Showing posts with label Doug Moench. Show all posts
Showing posts with label Doug Moench. Show all posts

Friday, 30 October 2015

Essential Tomb of Dracula volume 4

Essential Tomb of Dracula volume 4 is a change from the norm, containing material in narrative rather than publication order from Tomb of Dracula Magazine #2 to #6, Dracula Lives! #1 to #13 and Frankenstein Monster #7 to #9. Bonus material includes some pin-ups from the magazines and also from a calendar, unused pencilled artwork from the multi-part story planned for Tomb of Dracula #70 to #72 before it was condensed into a single giant-size issue, and finally a couple of one-page stories. The Dracula stories are written by a wide range of writers including Marv Wolfman, Roger McKenzie, Peter Gillis, Gerry Conway, Doug Moench, Gardner Fox, Roy Thomas, Tony Isabella, Mike Friedrich, Jim Shooter, Steve Gerber, Len Wein and Rick Margopolous. The art is by Gene Colan, John Buscema, Neal Adams, Vicente Alcazar, Frank Robbins, Steve Gan, Sonny Trinidad, Yong Montano, Dick Ayers, Alan Weiss, Frank Springer, George Evans, Tony Dezuniga, Paul Gulacy, Rich Buckler, Jim Starlin, Alfonso Font, Mike Ploog, Frank Robbins, Alfredo Alcala, George Tuska, Val Mayerik and Ernie Chua. The Frankenstein Monster issues are all written by Mike Friedrich and drawn by John Buscema. With such a large number of creators there are not one but two separate labels posts.

One of the less often commented features about reprints is that they aren't always exactly the same as the original publication. Cutting pages or even individual panels to fit a smaller page count or different size format and modifying footnotes to reference other reprints are the best known but there's also a long history of amending dialogue and visuals to suit different sensibilities. Just to add to the confusion the state of the archives isn't always the best so the material available or ordered up is sometimes identical to the original printing, sometimes a modified version from a later reprint and occasionally an earlier prepublication one that was modified before it first went to the printers but with the unaltered version hanging around in the files. The Essentials have had a mixed record on source material over the years, with the earlier volumes often relying on other reprints whilst the later ones developed better techniques for going straight back to the source material. But even then some things were still changed. Usually these changes aren't too well documented but this volume, released almost at the mid point of the Essentials, has had some changes made to the artwork to cover up nudity, especially on the first story with Lilith.

Were this not known about it wouldn't affect readability at all - the changes focus on hiding nudity, mainly by extending existing clothing. (There are some comparisons between the original and modified panels at The Groovy Age of Horror: Censored Essentials? - be warned the nudity is clear.) Marvel of course has every legal right to do this (the US doesn't have the concept of creators' moral rights to object to tampering with the work) and whether this was the company's own decision or a response to the modern standards of distributors and booksellers is unknown, but the alternative may have been no reprint at all. But it's a pity that it was deemed necessary to make the modifications as it does ultimately mean this isn't quite an exact reprint (and that means even more when most of the material was in black and white to start with). And the market for reprints of old Dracula stories shouldn't have a problem with it. Certainly there's other material with pretty adult themes such as pirates attacking a village, including rape (the word is actually used) and their female captain is shown using sex to beguile and control her crew, with one crewmember shown being rewarded and later others promised "Hellyn's reward will be given to all who score with a thrust!" when facing Dracula. Yet despite this the story finds itself unable to say "bastard" and has to use the euphemism "fatherless dog".

As for what's actually been printed here, this is very much a mishmash collection of material. It starts off with a couple of tales from Tomb of Dracula Magazine, continuing where the last volume left off, before running through a whole set of historical adventures from the various magazines and another character's comic, then finishes off with the present day tales from Dracula Lives! magazine that ran parallel to the early issues of the Tomb of Dracula comic. The result of all this is that the volume jumps around. Reading between the lines it becomes clear that Marvel didn't really know what to do with the ongoing adventures of Dracula now that the 1970s horror fad had passed and Marv Wolfman had left the character (and was in the process of leaving the company altogether). Consequently it's unsurprising that the magazine ended after just six issues and there's nothing in the early stories that suggests any real direction with the most significant development being an ending of sorts as Lilith is separated from the body of Angel O'Hara and then finds she is unable to kill her father. The other early tale is a more typical piece of what is to come, with Dracula preying on an innocent woman, here a ballerina, and transforming her. She eventually commits suicide and is not the only female victim to do so in these pages.

The historic adventures of Dracula show no development at all, being just a succession of tales in different historic periods. Reordering them chronologically helps to disguise the lack of direction but it also exposes some inconsistencies in the basic vampire mythology, most notably as to whether a transformed victim needs to wait three nights or not before rising again, whether Dracula needs to spend the day in a coffin full of Transylvanian earth or not, and whether he needs to be invited in before he can enter a public dwelling. Each of these rules is both adhered to and broken throughout the course of these tales, with Dracula's precise vulnerability to crosses also fluctuating somewhat. This just reinforces the mess these tales are.

By and large the historic adventures either fill in the core history of Dracula, although the adaptation of the Bram Stoker novel is conspicuously absent, or else place the vampire in a particular period setting as he wanders across Europe and occasionally beyond, but always ultimately returning home. There's a variety of stock characters and situations including hordes of Turkish warriors, witches, pirates, court nobles, American Civil War soldiers, cowboys, gangsters and wartime Germans. And there are attempts to do more with the formula than simply preying on women and evading their menfolk. But something just doesn't feel right about these stories. Dracula is ultimately a late Victorian Gothic creation, even if he was named after a historical figure from the fifteenth century and has since had that historical character fused into the fictional one. Seeing him placed in other historical settings just doesn't feel right and few of the tales are able to really rise above the limitations. As a result the only historic stories of any real significance are the early ones which tell how Vlad the Impaler became a vampire in the first place and also how the centuries long war between Dracula and the Van Helsings began. There's also a particularly dark tale as Dracula encounters and brings down the notorious real life serial killer Countess Elizabeth Bathory, here depicted with all the gruesomeness of bathing in the blood of virgins to restore and maintain her youth. It's a particularly dark tale that shows Dracula up against a woman who is immune to his bite, forcing him to resort to more devious methods to bring her down, making for a good homage to what is believed to have been one of the influences upon Stoker. Otherwise these tales are really just back-up filler that don't work when collected together in their own right. Early on a text piece entitled "Bloodline: A Probable Outline Of The Career Of Count Vlad Dracula" summarises all the adventures and material from various flashbacks and that contains probably everything that could be needed to cover his historic career.

The three Frankenstein Monster issues are set in 1898 and appear to be Dracula's first appearance after the Stoker novel, which is given a very brief one page summary here. The issues show Frankenstein's monster on a search for the last of his creator's family and encountering a travelling gypsy circus on the way but one of the gypsies has ulterior motives. It leads to a rather dull conflict between two of the greatest horror creations who each deserved so much more. As is so often the case with these tales we get Dracula preying on innocent women in an isolated settlement and clashing with the local men, with some suspicious townsfolk thrown in who bring a gruesome fate to the gypsies. We also get what is becoming an increasingly routine occurrence whereby Dracula ends the story seemingly slain but his killer lacks either the knowledge or time to perform the necessary actions to destroy the corpse before the vampire can be brought back to life. Though we sometimes see Dracula resurrected, such as here when an old gypsy woman tricks the monster into unsealing a tomb, the succession of deaths and unexplained resurrections work to undermine the overall impact of the stories by disrupting the narrative flow and removing the impact of danger and destruction to Dracula.

The final part of the volume is only slightly more coherent, being taken up with the present day adventures from Dracula Lives! and so at least publication and chronological orders coincide. But apart from a vague narrative as Dracula comes to the States in an unsuccessful search for his old foe Cagliostro before heading back to Europe, this is much the same as before. Dracula wanders through a succession of scenarios, ranging from becoming addicted to drugs after biting a junkie to a battle with an eighteenth century man who has been transformed into a stone gargoyle that only comes to life at night. A visit to New Orleans sees the Zombie passing by but there's no interaction between the two horror characters and instead the focus is on an encounter with Marie Le Vau, the "Voodoo Queen of New Orleans". Elsewhere in Hollywood Dracula challenges a has-been actor who has been portraying him and suffering delusions that make him believe he is the actual vampire. Dracula's nastiest streak comes to the fore at times as he sets traps, especially when he bites a terrorist and sets him up to be exposed to sunlight without realising what will happen. A particularly favourite trick is to set a foe up by biting an expected acquaintance in advance who in turn becomes a vampire in time to attack. A number of women are drawn to Dracula over the course of these stories and he will sometimes be drawn to them in return but ultimately will never settle with any of them, leaving them lonely and, in one case, suicidal. The biggest addition to the mythology is the Montesi Formula, a spell that can destroy vampires permanently which leads Dracula to risk invading the Vatican in order to dispose of both Cardinal Montesi and the formula before it can be used permanently. Otherwise these tales are just more of the same.

This volume primarily serves as a companion piece to the three earlier ones, collecting together material from the supporting series and guest appearances that never fully fitted alongside the ongoing narrative in the monthly comic. And this patchwork shows even without being reordered into a chronological framework. There's no development or recurring cast beyond Dracula, whilst a lot of the situations bear a strong similarity to one another. All in all this volume is pretty inessential.

Friday, 17 July 2015

Essential Marvel Two-in-One volume 4

Essential Marvel Two-in-One volume 4 contains issues #78 to #98 & #100 and annuals #6 & #7. (Issue #99 is a team-up with the licensed character Rom and thus unavailable here.) The writing is mainly by Tom DeFalco with some by David Michelinie, David Anthony Kraft and Jan Strnad with the final issue by John Byrne. One annual is by Doug Moench, the other by DeFalco. Most of the art is by Ron Wilson bar a few issues by Alan Kupperberg.

As this is a team-up title, here's the usual list of the titled guest stars in each issue:

78. Wonder Man
Annual 6. American Eagle
79. Blue Diamond
80. Ghost Rider
81. Sub-Mariner
82. Captain America
83. Sasquatch
84. Alpha Flight
85. Spider-Woman
86. Sandman plus a back-up with the Impossible Man
87. Ant-Man
88. She-Hulk
89. The Human Torch
90. Spider-Man
91. [None billed but this issue supplies the volume's cover so have a guess]
92. Jocasta
93. Machine Man
94. Power Man and Iron Fist
95. The Living Mummy
Annual 7. [None billed]
96. [None billed]
97. Iron Man
98. [None billed]
100. Ben Grimm

Note the increasing number of issues not promoting a second star towards the end of the series; a sign of where things would eventually go. These stars are once again taken mostly from the more obscure side of the Marvel universe but with some exceptions and some attempts to build up their profiles.

This period of the title sees an initial drift back to the book's roots as a team-up title first and a Thing series second. There are a few times when the book gets used to either wrap up left-over matters from another series or else make significant changes to one of the guest stars. An example of the former comes in issues #92 & #93 which serve as a two-part tale that seems to be more about giving Machine Man one great final adventure following the cancellation of his own title (whose last issues were written by DeFalco) than about advancing the events in the Thing's life. It brings Machine Man into conflict with Ultron and introduces him to Jocasta for the first time, forming the basis on which DeFalco would later build the brilliant Machine Man limited series set in 2020 and often reprinted (including twice in the UK in the back-up pages in Transformers). In all this the Thing feels a bit like a spare part, at times relegated to a hypnotised state as a mindless minion of Ultron whilst the focus is upon Machine Man and some of his supporting cast such as mechanic "Gears" Garvin and psychologist Peter Spaulding, or upon Jocasta as she seeks to find a purpose in the world and make friends, both human and mechanical. It's a good tale but it's also one of the last examples of how team-up books could often get conscripted into sorting out things when a regular series bit the dust.

A rather odder development comes with the appearance of Spider-Woman in the final part of the volume's only real epic. A succession of issues see the Thing and Namor the Sub-Mariner then Captain America and Giant-Man (Bill Foster) battling Modok and Aim, with the Thing being infected by an experimental virus but a cure being obtained. Meanwhile Giant-Man is slowly dying of radiation poisoning but declines his one chance of a cure in favour of saving Ben's life. Ben in turn goes searching for the one expert on radiation who may be able to cure Bill - Walter Langkowski aka Sasquatch of Alpha Flight. The search leads to the Canadian wilderness and a battle with the spirit Ranark in which the rest of Alpha Flight get drawn in as the battle rages across much of Canada. But it's too late for Langkowski's treatment to have an effect and so Bill heads for Los Angeles to tie up his affairs with the Thing in tow, where they join with Spider-Woman in battling a new Atom Smasher who replaced the foe who gave Bill the poisoning in the first place. Salvation ultimately comes for Bill but at the cost of Spider-Woman's special immune system that makes her invulnerable to poisons, drugs and gases. It's a nice moment to see one hero sacrifice part of their powers to help another but it's very odd to remove a key power of a hero with their own title in what is, from their series's perspective, a throwaway guest appearance. Spider-Woman's series was still going at this time, having reached issue #42, and that should have been the place for this to take place in. But instead the issue has been treated as such a throwaway that it's not even included in Essential Spider-Woman volume 2. A development that does make more sense here is that of the Blue Diamond, as the Second World War hero, who has been little seen in the present day, gets a radical makeover at the hands of Shanga the Star-Dancer, and the two head off together.

Both the annuals see new characters introduced but one tale has more of an impact than the other. The first annual included here sees the debut of the American Eagle, a rather minor and somewhat stereotyped hero in an adventure that also sees Ka-Zar and Wyatt Wingfoot caught up in a battle with Klaw. The last annual is more spectacular, with no specific guest star billed but instead the Thing is one of many strong heroes kidnapped for an intergalactic boxing match with the Champion of the Universe, an Elder devoted to physical fights. Doc Samson and Namor the Sub-Mariner both drop out in training whilst Thor is disqualified and the Hulk is dismissed when he reverts to his mindless savage form. Then in succession Sasquatch, Colossus and Wonder Man fail leaving it down to the Thing to try to achieve what no other being has ever done - last more than two rounds in the ring with Champion. It's a tough battle with just about all the Marvel heroes watching. It leads to a fun follow-up in the regular series as Ben lies injured in hospital with a horror of a nurse who blocks most visitors whilst outside many old foes decide to take advantage of the situation and attack a vulnerable Thing yet the other heroes stand in their way and eventually both sides resort to uniting their forces. This may be one of the earliest times all the Marvel heroes got together to battle a veritable legion of villains and yet little is made of it as it's mostly played for laughs. But whilst the battle is raging there's a strong serious and moving moment inside the hospital as one old foe finds his way to Ben's room.

Between issues #86 & #96 the Sandman is taken forward light years. Having only just escaped from his last mess when he accidentally merged with Hydro-Man into a giant mud monster, the Sandman is now reassessing his life, starting with a drink in a bar where he declines to fight when the Thing turns up. Instead they just sit and talk, realising how they have much in common, and we learn a lot about the Sandman's life before the explosion that gave him his powers. It's a very sympathetic look at a villain who is given a second chance and his freedom by the Thing and doesn't disappoint - when he shows up at the hospital it's to deliver cigars and beer. The nurse might not approve but these issues have done much to make the Sandman a more sympathetic and human character and show there is a chance of redemption. The character has had quite a mixed handling over the years but it's here that he stepped up and it also reflects well on Ben in his handling of the situation.

There aren't too many other recurring villains or themes throughout the volume with most issues being a done-in-one conventional team-up. A few exceptions pop up, starting with a team-up with Wonder Man on the set of a rather dire television series called "Monster Man!", based on the Thing's exploits but sufficiently changed for legal reasons. The show is being manipulated by Xemnu the Titan, with the producer Ted Silverberg left searching for new material to rip off. He shows up again when he seeks revenge on the Thing with a dire monster movie but things get out of hand when the dinosaur special effects prove more realistic than anyone realised, forcing the Thing and Iron Man to clean up with Tony Stark using his business interests to mop up the aftermath. Otherwise it's a run of one-off tales including a confrontation with the Ghost Rider who has now become a separate personality from Johnny Blaze and is getting out of control. Easier to control is the Impossible Man who has now reproduce, forcing Ben to find ways to keep the whole Impossible Family entertained whilst he finds a new home planet for them.

There's a visit to a world in a micro universe where Ben has been taken to champion the ruler Pearla against Zorak of the Lizard People and only Ant-Man, now a role fulfilled by Scott Lang can save him. Back at normal size Ben gets hired to protect Los Angeles from a terrorist called Negator - and also fend off the advances and demands of the She-Hulk in her most flirtatious mood yet. David Anthony Kraft enjoys revisiting another aspect of She-Hulk's first series when he pits the Thing and the Torch against the cultist the Word and his daughter Ultima. There's also a battle with Sardeth the Sorcerer at a mediaeval recreation fair, with Spider-Man showing up to help and irritate the Thing. Elsewhere Ben gets caught up in some chaos as a rich eccentric inventor goes on the run with the Thing trying to help him but Power Man and Iron Fist have been hired to recover him for a company. Ben also finds himself visiting Egypt twice, including an encounter with the Living Mummy in which they battle the ancient High Priest Nephrus - who has transformed Alicia into his bride.

The last couple of issues in the volume veer away from the traditional approach of the series, with an issue that's more of a solo story in which Ben and Franklin Richards meet a video game inventor and get transported to a dimension where the elements of the video game come to life. The Tron influence is all too clear but fortunately the art doesn't try to accurately depict the world - there's nothing that dates faster than computing. The final issue sees Ben return to what he thought was an divergent timeline created by his attempts to cure himself of being the Thing at an earlier stage in his life but finds instead it's a pre-existing alternate timeline which has collapsed into a dystopia ruled by the Red Skull and it's down to Ben and his counter-part to save the day.

The final story addresses a minor subplot about whether or not Ben is better off being the Thing or not, with an earlier issue seeing Reed Richards privately speculate that the reason successive cures have always been unsuccessful is because Ben is secretly scared Alicia prefers him as the Thing and would reject him in human form. The visit to the alternate world has an effect and the last page show Ben deciding overall if he could pick between human and Thing form he'd pick the Thing. His relationship with Alicia remains much the same throughout the volume, with a brief period where she moves into the Baxter Building to be safer - only to find that with all the madness in there it's anything but safe.

This volume concludes the whole series as it was replaced after this by a solo Thing title, suggesting it was felt the team-up format had had its day. As this was the first of Marvel and DC's four main team-up titles to end it's arguable that it was killed too soon but it's certainly the case that much of this volume is more conventional team-up than the adventures of the Thing and an ever changing set of guest stars, insofar as the distinction was made. This volume maintains the general fun of two heroes working together that team-up titles always bring but it's not as strong or as coherent as some earlier periods. Still overall it offers lots of good individual adventures and makes for a strong collection.

Wednesday, 1 July 2015

Deathlok the Demolisher: Origins

Another look at a series that is not touched by the Essentials.

Deathlok the Demolisher: Origins is a Panini pocketbook that reprints Astonishing Tales #25 to #28 & #30 to #35. The writing credits vary a bit but are mainly Rich Buckler with Doug Moench or Bill Mantlo scripting and/or co-plotting at times. The art on all issues is mainly by Buckler with additional contributions variously by Keith Pollard, Arvell Jones, Bob McLeod and "the whole blame Bullpen". Bonus material includes a two-page humour strip from issue #25 that was George Pérez's first published pencil work and various pencils and a 1976 watercolour by Buckler.

This is a strip with an interesting combination of themes that were prevalent back in the mid 1970s. There's a dystopian future in which familiar cities have become rundown hellholes whilst war has driven the military into an ever more powerful position. There are cyborgs as humans are reconstructed to be part machine and even more effective warriors than before. And there's the zombie fad adapted into science fiction with the lead character being a reanimated corpse.

Often an era's general cultural outlook is best reflected in the prevalent visions of the future. When the future is portrayed as a bold, pioneering vision of harmony it usually reflects on a present that may have big problems in the here and now but is confident of solving them. But there are times when such optimism is in rather short supply. The 1970s was a decade of cynicism in which many of the previous confidences had been dramatically shaken. It's unsurprising to find this future set strip takes place in such a grim and pessimistic environment. What is a shock though is the time. It's set in 1990, suggesting that nobody expected it to be still be read by that year or beyond. No doubt the pessimism about the future extended to the US comic industry, though 1990 would see it not only still going and in strong health at that, but also launching a new Deathlok series.

The fusion of cyborg and zombie produces a lead character with some unique characteristics. A dead soldier whose corpse has been kept in storage for five years, Luther Manning finds himself unexpectedly sentient again in a form that's part decayed corpse, part cybernetic addition. With a built in computer that he often converses with in private, Deathlok is set on a search to recover his humanity and seek revenge on Simon Ryker, the major who has yanked him from a noble death and brought him into this living hell as part of a wider scheme. Ryker is the main villain throughout the book though we also see the rise of his rival Hellinger amidst a wider development of cyborgs, military attacks on Deathlok and the cannibals who roam the streets of New York. Deathlok has some good character moments, especially when he turns up at his old home only for his wife and child to recoil in horror. Later he finds out that his best friend has married his wife.

But whilst the series may have some good concepts, the whole thing is let down by bad pacing. It suffers from "decompression" decades before the term was coined, with a rather simple storyline of Deathlok going rogue and seeking revenge on Ryker who in turn tries to neutralise him. This drags out over ten issues and although the individual chapters may generally hold up well the overall storyline feels excessive and somewhat dull. The series suffers a reprint fill-in, a truncated issue and an issue drawn by multiple hands, all signs of a series suffering troubles. Being very much an artist's pet project one might expect it to be all flashy art at the expense of plot but instead it's more character moments and smaller incidents that drag the whole thing out. The art is, however, quite good and does an especially effective job at portraying horror through reaction shots rather than showing it on panel. This is also notably a series without any interaction with the rest of the Marvel universe, instead taking place in its own time and thus a greater degree of creative freedom than was normally available in this era.

This edition lacks the final issue of Astonishing Tales but promises another Deathlok book is coming soon. It has yet to appear on Panini's schedules leaving the series on a slight cliffhanger though the main story of the struggle with Simon Ryker is completed here. Overall this edition shows a series that's very strong on ideas and individual moments but rather weak when collected together as a whole.

Friday, 6 March 2015

Essential Moon Knight volume 3

Essential Moon Knight volume 3 contains issues #31 to #38 of his original series, all six issues of the brief series Moon Knight: Fist of Khonshu plus material from Marvel Fanfare #30, #38 & #39, Solo Avengers #3 and Marvel Super-Heroes #1. Most of these series are self-explanatory but Solo Avengers (later retitled Avengers Spotlight) was an anthology highlighting individual team members past and present with Hawkeye holding a regular slot in most issues. The writing on the original series is by Doug Moench, Tony Isabella and Alan Zelenetz with one back-up by Steve Ringgenberg. The art is a mixture of Kevin Nowlan, Bo Hampton, Mike Hernandez, Marc Silvestri, Richard Howell, Bob McLeod and Bill Sienkiewicz. The Fist of Khonshu series is written by Alan Zelenetz, Mary Jo Duffy and Jim Owsley and mainly drawn by Chris Warner with the final issue by Mark Beachum. The Marvel Fanfare stories are written by Ann Nocenti, Mary Jo Duffy and Mike Carlin and drawn by Brent Anderson, Judith Hunt and Bill Reinhold. The Solo Avengers tale is written by Roger Stern and drawn by Bob Hall. The Marvel Super-Heroes tale is written by Robert M. Ingersoll and drawn by Mike Gustovich. The separate labels post is here.

This volume covers seven years of the character's solo stories from the last days of his original series until just before the launch of his third series. Complicating things further it's not clear if the stories from Marvel Fanfare and Marvel Super-Heroes were one-off pieces commissioned for those books or else material prepared earlier and rescued from the inventory pile with perhaps some additional work to complete them. The Solo Avengers story appears to have been an original commission as much of that series was but the Marvel Super-Heroes story may have also been commissioned for Solo Avengers and not used for whatever reason. The Marvel Fanfare issues are the most confusing because they appear to be set during the original series's run, whether as a consequence of being inventory material or a deliberate decision to tell a story set retroactively, but are here placed after the second series and so add to the confusion about the status quo.

Part of the mess seems to stem from publishing decisions rather than creative ones. Unusually the original series including single page editorials by Denny O'Neil (apart from issue #35 where it's by Linda Grant as part of Assistant Editors' Month) and equally unusually these have been included in this volume. Consequently the modern reader is informed that the series was normally only available in the direct market comics shops and that from issue #32 onwards the series and indeed all direct market only books would now be published bimonthly as a result of a decision from somewhere higher up in Marvel (O'Neil humorously identifies the decision maker sending down this decree as "The-Computer-Which-Dares-Not-Speak-Its-Name", and makes clear that he doesn't like this new rule). Issue #35 is double-sized and was made available on the newsstands, presumably as a test to see if there was still an audience on the newsstands that hadn't been able to migrate to comic shops though I don't know if Marvel's other direct market only titles also undertook such experiments. Finally with issue #38 the book was cancelled to be replaced by a new series that would be available both on the newsstands and also in the direct market, with O'Neil promising it would appear "within a couple of months". Around the same time Micronauts, another bimonthly direct market only book was similarly cancelled and replaced with the monthly, available everywhere Micronauts: The New Voyages after just a couple of months, though Ka-Zar the Savage was cancelled outright, as though Marvel was now backtracking on the direct market only option (at least for the time being) and indeed O'Neil's comments in the editorial in issue #37 admit to second thoughts on the matter. But for whatever reason it took rather longer for the new Moon Knight: Fist of Khonshu series to appear, eventually showing up eleven months after the old one ended. And then it ended after just six months.

One result of this is a high turnover of creative staff. The only thing approaching an extended run is Alan Zelenetz writing the last three issues of the original series and then the first four of the Fist of Khonshu but the eleven month gap makes it hard to consider the two as a single seven issue run. Chris Warner draws the first five issues of Fist of Khonshu but otherwise no artist draws more than three issues consecutively. So even before the volume reaches the wilderness years at the end the whole thing is exceptionally bitty, with successive creators all pulling in their own different directions and some very different takes on the character being offered.

The end of the original series largely focuses upon the urban crime fighter aspect of the character with a succession of tales that primarily focus upon the characters subject to the environment. There's a tale of a rundown street where a pawnbroker tries to stand up to the gangs demanding protection money and reaches out to one young recruit, only for tragedy to erupt. There's an encounter with insane environmentalists who want to use a new gas to wipe out the human race and allow the planet to begin anew. There's a tale of a man dying of cancer with an uncaring doctor more interested in his coffee and the man's brother resorts to bringing a gun into the hospital. A reporter seeking to explode urban myths shows up a man as just a local thug and he responds by trying to explode the myth in a different way. A gang hangs out at a warehouse storing a nasty chemical substance that unleashes primal violence, causing Moon Knight to flashback to a previous encounter with the substance and Gena of the diner to become a fearful recluse in her own business.

There's a brief backup story in issue #34 narrated by Moon Knight's confidante Crawley that speedily reintroduces all the supporting cast, presumably an attempt by incoming regular writer Tony Isabella to show his grasp of the series but as he only does one more issue this leaves "The Vault of Knight" as a mere curiosity. It might have better to run it in the following issue as this was an attempt to build a wider audience on the newsstands and an introduction/reminder piece would have been a good way to help build readership. The tale is a mini-epic as Moon Knight gets crippled with a fight with the Fly, normally one of the lamer recurring Spider-Man villains, and he has to recover his movement in time to stop Bora, a frustrated over-tall would-be ballet dancer who now uses her mutant psionic powers for revenge. The story includes guest appearances by both the X-Men and the Fantastic Four but they mainly perform crowd control in a showdown at a ballet performance.

Alan Zelenetz's arrival sees a shift in the series's focus away from the urban crime fighter and more into magical territory. His first issue sees a team-up with Doctor Strange when Marlene is possessed by the spirit of Amutef, an Ancient Egyptian sorcerer, with a sceptical Moon Knight slowly coming to accept the forces around him. The final two issues of the original series tell of the death of Moon Knight's estranged Rabbi father amidst a wave of anti-Semitic violence and the body is stolen by the magician Zohar who is seeking to obtain occult powers. It's one of the only stories to really use Moon Knight's history to develop the character rather than just to provide a source of previous encounters.

And then comes the big interruption and the gutting of the character's world.

When the character returns in Moon Knight: Fist of Khonshu, massive changes have been made. The character has ditched the Steven Grant and Jake Lockley identities and is now living openly as Marc Spector albeit in the mansion and lifestyle associated with Grant. Supporting characters like Gena and Crawley have vanished, with Frenchie reduced to a cameo. Marc is trying to ditch the Moon Knight identity as well and auctions off the statue of Khonshu. However agents of Khonshu's rival Anubis obtain the statue and so the spirits of priests of Khonshu force Marc to retrieve it. In the process he defeats Anubis and returns to the Moon Knight identity in a modified costume, although as most of the changes involve colour the main change seen here is the replacement of the moon's crescent with an ankh. Marlene is angry with Marc's return to the role and walks out on him. Marc continues in the role and finds his strength is now enhanced at night but now the priests regularly invading his thoughts and forcing him to carry out tasks in spite of his own concerns as he is ever more the "Fist of Khonshu".

The first issue may introduce the character for a new and returning audience but otherwise it's a disastrous opening that ditches much of the best parts of the set-up in favour of Egyptian mysticism and pulp adventure. Subsequent issues slowly try to return to the more successful arrangements but it's too little and too late. In the meantime the more fantastical adventures include a visit to Mexico where a mad scientist is recreating Nazi experiments in a base inside a pyramid, the return of the sleepless man Morpheus, and two brothers who kill children to prolong their lives but now face a trio of Indian assassins. On a smaller scale is the man who has taken on the identity of Bluebeard and kidnapped multiple women using neuron rays to make them obey him, and drug pushing cannibal cult on an island in the south Caribbean. It is little surprise this series bombed so quickly. Moon Knight works best as an urban gritty crime fighter and not as a globe trotting adventurer. The absence of most of his supporting cast with no real replacements also hinders the series and attempts to develop a subplot of Marlene returning to her ex-husband, who is now in a wheelchair, just don't go anywhere.

Nestling at the end of the volume are five further stories from various anthologies but it's unclear just when most of them were originally written or are meant to be set, though Moon Knight is sporting a crescent in all of them. The first is a full length tale as Steven and Marlene (together without comment) visit a small town where nearby a film is being shot and killing deer in the process. This brings forth a vengeful spirit of nature. Next up is a tale that sees Frenchie fully back but the priests still pestering Marc as he investigates the connection between a talentless boy band and the sudden appearance of old people claiming they have suddenly aged. Following that we get a tale of Jake picking up a man disguised in an Arab keffiyeh in his cab who goes on to terrorise the United Nations. At the story's end Jake succumbs to casual racism and refuses to pick up another Arab in a keffiyeh. Each of these stories feels like they were written for one of the ongoing series but never got used, and it might have been better to have placed them here in the originally intended locations.

The Solo Avengers story is clearly original and brings Moon Knight into conflict with the Shroud, Master of Darkness. Both characters have strong elements of Batman about them and it's surprising that it took so long to bring the two together, even if it is for only half an issue. The final story, from Marvel Super-Heroes #1, feels like it was also prepared for Solo Avengers but not used in favour of a new Moon Knight series. It sees Moon Knight battle the Raptor, a forgettable one-off villain like so many in Solo Avengers, and also visit Gena, now managing a restaurant in Houston. It does its best in the pages available to provide a coda to the original supporting cast as well as establishing that Marc and Marlene are back together, thus undoing as much of the Fist of Khonshu damage as possible in the limited space available.

All in all this volume shows a once great character and series crashing into the mess of rapidly changing creative teams and a badly fumbled relaunch that steers in completely the wrong direction. There a few especially memorable stories with the villains mainly one-offs and much of the good and unique elements are needlessly jettisoned. This volume also suffers from presenting the inventory stories when they were published when it might have been better to follow the lead of other volumes and insert them into the original run at approximately the point they would have originally been used. In total this volume is best forgotten.

Friday, 19 December 2014

Showcase Presents Doc Savage volume 1

It's time for a special side-step to look at a Marvel series collected in a black and white on cheap paper - but it's not quite an Essential.

Over the years Marvel have seen many licences come and go, often making it hard to reprint some adventures in later years - we've already seen issues of Giant-Size Spider-Man or Marvel Team-Up amongst other series that have had to be left out of the Essentials because of the guest stars involved. But often the terms of the original licence are more favourable for reprinting the character's own series, albeit in unusual places. Usually the rights to the stories end up being held by the characters' copyright owners and so later licensees can reprint the adventures. The likes of Marvel's Conan, Transformers, G.I. Joe and others have found their way back into publication under these terms (although joint adventures with Marvel's own characters can remain problematic). Doc Savage is another such series, with the rights held in recent years by DC.

Showcase Presents Doc Savage volume 1 reprints the eight issue magazine series Doc Savage from 1975-1977. Everything is written by Doug Moench, with plotting on one story by John Warner and John Whitmore. The art is by the likes of John Buscema, John Romita, Tony DeZuniga, Rico Rival, Marie Severin, Val Mayerik and Ernie Chan. The volume includes a number of pin-ups from the series but leaves out articles and interviews even though it only comes to 448 pages - Showcase Presents volumes have shown a much greater flexibility on page counts than Essentials.

Doc Savage first appeared in 1933 and has very much remained a man of his time. The amazing men - and they were invariably men - of the pulp magazines of the era are the direct ancestors of the superheroes who emerged at the end of the decade but often they haven't aged as well. Whereas the superheroes have been subject to a steady updating over the years, reflecting changing priorities and attitudes, the pulp action heroes and some of the contemporary comic strip characters have proved harder to adapt and update into complex and fallible characters struggling against the odds. As a result there are usually two latter day ways of presenting them - either in a self-mockery that extenuates the ridiculousness of the characters and the situation around them or else played straight in a reasonably accurate recreation of their original era give or take some the embellishments of the original stories. A lot of the movies of heroes of this era or homages to them just fall flat with only the Indiana Jones series really succeeding.

A movie version of Doc Savage was released in June 1975, but I've never seen it in full (and it's not had a conventional DVD release but rather a burn on demand one; a sign of a perceived limited market). Clips on YouTube suggest it was a rather campy take on the character and it frankly looks like it felt at least a decade old on its original release. The trailer is not the most enticing. But it's clear that there was an attempt to drum up interest in the character following the success of the republishing of the original pulp magazine stories as paperback books in the previous decade with James Bama's stylised covers forming the basis for the character's look in subsequent comics. Earlier in the 1970s Marvel had run an eight issue normal sized colour series and there was a both a Giant-Size reprint special and a team-up with Spider-Man in his own Giant-Size series in the first half of 1975. Then came this magazine series, which is a blatant tie in as the first issue came out the same month as the movie and both use the subtitle "The Man of Bronze" although the magazine's cover drops it from issue #3 onwards.

The man himself is not the most developed of characters, reflecting his pulp roots. Doc Savage has trained his body and mind to the ultimate perfection, making him super strong and super intelligent, with fast reflexes and the ability to solve any problem or situation with the utmost ease. He is highly disciplined with most stories showing him taking two hours each day to undertake a physical and mental workout to enhance himself. He is also focused - like many traditional heroes of serialised fiction he shows no interest in romance at all and is instead dedicated to the mission at hand. But here come the two problems with the character. He is too perfect with no substantial flaws that cause significant problems in his adventures. About the only flaw on display is his sexism towards both his cousin Pat and Monk's secretary Monica, declaring "Adventure is no place for a woman" (page 267) when brushing off the former. But even this flaw isn't used efficiently as Pat forces her way into going on the adventure with the regular team from the outset rather than coming in to the rescue. Beyond this Doc Savage is a know-all and do-all who can achieve just about anything and this makes it harder to get excited about such a hero. And at times he seems beyond human - indeed some of his foes explicitly shout this in frustration. On only one occasion do we hear of how he deals with captured criminals (most foes die in the climaxes) and it is to "perform certain surgical procedures upon your brains after which you will remember nothing of this -- nothing of what you did..." (page 389) In other words he will perform lobotomies on them. From a modern perspective the practice itself is horrifying but what's also concerning is the way in which Doc Savage feels he has the right to arbitrarily impose a punishment and literally change how people think. Given the characterisation and the era it is hard to avoid thinking of the concept of the ĂĽbermensch, especially as that word has historically been translated as "superman".

Now Nietzsche's philosophy is generally unfamiliar to me and his own ideas have had their reputation damaged through association with the Nazis, so it's hard to judge just how far Doc Savage conforms to the ĂĽbermensch model as originally conceived, though it's notable that Doc Savage's adventures often start out as the straightforward helping of others rather than proactively seeking to save the world and personally make history. But the perfect man is not a character concept that works well in this day and age. It didn't really in the 1960s & 1970s which is why so many film and TV adaptations went down the road of camp and self-mockery. But here we have a straight adaptation of the original pulps that is all too faithful to their 1930s sensibilities and outlook. And that just doesn't feel right.

To some extent Doc's aides, only once here called the "Famous Five", offer a more realistic approach. Several defy stereotypes in their appearance and characterisation but they are all experts in one way or another. They consist of:
  • "Monk" aka Lieutenant Colonel Andrew Blodgett Mayfair - expert in chemistry and owner of a pig called "Habeus Corpus" (sic - occasionally the correct spelling "Habeas Corpus" is used instead) who sometimes accompanies him on his adventures.
  • "Ham" aka Brigadier General Theodore Marley Brooks - top attorney and stylish dresser
  • "Renny" aka Colonel John Renwick - engineer
  • "Long Tom" aka Major Thomas J. Roberts - electrical expert
  • "Johnny" aka William Harper Littlejohn - archaeologist and geologist expert
What immediately dates this group is its composition, being all male and appearing to all be from the same ethnic and social background. Had the not been created until at least the 1960s then there would have almost certainly been a woman there and if created in the 1970s the group would have been multi-racial. The military ranks are mentioned on each introduction and raises questions as to how the first four, who all appear to be around their 30s, could have risen to such high ranks. None of them appear to be career soldiers but equally they seem a little young to have achieved these ranks as recruits in the First World War, especially given that the United States was only a belligerent for less than two years before the Armistice. The problem is slightly compounded by the adventures being given dates between 1933 and 1939, yet nobody seems to age in this time. It feels like these titles have been given to the characters just to enhance their standing as expert support for Savage. Monk and Ham get the most attention, with the two constantly bickering, fighting and playing practical jokes on each other. Ham fancies himself as a ladies' man, although women he flirts with do not always want the same outcome, but most of the team are attracted to at least one woman throughout the run, leaving Doc Savage above sexuality.

Issue #3 states it is starting a series of solo adventures for the five as back-up tales; however that issue's solo story of Monk is the only one to appear and subsequent issues revert to the format of full-length adventures. The story is set at the same time as the issue's main adventure, with Monk thus absent from it, and this restriction may have proved the feature's undoing.

The other character of note from the original pulps to appear here is Pat Savage, Doc's cousin who appears in just issue #5. There isn't room to fully explore her skills and strengths but she is similar to her cousin in many regards and more than a match for any of his aides as well as resourceful enough to force her way into an adventure to Loch Ness. Clearly a forerunner of the likes of Supergirl, she is rather underused and could have appeared more to provide balance in the series and help to pull it forward.

The adventures themselves are very much in the pulp tradition with lots of over the top villainy, some science fiction and fantasy, globe trotting, fancy gadgets and the resolution of matters with fists. There are monsters, mutants, deformed men in iron masks, secret bases, global conspiracies and more. It's all traditional adventuring that sticks to its roots. None of the villains are recurring and the dates given suggest the adventures may take place out of publication order. There's some sophistication, with problems to be solved and so providing a challenge beyond getting to a place and fighting a solution. Some of the puzzles are immensely complicated such as a pair of multi-levelled cryptic clues in the first issue that take nearly four whole pages for Doc Savage to unravel and seem almost impossible for any readers bar perhaps the most advanced crossword solvers. Yet the same issue features a blatant clue to the villain's identity in the form of his name, though notably this isn't remarked upon. Perhaps Doc Savage doesn't want to admit to being so complicated that he overlooked the obvious. On another occasion Savage is able to deduce that "Maison Blanche" is a translation from not English but Spanish and so the destination is not the White House but Casa Blanca.

The reproduction on this volume is quite good considering that the source material for the magazines is often in a worse state than the regular sized comics. A small note on the front page thanks Mark Waid "for loan of source material" suggesting that this volume has been compiled from original copies of the printed magazines themselves. If so then an excellent job has been done in remastering them. Unfortunately a few errors have crept in such as the inversion of pages 166 & 167. I don't know if that error was made in 2011 or 1975.

Overall this volume is of interest as a curiosity, being one of a surprisingly high number of times when one of Marvel's licensed titles has been reprinted by the current rights holder. Unfortunately the contents aren't that great. If you're a fan of the 1930s pulp adventures then this volume is a good homage to them. But if you're expecting something more sophisticated and reflecting the sensibilities of the 1970s then it's a disappointment. Both the character and the wider cast are very clearly dated and no real attempt has been made to update them in any way. That may have been an artistic decision or a restriction of the licence but the result is a fairly lightweight series that fails to hold up by even the standards of when it was first printed.

Friday, 21 November 2014

Essential Rampaging Hulk volume 2

Essential Rampaging Hulk volume 2 reprints the Hulk stories from The Hulk! magazine #16 to #27. The first half is mainly written by Doug Moench with one story by Roy Thomas and another by Bruce Patterson; the latter half is a mix of Jim Shooter, Roger Stern, David Anthony Kraft, Bill Flanagan, Lora Byrne and J.M. DeMatteis. The art is mainly by Gene Colan and Ron Wilson; other stories are drawn by Mike Zeck, Herb Trimpe, Bob McLeod, John Buscema and Brent Anderson. And that means once again there's a separate labels post.

This volume has some of the most problematic reproduction of any of the later Essentials. The original magazines used a more sophisticated colouring system than the overlay method of the contemporary comics but one result is that black & white separations are now unavailable and so the material is reproduced with the original colour "burnt in" as shades of grey. This often results in a more sophisticated look compared to the regular comics of the era. Unfortunately many of the captions used a coloured background which now often appear as black text on a dark grey background and are very difficult to read without straining the eyes and/or deploying extra light. Some of the last few issues are in a better state, partially because the series reverted to black and white but also because many of the captions are white on black, but overall this volume is something of a pain to read.

The magazine series was contemporary to the later seasons of the Incredible Hulk television series and offers up a hybrid of the Hulk's screen and comic adventures. There are almost no references to the Hulk's comic supporting cast bar one retelling of the origin and instead we have a focus on Bruce Banner travelling across the United States and beyond, hunting for a cure and encountering a variety of mostly one-off characters and situations. However Banner's identity as the Hulk is public knowledge and on several occasions he is either recognised by someone who works out who he is, or else he gives his name and gets out of a tricky situation by trading upon the knowledge that he can turn into a rampaging monster.

The stories themselves are a general mix but few really stand out. A few characters pop up more than once but don't really last. The situations include a number of families with interesting internal dynamics, with the Hulk sought for a variety of purposes including treasure hunting or as the quarry in a big game safari in Africa. There's an interesting modern take on the story of Robinson Crusoe as Bruce joins a man who has opted out of society to live on a deserted island, only to see paradise end as modern day pirates chase a couple there. It also has the memorable scene of the Hulk diving into the sea to pick up the whole island and walk it to the mainland shore. Elsewhere Bruce goes to help tackle a meltdown at a nuclear power plant, with the Hulk ultimately fixing the problem. There's a convoluted tale as a politician manipulates multiple sides over a controversial dam in order to achieve a public relations triumph to propel him to the White House. Bruce tries settling down first working for a school for retarded children and then for a carnival but neither works out. There's a mess with a cult led by an old friend of Bruce's followed by a tense encounter with a paranoid family of gun obsessives then the chaos of a family of hillbillies who kidnap Bruce by accident and try to use him in convoluted dynamics relating to a daughter's suitor. There's a visit to Las Vegas where the Hulk is caught up in an organised crime feud. Nature is also a foe with one tale seeing the Hulk surviving a flooded river.

One of the few recurring characters is Dr Shiela Marks, a psychologist specialising in multiple personality syndrome (and to its credit her introduction avoids the common mistake in fictional to confuse MPS with schizophrenia). It's one of the first times that the Banner/Hulk dynamic has been expressed in psychological terms. Marks is driven by a determination to prove herself over her family's traditional expectations and professional criticism, but the first attempt to tackle the Hulk instead results in the Hulk's personality briefly controlling Banner's body and going on a rampage through New York, believing it to be a very different and far more hostile environment. She tries again in the more isolated environment of Bermuda but without direct success though she and Bruce face down the very different menace of brothers based in the underwater city of Hydropolis trying to drive humanity into living in the seas. Throughout the tales there are strong hints that she and Bruce could become an item but nothing is developed of it before a change away from having a permanent writer. Another attempt at a mental cure is made with a hypnotist that sends Bruce into a surreal fantasy but doesn't resolve the issues.

Issue #23 contains "A Very Personal Hell", the most infamous story in this run, though contrary to popular myth the scene everyone focuses upon is actually only a side incident in the story. Whilst in New York City and trying to obtain some of the latest science books with the latest research that may offer a hope of a cure, Bruce stays at a youth hostel and has a nasty encounter in the communal showers. For two very camp men try to rape him and it's clear this is not the first time they've pounced on a passing stranger. Now some of the elements of the portrayal may reflect early 1980s stereotypes that have since been forgotten (much as the story's general setting around Times Square is from an era when it had a reputation as a seedy, run-down area very different from what it is today) and so it's not easy to objectively judge what buttons this scene did and didn't press. But the two would-be rapists are classic effeminate, over the top, outrageously camp types that make their sexuality all too clear. There's nothing intrinsically wrong about a comic depicting a rape attempt as part of a generally down beat and horrific environment the lead character is enduring, and the absence of the Comics Code Authority on the magazines meant that more could be shown here than in a regular comic. And sexual assault and rape are sadly horrors that happen all too often in the real world. So the scene was probably written with the best intentions of helping to establish just what a horrible environment Bruce has found himself in. But the real problem is the lack of balance. At the time depictions of openly gay characters was almost non-existent in most media. It's true that most characters appear without anything being said about their sexual orientation and some could quite easily be gay, but that doesn't provide any balance in the slightest. Instead the only overtly gay characters depicted in not just the issue or even the series as a whole but across Marvel comics in general at the time play into stereotypes and fears about all gay men being sex obsessed and trying to rape every vaguely cute guy that comes along. It is not a defence that the attempted rape could have been a heterosexual one as there were enough portrayals of heterosexual people across the comics that such a hypothetical pair of rapists would not have been the sole representatives to appear.

It's also deeply uncomfortable that this story was written by Jim Shooter, Marvel's then Editor-in-Chief, who generally blocked depictions of gay characters in the Comics. That approach and other socially traditional restrictions have at times been defended as corporate level decisions, either due to the outlooks of the company's owners or else the nervousness of licensees who had been assured the characters used on their merchandise would not be put in situations that made the products unsellable in traditionalist areas. (And when this issue was originally published homosexual acts were still illegal in much of the United States as well as in two-thirds of the United Kingdom's legal jurisdictions.) Yes such corporate cowardice is easy to criticise when one is not personally at risk of the economic consequences but Marvel's history of pushing against the boundaries, most famously the Spider-Man drugs issues, showed that it could take a stand when there was the will to do so. And if such will wasn't forthcoming then it would have been better to depict no homosexual characters at all rather than having their total representation being a pair of predatory rapist stereotypes. It may not have been the intention to offend anyone other than rapists but the outcome was very much an offensive one.

This whole state of affairs is a pity on another level because the rest of the story is quite strong, showing a dark world of drug taking, domestic violence, depression, family break-up, disapproving relatives, child custody battles and more. Bruce very briefly finds happiness with Alice Steinfeld. However transforming to the Hulk takes Bruce away and Alice succumbs to loneliness, committing suicide. Another story in the issue, "Clothes Call", is more humorous, seeing Bruce taken in by a housewife who tries to seduce him but then her husband comes home.

Overall this is a rather inconsequential volume. There are some stories that go broader and deeper than what could be done in the Code comics of the era but this approach can backfire as happened notoriously here. And there is some delving into the very nature of what generate the Hulk years before this became a standard part of handling the character. But the run as a whole just doesn't feel especially satisfying. The decision to stand aloof from the regular comic and mirror the style of the television series is an understandable commercial move but it hasn't produced a particularly amazing set of stories that stand out for all the right reasons. This feels like an early example of over exposing a character.

Friday, 24 October 2014

Essential Werewolf by Night volume 2

Essential Werewolf by Night volume 2 consists of issues #22-43 plus Giant-Size Werewolf #2-5 (issue #1 was under the title Giant-Size Creatures; it's not clear why "by Night" has been dropped from the title) and Marvel Premiere #28 which contains the first and only appearance of the Legion of Monsters. All the regular and Giant-Size issues are written by Doug Moench with the Marvel Premiere issue by Bill Mantlo. The regular issues are all drawn by Don Perlin who does some of the Giant-Sizes as well; others are by Virgilio Redondo and Yong Montano. The Marvel Premiere issue is drawn by Frank Robbins.

Giant-Size Werewolf #3 brings a return visit to Transylvania to free Topaz who has been captured by a gypsy woman wielding magic and in the process face a mob of outraged villagers clutching torches and pitchforks so cliched that the captions actually comment on this. But in the process it's revealed that the woman is Jack's grandmother and all the confrontation and hate stems from the reaction to the curse first visited upon Jack's father. Jack only discovers the woman's identity as she lies dying, having realised who he is and that he is not responsible for all the anger and hatred that has flowed from the werewolf curse. The issue also tries to tidy up the confusion of the multiple family castles - one is apparently a summer home that was left in Transylvania and the other a winter home transplanted to the States.

The other Giant-Size issues are fairly inconsequential to the regular series. Two of them are standard team-up issues, bringing the Werewolf into conflict with first the Monster of Frankenstein and then with Morbius the Living Vampire. After the already crossed-over-with Dracula these two are the most natural to appear with the Werewolf. The Frankenstein Monster is searching for a real body and succumbs to the claims of a Satanic cult, only to wind up turning on them when he realises the cult are using the sacrifice of the Werewolf to bring forth the spirit of Satan in the Monster's body. The Morbius story is a rare appearance by the Living Vampire that actually works, telling the tragic tale of how he found a formula that could cure him only to lose the only copy in a fight with the Werewolf. The series rounds out with a past set story as Jack and Buck try to obtain help from a demonologist only to get caught up in a struggle on another world. In general these tales are as non-intrusive as possible and sensibly placed but the final Giant-Size is placed between issues #31 & #32 that not only have a direct continuation of story between them but also come at a critical stage in Jack and Buck's friendship. It feels odd to jump from the events of issue #31 to a fairly run of the mill adventure even though Jack's narration is at pains to point out that this happened some months back. But overall this isn't a terribly great set of Giant-Size issues and there's no great sense of loss at the line coming to an end.
Dear Bill, I have an idea. Let's capitalise on the popularity of the monster books by teaming them up. Can you put together an issue combining Ghost Rider, Man-Thing, the Werewolf and Morbius? We'll stick it in one of try-out books and see how it goes. Cheers, Marv.
Dear Marv, This isn't a workable idea at all. Half the monsters can't even talk, one's based in Los Angeles while another is in Florida, most of them are violent loners who get into pointless fights whenever they have or are a guest star, and only Ghost Rider comes close to being someone who would hang around in a team for the common good and even then we're stretching things to include him in the Champions. Still you're the editor and what the editor wants he gets. Here's an issue that brings the four of them together and shows why they just won't work as a team. Yours, Bill.
I have no idea if an exchange like that ever took place, or whether the idea came from the editor, writer or even the sales department, or even if Marv Wolfman was the editor at the point of commissioning (as a try-out book, Marvel Premiere stories could easily sit around for months or even years on end to be used as and when there was a space available). But the Legion of Monsters feels like a concept produced on order from someone who didn't think through the fundamentals and the issue is pushing back to show why this can never work as a regular series. With only eighteen pages there isn't room to show all the problems and so how the Man-Thing makes it all the way from the Florida swamps to downtown Los Angeles must remain one of those questions we just weren't meant to ask. Otherwise this is a rather dull tale of a lost civilisation returning with no consideration for those who have built over their old home's location in the meantime. The powerful Starseed seeks a paradise Earth but the hostility on the monsters leads to a fight that fatally wounds him. There's no attempt to even give a stock "Think of the good we could achieve by working together" speech and the monsters all go their separate ways, showing why the Legion of Monsters could never work. It's surprising that this issue was included here when it isn't included in the Essential Ghost Rider volumes, given that he rather than the Werewolf is the lead character. (For that matter it's also not in the Essential Man-Thing volumes.) This may be down to timing and a lack of foresight as this issue came out during the run covered by Essential Ghost Rider volume 1 but it really doesn't feel like a Werewolf story and above all others and could easily have been left out from here.

Of the regular issues in this volume the best known are probably #32 & #33 which introduce Moon Knight, here working as a mercenary on behalf of the unimaginatively named organisation called "the Committee". On the face of it a moon themed villain is a natural foe for a man suffering from the werewolf curse, and Moon Knight's use of silver on his costume means that the fight between the two of them feels like a suitably level pitch. But the storyline takes a twist when Moon Knight realises the Werewolf's inner innocence compared to his corrupt paymasters and turns on them. The character's depiction here will surprise those who are only familiar with his later adventures and indeed an awkward retcon had to be introduced to explain away his origins and actions shown here. At this stage he's just a mercenary for hire with a supportive helicopter pilot and the costume is developed entirely by the Committee for the purpose of handling the Werewolf. It's easy to see why this had to be changed to open the character out for his own adventures but it also means this series is deprived of a strong and resourceful foe who proves able to capture the Werewolf and hold him past dawn. Still the Werewolf's villain's gallery's loss is herodom's gain and an illusion of Moon Knight appears in  Belaric Marcosa's house as projections of the Werewolf's three greatest foes. The other two are the Hangman, who makes a brief reappearance in the flesh early on, and new foe Doctor Glitternight, a magician who initially tries to control Topaz through stealing her soul and subsequently turns out to be the exiled member of a quintet all-powerful beings from another dimension. One-off foes include Atlas, an actor out for revenge after his face was burnt on set, DePrayve, a scientist whose experiments on controlling human aggression turn him into a modern day Dr Jekyll and Mr Hyde, and the Soul-Beast, a monster created by Doctor Glitternight out of Topaz's soul.

The volume sees the tackling head on two of the most basic questions of the series. Early on Lissa's eighteenth birthday approaches, sparking the fear that she too has inherited the curse and an unsuccessful search for ways to prevent her ever changing. To make matters worse Doctor Glitternight's interference means that on her first night she transforms into an even fiercer monster - a Were-Demon. However Taboo's soul intervenes and sacrifices its remaining life essence to free her, curing her of the curse in the process. It was probably inevitable to avoid having two werewolves regularly running about but it's a little too neat a solution for my liking. Meanwhile Buck Cowan starts to get some happiness when he meets single mother Elaine Marston and her daughter buttons. Unfortunately a skiing holiday turns to tragedy when Buttons wanders out into the snow near to where Jack has transformed to the Werewolf. Buck comes to her rescue, risking his own life to protect the child despite a fight that both he and Jack have long feared. Buck is nearly killed and only recovers with the help of a spirit, and is still confined to a wheelchair at the end of the volume. Despite this he forgives Jack.

As part of the search for a cure for Buck's near death state, Jack, Topaz, Lissa and Elaine venture into the haunted house once inhabited by soul eater Belaric Marcosa and spend several issues fighting against the spirits and madness there in a tale of full on horror where friends find themselves literally at each others' throats and it becomes impossible to know what is real and not. At the time spread over multiple months, made worse by the series going bimonthly midway through, this storyline must have seemed a drag and the ending not quite the series climax it was briefly billed as, but when read altogether it hold up well and fits in with the dark magic themes of the series.

The last issues of the series show panic buttons being hit with the book going bimonthly and taking a new direction with guest-stars. Initially it seems as though issue #37 was going to serve as a conclusion but instead the series went on for another six issues in a team-up with Brother Voodoo. A very long running subplot involving Raymond Coker's affairs in Haiti, and Lieutenant Northrup's investigations pursuing him, is resolved in a battle with Glitternight and his "zuvembies". It's a dramatic conflict on an interdimensional basis but it feels well outside the norm for the series. There are some good individual moments - my favour one pokes fun at the inability to say "zombie" in a Comics Code approved book as Jack asks what is a "zuvembie" and upon being told by Brother Voodoo the reply is "You mean they're zo--" before an interruption prevents the full word coming out - but overall this doesn't feel like a natural Werewolf story. It's a pity because this tale finally sees both the end of Northrup's pursuit of the Werewolf, having seen Jack as a hero, and Jack get control over the transformations, allowing him to control his lycanthropic form.

The final two issues see Jack temporarily in New York where he teams up with Iron Man against the Masked Marauder and his latest creation, the Tri-Animan, a robot that combines the abilities of a gorilla, an alligator and a cheetah. It's not the most spectacular point for the series to suddenly be cut off at, but it presumably shows the intended new direction of making the Werewolf a more conventional superhero with Jack in full control now. This may have been deemed necessary to overcome a sales slump as the initial fad passed, but it's not a direction I care much for. In any case it was too little, too late as the series suddenly ended. A subplot is left dangling involving a mysterious being breaking into Buck's house and kidnapping him with a caption added at the bottom of the page for this edition stating that the plot is resolved in Essential Spider-Woman volume 1. It's nice to have an actual pointer but it's a forewarning that the volume itself is going to end unsatisfactorily.

Overall this volume is a letdown after the first. There's a few too many stories that drag on for longer than they should and a move away from the basic concept. There are some good moments and a few good storylines but a lot of this is turgid. There's also a few too many attempts to team-up one of the ultimate loner characters with others but fortunately the Marvel Premiere story proved to be the Legion of Monsters' sole appearance. All in all this is not one to remember.

Friday, 29 August 2014

Essential Moon Knight volume 2

Essential Moon Knight volume 2 carries issues #11-30 of his first series. Most of the issues are written by Doug Moench with some back-ups and/or fill-ins by Jack C. Harris, Alan Zelenetz, Denny O'Neil and Steven Grant. The art is mainly by Bill Sienkiewicz with other contributions, mainly on back-ups, by Denys Cowan, Jimmy Janes, Vicente Alcazar, Greg LaRocque, Keith Pollard, Joe Brozowski and Kevin Nowlan.

Issue #15 represents a minor landmark in US comics history as it saw the series shifted to become a direct market only title, also receiving an increase in both pages and price. Together with Ka-Zar and Micronauts, the title had experienced strong sales in comic shops but poor returns on the newsstands and this move allowed each series to survive and even specialise without the restrictions of the newsstands - for one thing the Comics Code Authority stamp disappears after issue #15. However it also made the title inaccessible to those without easy access to a comic shop (and there were several reasons why subscriptions weren't a viable solution for all) and it effectively marked the beginning of a slow market retreat to the ghettos of the comic shops. In cases where a book appealed primarily to the niche of buyers that had already moved over to the direct market it doubtlessly made more sense to do this than try to raise newsstand sales but in the long term it contributed to much of the industry deserting a broader market and making it harder to recruit new readers to keep up overall interest.

However the direct market switch brings with it a much more experimental approach. Story lengths now vary considerably, ranging from lengthy multi-part epics to stories that only take up part of a single issue. The rear of the issues are sometimes enhanced by features such as editorials, commentary by creators, guides to equipment, galleries of images and so forth. Even the covers experiment a bit including a striking black and white cover on issue #24, reproduced as the volume's cover. Only two guest stars appear in the direct market only issues and one is the Werewolf, appropriately returning after the conclusion of his own series to now encounter its breakout character. The character's intervening time is explained by having been on the run from a cult. The other is Brother Voodoo, stepping out of a similar limbo to appear in a story set in Haiti complete with zombies. Daredevil and his foe the Jester appear in one of the last issues also available on newsstands, and the Thing makes a two-page cameo billed on the cover of one of the first direct market only issues (an appearance probably planned when the series was still on general release) but otherwise the series keeps very much to itself. Again this makes sense given the direct market only format as it could needlessly annoy newsstand fans of other characters to deny them the chance to see a guest appearance. And the Micronauts and Ka-Zar, the only other characters for whom this would not be an issue, are not exactly naturals to appear in the grim and gritty world Moon Knight inhabits.

In contrast to the turmoil of the first volume, this one shows a remarkable degree of stability with a firm focus of the character's crime fighting side, with occasional dipping into his mercenary past but with the Egyptian deity elements largely confined to statues that may have powers or it may just be the beliefs of those around them. The supporting cast is primarily that already established albeit with the addition of Detective Flint, a police officer who regularly supplies Moon Knight with information. For the most part the supporting characters remain on the sidelines though the very first issue here deals with Frenchie's revenge when an ex-girlfriend reappears only to be murdered for failing to deliver a supply of cocaine.

Marlene is the main exception, with some prominent roles throughout the run and her continuing displeasure with the way Moon Knights various identities are becoming personas in their own right, feeling that she has helped create a monster. One storyline sees her brother Peter, a doctor, suffering at the hands of his patients who has been twisted by drugs into Morpheus, a being who cannot voluntarily sleep and who can project nightmares into others via a mental link with Peter. At first it seems that Morpheus could be a recurring foe but his powers are neutralised in his return appearance when Peter exploits the link to feedback psionic energy, dying in the process. Marlene's grief is wisely not dwelt on but it adds to her growing dissatisfaction with Moon Knight's approach and identities to the point where she decides to leave him. When new foe the Black Spectre turns out to be an outside candidate for Mayor, Marlene agrees to go under cover but comes to believe in Carson Knowles and sees Moon Knight's public accusations as persecution. She subsequently discovers the truth and returns to him but it's a reminder of how strong and independent she can be. In another storyline she winds up taking the job of bodyguard for a terrorist and the series all but shows her sleeping with him as part of her mission. The character is a far cry from the average superhero girlfriend.

And Moon Knight is not the average superhero. His identity crisis continues to bubble away, with ever increasing - and sometimes contradictory - insistence that he is any particular persona at a precise moment, to the confusion of those around him. During his second encounter with Morpheus he experiences a nightmare in which Steven Grant, Jake Lockley and Marc Spector all attack him, showing up his worst nightmare. Later on Grant is sitting at home when he witnesses a vision of Marc Spector angrily lashing out at others but unable to finish himself off, with Grant commenting that through Moon Knight they are all paying for Spector's sins. Of all his identities it's Marc Spector that he tries to avoid the most, yet Spector is his original persona. For the most part Moon Knight seems able to keep on top of the confusion but there are indications that he may eventually break down into a mess of contradictory and warring selves. Otherwise the character continues in what appears to be a Batman mould but coming out some years before Frank Miller reached Gotham City it seems the flow of inspiration was not all one way. Moon Knight continues to be put through a variety of problems both at home and abroad, including facing the loss of everything he has, but he manages to come through thanks to his guile and gadgets.

His Marc Spector persona is not completely sidelined as a number of issues carry back-up stories highlighting aspects of his career, including some set during his days as a mercenary - there's a particularly dark story where he's commissioned to steal a box from one sculptor for another and it turns out to contain the head of the Gorgon Medusa. In a reversal of the traditional myth Spector uses a mirror to turn the head's back on itself and upon its wielder. Other back-up stories range from present day tales by alternate creators, some of them perhaps auditioning to take over the series if needs be, to tales of the statue of Khonshu and how the statue scared a crook in a museum into locking himself in a sarcophagus or how it seemingly used its power to clear a minefield and help a bunch of stereotypical British soldiers in American uniforms to win the battle of El Alamein. Such tales wouldn't appear in most Marvel series but here they help to enhance the background to the series and were doubtlessly a welcome change from adverts when the series's price increased.

Although a lot of the issues have single part stories mainly dealing with one-off urban villains, there are some that take the series in different directions and introduce potential recurring adversaries, though not all survive. As noted above the threat of Morpheus is neutralised early on, but in the opposite direction the character of Stained Glass Scarlet seemingly starts out as a one-off, a sorrowful nun turned mother turned recluse living in an abandoned church who finds herself shooting her gangster son dead. But subsequently she becomes a crossbow-wielding vigilante, declaring war on mobsters in general and Moon Knight finds himself ultimate missing on purpose and letting her escape. The difference between Moon Knight, operating outside the police but usually with their tacit approval and individual support as he generally seeks to bring crooks to justice, and Scarlet, operating completely on her own as she seeks to execute them, may seem a hair split at first but it's a core dividing line as to how vigilantes are usually portrayed in comics and the source of much philosophical debate. Elsewhere the Black Spectre explicitly models himself on Moon Knight but his failed venture into politics somewhat restrains his potential for reuse. Elsewhere the foes are one-offs - various mobster types and terrorists but also corrupt police officers and those who seek to purge the force of them as well as a man driven mad by childhood abuse seeking vengeance on his just deceased father.

The longest story in the volume is an epic adventure that pits Moon Knight, Marlene and Frenchie against a group of terrorists hell-bent on the destruction of the west. The Third World Army is a coalition of terrorist groups from across the political spectrum, headed by the anarchist Nimrod Strange. Privately disavowing their public political goals, they are fanatics who will take aid from right and left wing dictatorships only to play them off against one another to bring the world to its knees. Few take them seriously but the Mossad has realised their true threat. When Benjamin Abramov, Marc's oldest friend, is gunned down in the mansion by the organisations top assassin the Master Sniper, it begins a journey that takes Moon Knight to Switzerland, Israel, Lebanon, the Indian Ocean and finally back to New York. Along the way Moon Knight, Marlene and Frenchie have to infiltrate the organisation, with Marlene becoming one of Strange's elite female bodyguards and harem. Strange himself adopts armour to become Arsenal and almost kills Moon Knight before departing to hijack multiple oil tankers and use them to destroy Manhattan, in a plan lifted directly from US anti-terrorism planning. The pace of the story is relentless and it doesn't pull its punches either with a number of atrocities depicted including the gunning down of a congregation at a synagogue. Arsenal becomes another foe whose long term potential is sacrificed on the altar of a dramatic resolution to the story but it works. It's a tough storyline that combines the global threat with the personal element as Moon Knight seeks to complete Ben's work as well as repay Arsenal for his slights. At a guess this storyline (in issues #17 to #20) was the first to be prepared for the direct market and it shows a willingness to stretch beyond the confines of the Comics Code authority without being gratuitous simply for its own sake. It's a good example of how the series adapts to changed conditions and sets out to offer something truly unique.

In general this is a series that does well to rise to the challenges set, continuing to offer a hero with a very unusual identity situation whilst also adapting well to its changed market position and experimenting within the format and outlet. There are some themes handled here that are more adult than those found in the Comics Code Authority books on the newsstand, but never once does it feel like its being puerile or gratuitous just to show off its freedom. Instead it continues to build a solid and distinctive series, using the expanded page count to explore multiple stories and features and allow other creators onto the characters without feeling like quick fill-ins. Sienkiewicz's art looks amazing in black and white and Moench's scripts remain strong, producing quite a solid volume.

Friday, 8 August 2014

Essential Rampaging Hulk volume 1

Essential Rampaging Hulk volume 1 reprints the Hulk stories from the first fifteen issues of the Hulk's late 1970s black & white magazine series, entitled The Rampaging Hulk on the first nine issues and then The Hulk! from issue #10 onwards. A bonus is a short story from Incredible Hulk #269 which addresses the continuity of the magazines. All but one of the magazines' strip stories are written by Doug Moench; the exception is by John Warner. The art is mainly by Walter Simonson, Keith Pollard and Ron Wilson with other contributions by Jim Starlin, Herb Trimpe, Sal Buscema and Bill Sienkiewicz. Also included is a text story from issue #10 that is written by David Anthony Kraft & D[wight] Jon Zimmerman and drawn by Ernie Chan plus the Moon Knight back-up story from issue #15 that crosses over with the Hulk story, written by Moench and drawn by Sienkiewicz. The Incredible Hulk story is written by Bill Mantlo and drawn by Sal Buscema.

Looking back at the period before the mid 1980s it's amazing just how restrained Marvel used to be about giving popular characters additional titles. Even when they did succumb to producing a second book it was significantly different in some way - a quarterly, a magazine or a team-up title instead of just a second ongoing solo book. The main exceptions that I can think of were Peter Parker, the Spectacular Spider-Man and A Date with Millie/Life with Millie/Modelling with Millie but otherwise everything was sufficiently different so as to not be interchangeable. It's unsurprising that the Hulk wound up getting an additional book at around the time when his TV series was gearing up to launch. Agents of SHIELD may now be challenging for the crown but up to now the Incredible Hulk is Marvel's only real success with live action television. But boldly this was a series that stood on its own, not only in a different format from the existing monthly but also taking place in a different era.

Adventures retroactively set earlier in the careers of established characters were still rare at this stage in Marvel's history. Some of the Second World War heroes had had a variety of wartime stories, most notably the Invaders, but otherwise Marvel's history was largely confined to reprints, What If?s and the occasional substantial flashback to prepare a modern story. And of course Marvel continuity has long had an ambiguous relationship with material printed before Fantastic Four #1, so even the Invaders and the wartime adventures of Captain America could be excused as replacement material. But now the Hulk was given his own retroactive series set during an obvious part of his career but using the setting in a less than obvious way.

Maybe it's because of the brevity of the original series but the Hulk's earliest adventures have attracted many latter day creators to them. Perhaps it's because the Hulk still had his secret identity and so the stories felt the most superheroey. It could be down to the various early cartoons also basing themselves on this period. Or it could just be the sense of a truly classic era, helped by brevity cutting it off at a clear point instead of fizzling out after several years. Whatever the reason creators have often returned to those days to add more tales. Unfortunately some have been more successful at reaching them than others and this is one of the less successful versions.

The first problem is that the series rapidly ditches the status quo of the Hulk circa 1963 in favour of a global epic that could frankly have been placed at almost any period in the character's history up to this point - and in fact, as I'll come to below, would be a better fit elsewhere. So there's very little of Bruce maintaining his secret around the Gamma Base or the classic dynamic with Betty and Thunderbolt Ross. Later on in the run there's an encounter with the Sub-Mariner who has just lost his people once more but again the character's history and personality is such that it doesn't take much to generate a fight with him at just about any point in his history. The last couple of issues in the sequence try to add something to the history of the Avengers by bringing the five founders together for the first time. Now it's probably true that there is no dialogue in the Avengers' history that explicitly says "And we had never come together before the battle with Loki" but this encounter still feels like a very awkward addition to the team's history, undermining the dynamics seen in the first issue because there was little reason to have discovered they could form a team on the second meeting if they hadn't done so the first time round. Also the series is nominally set in 1963, being one of the last times I'm aware of when Marvel time explicitly matched publication time. However this series doesn't feel like a nostalgia piece, if that's possible at a gap of only fourteen years (which seems a rather small gap but a lot of classic literature was set about as many years before publication) and instead it just feels like an alternate modern take on the Hulk. Indeed at times the series actually forgets it's set in the past, such as when Namor is searching Rome for the "Main Command" and gets told the war ended "thirty years ago" - approximately accurate for 1977 but not 1963. And although the main ongoing plotline about the alien Krylorians trying to invade Earth, including using shapeshifting to disguise themselves amongst us, may reflect some of the paranoid "they walk amongst us" science fiction of the original era, the execution feels much more late 1970s than early 1960s. The same is true of Bereet, a renegade female Krylorian who befriends the Hulk and Rick and helps them fight her race, complete with her many special gadgets. The character is quite well depicted as an advanced, liberated woman but again doesn't feel like someone who would have appeared in such a story in 1963, even if the author was making an effort to have a strong female role like Marvel Girl in the contemporary X-Men or Wonder Woman.

But the biggest problem is the Hulk himself. The "Savage Hulk" is the main personality written in the first nine issues, although the art varies between the classic "Savage" look and the original short haired neater look. Furthermore at this stage of the Hulk's history the transformation to and from Bruce Banner was controlled by exposure to gamma rays, albeit with some bodily resistance creeping in. But here we get a Bruce who changes into the Hulk when stressed and whose only control over the process is to deliberately work himself up into a tense state. Now only a very small handful of the original Hulk stories were reprinted in the 1970s so it's possible Doug Moench assumed he could just depict the more familiar version of the character with nobody noticing. However when reprinted the original stories were also back in print, courtesy of both the Essentials and the Omnibuses, and so the discontinuity stands out the more. The whole thing feels like a bad exercise in nostalgia. And it seems these problems were noticed at the time, leading to a shift in direction from issue #10 onwards and then a later story set out to tidy up the mess.

"Not a hoax, not a dream, not an imaginary story...so what IS it?" proclaims the volume's back cover. It turns out the first nine issues were a metafiction, a film made by Bereet for the inhabitants of Krylor, who are rather more tame and isolationist than their depiction suggests. In the space of five pages Bill Mantlo writes off the entire of the first nine issues, possibly in response to years of questions in the letter columns about how the adventures could have taken place. It's a blunt solution to the problem, though not unprecedented (Marvel had already used metafiction to write off the adventures of the original Two-Gun Kid). Maybe another writer could have produced a multi-part tale that managed to preserve the issues within continuity whilst explaining away the fundamental anachronisms but it would probably have taken too long after so many years. Instead, we get a simple five-page hand wave and that is it.

With issue #10 the magazine undergoes a transformation. The stories are now in full colour, though that doesn't make much difference here as it seems in both the 1970s and the 2000s the respective black and white pages were produced with colour "burned in" to create an greyscale effect. But the series has also shifted to the present, though there's none of the Hulk's status quo from his regular comic and these tales could in fact take place at almost any point in the history of the Savage Hulk. The series has taken its cue from the television series but doesn't want to contradict the comic. So we still have Bruce Banner with his classic look (instead of "David Banner" drawn like Bill Bixby) transforming into a talking Hulk, but rather than interacting with his usual supporting cast, fighting monsters and being pursued by the military we instead have Banner travelling the world alone, seeking both peace and a cure and getting involved with a succession of localised problems. There's the occasional discreet acknowledgement of the television series, most notably in issue #14 when Bruce uses the alias "David Bixby".

The foes are generally one-off non-powered ones of the type who could have easily stepped out of the television series. We get a mixture of unscrupulous businessmen of one kind or another, carnival thugs, terrorists, immoral scientists and fanatical military types. A scientist's experiments with gamma radiation accidentally turn him into a monster who fights the Hulk whilst the military are developing "Cybortrons" - robots mentally controlled from afar by soldiers - but that's the extent of the more fantastic. But in general this feels like an attempt to draw television viewers into the comic character without all the wider elements that would be unfamiliar to those who'd only seen the screen version.

The stories themselves don't pull their punches with some quite brutal deaths, including the casual gunning down of first a reporter infiltrating a mine and later an ill woman who tries to get help when a hijacked aeroplane crashes. Issue #11 focuses on an unfortunate boy who is being routinely beaten by his father. Elsewhere there's racism on the streets of Chicago, paranoia amongst scientists and the military and thugs attacking the isolated. Once again the magazine format shows how to tell strong stories free from the constraints of the Comics Code Authority but without getting gratuitous for the sake of it.

The artwork throughout the volume is generally good but the showcase nature of the assignments can undermine visual continuity. And occasionally there are some unfortunate results - Walt Simonson's pencils on issue #2 are inked by Alfredo Alcala but the printed result feels like a pencil and crayon effect. Perhaps they were aiming for something stylish but it just doesn't come off. But on a better note are the painted covers. They don't always reproduce so well in black and white, and I'm not persuaded the best choices of issues #1 & #9 were made for the volume's front and back covers, but they are an impressive set of mainly standalone images. A decade later several of these were used for the early issues of the Marvel UK series The Incredible Hulk Presents and they proved highly striking on the newsstands as they must have been on the original magazines a decade earlier.

As can often happen with the Essentials, this is a volume of two halves and it's more obvious than most. The first stage is a retro-based epic that totally fails to evoke nostalgia for the original era or exploit its setting and it's easily forgotten, with the retcon to hand wave it away proving surprisingly effective. After that we get a stand alone series of present day tales that could almost have come from the television series and which prove surprisingly effective. There's a real determination to offer something more than just standard Hulk stories in a different format publication, and on the second attempt the series achieves this. It's not the most essential of Essentials but it gives the old magazine series a good revisiting.