Saturday, September 10, 2011

The Towers of Bois-Maury 2 - Eloise de Montgri

Published in 1985, "Eloise de Montegri" was Hermann Huppen's second "Towers of Bois-Maury" album, and it was clear that commercial consideration wasn't on the author's mind. Of the characters introduced in the first volume, only Aymar and Oliver return, and then in a supporting role at best. Gone are also the vestiges of courtly duels and medieval courtesy, replaced by the desolation of a destroyed fiefdom. The volume opens with a ruse designed to plunder the castle walls and closes with a desperate attempt of the remaining peasants united around the underage scion to desperately wring out some of the spoils of their attacker's plunder, to try and rebuild their land.

Thus, the bulk of the volume takes place in dreary winter months in a desolate forest, where the survivors impatiently scramble, their goings on continually interrupted by the arrival of third parties, going across the land to further their own ends. This is how both the title character and Aymar and his page come to the dukedom and stay, however brief, to try and resolve the conflict in light of their own interests. Curiously, "Eloise de Montgri" also sports a clear villain in the form of the bandit leader, a disfigured man hiding under the guise of a shepherd, complete with a mask made out of the ram's hide. The shepherd acts as a sinister figure until his motives are revealed to tie into Eloise's own trek across medieval France, leading to his actions seeming downright sensible when faced with the peasant's siege at the album's climax.

Despite being bookended by two siege scenes of wholesome slaughter, "Eloise de Montgri" also offers a particularly ominous scene of Aymar and Oliver seeking the hospitality of the eccentric man, when they first arrive in the region. The reader is completely aware of the shepherd's cutthroat nature, but the sequence where the protagonists ask him for the shelter just keeps stretching, teasing out the confrontation that could happen at any moment. That it never arrives speaks not only of Hermann's mastery of pacing and atmosphere, but also of a realistic depiction of the bandit leader, who no matter the ferocity recognizes that he's surrounded by battle hardened nobility.


Yet, even with so much of the key plot points centered around the decisions of the down on their luck lords and ladies, Hermann is very careful to establish a common man perspective pertaining to the surviving peasant's attempt to get through the winter in their improvised huts. This is roughly the role Gereon played in "Babette", and which he will continue in the remaining albums of the first five volumes, but here it's shifted to a toothless old man, despised even by his family for not giving up his hen to the starving survivors. Where the stone mason roughly still fits into the role of a roguish action hero, the snide old man prefers to keep out of the way, and basically narrates the tribulations of the peasants, while talking to his cherished Adelgunde.

Such a passive character wouldn't be out of place in a period drama centered around the fatigued life of the impoverished in middle ages, but Hermann gives him almost a central role in "Eloise de Montgri". Ordered by young sir Basil to give up the hen if she doesn't hatch any eggs come spring time, his subplot is lighthearted and refreshing, if unexpected, serving to soften up some of the dire predicaments in the next to the lawless land. Following the shepherd's gang attack on the castle, the last vestiges of the order come in the form of surviving priest, acting as a mentor to the scion, and a single guard, who carried the boy out of during the carnage and now tries to turn the peasants into an army capable of fighting back if they find the bandits.

Introducing a third strain of several poor man hiding close to the huts and stealing grain from the huts illustrates the writer/artist's determination to provide a realistic narrative, which is all the more impressive given the brevity of the plot. Yet, despite the many narrative threads that intersects and work towards the loud conclusion, Hermann's signature slow pace and humanity still come out, based largely on the care given to details and a palpable passion the author feels towards the material. The old man, no matter how pathetic and demented, still feels sympathetic, and the reader likewise identifies with each of these characters, and their yearnings, no matter how petty or grandiose.


Given that most of these characters don't reappear in later volumes, Hermann seems to imply that it doesn't really matter whether their long term prospects work out completely in their favor, but only that in the short amount of time he covers in this period of destabilization in their lives, the author gets across a particular situation typical of the time, and rendered with utmost believability. Of course, this doesn't prevent the titular Eloise from achieving at least some kind of closure relative to her tragic past, but her situation still bears analyzing. Namely, along with the already glimpsed Alda, she is Hermann's strongest realized female character in "Towers of Bois-Maury", albeit the only one capable of defending herself physically. Armed with a crossbow and doing her best to look princely, her long trek still shows signs on her, which is never more apparent then in the compromise she is forced to in order to get Aymar on her and Basil's side.

Because, no matter her determination to get back to the man who destroyed her life, Eloise is still feminine and it's this quality that humanizes her when compared to the typical fantasy bad girl. Her attempt to convince Aymar to follow through on the peasants' decision to strike back at the shepherd is basically to seduce him, with the creator clearly showing the reader that this goes beyond the typical wink and an ambiguous comment such as in so much of genre's offerings. She gives herself completely to the knight, but perhaps the key to understanding her decision comes with the focus the creator pays to Bois-Maury's page. By cutting to the ever sacrificing Oliver, spending the winter night in the cold, Hermann seems to imply that her decision is also class based. Thus, the act of a desperate woman could be taken to imply that she is also seeking a long denied sense of physical pleasure from her peer, which certainly seems to go with the lush depictions of her body.

That Hermann waits for her almost motherly trek to the caves with Basil in tow to reveal details of her past, reaffirms Eloise's femininity and the psychological terror that lead to such a change. As depicted, the young princess was a nobleman's daughter whose innocent love lead her to the machinations of a jealous cousin, leading to the loss of innocence in the character, and her forthcoming compromise. Once again, the writer/artist elaborates on the notions of idealism and chivalry, when faced with the dreariness of unforgiving life in the middle ages. As always, the decisions these nobles make to reaffirm their class status parallel Aymar's greatest desire, to return to his lands, with the reader left to ponder which of these grapples with lofty goals and their subsequent follow through will equal that of Aymar and Oliver's, should they ever return to Bois Maury.


Thankfully, the outsider's perspective, and the humanity inherent in all of the author's characters, help ground the plot, and show how all of these interests still intersect in something resembling the benefit of all, save the shepherd and his group of bandits. By using the space available to depict the common people as banding with the nobles primarily as a means to benefit from the stability of feudal institutions, such as they are even in the ramshackle remains of the dukedom, it's easy to see how those further off would be enticed to band with the villain. To ensure warmth and food, everyone, from the serf to the pillager and the grain stealer is forced to admit that the unwelcome forest, with it's meager givings won't be enough to provide, orienting all of them in turn to the lord Basil's authority, however insignificant and unwanted. This gives the young boy the illusion of being at the front of both a personal vendetta and a real threat to his rule, but also forces the much older and wiser people in his vicinity to adhere to their roles in face of the catastrophe that reaffirms the feudal system.

The ensuing raid is surprisingly realistic and heartfelt, with Aymar trying to steer the hungry and downtrodden into at least some semblance of a strategy, with the peasants winning the day through cowardice and trickery. There is no feeling of victory at seeing the slaughter of shepherd's men, and the subsequent rebuilding of the fallen fiefdom. Just as with the early spring around these rugged characters,  their efforts exhibit a notable progress, but only in the sense of returning to the familiar, less unbearable way of life. This because the attack is carried through in a way parallel to shepherd's own deception, as depicted in the opening pages of the attack on the nobleman's castle. Still, all of this brings Eloise face to face with the man who brought her so much pain, with the confrontation once again depicted as necessary, but also severely understated. Hermann tries to execute the act of violence with as much subtlety as possible, achieving a beautifully paced scene that is almost elegiac in what it leaves unsaid.

Except for some of the clarity problems involving a sudden shift to another new arrival to the forest, a seeming necessity of a dense plot carried out in the most naturally laid out way, the writer/artist's storytelling is nearly flawless. The chief problems any of the new readers could have is the complete break with epic fantasy inherent in the genre, as Huppen achieves perhaps the most down to Earth entry in the series. Despite the presence of a masked villain, two raids and a princess trained to fight as a man, the creator renders all of these with little details, telling of the banality common to all. The schemer and the sinister figure ends up being simply a warlord forced to use his cunning to attack smaller nobles in order to procures a wealth for him and his gang, who number less than a dozen, against the lord and lady who try their best to live up to their title, again it's the protagonists that are shown to rise above their assigned roles.



Both Aymar and the old man with his hen see the events as a necessary evil they must participate in some form in, before leaving to their own concerns, the first physically and the latter symbolically. Basil's lordship is reasserted, Eloise has had her revenge, but the protagonists don't feel like what follows need their continued attention. Aymar at least has a clear goal that contextualizes his wandering knight role as something more than a simple excuse for new adventures in exotic locales, and "Eloise de Montgri" can be taken as no more then a simple stop along the way, enabling the writer/artist to proceed with a singular medieval scenario, as he proceeds to continually rework the series to it's benefit, supplementing a clear formula to a finite narrative that is all the more engrossing as the result.

Tuesday, September 6, 2011

The Towers of Bois-Maury 1 - Babette

In 1983, leading Belgian comic book artist Hermann ("Jeremiah") Huppen started producing his second major work, a realist medieval saga titled "the Towers of Bois-Maury". Starting with "Babette", the original ten volume cycle tells a complete story set around the exploits of sir Aymar of Bois-Maury, a 11th century knight-errant on the meandering road to regain his fiefdom.

The first five entries consist of self-contained albums acting basically as dual narratives, with the role of the protagonist shared between Aymar and Gereon the down on his luck stone mason, that the knight meets in the series debut. In order to have what is still a genre narrative, Hermann makes both of them essentially wanderers on a parallel road through different places, and never finding easy answers. It would be easy to say that the two protagonists enable the writer/artist to shine a light on both the privileged few, and the exploited masses surrounding them, but "the Towers of Bois-Maury" aims for a much more diverse critique.

From the start, Hermann's squiggly, endearing line depicts the titular Babette hard at work in the field, albeit with her thoughts centered around meeting with her stone mason boyfriend hiding in the brush, unwanted by her family. The local nobles come charging on a deer hunt, and in the ensuing confusion Babette's beauty leads to a horrible tragedy. A matter of a jealous peasant murdering a lusty nobleman would have been dealt with in a typical fashion, if not for the presence of the Aymar, a single knight traveling with a page, who has come to pay visit to the castle and takes a special interest in Gereon's fate.

When it comes to the material, Hermann duly breaks every cliche that comes with fantasy-tinged historical fiction. Gone are the ever present captions and a cascade of names and titles, the faceless slaughter in the name of higher ideals, and the good looks of the protagonists, wearing clean armor and clean, dully reproduced period costumes. The two attractive characters that appear in this debut volume and the bond that they share brings them nothing but misery, quickly shattering all of Gereon's illusions, and sending him on the road to hardship and poverty. And while Hermann's albums, formatted at only 44 pages reward the closer reading, he is hardly in the business of pointlessly introducing interesting designs and charismatic individuals of the epoch.

His are ugly, loutish characters that cannot escape their flaws, with the author going far to represent what the treatment of love and lust in such unforgiving times. Despite his more nuanced protagonists, most of their acquaintances, no matter their class, seem content only when partaking in a feast, with laughter heard only as part of a drunken tirade, except when in mocking. This does not stop the rare few to dream of bigger and better things, but there is always a steep prize that comes with breaking the rules of a feudal system.

Just as Gereon is beset on all sides by cynical peasants looking out only for themselves, and their place in the system, so is Aymar similarly trapped in the narrow castle corridors with hot headed nobles resenting his home sickness and elevated demeanour. Their stubbornness bring only the pain to their confidantes, and it quickly becomes clear that they must break out of the fiefdom in order o find more sympathetic compatriots, and clearer goals.

The church is depicted as sympathetic, but largely forced to neutrality due to the duke's laws, thus the two outcasts temporarily find solace in one another, with Aymar vowing to help Gereon escape the gallows that await him following his crime. That both characters leave the domain with a heavy prize paid goes without saying, but their remaining goals follow to define them henceforth. Aymar, the educated knight with a lofty goal of amassing enough treasure to buy out an army of mercenaries and reclaim his ancestral home comes to hire himself out as an escort to the pilgrim's journey to the Holy Land. But what real choice does a scarred stone mason have, with a history of murder that can not be decreed as chivalrous satisfaction? Without being able to make a honest living, due to the injury to the hand sustained while in captivity, he is gradually forced to concede that the life on the road is the only one for him.

Just experiencing a genre series that takes such a negative stance towards violence feels striking, as it's always depicted as a result of a desperate, cowardly, petty action, acting out the basest instincts, and leaving misery beyond the short term solution. And yet, despite such a dark disposition, Hermann's work seems always optimistic, with Aymar's obsession always providing forward momentum, while the less well of characters at least try to scheme their way to a better tomorrow.
Thus, colorist Fraymond's yellow permeats the book occasionally turning into dusky hues, breaking only for the depictions of the blue night sky. Hermann utilizes the late night outdoor depictions of castle walls usually as scene transitions, but a lot of the characters usually use the time before sleep to ruminate on the day's actions, and plot their course. The writer/artist's layouts are dynamic, but still break manage to break form when depicting the larger, more elaborate settings. The sense of place is ever present, without the reader feeling like the backgrounds are just so much tracing the research elements in order to provide some context to the figure work. It could be said that Hermann approaches some of his character's facial features in similar way, and the stylistic preference for a few different physical models can lead to some of the clarity issues. "Babette" is not a long album, slow paced and atmospheric, thus forcing the creator to a limited space when dealing with certain lesser characters, whose roles can be subtle, yet always clear to the attentive reader. A slight break in tension occurs in the extended epilogue centering on Gereon, going some way in setting up the next volume in the series, but it is very definitely in keeping the themes involved.

It cannot be overstated that throughout the creator's accomplished compositions feel like a real treat to a fan of the medium. Even the smallest of panels are perfectly realized and absolutely beautiful in their rugged rendering. The majority of them could be taken out of the context and admired on it's own, such was his skill and accomplishment as a storyteller, even still at what was still beginning of his most accomplished period. It cannot be overstated that "Towers of Bois-Maury" is a major work from an accomplished storyteller, working in the genre that is typically used to much more formulaic narratives. Huppen's patient mastery of the form, his he humanity and effort he puts in the work make for a truly mature title and an instant classic of European comic book storytelling.

Monday, September 5, 2011

The Quest For the Time Bird 1 - Ramor's Conch

Beginning in 1983, writer Serge Le Tendre and artist Regis Loisel debutted "The Quest for the Time Bird" series, a lush fantasy comic aimed at the teenage reader. Conceived as a series of four entries, this French comic closely adhered to the quest structure, telling a single epic adventure akin to "The Lord of the Rings". Yet, Letendre and Loisel paint the Quest for the time bird in a much broader strokes, echoing familiar genre archetypes, albeit rendered in a gorgeous, vibrating art style. The collaboration thus acts like a bridge between the generic innocence of the "Dungeons and Dragons" cartoon and the more adult-flavored "Heavy Metal magazine".

As the beginning of a longer work, "Ramor's Conch" starts innocently enough, introducing Roxanna with a beautiful elegiac tone. The point of view character is quick to adhere to her duty, and ventures forth from her mother's witch kingdom to recruit an old friend. Conveniently, a well designed monster attacks, leading to an impromptu chance for Bragon to come out of retirement and get his grips with the epic quest that is presented to him. The threat of the rise of an ancient evil is adequately, if familiarly introduced, with a clear set of items needed carefully delineated, and the lighthearted adventure is set to begin.

The artwork, penciled, inked and colored by Loisel is very enticing and easy on the eyes, making for a very welcome change of pace considering the typically male-oriented action heavy entries in the genre. Some of the more juvenile instances in the dialogue, centered around Roxanna's curvaceous figure seem random enough to provide some energy to the script, but otherwise the beginning of the story seems adequate enough. Strangely, it's in the main section of the plot that the book falters, as the dragon mounted Roxanna and Bragon fly to the kingdom of the Grey-Grelons, a fantasy race of the authors' design. After a tedious encounter with an irritable local sprite, an obvious favorite of the creators, the most important section of the series' debut takes a turn for the unusual. For an artist devoting so much attention to the beautiful lush backgrounds of the world of Akbar, Loisel' basic character design for the denizens of the kingdom seems fairly uninspired. Worse still is the complete lack of character in the zombie-like Grelons, that seem excited only when Roxanne is near.

With their leader Shan-Tung posed as a power hungry strategist, ready to recruit Bragon to his cause of exploiting the titular Conch with the soom not to be dormant malevolent deity inside, the whole album long setup seems familiar to anyone even remotely versed in the genre. Thankfully, the Letendre arranged series of fantasy chestnut such as Roxanne's imprisonment and Bragon's false allegiance to the local tyrant are somewhat mitigated by the inclusion of a new, slightly better balanced character. Bulrog, despite sporting a very Tolkienesque name, and a character design similar to "Lord of the Rings"'s dragon riding Nazgul, still exhibits enough of a character that the reader genuinely wants to see more of him.That he ever so slightly subverts the role of a typical henchmen with his own plans and ambitions, tying with Bragon's own duties, may not seem like much when it comes to acclaimed European genre comics, but is still no reason to dismiss the series whole cloth.
                               
The one notable bit of genuine surprise and mystery coming late in the plot in the form of a masked knight, and is quickly seized by Letendre, who uses it for maximum effect. Similarly, Roxanne's infamous way of distracting the zombie-like Grey-Grelons leaves subtlety for crowd pleasing, albeit still mindful to avoid controversy. The suitable conclusion to the first volume of the story somewhat mitigates these oddities in the slapstick heavy epic, with Roxanne and Bragon, aided by the "unknown knight" leaving the underground kingdom with the Conch, and heading into hopefully better developed parts of Akbar. That Letendre refuses to unmask the pair's benefactor, long after a discerning reader has passed any doubts concerning his identity plays into the over the top nature of the property, and the way the creators see to it's presentation.

Despite some objectionable scenes involving Roxanne, designed to tease the teenage fans, the book keeps perpetually trying for a very mercurial feeling. In wanting to be accessible to both the young fans warming up to the fantasy material, and the regular Franco-Belgian fans, the creators forgo the greater risks involved with presenting the medieval myth and legends to the modern reader. The basic idea is simply to present the usual blending of various culture's folklore into a coherent setting, strung together by the quest structure into a series of locales that the heroes have to go through in order to halt Ramor's return.

Truthfully, the key aspect of the story seems to be making "The Quest of the Time bird" a joyful look at one of the frequently epic fantasy worlds, with a slight nod to the implied history of Akbar, and the mark it has made on the older generation of heroes. In other words, a perfect showcase for an artist as talented as Loisel to cut loose, and carry over his imagination to the oversized pages.

And while his character designs on the average seem adequate enough, it is in the stylistic flourishes that he endears the readers to his art. The layered, lived-in look of the ancient dwellings, and heavy clothes the characters drab themselves in, their faces made up of craggy lines yet still not over rendered, certainly make up for most of the good will fans have for the series. It's easy to lose oneself in the talent and artistry illustrating such otherworldy scenes of fantasy quests, even if the panel to panel depictions turn toward the over the top nature of the scenario.

Loisel's characters seem always in motion, fulfilling their destiny, or trying to get at it's good side through trickery, while still keeping an air of individualism about them. Roxanne is cast in the role of a princess coming of age in a sword and sorcery setting, but the reader is never able to completely forget about her voluptuous figure, with her somehow managing to become more than an eye candy candy damsel in distress simply due to the fact that she's still the heroine. Bragon is somewhat less distinctive, as his demeanour of grizzled old warrior leaves little past the archetype. Still, the stubbornness of the character, and moreover, the implication of romance with Roxanne's mother in his heroic past, bring an element of uncertainty to the veteran fighter.

With the somewhat pedestrian world-building in "Ramor's Conch", it seems as if "The Quest for the Time bird" belongs to a time decades prior to it's 1980s debut, when a less discerning massive audience would have stuck with a promising series until it hones in on it's preferred voice. Considering that Letendre and Loisel envisioned the saga as a clearly structured finite series, it's perhaps unfortunate that it starts out primarily as an artistic showcase. And while it's very likely that the reader will warm up to the characters and their journey to save Akbar in a very short time, it's likely to be due to Loisel's mastery of the form, and the relative brevity of the material, with the main arc consisting of only four albums.

Saturday, September 3, 2011

Yoko Tsuno 3 - Vulcan's Forge

Originally collected as an album in 1973, Yoko Tsuno's third published adventure was serialized over a number of issues of "Spirou magazine". In "Vulcan's Forge", the creator of Yoko, Vic and Paul returns to setting of her original adventure, making for a science fiction episode that further elaborates on the civilization of Vineans.

The album starts innocently enough, with Yoko catching a late night TV newscast and hurrying to notify her friend Paul of the supposed reference to the their alien allies. In a charming scene, the two run into each other, with Paul determined to get the same message to his Japanese friend. Right from the start, it's clear that Leloup has reworked Paul's character design, resulting in bringing his facial features in line with the rest of the cast. Simply put, Paul's caricatural look was decided to be too pronounced, whether by the creator or his editors, with the idea being that his behavior was enough to convey the comic relief.

Otherwise, the character designs are familiarly Franco-Belgian, with no noticeable changes from the previous two entries in the series. Similarly, the plot proceeds with the familiar formula of involving Yoko, Vic and Paul into a mystery by the way of their job working for the television company. Typically, the characters pay lip service to their regular assignments, involved in the plot that could have proceeded precisely the same with Yoko having a completely different background. By having her spot the reference to the Vinean technology on television, and head out to the oil platform in the Carribean, Leloup is clearly wanting to get underwater as soon as possible, so that the real story can get started.

Thankfully, the problems drill workers run into consist of something larger than the crew simply running into a portal to an alien world that the main cast uses to get to their adventure. Thus, by tying the troubles of the oil company to the threat looming beneath the waves, Leloup at least achieves the feeling of a veritable ecological catastrophe that is about to break out if Yoko is unsuccessful in dealing with the return of Karpan. Unfortunately, Leloup hasn't gotten around making the the villain any more charismatic, but the relative lack of focus on the megalomaniacal Vinean, and with the added attention to his plan make up for any of the perceived shortcomings.

Even the pending catastrophe largely factors only in the closing pages of the volume, with the bulk of the pages showcasing the creator's real interests. And while certainly the long tour Khany takes Yoko on centers around the technical facilities involved with Karpan's diabolical plan of carving out a continent for Vineans to occupy using an underwater vulcano, Leloup uses every opportunity to elaborate in the world building he started in "Trio of the bizarre".

Such is the attention paid to the Vinean civilization that it could be argued that the creator would have been happy to simply set the series completely around the science fiction trappings. That he even clads Yoko completely in their clothes, with Vic and Paul conveniently vanishing from the plot for large portions of the book, seems to indicate that the writer/artist is more than convenient concentrating on the alien civilization. Of course, publishing a continuing serial based on such a scenario would be a tough sell for an audience accustomed to the pulp narratives one step removed from the real world. Still, by making this compromise Leloup is effectively working on two series at once.

In the self contained albums Yoko is basically a standard action heroine, suited to oppose a number of plots ranging from simple detective stories, to more elaborate adventures with a supernatural element. On the other hand, perhaps similar to the "X-Files" format, the mythological episodes with a full blown sci-fi feature in from time to time, continuing the narrative arc and, for better or worse, distinguishing the series from a number of similar Franco-Belgian comics.

From the technical point of view, the amount of detail Leloup puts into fleshing out the Vinean civilization is astounding. Compared to "The Trio of the Bizarre", the writer/artist seems determined to carve out even more of his strange new world, filled with elaborate technology. Just seeing Khany's ship sucked into the ocean and heading for the hollow earth beneath makes the reader aware of just how in control the creator is when he gets close to the Vineans. The complicated series of tubes that the blue skinned aliens use to travel in their domain, once again, seems fully functional and at the same time breathtaking to look at. And while a typical room, such as the one Yoko and Khany leave Vic and Paul behind in, as soon as they arrive underwater, seems like a familiar technological base design with a generically busy background, the moment the two women step outside, Leloup is ready to once again amaze the reader.

Not content to merely reuse the pipeline he had the characters take in the first album, the writer/artist relegates it to the use of Yoko's earthbound friends, while he devises a completely new way for the two heroines to travel. Centered around the impressively heavy lava pipes, that Khany drives a support vehicle to point out the background of Karpans plot, Leloup carefully takes his time until he makes sense of the complicated plot. The two fight scenes that bookend the exposition involve Yoko fighting the Vinean secret service that has quickly seen through her disguise.

That none of these encounters are particularly memorable goes without saying, as it feels like the creator is merely going through the motions of maintaining an action heavy adventure plot, where it seems quite clearly that his efforts are centered around world building. Thankfully, the long escape route Yoko and Khany take in order to get to another part of the facility feels much more exciting. Again, seeing Leloup's design of Vinean drill goes the spotlight the amount of respect Leloup paid his readers, determined to create an entire alien civilization whose technology is vastly advanced, yet with an implicit visual continuity in the designs. When the writer/artist draws a huge oil rig in Martinique it feels extremely solid, researched and breathtaking, but getting to see his own design in action feels much more fluid and comic book like.

That Yoko uses it to blast away at Karpan's ship using the water pipeline seen in the first album, and proceeds to escape with Khany using a pair of highly elaborate sleds further feels like Leloup is determined to reward the reader's loyalty by continually introducing new designs and technology. It's interesting then that he decides to follow all this with a short break, involving giant mushrooms and dinosaur skeletons. By reintroducing Vic and Paul to the story at the same time, the creator apparently tries to ground the adventure back in something resembling terrestrial features, however fantastic and distorted.

Yet, having assembled the characters Leloup still proceeds with a scene featuring the forward thinking youth of Vinea equipping the group of friends with weapons needed to try and put a stop to Karpan's plan. Using a method of non lethally dealing with Karpan's secret service Leloup doesn't just shy away from having his protagonist use cold blooded murder as a means to an end, but actually helps her create more allies once some of those guards have woken up. Her scheme is still extremely risky, involving the destruction of key lava transporting equipment. And while some of the new character appear way to late to make an impact on the reader, technological breakdown involved with Yoko's plan still makes for a gripping read. Khany's exposition certainly served to underscore that there would be no clean break from stopping Karpan's plan, as it's first stages have already bore fruit, and will leave at least some kind of impact on the planet's surface.

Thus, the volcano centered meltdown finally has the Vinean ship returning to Carribean to help save the workers that would be the first in line when the catastrophe starts spreading. The wrap up is fast,but effective, with Yoko and her friends once again having been separated from their Vinean allies, along with a gadget that enables some form of communication. Again, it's quite clear that Leloup was certain that he would not be immediately picking up the plot strands involving the aliens, but is determined to leave the reader with a sense of longing regarding the race he created.

Contrary to their first appearance, the Vineans here are not only involved with in-fighting and dealing with newcomers poking their noses into a race millions of years old. And while Leloup forgoes having such a clear message involving the tendency of losing the cultural identity when involved with excessive technology, the lack of a misguided computer as the behind the scenes villain is made up for with a much broader ecological message. And while it would be presumptuous to speculate the inspirations behind the nationalistic tendencies of Karpan and his brethren, it is certain that there is some rationale leading Vineans to continually back up the cartoon villain's byzantine plots.


The very resolution of the story, with Khany informing her new friends that Vineans are still planning for escaping the planet's core, only with the plans readjusted to return to their homeland, instead of carving out a territory for themselves on the Earth's surface, basically reaffirms the race's need chief goals in a more logical setting (given the science fiction trappings of the series). This is precisely the reason why Leloup goes to such great lengths to introduce several new Vineans, even Karpan's secret service members forced to turn to Khany's way of thinking, in order to point out that this is not just a race of evil aliens with a single notable exception, but a complete society with a set of goals that are in fact completely reasonable. Instead of opting for the conveniently small cadre of gifted children, not yet subdued under Karpan's doctrine, to stay hidden in a subterranean grotto, while the bulk of their evil older peers be handwaved a way to their native star system, never to be seen again, the writer/artist pushes for the more complicated solution.

By preserving a sociological reality when dealing with were basically technologically superior elves of the first album, the creator was simply adamant in not letting go of his effort and creative choices. When Yoko is given a scrying mirror, or even an elaborate version of Skype to keep in contact with Khany the reader is meant to feel melancholy for the circumstances that keep these new best friends away, wishing that they could continue reading their joint adventures. In a way, Roger Leloup was informing the reader to stick around for some of the more mundane Yoko Tsuno adventures, while waiting for the real story to continue.

Sunday, August 28, 2011

Yoko Tsuno 2 - The Devil's organ

Collected in 1973, "The Devil's Organ" is the second Yoko Tsuno adventure story, serialized in "the Spirou Magazine" by Roger Leloup. As is typical with Franco-Belgian comics, the album offers a complete story that is completely accessible to a reader unfamiliar with the events of the original album. Yoko is simply a resourceful young Japanese woman, traveling with her two friends, and encountering a complicated mystery plot along the way. Finding themselves in Germany, the previously dubbed "trio of the bizarre" are witness to a strange incident involving a beautiful local woman. Once again, the impulsive Paul is quick to respond to Ingrid's charms, while Yoko maintains an objective stance, tempered by her helpful nature.

The elusive Vic is once again continually on the sidelines. That Paul relatively quickly joins in and falls into the background, silent but for the occasional blunder and an aside, speaks to the archetypal characterization Leloup imbues the new character with, who plays the role of the victim right until the very end. Thus, most of the action revolves directly around Yoko, who is tasked not only with coming up with the solution to the murder mystery involving Ingrid's father and local folklore, but also saving the lives of herself and her helpless companions.

One could make the case that Yoko is a stereotypical Japanese woman in that she seems to be a string of racial attributes tied into an Franco-Belgian comic book hero, but ironically this is also what sets her apart. That her technical savvy is coupled with a knowledge of martial arts somehow makes her into a potent protagonist, and not a walking cliche. Leloup is careful to present her as a character having adventures in foreign lands, where her special skills are secondary to her intellect, curiosity and compassion.

Of course, having his Belgium-based character on a dangerous undertaking in a neighboring country, done by Herge's background assistant once again invites direct comparison to "Tintin". In this respect, "The Devil's Organ" appears as a relatively straightforward detective story, with some local flavor to make it more memorable. Where Herge seems somewhat broader in his assessments and more focused on his cast of characters and the specific style of humor he used, Leloup proceeds in a much more direct fashion.

His story takes place in Germany, revolves around the local legends and maintains a subtle note of occult terror throughout, but could otherwise very easily be reworked to star any number of Franco-Belgian protagonists, such as Gil Jordan, and even Colonel Clifton. Roger Leloup's work would be what would still distinguish it from the other albums in a similar series. Having a creator produce a single 44 page album per year makes for a staggering amount of artistic detail and a clear break between volumes. It seems that simply concentrating so much time and energy into a single story made the Franco-Belgian creators mindful to at least change the formula to include different locales in each of the entries in the series.

The resulting research and effort certainly pays off to produce visually startling work that both feels like a continuation of the series, and a pleasant diversion on it's own. Simply watching the Rhine vistas and the craggy hills ancient castles surrounded by the old fashioned town should feel like a typical middle European comics adventure, but in the hands of Leloup it becomes a real treat. The physical model of the castle itself, with the prominent tower and the adjacent area, feels completely realized, befitting it's importance as the story setting. This is particularly notable given so much of the similar locales in the medium typically looking like a cheap cardboard approximation of the same generic fortress. In Leloup's hands, the structure is depicted as looming over the river and the town houses, until it becomes the stage for the final act of the story.


Once again, the artist's attention to detail when it comes to the ferryboat and the train goes far and beyond the usual standards of realism in comics, with vehicles that have weight and mobility far beyond the look of being traced from a postcard in the work of a lot of the figure-centered artists. As befitting ligna claire style, the characters seem much more livelier than their surroundings, which is something of a problem when it comes to the artist's design for Paul, who simply looks like he belongs in a different comic book altogether. And while Yoko is kept in the realistic proportions, some of the side characters sport a somewhat looser style, which when compared to the main character's relatively calm and measured behavior, proceeds to somewhat distract from their surroundings. This is no doubt intended to ease up the characters acting out long swathes of dialogue, but the capable yet not too attractive figure drawings still betrays the artist's preference for depicting still life.

It stands to be pointed out again that this is a complete reversal from the typical comic book illustrations that tend to concentrate on the fast paced physicality of the characters in motion, with the background details provided to liven up the atmosphere, or more often, when the script specifically calls for them. When it comes to the story, in "The Devil's Organ" Leloup decides to mine the larger then life implications involved with having characters investigating a possible local cult, coupled with the depictions of medieval armor and, later on, a dungeon complete with a baroque organ that could hardly possess such a presence in a non-visual medium. Thus, despite the somewhat simple case of detective work Yoko encounters in the town of St. Goar, the writer/artist keeps maintains the aura of supernatural by using familiar tropes such as giant bats coming through the window.

That Leloup builds a peculiar sets of clues involving the audio tape left after the disappearance of Ingrid's father makes for an entertaining technology based investigation involving the town and it's river front. Still, what every 44 page comic book mystery story has to grapple with is the small number of suspects that can be previously alluded to in order for them to turn into the credible antagonists in the final act. Ironically, this makes for some realistic cases when Yoko and her genre colleagues pieces together the motives and evidence pertaining to the case, but still leaves a discerning reader with a mystery that could hardly have revealed a much different outcome.

Leloup tries to diversify the circumstances by coming up with a few final complications, but the explanation only becomes that much more convoluted because of it. Thankfully, such a bizarre set of contraptions that the technologically minded villain comes up with to undertake a simple interest fuel goal feels right at home when it comes to the medium. Reading the story about sound used to hypnotize the opponents and constructing a gigantic organ to echo the local folklore seems much better suited to the material then even watching it on screen, in what could only work as a very peculiar star studded blockbuster. But again, even a serviceable explanation seems more than enough when it comes to the story featuring as many action scenes as "The Devil's Organ".

Yoko in particular, seems to be continuously climbing up hills and falling off the walls, while the underground passages and secret rooms appear just where she imagines them to be, all flawlessly rendered by her creator. In a world where complicated machinery dominates every brightly lit room, this electrical engineer still relies chiefly on her instincts and rational mind to overcome threat against threat that is thrown against her.

That Roger Leloup manages to produce such a well thought out detective story, back to back with what was almost a space opera, belies a comics creator capable of every kind of work in the field. That the very next album represents the return to the series' origins could just mean that he was thinking of his own interests first, no matter the perceived audience's distaste for mixing the two.

Wednesday, August 24, 2011

Yoko Tsuno 1 - the Trio of the Bizarre

Yoko Tsuno debuted in 1970, starring in a couple of try out short stories published in the pages of Belgian "Spirou" magazine. Created by Roger Leloup, Herge's assistant on "Tintin", the character has since gone on to star in the series of 25 albums, with her adventures being translated and published in several different languages. The first English edition of the material debuted in 1998 and covered two of the early albums, while Cinebook has since picked up the licence. Since 2007, the publisher has kept to the schedule of more or less a single album per year.

The adventures of a beautiful Japanese girl teaming up with Belgian television crew Vic and Paul are somewhat distinctive. While Yoko herself is certainly an independent woman, perfectly suited to the life of an action hero, Leloup treats her with respect and avoids concentrating too heavily on her figure. Her two friends are somewhat more familiar Franco-Belgian Silver age characters, with Vic basically playing the role of the reader identification figure, and the much flawed Paul being around for comic relief and a more pronounced touch of humanity.

In "the Trio of the bizarre", Yoko is introduced as an electrical engineer that is suspected of burglary by the two friends working in the movie studio. What starts as a spy story, all too quickly (due to the album being originally serialized in the course of several installments of "Spirou" magazine) turns into an adventure story, until it becomes apparent that Leloup is actually most interested in placing his characters in a science fiction milieu similar to that of "Star Trek: The Original series". A turn for the bizarre is, of course, nothing new for the Franco-Belgian comics of the era, with even the otherwise semi-realistic "Tintin" having oddball albums dealing with the more outlandish pulp elements.

In fact, 1968's "Flight 714" is particularly of note when discussing the origins of Yoko Tsuno. The second to last Herge album, featuring extensive work by Leloup, is notable for a light-hearted featuring a strange setting, and ending in a denouement that is very tongue in cheek. In the space of several pages, Herge attributes several unexplained phenomena as the work of aliens coming to visit the Earth, clearly inspired by the theories of Erich von Däniken. Däniken's "Chariot of the Gods" was published the same year as the collected edition of Herge and Leloup's work, and it's no coincidence that it plays with the ideas of aliens inhabiting the planet Earth in the past, which would theoretically serve as an explanation for some of the various culture's folklore and scientific wonders the ancient countries produced at seemingly far above the assumed technological level of the eras they lived in.


In any event, more notable then even the beautiful tropical backgrounds in the Tintin album, attributed to Leloup, the artist was reportedly responsible for the design of the airplane which plays a key role in the story and feels thoroughly modern and realistic, despite being the work of Herge's technically minded assistant. Interestingly, in Yoko Tsuno's long form debut, Leloup returns to Däniken's ideas, and crafts a story that takes the concept in a completely different direction that Herge's well meaning satire. Basically, while exploring a current for a possible documentary set in an unnamed Belgian cavern system, the characters stumble upon what at first seems like the remnants of some kind of modern Atlantis, and it's characteristically blue skinned denizens. Even more unlikely, at first chance the Vinean female Khany reveals their origins to the trio of total strangers, revealing that her race has originally come to the planet millions of years ago, while escaping from the destruction of Vinea.

The beautiful images showing the merging of the planet's suns are certainly the visual highlight of the volume, but by having his characters' original adventure, and subsequent supporting cast, integrated so heavily in the science fiction meant that Leloup was very conscious in carving out a niche in the Franco-Belgian comics industry. And while some of the succeeding adventures have featured the more realistic locales, the writer/artist has repeatedly returned Yoko and her two friends to the trappings of Vinean civilization, even going so far as sending them on Vinea. Interestingly, Cinebook has so far steered clear of the albums dealing directly with the Vinean civilization, and judging by the solicited material they certainly seem set on translating the more grounded material first.

It's a very peculiar situation for a reprint publisher to find themselves in, and certainly breaks away from the creator's original idea regarding the series. "The Trio of the Bizarre" is unapologetically an album featuring science fiction elements, and it certainly seems more reminiscent of "Flash Gordon" than "the X-Files".  Namely, once Yoko and her friends come close to the Vinean settlement, Leloup drops all pretense of her companion's ambitions as journalists, proceeding with a long speed chase that highlights several of the book's key elements. Namely, the writer/artist's superbly executed vehicle designs, which seem both visually impressive and entirely plausible, given the setting. Leloup's fertile imagination immediately creates several challenges that use the exotic setting of an underwater alien train chase, making for an uncharacteristically long journey broken by every contrivance possible.

Again, this is certainly not a problem, as the creator uses the space to expand on the just introduced alien culture, introduce a major new character in Khany, and shows the traditional comic heroes coming to grips with the new locale and circumstances. Once Khany's equipment malfunctions after a cascade of problems that overtake their journey, it's transparent that the reader is dealing with a pulp yarn, but the array of tropes  changes again as the story continues in ostensibly new issue of "Spirou", meaning that the final third of the album takes place in Vinean city, with only the threat of a villain serving as the dramatic thread and making the introductory album into more then a tour of the writer/artist's science fantasy setting.

It goes without saying that Leloup's architecture is on pair with his intricate vehicle designs, resulting once again in several breathtaking designs that he takes full advantage of. Returning Yoko, Vic and Paul to their civilian clothes serves to juxtapose these ordinary humans to the advanced alien civilization, but reading the story in 2011 means that her forty year old attire seems very dated and even disconcerting. The Vinean Vulcan-like hostility is on the sidelines through Khany's tour of the computer-colored complex, but in returning to the exposition Leloup once again breaks the suspension of disbelief as some of Yoko's questions seem far too direct to be given such extensive and matter of fact answers, given that she is a complete stranger to an alien civilization that has for millions of years been purposely hidden from the surface world.

Thankfully, in reasserting some semblance of loyalty to her people in Khany's character, the writer/artist manages to round out what has largely been a benevolent alien so far. Given that the otherwise goofy Paul gets the same treatment in the same scene, it's easy to see the last segment of the book as most interesting and dramatically the strongest. That Leloup follows the exposition with an action heavy climax featuring the peak of Vinean technology perverted and manipulated to be used against their people, and in turn surface world goes a long way to give the book some semblance of thematic resonance beyond the simple escapism. Truthfully, the allegorical reminder of the logical endpoint of computer-dominated society seems very familiar to anyone who has had experience with the genre, but it works to sufficiently raise the stakes for the final combat with the villain.


The stern Yoko directly opposing thoroughly evil Karpan is at least more notable then his initial appearance, but the character continues to be problematic, and seems very forgettable. His appearance is perhaps the strongest call back to "Star Trek", but the single minded obsession that the character displays makes him merely the obligatory antagonist, and not by any means a memorable villain in his own right. Still, perhaps it's to much to be expecting the series to launch with the album introducing the main characters, the setting they would remain closely linked throughout the series and a charismatic key opponent all at once. Most of the rest of Franco-Belgian adventure comics the same readership certainly acquired each of these elements during the course of many years they were published, with the creators routinely going back to the drawing board in searching for the appealing combination of the three.

The need for the immediate continuation of another new adventure with it's own set of action set pieces and cliffhangers, necessitated a familiarly quick wrap up of the main plot. In itself, a notable stranger coming to an ancient civilization with the fresh eyes for some of it's newer flaws, and dealing with them in short order is a stock plot that, along with the obligatory "techno babble" that follows most of the similar pulp science fiction scenarios, leads to a somewhat unsatisfying resolution, but Leloup dulls the effect with the advent of Khary's parting gifts to the main characters.

The mere fact that they were given actual items that hint further adventures, instead of some abstract McGuffin, goes a long way to differentiate the series. And while certainly having such a strange science fiction status quo to return to seems a challenge for both the readers and the writer/artist, Leloup has continued on to mine the concepts introduced in "The Trio of the Bizarre" for the following forty years. Perhaps that a simple fact of having such a strong, independent woman at the center of the book that is nevertheless a classic Franco-Belgian adventure story made such an impression on the readers. Considering that Yoko's chief rival was Dupuis' own "Natacha", focusing on much lighter cheesecakey depiction of the female form, it's easy to see why Leloup's heroine has remained such a strong presence in what was originally an industry catering to young boys' serial entertainment.

Friday, August 5, 2011

DC Retroactive - Flash 1980s

This Wednesday saw the release of Flash 1980s, a part of the DC comics project centered around mainly rehiring the creative teams that made their mark on the superhero titles from decades past. With Flash, DC has solicited three specials, of which the William Messner-Loebs and Greg Larocque's effort is the second one, acting as a tribute to their run on then recently relaunched title.

Following the original Crisis on infinite Earths and the role Flash played in the mega crossover, his title was in a perfect place for the new #1. The new series starred Wally West in the title role, and was helmed by Mike Baron who left the title after little more then a year's worth of stories. William Messner Loebs, writer of independent hit "Journey" took over, and slowly adapted to writing the series on his own terms. Gone were Baron's superspeed themed villains, and Wally's immature characterization (carried over from New Teen Titans), and in their place Loebs put his own interests.

Typically for the 1980s superhero comic books, these included a more introspective take on the superhero tropes, and a turn from flamboyant supervillainy of the antagonists, to Flash tackling some of the more relevant social issues. A lot of times, the demands of the market meant that the final result was a not always successful mash up, that still read as heartfelt and genuine. Poised between Mark Baron's and the successive Mark Waid superhero heavy interpretations of the character, there was every indication that Loeb's and LaRocque's run was at least a pleasant diversion, that stands as an artifact of competent, if not overtly ambitious superhero storytelling of the day.

Following the writer's departure, Greg LaRocque stayed on to pencil the beginning of Waid's long association to the character, which was commercially and critically lauded, remaining one of the better remembered runs in a very specific moment of DC's history. In this respect, reuniting the 1980s creative team was a decision targeting primarily the collectors nostalgic to the era. Considering the modus operandi behind next month's wide scale relaunch, the Retroactive specials may well be the last time many of these creators tackle these characters in those particular iterations.

Specifically, in regards to "Flash 1980s", everyone involved seemed very conscious of all those factors. Packaging the resulting story with a reprint taken from early into their run, DC's editorial has essentially produced a 5$ Annual. Still, the new material is inoffensive enough to be function perfectly as a standalone piece, reflecting a different sensibility then current material involved with the character. The continuity basically hinges on the incarnation of Flash being less experienced then either Wally or Barry who are both currently married and ill fit for a story dealing with an obsessive fan willing to go great lengths to get together with their celebrity fantasy boyfriend.

Just like the best of Loeb's work, the basic theme is timeless and not tied into the continuity minutiae, even if he tries his best to dress it up in the superhero tropes. Interestingly, the focus is in the sick woman's interaction with the Rogues, the loose network of Flash's over the top enemies. Captain Cold, Mirror master and the rest of the original Barry Allen's Silver age antagonists were rarely the focus in the writer's original work on the title. What's more, the garishly colored characters were depicted as more or less reformed, as the thrust of the series was in establishing Wally West as his own character in the role of the Flash, with his villains in tow. That this was only partially successful, as evidenced by the other writers going back to the Rogues, does not really condemn Loebs and Larocque's work.

Simply, the creators were poised to tell a different kind of story, and it's interesting to see their working in a large number of those characters in Retroactive. Loeb's take on mental illness and the issue of identity aside, the offering is still somewhat limited by it's original premise. Simply put, the writer was seemingly asked for a competent script, featuring a version of the character that is little seen these days, and this is what was delivered. A professional, if not overtly complicated superhero plot designed with nostalgia as it's selling point.

But this does not elevate the rushed feeling of the whole enterprise that is exemplified by Larocque's artwork. It stars very thorough and detailed, and as the pacing slowly picks up, the backgrounds fade to non existence resulting in some very ill defined art that seems as if it was hastily put together to meet the deadline. Greg both pencils and inks his work here, and while his layouts remain clear and reader friendly, a lot of the finesse gets lost along the way. By the end of the twenty five pages allotted to the segment, the reader is reminded how inessential such a contribution is to DC comics on the whole, who regularly put more of their time and resources into more pretentious projects.

As for the cast, interestingly it consists mostly of Flash, Golden Glider and Pied Piper, with Dr Alchemy substituting for the voice of all the other Rogues duped into helping Flash's obsessive fan carry out her attention grabbing plan. Interestingly, Golden Glider, a good example of throwaway Silver Age character sports such an overblown hyper sexed design that she serves as the source of distraction in most of the panels she appears in. The otherwise seldom seen character's previously subdued sex appeal is so magnified in these pages that it distracts from her ice skater superhero gimmick. Of course, the highly idealized female form is nothing new when it comes to superhero comics, but the portrayal is so much at odds with Loebs' script that depicts her as a Captain Cold's younger sister, that it creates a curious juxtaposition.

It doesn't help that the garish colors fail to spotlight the blade of her skates in one panel where the character draws attention to it. Glider's appearance is particularly spotlighted given that the rest of the cast, Flash's physique aside, sports realistic human anatomy. Pied Piper particularly looks like overweight with long hair making for a distinctive sidekick look, that is in keeping with Loeb's original run on the title. Unfortunately, due to the writer's perpetual uneasy when it comes to typical superhero storytelling, the character ends up completely forgoing the use of his superhuman abilities, making him little more then a clown serving as another voice commenting on the strange events in Central city.

Dr Alchemy makes for a very unsettling visual, seeming like a self-conscious parody of a caped archetype. Sporting an unkempt beard and spending most of his page time in his underwear, the character's appearance is somewhat distracting, but ultimately makes sense plot-wise. Unfortunately, the way the Flash deal with doctor's own mental illness is very troubling, albeit ultimately somewhat amended when it comes to the showdown with powers stealing Alex, whom he subdues in a way that is thankfully somewhat less controversial.

Curiously, the presence of Captain Boomerang in the closing scene makes little sense given the previous plot, and the character's more modest power level. It suggests that Alex has made her way through even more of the Rogues' operations then identified in the dialogue, but it would been more logical if Larocque used Heatwave in his place. The flame-themed villain's powers feature into the plot, thus it would have made sense if he was present at the big showdown.




Finally, Alex herself is rendered as a more or less ordinary young woman, bereft of impossibly perfect superhuman physical attributes. Once again, this is more present in the story's opening pages, that go somewhat overboard in identifying her love for Flash as one-sided. Following her contrived plan that drives Flash, Glider and Piper on a mad chase around the crime scenes of Central City, the character returns with a much more lithe form. Due to the presence of superhero antics such as her leaving notes in battered jewelries and museums, her final idealized appearance doesn't stick out too much, but it's still inconsistent with her initial look, no matter the character's personal delusions.

Complete with an end sequence that opens the possibility of the character's further appearances down the line, Loeb's scripting is much more tighter then his original run on the title. In a way, it seems that "Flash 1980s" was written to play to the expectations of a current Geoff Johns' Flash fan regarding what the title must have been like some twenty five years ago. The presence of the Rogues aside, this is reinforced by the Silver Age elements that were much less pronounced during the writer's original run on the title.

For evidence, the reader doesn't need to look much further then the reprint included after the original story. Featuring the third part of Loeb and Larocque's original "Flash" storyline, the story was conceived to wrap up some of the departing writer Baron's plot threads, and is pretty much inaccessible to the reader uninitiated with these never reprinted comics. Albeit, a cursory look through the pages reveals Flash as the only costumed character within, coupled with Larocque's art that seems much more refined and earnest, if understandably old fashioned. The characters are easily recognizable due to the, admittedly exaggerated, facial features, but the work on the whole feels like it could have come from any of the alternate genre publishers of the day. 

Forgoing some of the amateurish touches, Larocque illustrating the Retroactive event Flash comic is much more concerned with putting a modern sheen on his work, robbing it of some of it's uniqueness. In the process he achieves a somewhat more moody artwork, that certainly benefits from stronger line and better staging, but it's to a large percent workmanlike, the product of yet another contributor painfully aware of the limits of the editorial mandate and the finite appeal of the material he was commissioned to produce, which is never as apparent as in the final panel. Still, the very inclusion of such a tongue in cheek commentary on the whole of Retroactive project versus the upcoming relaunch of DC's entire superhero line, belies the creators that at least approached the arbitrary endeavour with a sense of playfulness and humor.