementioned Green Lantern and Flash, as well as Superman, Hawkman and Hawkgirl, Power Girl, Dr. Fate, and Dr. Mid-Nite. Levitz acknowledges there are, like, ten other heroes they could be checking in on, too, who are also too busy to save the world.

Because even without Psycho Pirate brainwashing them all into being jerks, the Justice Society all still feel like they aren’t responsible for the safety of the planet they’re sworn to protect. With great power comes little responsibility.

Anyway.

Wildcat and Huntress will try to get a rescue squad together and fail. Along the way, Wildcat will notice—it takes a while because he’s a blockhead—Huntress knows way too much about Justice Society policies and procedures to just be a random superhero. She reveals her secret identity to him, along with some implications about her backstory rather than information, and they get back to the task at hand.

Huntress is going to figure out the solution to their problems thanks to good old-fashioned comic book detective work—meaning noticing something amiss and it turning out to be the singular clue—but it’s a nice change from the normal bickering fifty-somethings. Don’t worry—despite over a dozen issues working with Power Girl, Wildcat still doesn’t like headstrong young women, so the issue retains some of that series flavor.

Outside of him being a lacking (but far from the worst, actually) sidekick, the Huntress and Wildcat Hour is fine. Penciller Joe Staton, somewhat assisted by inker Bob Layton, has a handful of decent action panels. The artists put the work in on the emphasis panels and hurry through the medium- or long-shots (they’ll go from the issue’s art highlight immediately to a proportionally challenged splash page). But, again, it’s relatively fine superhero comics. Levitz is engaged with the Huntress, and the artists are flexing (as much as they can).

The Strike Force is still embarrassingly silly for all involved, of course, between their origin and their gadgets (laser tanks and such). It’s an okay comic, which isn’t bad for All-Star.

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Superboy and the Legion of Super-Heroes (1978) #235

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Paul Levitz (1), Gerry Conway (2) (script)

Mike Grell (1), George Tuska (2) (pencils)

Vince Colletta (inks)

Jerry Serpe (colors)

Milt Snapinn (1), Ben Oda (2) (letters)

Al Milgrom (editor)

Joe Orlando (managing editor)

Hang on, it’s Vince Colletta inking both stories? I knew he was on the strange backup from Gerry Conway and George Tuska (Tuska on Legion is fun). But Colletta also inks Grell on the feature. And I think it’s been my favorite Grell art on Superboy… probably ever? So, sometimes, stars align.

While it’s still not great art, and lots of the costume designs seem to be geared towards silliness over function, Grell takes advantage of the story to really showcase Superboy, which doesn’t happen often. The opportunity arises here because of the plot—the Legion is doing their annual brainwashing of the Boy of Steel when an alert comes in, and because Brainiac 5 doesn’t know how to keep circuits separate, the brainwashing gets interrupted. They have to go save a research station with Superboy, who is susceptible to dangerous future information because of that interruption.

The research station is the most important in the Federation, called “Life Sciences,” and all the scientists are very surprised Superboy has never heard of it. Writer Paul Levitz will pepper the story with Superboy’s suspicions based on (literal) intergalactic eavesdropping and good old twentieth-century critical thinking, but there’s not a mystery here. The reveal isn’t anything the reader could’ve really guessed (other than Superboy’s guess being suspiciously insipid). And the way Levitz writes around the reveal—potentially the most fascinating insight into the (at best) sociopathic Legion of Super-Heroes ever—needs a reread just to parse all the connotations. It retcons almost the entire series, but everyone’s blasé about it.

Despite all the accouterments—and not just the subplot about revolutionaries who want the Federation’s secrets (the ones Superboy also can’t know)—it’s got a very Silver Age vibe, just in terms of character development. Grell’s pencils don’t clash with that vibe, either. Maybe his ability to tell these Silver Age-y stories with Bronze Age futuristics is what Grell brings to Legion.

Contrasting the feature’s Silver Age story in Bronze Age fashion is the backup, which has Conway doing a complicated flashback-based trial story. The Legion’s in trouble for not helping some politician’s son. Both the politician and the Legion needed to get the magic blood of an alien beast; it brings you back from the… You know, I was going to contrast the backup with the Tuska pencils as the more “Bronze Age,” but no, these are both really very Silver Age-y takes. Conway brings a bit more confusion to it, which gives Tuska a lot of fodder, but the core story’s Silvery.

And it’s awesome to see Tuska do the Bronze Age costume designs for some of the Legion. The flashback stuff with the monster isn’t great—not bad, just not great—but the eventual Legion theatrics are a lot of fun, visually.

The issue’s got a big reveal in the feature and the protracted setup in the backup, but neither requires any Legion foreknowledge. Just general awareness. It’s a great onboarding issue, though maybe not the best art the book’s ever had or the best writing, but if readers are into the modern (and retro) takes, this issue’ll let them know Legion’s for them.

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All-Star Comics (1976) #70

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Paul Levitz (script)

Joe Staton (pencils)

Bob Layton (inks)

Jerry Serpe (colors)

Ben Oda (letters)

Joe Orlando (editor)

Last issue, writer Paul Levitz found a Hallmark moment amid the chaotic infighting of quinquagenarian white male superheroes and their surrogate daughter (Power Girl), whom they all berate or dismiss. Sole exception: Dr. Fate; respect. Though maybe not once we get to the end of this issue, but then, grace.

Anyway.

It was a watershed moment for the series. It was a good comic and not because it was Wally Wood doing Flash Gordon-esque Justice Society. So it’s unfortunate this issue features villains out of a toy commercial. They’re an elite team of super-criminals in tactical gear with laser guns, and they’re also elitist. They mock the cops for being poors. They are… the Strike Force.

If it were campy or corny, it’d be better, because then there’d be something to talk about. Instead, there’s not. Levitz is either checked out or trying to be condescending to fourth graders in a comic book aimed at a thirty-something (or older) audience? It’s bewildering. And not the progression one would hope after last issue.

But it’s All-Star, so it’s been worse.

The issue opens with a direct continuation of last issue, but instead of having soul-searching monologues, the assorted heroes—after pummeling one another for most of last issue—are having a Justice Society guest-star get-together. There’s too much with Superman (he’s oddly charmless without that Golden Age face) and not enough with Wonder Woman. It’s like there was a Wonder Woman editor yelling at her to get out of the comic. But after the cool kids leave (in addition to the Trinity, this means (yet again twerpy) Robin, Starman, Hourman, and Dr. Mid-Nite, who should not be the cool kids), the regular cast decides it’s time to take a week off. Hawkman hasn’t been there for his recently kidnapped wife, Dr. Fate’s got to Dr. Fate, Green Lantern needs a new job, which Flash is giving him before taking Joan on vacation.

They leave Power Girl, Star-Spangled Kid, and Wildcat in charge because none of them have any lives outside superheroing. Kid immediately takes their assignment to mean turning off the monitors and having a day off to play board games. Wildcat’s already been whining about bad life decisions, so Power Girl leaves. She’ll go actively superhero instead of mope, taking with her a follow-up to last issue. But go read Showcase.

Levitz is falling right back into what made the comic so annoying—they’re either actively jerks or, at least, wanting company. Kid and Wildcat go to the bar, leaving Huntress to come in—still in shadow but with a boot visible now. They’re going to go get in trouble at a bar, then go fight the bad guys. They were on the monitor just as Kid turned it off, but Huntress has seen them. So we’re going to get the regular cast with Huntress in for Power Girl (but in her own thread), along with a check-in with Dr. Fate, who has been unintentionally imprisoning his wife for almost forty years—more next issue on that one (sort of).

But the main plot is the Strike Force wreaking havoc, because apparently, Police Commissioner Bruce Wayne is also taking the day off and doesn’t deploy the cops with the Kryptonian killers. And it’s all pretty bad stuff. The Huntress stuff is the best, but it’s also not the Strike Force or the regular cast, meaning it’s a little unfair to compare.

Disappointing after last issue.

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All-Star Comics (1976) #69

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Paul Levitz (script)

Joe Staton (pencils)

Bob Layton (inks)

Elizabeth Safian (colors)

Ben Oda (letters)

Joe Orlando (editor)

This issue’s writer Paul Levitz’s magnum opus on the book so far. It’s an action-packed issue—most of the pages are just Justice Society members fighting, whether amongst themselves in the Batcave (holy set-piece, Batman!) or against the Gotham P.D. The cops zap Power Girl with some seventies Earth-Two ray guns and almost kill her; is the reaction for the cops to then try to kill all the superheroes? Earth-Two might not have Apartheid South Africa, but it’s still got killer cops.

Cops versus Justice Society comes after some catch-up. While the heroes found out last All-Star Psycho Pirate had been controlling them and making them dicks, they then had their annual team-up adventure with the Justice League. So they’re just now having a chance to debrief and process. Someone’s trying to console Green Lantern and points out he just saved the world; Lantern whinges about it not being Earth-Two he saved. Psycho Pirate clearly didn’t give him that voluminous gallantry.

After a little more poor communication, the team ends up in their headquarters, where Police Commissioner Bruce Wayne is waiting with his laser gun-armed cops. The Kryptonian casualty leads to fisticuffs and retreat—at this point in the comic, even though the cover promises the JSA in-fighting (and an all-new team member)—it’s a visual miss. Penciller Joe Staton will get to do better work, but he and inker Bob Layton fumble the first showdown.

Things start to improve after there’s a “Batman slapping Robin but for a gag” moment (also, Levitz writes Dick Grayson’s obsequiousness at eleven; he’s a twerp), and then the mystery guest star appears to surveil the retreated Society. They’ve gone to a secret Gothamland hospital for superheroes. The mood’s effective, even if the scene ends with the observer noting the “good guy” superheroes are acting maliciously.

One could put in a pin in that item, but—at least as far as this issue goes—one shouldn’t bother. Levitz throws in big red herrings multiple times just to get to the finish. The narrative contortions he successfully puts this issue through are wild. Especially considering Staton and Layton; their work is much better with the set-piece fight scene, but they’ve still got their limits. They have a good issue: the mystery observer’s second appearance is probably their best work (on the book together), and they can sell the melodramatic ending.

The story has Dr. Fate leading the stars of this comic book against Commissioner Wayne, Robin, Hourman, Starman, Dr. Mid-Nite, and Wonder Woman. Whenever All-Star has needed a body, the writer has thrown in a character from the latter group. Robin even started this All-Star comeback; he was on the original Super-Squad. And Dr. Mid-Nite almost died once—or was it Hourman—it was at least one and probably both.

They’re all of a sudden not second-stringers—Batman’s Red Shirts more than hold their own against the “good guys,” with Robin refusing to listen (and fighting dirty as hell), and Wonder Woman trying to get Green Lantern to chill out and let her lasso him. Starman and Star-Spangled Kid have a bad interchange, considering Kid’s supposed to be Starman’s legacy hero or whatever. But at least Levitz tries. And it gives Staton variety in the intricate fight scenes. So much foreground and background going on.

The finale’s not a surprise, other than what threads Levitz does and doesn’t bring in.

For All-Star, maybe the most successful issue ever. Is there any reason to believe next issue isn’t someone else being revealed to be under Psycho-Pirate’s control? No, but this issue does earn it some hope.

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