Wednesday, June 10, 2009
Up first is Star Trek II: The Wrath of Khan #1 (of 3) (IDW, $3.99), adapting at long last the best of the Trek movies into comic book format. It's hardly the sort of thing you can explain as an adult, but it really used to bother me that this film hadn't been turned into a comic that I could collect and hold on to way back in 1982. For those who don't know, the first Star Trek comics were published by Gold Key starting in 1967 and running 61 issues through 1978. With the coming in 1979 of Star Trek: The Motion Picture, Paramount did what George Lucas had done with Star Wars and Universal with the original Battlestar Galactica and went to Marvel for an adaptation and original series. Unlike with those other properties, Marvel's Trek was a troubled mess and after a year was demoted from monthly to bimonthly publication and finally canceled in late 1981 after a mere 18 issues.
It took the success of the movie Khan to convince DC to give it a go starting in 1983, starting their stories in the post-Khan era and producing the first of several successful lines of Trek comics. I always liked the DC Trek comics best and have a complete collection of them bagged, boarded and long-boxed. DC adapted Star Trek III, IV, V and VI quite well, but it was always frustrating to have that one gap in there. And I know I wasn't the only one frustrated by this, as the question came up more than once in the excellent letters columns editor Bob Greenberger used to prepare for the Trek comics. It was always held out as a possibility, but always a very unlikely one. And it became even less likely as the Trek franchise moved its focus to The Next Generation, Deep Space Nine, Voyager and Enterprise.
Reading the book at long last is satisfying. It's a different animal, being produced so long after the fact, when the writer and artist can check every scene and line with the DVD. But it still has its own flavor and a few tics to make it lovable. I even like the use of the Bob Peak poster art on the cover of the first issue, though getting Howard Chaykin to paint a cover to match the ones he did for DC's version of Trek III and IV would truly be amazing. Maybe for the eventual trade paperback.
On the other end of things is X-Men Forever #1 (Marvel, $3.99), an ongoing biweekly series in which writer Chris Claremont and artist Tom Grummett go back to 1991 and basically pretend Claremont never left the series. Like Wrath of Khan, there's no way to truly travel back to that point, but this does pick up the threads from that point and go forward with them in a way that satisfies the inner geek in me that always wanted to see what Chris would have done had he not left.
Somewhere on my hard drive, I have saved an interview Claremont did back around 1994 in which he described his plans for the series. They were fascinating, but apparently not going to be picked up in this series — which is just as well.
Part of me really hopes this revives the feeling of reading Claremont's best work from the 1980s, and part of me hopes this series goes off on completely different tangents and creates a really cool alternate version of the X-Men that takes on a life all its own.
The big complaint (as always) is about Claremont's style of writing. Yes, he goes overboard on the copy by today's standards, but I also find a lot to appreciate in it reflecting a time when comics were a serialized medium of periodicals. When each issue had to stand in some way on its own and there was no "writing for the trade." It always kind of made sense to me to try to pack each issue with ideas and as many bits of characterization would fit, if only to see what would stick. You always could — and Claremont often did — just ignore the stuff that didn't work or hang on to it until he could work it in. I always thought the density of the X-Men was part of its appeal at the time — there was always something going on in the heads of each character, and Claremont put more thought and took more risks with that kind of stuff than most writers of that time did.
Coming as these events did — Khan in 1982, when I was still in junior high school, and the end of Claremont's X-Men run in 1991, when I was graduating college — it's impossible for my judgment on either to be anything less than nostalgic. But even looking beyond the nostalgia, some of the things that originally attracted me to these projects remains in these new comics, and I'm glad to see that sometimes these things remain the same no matter how many years pass.
Friday, June 5, 2009
Yeah, there were still plenty of violent games as well, but even those were sharper looking and more stylish than the somewhat ugly and overbearingly geeky fare of just three years ago.
Relating to comics, there were some very cool game on display, with Batman: Arkham Asylum looking like the best Batman game ever. There were batarangs to throw, an RPG element, "detective mode," tons of comics-related cameos including Commissioner Gordon, Oracle, Zzasz and a few others, and some really great action sequences. It was especially cool to watch Batman glide down from the rafters to rescue a prison guard held hostage in one sequence.
Next to this, the DC Universe Online MMORPG looked a little dull. I'll admit I didn't give it a spin and that the pleasures of that kind of game come from playing with others. But despite the long development, it just didn't pop enough visually to stand out from some truly cool-looking stuff.
Amond the cool-looking, I'll count Marvel Alliance 2 from Activision. The trailer for this was running on huge screens at the Activision booth in between trailers for DJ Hero (which looks amazing, cool and super sexy) and Guitar Hero: Van Halen. It looks to take a cue from Civil War, with rival teams of Avengers lead by Captain America and Iron Man squaring off, with a third team of more villainous characters entering the fray. The HD visuals were truly stunning — you could see the cloth and chain mail in Cap's costume, for example. And the lineup of characters itself was promising, including everyone from Luke Cage and Cable to 1980s faves Firestar and Cloak & Dagger. Here's a look at the trailer:
It's also clear that video games have a cultural cachet with both youths and adults that the comics industry hasn't had since the 1960s and likely never will again. But comics do have one thing that video games, for all their immersiveness and entertainment value, still can't quite match, and that's in telling stories. Which is not to say that there aren't good stories being told in games, but the interactivity of the experience scratches a different itch (I think) than the kind of straight storytelling you find in comics, novels, TV shows and movies.
All of which leads into my second topic, which is David Hajdu's book The Ten-Cent Plague (Farrar, Straus and Giroux, $26), which came out last year and I finally got around to reading just now. For those who don't know, this is a thoroughly researched account of the anti-comics crusade of the late 1940s and early 1950s. It makes for fascinating and entertaining reading for anyone who ever wanted to know more about this topic. What came through most vividly for me was the vehemence of the attacks on comics, and the accounts of the comic book bonfires are especially chilling. Hajdu does a great job digging into the reaction of the folks on the receiving end of this — the writers and artists who were vilified and deprived of not just their livlihoods but their outlets for creative expression. It also has interesting bits from the kids of the time, who, being kids, didn't have the tools to really protest their parents' and teachers' attacks on the comic books they loved to read.
The book is subtitled "The Great Comic-Book Scare and How It Changed America," and that's the one area I thought the book fell short — in putting these events into the context of censorship and ratings systems both before and after the Comics Code. It's interesting to read at the end how the publishers installed Charles Murphy to head up the CMAA expecting him to be a figurehead of sorts. But Murphy turned out to be a hard-core believer in the code and enforced it far more vigorously than anyone expected. It would have been interesting to read more about how the anti-comics crusade compared to earlier American censorship efforts, talk about how the Code evolved and changed the comic book industry, and how these events influenced later attempts to either rate or regulate everything from movies to song lyrics, TV shows and most recently video games.
I got a bunch of great previews this week that I hope to read this weekend and write about next week, but I did get around to reading the much-anticipated Batman & Robin #1 (DC, $2.99) by Grant Morrison and Frank Quitely. I'm on record as very much having liked Grant Morrison's first Batman arcs back in 2006 (I think). But I found later arcs to be more arcane and difficult to really get into and follow. (Batman R.I.P. and Final Crisis, I'm looking at you). This was much better and has some real promise, but I'm afraid I don't see much reason to get really excited — yet. I think the problem is that Morrison isn't the best fit with Batman. Morrison's ability to get weird in interesting ways is a much better fit for the misfits of Doom Patrol (still my favorite long-running Morrison series), New X-Men, or the experimentation with new ideas like We3. None of which will stop this from being a huge commercial hit for DC, but I'll be quite interested to see how far Morrison can go with Batman and how many folks will stick around for the ride once the novelty wears off.