Showing posts with label creator: gardner fox. Show all posts
Showing posts with label creator: gardner fox. Show all posts

13 April 2026

DC Finest Science Fiction: The Gorilla World by John Broome, Sid Gerson, Murphy Anderson, et al.

DC Finest: Science Fiction: The Gorilla World

Collection published: 2025
Contents originally published: 1953-54
Acquired: December 2025
Read: February 2026
Writers: John Broome, Gardner Fox, Sid Gerson, Mann Rubin, Edmond Hamilton, Arthur Wallace, Jack Miller, Otto Binder, Sid Miller, Jerry Coleman
Pencillers: Murphy Anderson, Gil Kane, Mort Drucker, Henry Sharp, Jim Mooney, Carmine Infantino, Alex Toth, Frank Giacoia, Jerry Granedetti, Sy Barry, Virgil Finlay, Howard Sherman, Irwin Hasen
Inkers: 
Murphy Anderson, Gil Kane, Sy Barry, Bernard Sachs, Jim Mooney, Frank Giacoia, Ray Burnley, Joe Giella, Virgil Finlay, Howard Sherman, Carmine Infantino
Letterers: Gaspar Saladino, Pat Gordon

Early solicitations of this DC Finest volume—which collects a bunch of science fiction tales from various DC titles from 1953 to '54—indicated it was about a "gorilla world." Someone on Reddit posted a complaint that he had bought the book for gorilla action, and that there are just two gorilla-related stories in its 600 pages. Instead, he had to read about some guy called Captain Comet!?

Well, suddenly I was interested. I became a fan of Captain Comet with his starring role in the 2007 Mystery in Space miniseries, and have enjoyed some of his other appearances in series like L.E.G.I.O.N. and R.E.B.E.L.S.; back in 2012, DC solicited an "archive edition" of Captain Comet stories, which I did preorder, but it was cancelled.

This volume contains sci-fi material (normally I try to say "sf," not "sci-fi"... but this material is definitely sci-fi, not sf) from Strange AdventuresMystery in Space, and Action Comics. Mostly they are standalone one-off tales; if you've read any of DC's horror anthologies from around the late 1960s and early '70s (e.g., House of MysteryHouse of SecretsThe Witching Hour), as I have, you'll recognize the format. There are a few recurring features: in addition to the Captain Comet stories from Strange Adventures, there are also stories about Tommy Tomorrow of the Planeteers from Action, "Interplanetary Insurance, Inc." from Mystery in Space, and the very first "Space Cabbie" story from Mystery in Space #21 (by Otto Binder and Howard Sherman), which would go on to become a recurring feature.

I have enjoyed some archival Captain Comet stories I've read (e.g., those reprinted in DC Super-Stars of Space), but these struck me as rather anodyne. Later creators would do good stuff with this setup, but here, the character is pretty bland. The most interesting ones here are definitely Strange Adventures #35, where he meets the "Guardians of the Universe" (writer John Broome clearly beginning to iterate concepts he would crystallize much more successfully in Green Lantern a few years later; art by Murphy Anderson) and #39 (by John Broome and Murphy Anderson), where he testifies against a murderous sapient gorilla (mostly because I enjoyed how this one started in medias res with a whole implied adventure beforehand).

Did no one ever retcon these guys to somehow be the same at the Green Lantern Corps's Guardians of the Universe? I am surprised.
from Strange Adventures vol. 1 #35 (script by John Broome, art by Murphy Anderson)

The Tommy Tomorrow stuff, though, was even worse. This guy has no personality and, as far as I could tell, no consistent supporting cast or worldbuilding from story to story. He's very very occasionally been brought back, but I assume only because later writers would have read these stories when they were five. Outside of indiscriminate nostalgia, I don't see what you could enjoy in these tales. 

The only person who has less of a personality than Tommy Tomorrow is one of Tommy Tomorrow's subordinates.
from Action Comics vol. 1 #195 (script by Otto Binder, art by Jim Mooney)

On the other hand, I was surprised by how much I enjoyed the stories of "I.I.I.": Interplanetary Insurance, Inc. I don't know why someone at DC Comics thought kids would love stories of an interplanetary insurance fraud investigator, but it's the exact kind of mixing of the mundane and the fantastic that I enjoy. The stories don't always make a lot of sense on their own terms (maybe you should investigate the life-cycles of newly discovered aliens before selling them life insurance?) but the idea was wacky enough to be delightful. Similarly, the one "Space Cabbie" story here is good fun, and you can see why DC picked it up to be a recurring feature later on. DC has brought back Space Cabbie occasionally, but where is my return appearance for Bert Brandon of I.I.I.!?

My seven-year-old kid read the book after I was done with it; when I asked what they thought of the I.I.I. feature, they didn't even remember it. (Captain Comet was their favorite.) I can't imagine why not!?
from Mystery in Space vol. 1 #18 (script by Sid Gerson, art by Carmine Infantino & Sy Barry)

Outside of those features, this is entirely done-in-one standalone tales. Like I said, it reminded me a lot of the DC horror anthologies I've read... but those were much more consistently enjoyable than these. Is horror an easier genre to get right than sci-fi? Or have 1960s horror trappings just dated less than 1950s sci-fi trappings? The stuff here is largely pretty cheeseball. Lots of bug-eyed aliens and mad scientists who invent amazing technologies but can't think of anything better to do with them than petty theft. Every now and then there was a good one in a sort of sub-Twilgiht Zone kind of way. My favorite was probably "The Eye-Dropper World" (from Strange Adventures #42, by Otto Binder, Murphy Anderson, and Joe Giella), where a guy evolves a species of oversized paramecium to sentience in his backyard with tragic results.

I was going to ask if this guy had institutional approval, but actually, if they're not vertebrates, you can do whatever you want!
from Strange Adventures vol. 1 #42 (script by Otto Binder, art by Murphy Anderson & Joe Giella)

So, overall, this is fine in terms of actual reading experience. But it's great in terms of the archival experience: I suspect most, if not all, of these stories have never been reprinted before; the "DC Finest" volumes have given us some sure things, like "triangle era" Superman and the Jim Shooter Legion and Mike Grell's Green Arrow, but I appreciate very much their commitment to more forgotten aspects of DC's long publication history. I doubt this well sell as well as any of those, but I hope we get more volumes of Silver Age sci-fi.

13 December 2023

Justice Society of America: A Celebration of 75 Years

Justice Society of America: A Celebration of 75 Years

Collection published: 2015
Contents originally published: 1941-2012
Acquired: December 2019
Read: December 2019–September 2023

Writers: Gardner Fox, Robert Kanigher, John Broome, Dennis O'Neil, Paul Levitz, Roy Thomas, Len Strazewski, James Robinson, David Goyer, Geoff Johns & Alex Ross
Artists: Everett E. Hibbard, Martin Nodell, Bernard Baily, Howard Sherman, Chad Grothkopf, Sheldon Moldoff, Ben Flinton, Irwin Hasen, Joe Kubert, Alex Toth, Carmine Infantino, John Belfi, Frank Giacoia, Arthur F. Peddy, Bernard Sachs, Mike Sekowsky, Sid Greene, Dick Dillin, Joe Giella, Joe Staton, Rich Buckler, Jerry Ordway, Arvell Jones, Tony DeZuniga, Mike Parobeck, Mike Machlan, William Rosado, John Dell, Ray Kryssing, Stephen Sadowski, Michael Bair, Dave Meikis, Paul Neary, Rob Leigh, Alex Ross, Dale Eaglesham, Ruy Jose, Drew Geraci, Nicola Scott & Trevor Scott

When I began my JSA journey way back in December 2019, this 2015 volume had been put on sale on Comixology, so I picked it up; it contains a sampling of stories from across seventy-five years of the Justice Society, ranging from the first original story of the team in All Star Comics vol. 1 #4 (Mar./Apr. 1941) up to its then most recent incarnation in Earth 2 #6 (Jan. 2013). Some of it was redundant with material I was going to read anyway, but it was a good source for stories I would not have otherwise have read, and I sprinkled those among the other tales of my four-year Justice Society marathon. I'll review those ones here, but also point out where you can find my comments on the other inclusions.

All Star Comics vol. 1 #4, 37, & 55 (Mar./Apr. 1941–Oct./Nov. 1950)
These are three classic JSA stories. All Star #4 wasn't their first adventure—but it was their first adventure as a team. The first three issues of All Star had the JSA regaling each other with tales of solo adventures; this one has them all working together, though though do the traditional thing of splitting up to handle their own aspects of the case, and the individual parts are even drawn by each character's usual artist. All three are Golden Age comics: more interesting for what they do than the crude way in which they do it. But I did enjoy the sprawling nature of All Star #4 in particular; it's a whopping sixty pages!

from Justice League of America vol. 1 #82
(script by Denny O'Neil, art by Dick Dillin & Joe Giella)
Justice League of America vol. 1 #21-22, 30, 47, & 82-83 (Aug. 1963–Sept. 1970)
Of course, you couldn't have a Justice Society history collection without JLA #21-22, the story that reintroduced them as denizens of Earth-2 during the Silver Age. But I don't really get what the other ones are doing here; I didn't really enjoy them when I originally read them in the various Crisis on Multiple Earths volumes, and I didn't enjoy them here. It would have been better to use some of the stories that tap into the idea that the JSA has its own history where characters can really grow and change, like JLA #171-72.

Adventure Comics vol. 1 #466 (Nov./Dec. 1979)
This is the Silver Age version of the JSA's disbanding, which I already reviewed as part of All Star Comics: Only Legends Live Forever, and which was also included in Justice Society of America: The Demise of Justice.

from Justice League of America vol. 1 #193
(script by Roy Thomas, art by Rich Buckler & Jeremiah Ordway)
Justice League of America vol. 1 #193 (Aug. 1981)
This fourteen-page backup serves as a prelude to All-Star Squadron. It probably reads weirdly on its own, to be honest, but if you're going to read All-Star Squadron afterward (and I did), it provides excellent context for issue #1. If A-SS is ever collected, I imagine this will be included, but there's no sign of that thus far.

All-Star Squadron #67 (Mar. 1987)
The post-Crisis origin of the JSA, which I already reviewed as part of All-Star Squadron. I would have preferred to see an actual A-SS story, but this is fine.

Justice Society of America vol. 2 #10 (May 1993) / All Star Comics vol. 2 #2 (May 1999) / JSA #25 (Aug. 2001) / Justice Society of America vol. 3 #10 (Dec. 2007)
A number of modern age revivals and/or flashbacks that I've already reviewed: the 1990s one, an installment of The Justice Society Returns!, an issue of JSA (included in JSA by Geoff Johns, Book Two), and an issue of Geoff Johns's second Justice Society revival. For every single one of these series, I would have picked something else. I was glad to see the 1990s revival here, because it's often overlooked... but surely the first issue would make more sense than the last. The installment of The Justice Society Returns! included here doesn't even make sense in context, much less out of it; literally any other issue of the event would have been better. The JSA issue is part of a tedious crossover with Hawkman; there surely must have been a better option. And the last inclusion here is from another big event, Thy Kingdom Come; I would have picked Johns's last issue on the series, "Happy Birthday Stargirl!"

from Earth 2 #6
(script by James Robinson, art by Nicola Scott & Trevor Scott)
Earth 2 #6 (Jan. 2013)
I mean, I guess they had to include some issue of Earth 2 here, and someone must like it, but this just confirmed to me that everything I suspected about the series was true. This has character names from the JSA, but making them contemporary characters battling the apocalypse means they lose everything that makes the JSA interesting and enjoyable.

Overall, a pretty mixed bag, to be honest. Some necessary inclusions, but some pretty questionable ones, too.

This post is the penultimate in an improbably long series about the Justice Society and Earth-Two. The next installment covers Power Girl Returns. Previous installments are listed below:

30 August 2021

Review: The Immortal Doctor Fate by Martin Pasko, Keith Giffen, et al.

This is again a series that wasn't originally on my list, but I learned about from reading the lettercol in an earlier Earth-Two comic; Roy Thomas shilled for it at some point during All-Star Squadron. At first I was not interested-- and certainly in the future I will not be incorporating each and every Doctor Fate comic into my JSA read-through-- but 1) I liked Roy's Doctor Fate origin in All-Star Squadron #47, and 2) I am a sucker for the 1980s reprint miniseries where they took some archival material and reprinted it ad-free on high-quality paper with new covers. (I also have the IronWolf one-shot, the Green Lantern/Green Arrow one, and some other I cannot bring to mind.)

Mostly this series focuses on the Doctor Fate work of Martin Pasko, Keith Giffen, and Larry Mahlstedt; issues #2 and 3 each reprint a four-issue story originally published as a backup in The Flash in 1982. Issue #1 provides some context by including a Fate origin by Paul Levitz and Joe Staton from DC Special #10 (1978), a one-off by Martin Pasko and Walter Simonson from 1st Issue Special #9 (1975), and a six-page Golden Age story by Gardner Fox and Howard Sherman. (I assume the latter is included to bring the page count up, because it very much doesn't fit otherwise. It's also pretty nonsensical, even by Golden Age standards.)

from The Immortal Doctor Fate #1
(script by Martin Pasko, art by Walt Simonson)
I'm of two minds about this. One the one hand, I appreciate the artistry involved. The layouts-- especially those by Simonson and Giffen-- are explosive and energetic, communicating the apocalyptic tone, and unlike the kind of stuff you would have seen elsewhere in the late 1970s and early 1980s. There are disturbing, twisted, magical images here, and they feel unique to Doctor Fate. So too does the writing, which avoids the trap of being generic superheroics with a veneer of magic. I also like the "domestics" of Fate's set-up, his relationship with Inza and such. And Inza herself is pretty awesome.

from The Immortal Doctor Fate #2
(script by Martin Pasko, art by Keith Giffen & Larry Mahlstedt)

But something just never grabs me about Fate stories, even ones I can recognize as well done. I think it's because the magic can often be the fantasy equivalent of technobabble, what I often call "thaumababble." It feels like anything can happen, which is sometimes cool, but also means it's hard to grasp the logic of the world. Or maybe more accurately, I don't need to grasp the logic of fantasy stories (sometimes that removes the magic), but I do need to feel like there is a logic I could grasp. Le Guin treads this line well. It feels churlish to complain that Martin Pasko isn't Ursula K. Le Guin, but well, there you go. Worth tracking down (it took mildly more effort than 1980s comics usually do) and reading but I probably wouldn't reread them.

The Immortal Doctor Fate was published in three issues (Jan.-Mar. 1985). The original stories were published in various comics from 1940 to 1982, and were written by Paul Levitz, Gardner Fox, Martin Pasko, and Steve Gerber; pencilled by Joe Staton, Hal Sherman, Walt Simonson, and Keith Giffen; inked by Mike Nasser, Hal Sherman, Walt Simonson, and Larry Mahlstedt; lettered by Shelly Leferman, John Costanza, Ben Oda, and Adam Kubert; colored by Adrienne Roy, Anthony Tollin, and Tatjana Wood; and edited by Gerry Conway, Mike W. Barr, and Len Wein. The reprints were edited by Nicola Cuti.
 
This post is nineteenth in a series about the Justice Society and Earth-Two. The next installment covers Justice Society of America: The Demise of Justice. Previous installments are listed below:
  1. All Star Comics: Only Legends Live Forever (1976-79)
  2. The Huntress: Origins (1977-82)
  3. All-Star Squadron (1981-87)
  4. Infinity, Inc.: The Generations Saga, Volume One (1983-84)
  5. Infinity, Inc.: The Generations Saga, Volume Two (1984-85)
  6. Showcase Presents... Power Girl (1978)
  7. America vs. the Justice Society (1985)
  8. Jonni Thunder, a.k.a. Thunderbolt (1985)
  9. Crisis on Multiple Earths, Volume 7 (1983-85)
  10. Infinity, Inc. #11-53 (1985-88) [reading order]
  11. Last Days of the Justice Society of America (1986-88)
  12. All-Star Comics 80-Page Giant (1999)
  13. Steel, the Indestructible Man (1978)
  14. Superman vs. Wonder Woman: An Untold Epic of World War Two (1977)
  15. Secret Origins of the Golden Age (1986-89)
  16. The Young All-Stars (1987-89)
  17. Gladiator (1930)
  18. The Crimson Avenger: The Dark Cross Conspiracy (1981-88)

02 July 2020

Review: Infinity, Inc.: The Generations Saga, Volume One by Roy Thomas, Jerry Ordway, Mike Machlan, et al.

Comic hardcover, 192 pages
Published 2011 (contents: 1983-84)

Acquired July 2011
Read June 2020
Infinity, Inc.: The Generations Saga, Volume One

Written by Roy Thomas, Dann Thomas, Gardner Fox
Art by Jerry Ordway, Mike Machlan, Rick Magyar, Bill Collins, Joe Kubert, Al Dellinges
Colored by Gene D'Angelo, Anthony Tollin, Adrienne Roy
Lettered by David Cody Weiss, John Costanza

The success of All-Star Squadron spurred a second Earth-Two ongoing comic, Infinity, Inc., which debuted in 1984. It's funny, in the letter columns for both All-Star and Infinity, Inc., Roy Thomas is always talking about how he'd like to do an ongoing featuring the Justice Society itself... but he never actually does! And he was the editor! I don't know if this is because he kept coming up with better ideas, or if because his superiors at DC wouldn't let him. This series is a better idea, though, if you ask me: instead of focusing on the JSA, it focuses on their descendants. The team here is made up of Nuklon (son of the Atom's goddaughter), the Silver Scarab (Hawkman's son), the Huntress (Batman's daughter), Power Girl (Superman's cousin), Brainwave Jr. (son of JSA foe the Brain Wave), Jade and Obsidian (children of the Green Lantern), Northwind (mentee of Hawkman), and the Star-Spangled Kid (not actually someone's descendant). You have a group of people trying to live up to their pasts: a favorite theme of mine in superhero comics.

In All Star Comics and Showcase in the 1970s, the Brain Wave would use his illusion powers to make himself look like a younger man. Infinity, Inc. reveals that that younger man was patterned after his son... who here is using his illusion powers to make himself look like his father!
from Infinity, Inc. vol. 1 #1 (plot by Roy Thomas & Dann Thomas, script by Roy Thomas, art by Jerry Ordway & Mike Machlan)

The Generations Saga, Volume One collects the first four issues of the series, alongside the three issues of All-Star Squadron (#25-26 and Annual #1) that introduced the team. The book's biggest flaw is not really its fault per se: in typical DC fashion, their efforts to collect an old series stalled out almost right away, and there never was another collection of Infinity, Inc., so you don't get a complete story. I can see why, though: $40 retail for seven issues of a pretty obscure team?

I always think Obsidian's shadow face looks more goofy than frightening, but I still like it.
from All-Star Squadron #25 (script by Roy Thomas, art by Jerry Ordway & Mike Machlan)

And, to be honest, it doesn't read great on its own. The issues here are reprinted in publication order, but I followed Roy Thomas's advice in the introduction and read them in story order, which I liked, as it caused me to read the All-Star Squadron issues from the Infinitors' perspective, not the All-Stars' as I had the first time. Infinity, Inc. #1-2 introduces the team and ends with them being sent back in time to 1942, leading into their appearances in All-Star; then Infinity, Inc. #3-4 follow them back in the present day. #1-2 are kind of silly: the future members of Infinity, Inc. bust into a JSA meeting and demand to be admitted as members. Everyone fights instead of actually conversing for some reason, and then once a vote is held, they are sent packing, all depressed and wondering how they will be superheroes. It's not clear to me why they can't be superheroes without being in the JSA. If you want to save people, just get out there and do it! The necessity of action scenes also results in a weird sequence where they go to eat at a fast-food restaurant in full costume and get in a fight for no real reason.

This is done six separate times, which gets a bit repetitive.
from All-Star Squadron #26 (script by Roy Thomas, art by Jerry Ordway & Mike Machlan)

I'm glad the All-Star issues are here, but without the lead-in issues (they capped off a storyline that began in #18), they're not as effective, and a lot of the stuff about time travel and balancing limbo and mental energy is sheer malarkey, even by comic book standards.

Not the waking up by Power Girl and Huntress the Star-Spangled Kid had hoped for.
from Infinity, Inc. vol. 1 #3 (plot by Roy Thomas & Dann Thomas, script by Roy Thomas, art by Jerry Ordway and Mike Machlan, Rick Magyar, & Bill Collins)

The actual storyline of The Generations Saga hasn't even really begun by the time the collection ends. In #3, the Infinitors fight Solomon Grundy; meanwhile in a totally separate plot, Superman has gone evil. This being a Roy Thomas comic, people are always having long conversations where they explain how their backstories fit into established continuity. This goes so far as #4 reprinting a 1946 Hawkman story in its entirety to fill in Northwind's history, which was pretty unnecessary. But at the same time, the characters somehow never have time to communicate essential information, always getting cut off by fight scenes so that the plot doesn't move too quickly from information being communicated effectively. The Generations Saga does really pick up in issues #5-10, which makes it a shame DC cut it half for some reason.

The answer is mind wipes. Always mind wipes. If the All-Star Squadron wasn't always getting mind-wiped of time travel and/or timeline adventures, Roy Thomas's retroactive continuity would be in a constant state of collapse.
from Infinity, Inc. vol. 1 #3 (plot by Roy Thomas & Dann Thomas, script by Roy Thomas, art by Jerry Ordway and Mike Machlan, Rick Magyar, & Bill Collins)

What does really work is the artwork of Jerry Ordway. His work on All-Star Squadron was always strong, but Infinity, Inc. is a whole 'nother level. Great use of close-ups, great character work in the faces, interesting layouts that really work to tell the story. The characters comes to life, especially (I thought) Jade and Obsidian, the two ordinary teens who suddenly discovered that they might be descendants of the Green Lantern. Mike Machlan's inks and the work of the various colorists also really shines, vibrant and lively.

This post is the fourth in a series about the Justice Society and Earth-Two. The next installment covers Infinity, Inc.: The Generations Saga, Volume Two. Previous installments are listed below:
  1. All Star Comics: Only Legends Live Forever (1976-79)
  2. The Huntress: Origins (1977-82)
  3. All-Star Squadron (1981-87)

29 December 2017

Exploring the Universe with the DC Super-Stars of Space: Adam Strange, Captain Comet, Space Ranger, and more!

My recent reading of all sorts of DC space comics has taken me to the 1970s DC Comics anthology DC Super-Stars. This ran from March 1976 to January/February 1978, and mixed issues of new material with reprints, in an oversize format (issues were around fifty pages). Four issues in the run had the cover title of "DC Super-Stars OF SPACE," and reprinted material from DC's Silver Age space comics.

The main feature across all four issues was Adam Strange, the man of two worlds. Adam Strange is a human archaeologist who travels to Rann in the Alpha Centauri system by being in the right place at the right time to be hit by zeta beams, which transport him across space. On Rann, he fights evil and romances the beautiful Alanna, but once the zeta radiation in his body dissipates, he returns to Earth, meaning he can never make a home or a family on this distant world. I've read some of the modern takes on Adam, and I own the Adam Strange Silver Age Omnibus, but I haven't gotten around to reading it, so this was my first real exposure to the original adventures of Adam and Alanna.

I enjoyed reading them a lot, more than I anticipated, which I guess bodes well for my eventual reading of the Silver Age omnibus. They're kind of dopey in the typical Silver Age way at times (one has a bad guy threatening Rann with monuments stolen from Earth, including a lake?), but Gardner Fox clearly read a science textbook at some point, and even though the science is fanciful, using concepts like the Roche limit makes it feel "real" in a way Superman's science does not.

The basic set-up of Adam Strange also has a pathos that puts it above other stories of its era: Adam has found his place, but he can never keep it, and even in just these four stories, Fox provides permutations on it so it never gets stale. Alanna is pretty awesome, too: she's not an equal co-star with Adam, but she is smart and cool, and works to get herself out of trouble as often as Adam does. These were fun, and I look forward to rereading them (with better printing) and reading the others.

Other features (most just appearing once) included:
  • The Atomic Knights. After a nuclear apocalypse, a group of survivors uses medieval armor to battle would-be warlords. This was okay, nothing special, and a little contrived even by its own standards.
  • Knights of the Galaxy. Futuristic space knights. Pretty bad, to be honest, with a weird dose of sexism.
  • Space Ranger. Pretty generic stuff, with the usual Silver Age wackiness you'd expect of a subpar Legion story. (Space zoos and shit. Like if a guy can hypnotize all animals, surely he can come up with a better way to make money than this.)
  • Captain Comet. I think my enjoyment of these stories (such as it was) is more due to retcons: the post-Crisis DC universe had the Golden Age heroes out of commission by the 1950s, but the Silver Age ones not in place for some time, leaving "throwforward" Captain Comet as one of Earth's only defenders in the 1950s, which gives a little frisson to the loneliness of a man born too early.
  • Tommy Tomorrow. The way DC kept tweaking this character over time sounds fascinating, but going by this one story he wasn't a very skilled crimefighter. I'd love to read an omnibus of all his adventures, but it seems unlikely.
  • Space Cabby. Funner than I expected.
  • Star Rovers. The actual story here was poor, but I loved the basic premise of the Star Rovers: three highly competent people who meet up only to brag to each other and argue. Karel Sorenson is great; you can see why Howard Chaykin made her into a space goddess.
There are some other nice touches, like an in-character letter from Captain Comet in issue #2 (actually by assistant editor Jack C. Harris). The editorial in issue #8 includes promises about what will come in the next issue, #10, but #8 was actually the last DC Super-Stars of Space installment, as the alternating plan went away, and #10 was actually "Strange Sports Stories." Finally in issue #16, we got another science fiction story with the first installment of Star Hunters, but as that launched a series of its own, I'll cover it in another post.

DC Super-Stars of Space appeared in issues #2, 4, 6, and 8 of DC Super-Stars (Apr.-Oct. 1976). The original stories were published in various comics from 1951 to 1964, and were written by Gardner Fox, John Broome, Bob Kanigher, and Otto Binder; penciled by Carmine Infantino, Murphy Anderson, Jim Mooney, Bernard Sachs, Bob Brown, and Sid Greene; and inked by Murphy Anderson, Joe Giella, Jim Mooney, Sid Greene, Bernard Sachs, and Bob Brown. The reprints were edited by E. Nelson Bridwell.

01 August 2014

Faster than a DC Bullet: Project Crisis!, Part XXVII: 52: The Companion

Comic trade paperback, 224 pages
Published 2007 (contents: 1962-2006)
Acquired March 2013
Read June 2014
52: The Companion

Writers: Mark Schultz, Gardner Fox, Dan Jurgens, Jack Miller, Greg Rucka, Steve Ditko, Grant Morrison, Steve Gerber, David Goyer & Geoff Johns
Pencillers: Doug Mahnke, Carmine Infantino, Dan Jurgens, Alex Toth, Kano, Steve Ditko, Chas Truog, Murphy Anderson, Walter Simonson, Leonard Kirk
Inkers: Tom Nguyen, Carmine Infantino, Tim Dzon, Alex Toth, Stefano Gaudiano, Steve Ditko, Doug Hazlewood, Murphy Anderson, Walter Simonson, Keith Champagne

52 is, as you might know, an 52-part series filling in a year in the DC universe where Superman, Batman, and Wonder Woman are all gone. It draws on DC's vast tapestry of characters and concepts. 52: The Companion helps illuminate those backstories, making it useful preparatory reading for 52: here we see Steel's relationship with his daughter, Elongated Man solving a mystery, Booster Gold telling Blue Beetle his origin, Rip Hunter on a mission through time, Renee Montoya dealing with the death of her partner, the Question standing up for his principles, Animal Man on a trip to Paris with his wife, Adam Strange battling a threat to the planet Rann, the deaths of the Metal Men and the breakdown of their creator, and Captain Marvel learning the tragic history of Black Adam.

I'm about halfway through 52 now, and I can tell that some are directly relevant to it (Will Magnus's breakdown, Black Adam's past, Renee's emotional state, Booster's origin), while others are more general, just letting us see those heroes in action in younger days (Steel, Elongated Man, Rip Hunter, Adam Strange, the Question, Animal Man). But I find myself making note of things I learned from them frequently, so the time reading them was well spent. Also appreciated is the commentary from Mark Waid on why the characters were picked for 52, their place in DC history, and why the stories were picked for this volume. (Isn't Mark the greatest at continuity? It always feels like a useful foundation in his hands, never a prison.)

They're not all great stories, but most of them are good, and they reveal the breadth of what the DC universe has to offer at its best.

08 July 2013

Faster than a DC Bullet: Project Crisis!, Part IV: Crisis on Multiple Earths, Volume 2

Comic trade paperback, 200 pages
Published 2003 (contents: 1967-70)
Borrowed from the library
Read June 2013
Crisis on Multiple Earths, Volume 2

Writers: Gardner Fox, Dennis O'Neil
Pencillers: Mike Sekowsky, Dick Dillin
Inkers: Sid Greene, Joe Giella
Letterers: Gaspar Saladino
, Joe Letterese, Milton Snapinn, Ira Schnapp

This volume of Crisis on Multiple Earths features four more transdimensional team-ups between the Justice League and the Justice Society, the first two by old hand Gardner Fox, the last two by new hand Dennis O'Neil-- the first time someone other than Fox has written a JLA/JSA team-up.

Fox's first story is "The Super-Crisis That Struck Earth-Two!" / "The Negative Crisis on Earths One-Two!" It is a pretty generic Justice League story: there are some alien infestations, some bad guys, some fighting, and some really contrived villain weaknesses. Fox has done better and more interesting work, and one wonders if he is running out of steam, both on the Justice League in general and the crossovers in particular. The one potentially interesting thing here is the inclusion of Earth-Two's Robin, who is "no longer the 'Boy Wonder'"-- one would hope so, given that I think he must be about forty years old at this point! But he's just a cypher in this punchout-fest; Fox squanders all the potential of seeing what a grownup Robin would be like.

His last effort is "The Stormy Return of the Red Tornado" / "T. O. Morrow Kills the Justice League -- Today!" which is... I dunno... I guess it's there. I do like the new Red Tornado-- a robot without a soul!-- but other than the introduction of Dick Dillin on pencils (and what an introduction it is, the guy is great!) there's not a whole lot going on here. Still, it's fun-- Gardner Fox never puts one weird concept into a story when he can come up with fifteen.

Awesomely, Denny O'Neil then takes over, with some awesomely titled epics: "Star Light, Star Bright-- Death Star I See Tonight!" / "Where Death Fears to Tread!" being the first of them. A living star attacks Earth-Two. I wonder if this is where Neil Gaiman got the concept for "The Heart of a Star" from? Oddly this is one of the first JLA/JSA crossovers (if not the first) where two versions of the same person meet: the Clark Kents of both Earths are in this tale. But it doesn't really matter, as usual, because who would be interested in meeting their parallel self who is twenty years older? Evidently not these guys. Notably, though, this is the story where Larry Lance, the husband of the Black Canary dies, and so she crosses over from Earth-Two to Earth-One.

This is followed up on in the last story, "Peril of the Paired Planets" / "Where Valor Fails... Will Magic Triumph?" Something I've been doing as I read these is imagine how they would play out in the new universe formed after the Crisis on Infinite Earths, where there is no multiverse. Some of these stories wouldn't work at all, of course, but others would. One of the most notable changes is that the Black Canary becomes two characters: mother Dinah Drake Lance and daughter Dinah Laurel Lance. It's relatively easy to imagine the elder Dinah being the character in all the crossovers up to this point (serving with the JSA), and the younger in the ones after this (serving in the JLA). But this story gives us a Dinah who was both married to Larry Lance and is now dating Green Arrow, which never happened in the new timeline of course. It gives one some cognitive dissonance if one attempts to imagine these events in the lives of the post-Crisis characters. I was interested, though, that this story takes place during the infamous "Hard-Traveling Heroes" era: Green Lantern, Green Arrow, and Black Canary have to be recalled to assist with the current crisis. There's an increased focus on their characterization, as Black Canary frets that her crossing between universes may be what destabilized the realities, and thus she will have to die to fix it.

This story establishes, "Every twelve months, the temporal matrices of the Earths come together briefly! For 21 days, super-powered men and women can cross to the other existence... can and have!" It's a valiant attempt to explain why the JLA/JSA team-ups happen on a yearly basis, but it doesn't really make much sense. In the previous stories, it seemed as though people (heroes or villains) crossed at will, and the idea is never alluded to again, either. And in between the JLA/JSA team-ups, individual heroes (especially the Flash) seem to cross over all the time.

Also this story in some ways reads as a rewrite of "Crisis between Earth-One and Earth-Two!", with the Spectre trying to stop the two Earths from colliding with one another. Only this time he gives his life in the effort!  Kinda-- it's weird. In the first chapter, he's chairing the Justice Society meeting and helping deal with the crisis like a normal superhero; in the second, he lives in a crypt and has to be summoned to help by Doctor Fate. So who knows what's going on. I did like both of O'Neil's stories: Gardner Fox madness mixed with a bit of O'Neil's overblow style: fun stuff, too.

28 June 2013

Faster than a DC Bullet: Project Crisis!, Part III: Crisis on Multiple Earths: The Team-Ups, Volume Two

Comic trade paperback, 199 pages
Published 2007 (contents: 1965-68)
Borrowed from the library
Read May 2013
Crisis on Multiple Earths: The Team-Ups, Volume Two

Writers: Gardner Fox, John Broome, Mike Friedrich
Artists: Murphy Anderson, Gil Kane, Carmine Infantino, Neal Adams, Sid Greene

I liked the first volume of Crisis on Multiple Earths: The Team-Ups all right... the second one is much less successful. Can we all promise to never speak again of the two John Broome stories here that make use of Doiby Dickles? Ugh. Other than that, there's a couple good Flash stories here (Fox and Infantino are pretty dependable) and some so-so stories about the Atoms of Earth-One and Earth-Two. Not much else of interest, except for that beautiful Murphy Anderson art of the ever-lovely Black Canary.

26 June 2013

Faster than a DC Bullet: Project Crisis!, Part II: Crisis on Multiple Earths

Comic trade paperback, 206 pages
Published 2002 (contents: 1963-66)
Borrowed from the library
Read June 2013
Crisis on Multiple Earths

Writer: Gardner Fox
Penciller: Mike Sekowsky
Inkers: Bernard Sachs, Sid Greene 
Letterers: Gaspar Saladino, Milton Snapinn, Joe Letterese

With the door between Earths-One and -Two having been opened by the Flash, not only did characters start crossing between Earths, but whole groups of them-- the annual team-up of the Justice League and the Justice Society quickly becoming a staple of the comics of the 1960s and 1970s.

There's a lot of fun to be had, of course, and Gardner Fox has it, though two teams of six-plus characters means that the characterization often has to be put on the back burner to the punching and the shouting and the improbable twists. Why do villains who can transmute elements need to rob banks? Fox never stops getting creative with the characters' powers and abilities, though-- there are some great, odd fight scenes here.  "Crisis on Earth-One!" and "Crisis on Earth-Two!" are pretty typical team-up stories once you subtract the alternate Earth element.

"Crisis on Earth-Three!" introduces the first alternate Earth that did not derive from a previous comic book: Earth-Three, the home of the evil Crime Syndicate of America, evil versions of the Justice League. It's a weird story-- Power Ring's power ring is so powerful as to beggar belief. At first he uses it to put vibrational energies into the Crime Syndicate so that when they touch someone and say a certain word, they'll be vibrated into Earth-Three. I can just about buy that. But then he rigs things so that when the Justice Society says that they've won a fight, they'll be vibrated away.  What the--!? If it can do something so powerful and specific, then surely it can do all things! How can you ever beat someone with a power ring? I did like the idea put forth in this story, though, that one's home Earth is intrinsically biased towards one. Thus, a fight between the Justice League and the Crime Syndicate will be won by the League on Earth-One and the Syndicate on Earth-Three-- it can only be neutral on Earth-Two!

"Earth-- without a Justice League!" introduces some interesting ideas that it doesn't quite play through. The evil Earth-One version of Johnny Thunder (the first time we've seen the exact same person on both Earths, actually) uses Johnny's Thunderbolt to rid history of the Justice League, creating a new Earth which he dubs Earth-A. Unfortunately, the implications aren't really thought through, as Johnny has to tell his gang that the Justice League doesn't exist anymore... but surely they would have never even heard of it? The idea of Earth-A isn't really explored, though, as all Johnny does in this new timeline is rob banks. Then, when the Justice Society crosses over to Earth-A, Johnny has the Thunderbolt substitute his crooks in the past for the Justice League members, turning them into replacement Justice League members... the evil Lawless League. But how does this actually work? We see one thug get hit by the lightning bolt that gave Barry Allen his Flash powers, and another surrounded by atomic energy becoming the Atom, but Superman's powers derive from him being a Kryptonian-- there's no place you could substitute a human for him to make that human into Superman!  Similar problems exist for the Martian Manhunter, the Green Lantern, and (worst of all!) Batman. An attractive idea, perhaps, but sheer nonsense as executed.

The last story, "Crisis between Earth-One and Earth-Two!" is perhaps the most barmy one yet. In addition to people randomly popping between Earths, the Spectre discovers that Earth-One and Earth-Two are going to crash into each other. This is no mean feat, given that Earth-One and Earth-Two actually exist in the same physical space, but vibrate at different rates. One could take this as symbolic... only the Spectre grows to enormous physical size to hold the Earths apart! And then, the Anti-Matter Man begins walking down the Spectre to one of the Earths! I guess it could all still be symbolic-- the Atom mentions that all of the events are happening in "warp space," not physical space. Anti-Matter Man is actually a great "villain"-- a silent, eerie explorer from the anti-matter universe (which I suppose is the same universe that the Anti-Monitor and the Weaponers of Qward come from) who doesn't know (or maybe doesn't care) that stepping foot on a planet of matter will cause massive destruction. (He can walk on the Spectre because the Spectre isn't made of matter, but it's not really explained how the Justice League and Justice Society fight him without exploding.) This story gets pretty nuts, but so much so that I felt I had to like it.

24 June 2013

Faster than a DC Bullet: Project Crisis!, Part I: Crisis on Multiple Earths: The Team-Ups, Volume One

Comic trade paperback, 223 pages
Published 2005 (contents: 1961-68)
Borrowed from the library
Read May 2013
Crisis on Multiple Earths: The Team-Ups, Volume One

Writers: Gardner Fox, John Broome
Pencillers: Murphy Anderson, Dick Dillin, Carmine Infantino, Gil Kane
Inkers: Murphy Anderson, Joe Giella, Sid Greene 
Letterer: Gaspar Saladino

Having finished Birds of Prey, it's time to move on to my next comics-reading project: Project Crisis!, which is a journey through the spine of the DC Universe, its various "crisis" crossovers. Starting with the old "crises on multiple Earths," I'll then move on to Crisis on Infinite Earths, Zero Hour: Crisis in Time, Identity Crisis, Infinite Crisis, and Final Crisis. There's a lot there, and much of it is well-regarded for what it did, not how it did it, so I'm curious to see what I'll think of it all.

Before all those big, multiverse-shattering mega-events, though, comes the stories collected in Crisis on Multiple Earths: The Team-Ups, Volume One. Here we have nine single-issue stories, most of which are about superheroes crossing the dimensional boundaries between Earth-One and Earth-Two. These stories aren't exactly the most sophisticated by modern standards, but there's a certain thrill to them-- Gardner Fox correctly identifies, I think, that the idea of there being multiple Earths is just fun, and working your way through all its various permutations is guaranteed to be interesting.

"Flash of Two Worlds!" of course introduced all this parallel-Earth malarkey to DC, and is justly famous, but I also enjoyed "Double Danger on Earth!", where Jay Garrick crosses from Earth-Two to Earth-One in pursuit of a vital meteorite that was destroyed on his world but might still exist on Barry Allen's, or "Invader from the Dark Dimension!", where strange creatures from a dimension outside of both Earths, made up of pure darkness, menace our heroes. Fox never really repeats his old triumphs, continually aiming to do something new and unusual.

The only story here not written by Gardner Fox is "Secret Origin of the Guardians!", John Broome's somewhat overcomplicated tale of the two Green Lanterns meeting one another. It lacks the energy that Fox brings to his stories-- not to mention that delightful Carmine Infantino art that features in all the Flash stories.

Interestingly, there are also a couple stories here that don't feature trans-dimensional team-ups, but team-ups isolated to Earth-Two.  "Solomon Grundy Goes on a Rampage!" and "Perils of the Psycho-Pirate!" feature Doctor Fate, Hourman, and the Earth-Two Green Lantern in somewhat typical superhero team-ups, while "Mastermind of Menaces!" does the same for Starman and the Black Canary. Then there's one last story, "The Hour Hourman Died!" which has no team-up element at all, but it's called a "bonus feature," so I guess that's okay. Most of these stories are fine, but lack the certain frisson that comes from the parallel-Earth setup. "The Hour Hourman Died!" is pretty neat, though-- a clever concept.

22 January 2011

Faster than a DC Bullet: Sandman Mystery Theatre, Part I: The Golden Age Sandman Archives, Volume 1

Having read all of Neil Gaiman's The Sandman, I'm going backwards in DC history to read the stories of the other superheroes who have functioned under that name, beginning with one of the first in the 1930s: Wesley Dodds. The majority of these tales come from Sandman Mystery Theatre, but I'll be taking some sidesteps along the the way:

Comic hardcover, 221 pages
Published 2004 (contents: 1939-41)

Borrowed from the library
Read December 2010
The Golden Age Sandman Archives, Volume 1

Writers: Gardner Fox
Artists: Bert Christman, Creig Fessel, Chad Grothkopf, Ogden Whitney

This is the only collection of the original adventures of Wesley Dodds as the Sandman. Wesley is a millionaire playboy who owns the Dodds-Bessing Steel Corporation, but spends his nights fighting crime as the Sandman. Why? Who knows; there's no origin story of any stripe given here.

The reason why the Sandman would become such an enduring character can be instantly seen in his visual design. Dressed in a fedora, wearing a gas mask, and bearing a gas gun, he creates a potent and spooky image. One imagines adventures in the dead of night, with the Sandman's expressionless face looming at you out of the darkness. Unfortunately, the stories collected here struggled with capitalizing on that. Two early stories, "Sandman at the World's Fair" and "On the Waterfront," both feature the Sandman swimming, which means he looks goofy, a man wearing a gas mask along with his swim trunks.

Several other early tales are also jarring. "The Three Sandmen" feature Dodds recruiting two comrades from his naval aviator days to dress up as the Sandman to stop an heist in their airplanes. I'm not sure why they even have to dress up as the Sandman, given no one can see their faces in their airplanes! "Island Uprising" has the Sandman knocking out native tribes in the South Seas; hardly a creepy urban vigilante. (Though, oddly for a later Sandman story, "To Hammer the Earth" still features the Sandman battling a man planning to move the Earth out of orbit with a giant radiation gun.) "The Sandman Meets the Face" is probably the story where things finally begin to come together, with the Sandman facing off against deadly criminals in the urban underworld. The story's ruined by its goofy ending, though, where the Sandman runs the Face off a railroad bridge, crowing that it was fun while it lasted. Great, Wesley, glad you find murder so entertaining. It's a shame they kill him off, actually, as the Face has some style and could have made a good recurring villain.

The story where things really do come together is "Lady in Evening Clothes," which introduces the other element that raises the Sandman above your garden-variety superhero: Dian Belmont. Dian is Wesley's love interest, but she's no Lois Lane; Dian is a skilled safecracker who breaks into Wesley's mansion only to find out his secret identity. Raised her entire life by a criminal gang, the Sandman figures out that she's actually the long-ago-kidnapped daughter of the District Attorney, and he reunites them, the two promptly becoming recurring characters in the strip. Though the writer(s) seem to forget Dian's safecracking skills and criminal origins in later stories, she frequently accompanies the Sandman on her adventures, often instigating them by her insistence that he help her investigate a certain crime. She's as much in the fight as he is-- in "The Crook Who Knew the Sandman's Identity" she even dons the Sandman costume herself-- and their interplay is a highlight of otherwise formulaic stories of defeating gangsters.

The art is pretty typical Golden Age comics stuff, often stiff and formulaic, though it gets better as it goes, especially once the artists break out of the two-by-eight grid of the earlier stories, developing more dynamic page layouts. The colors are frequently the downfall of this art, the restrictions of the time putting the Sandman in bright green or orange suits that don't exactly ooze frightening. It's hard to give proper credit to the writers or arists here; not every story has credits, and for some reason, Jim Amash's introduction mentions artists and writers who aren't actually credited in the book. Like many collections of Golden Age comics, The Golden Age Sandman, Volume 1 (there is as of yet, no Volume 2) is fun but lightweight, with glimpses of promise that writers of later eras would capitalize on.

04 May 2010

Faster than a DC Bullet: Project Star City, Part XX: The Black Canary Archives, Volume 1

Comic hardcover, 227 pages
Published 2001 (contents: 1947-72)

Borrowed from the library
Read April 2010
The Black Canary Archives, Volume 1

Story: Robert Kanigher, Gardner Fox, Dennis O'Neil
Art: Carmine Infantino, Joe Giella, Bernard Sachs, Murphy Anderson, Alex Toth

Collecting all of Black Canary's solo adventures, this volume mostly concerns the character we now know as Dinah Lance née Drake, mother of Dinah Laurel Lance, the Black Canary who ultimately became involved with Oliver Queen. The character is actually somewhat impressive for a 1947 comic book character: after her early adventures with the "humorous" Johnny Thunder, she acquired her own setup, a mild-mannered florist secretly fighting crime with her judo skills at night, much to the consternation of Larry Lance, private detective-- who could never one-up the Black Canary, nor get a date with her. It's an inversion of the good old Clark/Lois dynamic, and it works wonderfully for it. Except not quite: Carmine Infantino's introduction to this volume claims that Dinah Drake "spent much of her time yearning for a good lucking detective whose only interest was in her alter ego", but that's not actually the case; Dinah taunts Larry and never shows a sign that she's interested in him romantically. She's no milquetoast like Clark Kent can be! This unusual setup (and some sharp art) raises Robert Kanigher's twenty-two 6-10-page stories out of the repetitive rut they could easily fall into (see Showcase Presents The Green Arrow). The plots are typically contrived, but I enjoyed the tales nonetheless, especially once Johnny Thunder was nixed in favor of Larry Lance.

Two longer stories come from later in the Black Canary's lifespan, after Dinah Drake has married Larry Lance. "Mastermind of Menaces!" and "The Big Super-Hero Hunt" by Gardner Fox unite Black Canary and Larry Lance with fellow Justice Society member Starman in a pair of stories that are fairly enjoyable, especially the former one. These stories manage to balance all three protagonists well-- Canary isn't sidelined in favor of the male hero in Starman, and even Larry Lance gets to be a semi-competent detective for once.

The last story, "The Canary and the Cat!" by Denny O'Neil is the only one in the book about the second Black Canary... and it shows that O'Neil doesn't really get her character beyond the fact that she knows judo and is in love with Green Arrow. Would Dinah ever sit around thinking about how great Oliver is for fighting crime? Seems unlikely. "I'm an expert at judo... that's all!" she thinks. Geeze, what happened to your floral business, Dinah? Or your own crime-fighting abilities? She does get to kick some butt, though, and Alex Toth's stylized artwork is very nice to look at.

20 April 2010

Faster than a DC Bullet: Project Star City, Part XIX: Showcase Presents The Green Arrow, Volume One

Comic trade paperback, 527 pages
Published 2006 (contents: 1958-69)

Borrowed from the library
Read March 2010
Showcase Presents The Green Arrow, Volume One

Writers: Dave Wood, France "Ed" Herron, Robert Bernstein, Jerry Coleman, Bob Haney, Gardner Fox, John Broome, Dick Wood, George Kashdan, Bill Finger, Jack Kirby
Artists: Jack Kirby, Roz Kirby, George Papp, Lee Elias, Mike Sekowsky, Bernard Sachs, George Roussos, Neal Adams

This volume collects every Green Arrow comic printed between 1958 and 1969 (including those in The Green Arrow) in black and white. Though a nice idea, such an undertaking quickly reveals that these old Silver Age comics were never designed to be reprinted, as they quickly grow stale and repetitive: there are some fifty-nine comics of 6-7 pages here, all of them ending with Green Arrow and Speedy being resoundingly smug. The writing is by a variety of folks, but Lee Elias provides the majority of the art, which is good, aside from the fact that I want to punch his "cherubic" Speedy in the face.

There's a weird number of stories about Native American tribes who still practice "the old ways"; I'm assuming this is because obviously all Indians practice archery, so our hero fits right in. What makes this even weirder is that in "The World's Worst Archer!" we learn that Speedy used to live with an old-ways Indian tribe... a fact never mentioned before or since, though it would have been relevant on any number of occasions. Later stories are a little bit more sensitive towards this, though "The Wrath of the Thunderbird" has a character unquestioningly assert that the reservation system has done nothing but good for Native Americans. Also weird is this volume's depiction of women in the person of the lovely Miss Arrowette, whose arrows are of course all feminine (the hairpin arrow, the powder-puff arrow, the lotion arrow, and so on), but can't cut it because crime-fighting's too dangerous for a woman. Right, Oliver-- I see that it's not too dangerous for your thirteen-year-old ward. She returns a couple times, though, and eventually gets a story where she's able to hold her own and help GA in solving a case, rather than hinder him.

The best stories are the ones that actually have some room to breathe, and thus include a plot-twist or two. Toward the end of his run, Green Arrow began receiving ten-page stories, the strongest of which was the nicely surreal "The Land of No Return". Even better, however, were his appearances in The Brave and the Bold alongside the Martian Manhunter and Batman. My favorite story was "The Senator's Been Shot!", which sees both Oliver Queen and Bruce Wayne contemplating giving up their secret identities-- Oliver so he can use his financial wealth to do good, and Bruce so he can go into politics. They don't, of course, but it's nice to see the characters wrestling with any kind of moral quandary, and Neal Adams's fantastic art and layouts make what could have been a still-somewhat-conventional story fairly edgy in tone. Coming at the end of the book and the end of the Silver Age, the changes this story brought were a long time in coming.