Showing posts with label creator: freddie williams ii. Show all posts
Showing posts with label creator: freddie williams ii. Show all posts

06 December 2023

"Maybe you were too tough for the JUSTICE SOCIETY... but, mister, now you've got to fight the SUPER SQUAD!": JSA All-Stars

During Justice Society of America vol. 3 (see item #44 below), a particularly stupid subplot saw the JSA breaking up into two distinct teams: the original JSA relocated to Happy Harbor to keep doing their thing, while a group of offshoots led by Power Girl but instigated by Magog formed the "All-Stars," which were supposed to be proactive and militaristic. The result was an eighteen-issue spin-off series called JSA All-Stars published from 2010 to 2011,* written by Lilah Sturges (then known as Matthew) and mostly illustrated by Freddie Williams II. (Flashpoint and the New 52 would kill it off.)

Like... why? If the twenty-first century JSA has worked at all, it's worked when it's been about the team's long history, its "legacy." The All-Stars undermine this by siphoning the legacy characters away from the original ones; the team mostly consists of younger heroes like Power Girl, Hourman, Cyclone, King Chimera, Wildcat II, Damage, and Stargirl. These characters are mostly interesting when contrasted against the older heroes. On top of that, the whole instigating incident is quickly rendered pointless when in Justice Society of America Annual vol. 3 #2, set between issues #3 and 4 of JSA All-Stars, Magog leaves the team! Thus the new proactive, militaristic JSA groups loses the person who makes them proactive and militaristic. So why did they split exactly? (Power Girl herself actually lampshades this with a conversation in the Power Trip collection.)

Once you move beyond that supposedly-unique-but-pointless team set-up... there's not much to this. There are three big story arcs, plus a couple smaller stories, and all of them left me cold. A lot of "big" action—gods returning, people jumping timelines, journeys into other dimensions—but nothing that ever seems clever or interesting, nothing that elevates the title above fairly generic superhero punch-ups. There are good characters on this team... but who is Stargirl when she's not part of the real JSA? Who is the Rick Tyler Hourman away from his wife? (More on him later.) This overlaps with Amanda Conner's Power Girl, and the character here has basically nothing to do with the character there other than costume. At one point a sorceress joins the team, and no one ever even bothers to explain who she is or where she is from. (I think Victorian England? Would have been nice to know.)

The one good issue is probably the Blackest Night epilogue, where everyone mourns the death of Damage. Unfortunately, it makes you realize more was done with him in one issue after he died than in six issues where he was alive.

Freddie Williams is a competent artist, and I seem to remember enjoying other work by him, but nothing from this title sticks out positively in my memory. There is a funny bit where a villain is using what is clearly the TARDIS console and control room from Doctor Who... and Williams (coincidentally, one assumes) draws the villain looking like Jodie Whittaker!

from JSA All-Stars vol. 2 #9
(script by Jen Van Meter, art by Travis Moore & Dan Green)
The one thing that does kind of work is the Liberty Belle and Hourman back-up, The Inheritance. Set before the team split up, this covers the adventures of the married couple as they travel around the world to track down a powerful artifact, competing against but sometimes working with Icicle and Tigress. It appears in ten-page installments from issues #2 to #11. It's kind of hard to follow at times—one has the feeling no one involved knows how to tell a story in ten-page chunks—but it's fun. I like Jen Van Meter's work on JSA Classified a lot, and it's good to see her writing these two villains again, and she does great by the superpowered power couple as well. Travis Moore acquits himself well on pencils, and it's always great to see the dependable Dan Green on inks. I don't know if these were collected, but it probably would have made a nice 100-page collection (maybe throw in the Liberty Belle/Hourman stories from the Justice Society of America 80-Page Giants), but I suspect no one other than me would buy it, alas.

This post is forty-eighth in an almost concluded series about the Justice Society and Earth-Two. The next installment covers Justice Society of America: A Celebration of 75 Years. Previous installments are listed below:

16 October 2023

Justice Society of America 80-Page Giants by Jesus Merino, Jesse Delperdang, Freddie Williams II, Scott Hampton, Victor Ibàñez, et al.

Alongside Justice Society of America vol. 3, DC published three "80-Page Giants," collections of seven ten-page stories (the other ten pages are ads). I have a lot of time for the 80-page giant format (see entry #11 in this series below, for example); usually these kind of collections will have a couple stories by big name writers and artist to anchor them, and then work by newer writers and artists to develop talent. I think the format works particularly well here, as a companion to an ongoing series, as it lets the creators spotlight characters from the main series in different situations, with a variety of voices and styles.

The first has a framing narrative, set between Jerry Ordway's and Bill Willingham's runs on the parent title. In the frame, the JSA brownstone becomes subject to dream logic, as characters move through time and appear and disappear at random. I kind of suspect this was picked to smooth over discontinuities between stories, but I didn't care because I thought it worked really well. It has a good dreamlike feeling to it, as characters disappear between page transitions and the logic is a bit hard to follow but also not totally random.

from Justice Society of America 80-Page Giant #1
(script by Zander Cannon, art by Scott Hampton)
Not all of the stories are great, of course, but I found enough to be worth reading. I liked "Heart of Steel" (Felicia D. Henderson, Renato Guedes, and José Wilson Magalhaes), which gives some much-needed pathos to Citizen Steel, "Mother's Little Secret" (Jerry Ordway), which explores the history of the new Wildcat, and "Spin Cycle" (Jen Van Meter, Jesus Merino, and Jesse Delperdang), which is a cute meeting between Cyclone and Power Girl while doing laundry. Particularly nightmarish is "Damage" (Zander Cannon and Scott Hampton), a bizarre story about Doctor Mid-Nite surgically removing people from Damage's insides, which I can't imagine working in any other format; good use of the frame, and a great collision of writing and art.

The other two collections have no frame; they're just collections of seven stories apiece. Typically, a few stories take place at the "now" of when the issue was released, and then a few must take place earlier on in the run of Justice Society vol. 3 based on what characters are present. These I liked for their spotlights on characters who may have been present in the main title, but were often unfocused on as it jerked from big event to big event. For example, one of my complaints about the parent title would be how Obsidian was either demoted to a disembodied presence or turned into an egg or going nuts again, so I appreciated "...the Not-So-Secret Origin of Obsidian!" (Marc Andreyko, Mike Norton, and Bill Sienkiewicz), which gave some unity to his disparate appearances and connected to what was being done with the character in Manhunter at the same time.

Liberty Belle/Jesse Quick quickly established herself as a favorite in Justice Society vol. 3 even though I felt like she didn't actually get much to do, so I enjoyed "Unstoppable" (Robert T. Jeschonek and Victor Ibàñez) where she takes on abusers, and "Guiding the Gifted" (Drew Ford, Andy Smith, and Keith Champagne), where she protects a kid with new powers. They both had a good domestic focus, but also a clear indication of how she doesn't take any crap. (Should I expand this ever-lengthening project to track down her appearances in Titans?) And again, there was a good Citizen Steel story in "The Tin Man" (Matthew Cody and Tim Seeley), where he falls in love with a patient he can never touch. I never really liked Steel much in the main series, so I was grateful for the positive focus these issues gave him.

from Justice Society of America 80-Page Giant 2011 #1
(script by Adam Beechen, art by Howard Chaykin)
I also appreciated this series following up on dropped plot points from the main one; for example, during James Robinson's run, Green Lantern became the guardian of a magic city on the moon, but Marc Guggenheim did little with this; here, we get "City of Light & Magic" (Matt Kindt and Victor Ibàñez), which actually looks into this. There's also one historical story, "Duty, Honor, Country" (Adam Beechen and Howard Chaykin), which is told from the perspective of the guy designated to serve papers to the Justice Society for their congressional hearing back in the 1950s. A neat angle on a story the comics have revisited a lot.

Overall, I was often disappointed with how Justice Society vol. 3 was jerked from big event to big event, eschewing the character focus that makes team books so appealing to me. These three anthologies did a lot to rectify that, and I was glad I incorporated them into my reading experience. Alas, the stories are not collected so far as I know, and the issues are not available on DC Universe Infinite, so if you want to follow my lead, you'll need to track them down on the secondary market.

Justice Society of America 80-Page Giant (Jan. 2010), Justice Society of America 80-Page Giant 2010 (Dec. 2010), and Justice Society of American 80-Page Giant 2011 (Aug. 2011) were each originally published in one issue. The stories were written by James Robinson, Felicia D. Henderson, Kevin Grevioux, Jerry Ordway, Jen Van Meter, Zander Cannon, Lilah Sturges, Marc Andreyko, Robert T. Jeschonek, Justin Peniston, Christina Weir & Nunzio DeFilippis, Jason Starr, Freddie Williams II, Brandon Jerwa, Steve Niles, B. Clay Moore, Matt Kindt, Matthew Cody, Drew Ford, Ivan Brandon, and Adam Beechen. They were pencilled by Neil Edwards, Renato Guedes, Roberto Castro, Jerry Ordway, Jesus Merino, Scott Hampton, Freddie Williams II, Mike Norton, Victor Ibàñez, Tonci Zonjic, Jesse Delperdang, Leandro Fernandez, Mateus Santolouco, Josh Adams, Tim Seeley, Andy Smith, Nic Klein, and Howard Chaykin, and they were inked by Wayne Faucher, José Wilson Magalhaes, John Floyd, Jerry Ordway, Jesse Delperdang, Scott Hampton, Freddie Williams II, Bill Sienkiewicz, Victor Ibàñez, Tonci Zonjic, Jesus Merino, Leandro Fernandez, Mateus Santolouco, Bob McLeod, Tim Seeley, Keith Champagne, Nic Klein, and Howard Chaykin. Colors were provided by Mike Thomas, David Curiel, Allan Passalaqua, Danny Vozzo, the Hories, Zac Atkinson, Tonci Zonjic, Alex Bleyaert, Chris Beckett, Mateus Santolouco, Thomas Chu, Nic Klein, and Jesus Aburtov, and letters by Rob Leigh, John J. Hill, and Swands. The stories were edited by Chris Conroy, Rachel Gluckstern, Mike Carlin, and Joey Cavalieri.

This post is forty-fifth in an ever-expanding series about the Justice Society and Earth-Two. The next installment is a supplement covering a reading order for Justice Society of America volume 3. Previous installments are listed below:

24 May 2017

Faster than a DC Bullet: All-New All-Different DC, Part XI: Blue Beetle: Reach for the Stars

Comic trade paperback, 166 pages
Published 2008 (contents: 2007)
Borrowed from the library
Read March 2017
Blue Beetle: Reach for the Stars

Writers: John Rogers, J. Torres, Keith Giffen
Pencillers: Rafael Albuquerque, David Baldeon, Freddie Williams II
Inkers: Rafael Albuquerque, Steve Bird, Dan Davis
Colorist: Guy Major 
Letterers: Phil Balsman, Pat Brosseau

Yesssss. Blue Beetle is still the quintessential teen superhero book, as John Rogers shows all lesser writers how to balance character, humor, superheroics, and teen angst. Road Trip ended on a cliffhanger, with Blue Beetle making first contact with the alien Reach, responsible for the creation of his mysterious scarab; Reach for the Stars follows that up with a series of standalone one-issue stories, as Jaime tries to convince others that the Reach isn't what it seems. I wish more writers followed Rogers's approach: his done-in-ones are perfect at balancing individual story and character beats with the ongoing plots and narratives of the series, meaning that this slim volume feels like it does more than many fatter comic collections.

The book features a lot of tie-ins to the larger DC universe, with appearances by Guy Gardner and Ultra-Humanite, Superman and Livewire, Traci 13 (the Architects did keep their promise in Architecture & Mortality and fold her into the post-52 universe), Bruce Wayne/Batman, Lobo and the Teen Titans, and Giganta (not sure how her operating as a mercenary here fits with her being a professor at Ivy University in The All New Atom, but maybe I'll find out). These are well-done crowd-pleasers: who doesn't like Paco and Brenda quibbling over the belly shirts all the female members of the Titans wear?

Batman might knock Guy out in one punch, but Jaime's mother doesn't even need one.
from Blue Beetle vol. 8 #14 (script by John Rogers, art by Rafael Albuquerque)

But where John Rogers and his collaborators always excel are the moments of character. A real highlight is a story where Jaime must stop a storm-creating supervillain from devastating a coastal Mexican community. His suit lets him know how many life-signs are active in the community, leading to this devastating page:

23 March 2016

Faster than a DC Bullet: Project Crisis!, Part XLVIII: Final Crisis Aftermath: Run!

Comic trade paperback, 144 pages
Published 2010 (contents: 2009)

Borrowed from the library
Read July 2015
Final Crisis Aftermath: Run!

Writer: Matthew Sturges
Artist: Freddie Williams II
Colorists: The Hories
Letterer: Travis Lanham

A few months after the end of Final Crisis, the Human Flame-- for whom Libra murdered the Martian Manhunter, thus convincing Earth's criminal fraternity to join his side-- wakes up in the hospital. He decides, small-time idiot that he is, to go on the run. And soon, everyone's after him: the Justice League, bounty hunters, criminals angry that Libra's plan didn't work out. And he picks up more enemies as he goes, including mobsters and the Endangered Army of General Immortus.

The Human Flame is purposefully portrayed as a pathetic villain here: not a has-been, but a never-was. He's not smart, he's not funny, he's not lovable. He's just a scumbag who thought he got lucky, but it blew up in his face, as almost everything does. Run! keeps him continuously on the move, escalating his situation, with more and more people pursuing him as he gains more and more power. I can't say I finished Final Crisis wondering what would happen to the Human Flame next, but this is a pretty diverting way to find out. The book is amusing, but not a laugh riot. I enjoyed the art of Freddie Williams II; it's somewhat grotesque, but also somewhat cartoonish, which is perfect for the subject matter. There's some gruesome violence here, but by and large it doesn't convince you of its reality, which is what I think this book really calls for.

Its essential problem is twofold: on the whole the book is pretty substanceless. You don't really learn anything about the Human Flame by chapter 6 that you didn't already know in chapter 1. Run! isn't really a book with anything to say. This might be okay, except that the book is six issues long. You could have substanceless three-issue runaround, or a substantial six-issue one, but as it is, it feels like a decent idea has been spread too thinly. Hopefully future Final Crisis Aftermath stories (they're all six issues long) have more to say than this one.

I did, however, really enjoy the Human Flame's short-lived ally, the Condiment King. A villain whose entire modus operandi is based around condiment puns ("mayo I intercede," "I'm soy glad to meet you," "you mustard up the courage"), this guy deserves all the exposure he can get. And surely he ought to ally himself with the greatest of supervillain teams, the Wurstwaffe.

Next Week: The aftermath of the Final Crisis continues as we catch up with the Super Young Team in Dance.