Saturday, June 06, 2026
Sorry, I'm running a little late.
Anyway, today is the sixth, and yet I still have two books from May left to review before I can post this month's column...and I've got to work at my day job today, so there's a very good chance I won't get the post finished and posted today. Definitely tomorrow though, so do come back then.
Oh, and as for that image? That is, of course, our hero battling the villain known as deadline, which seemed appropriate.
Thursday, June 04, 2026
A bookshelf interlude
The majority of the books in these little stacks are manga, so let me just list those that aren't manga first.
First, there's Hank Ketcham's Complete Dennis The Menace 1953-1954, the second volume in Fantagraphics' typically handsomely designed series...and the last which I bought.
There's a pair of Marvel books, the collections of Lockjaw and the Pet Avengers Unleashed, the 2010 series by Chris Eliopoulos and Ig Guara, and Marvel Zombies 5, the 2010 Fred Van Lente and Kano entry into the franchise, this one featuring Howard the Duck and Machine Man travel to various Marvel alternate realities to retrieve samples of the zombie virus.
And there's a whole stack of DC Showcase Presents volumes: All-Star Squadron Vol. 1, Amethyst, Princess of Gemworld, Batgirl Vol.1, Hawkman Vol. 1, Justice League of America Vol. 6, The Phantom Stranger Vol. 1 and Superman Family Vols. 2-3. (I sure would like to see the rest of All-Star Squadron collected, in any format. I loved this particular format, but DC has obviously ceased making them.)
The rest are all manga, from a bunch of different publishers...some of which I don't think are around anymore. I'm just going to list all of the titles below, and only offer some thoughts on a handful. You will probably notice that the numbers I have are...weird.
There are a lot of first volumes, which is usually because I would try a series out and then stop at the first volume, because I either didn't like it, or else I got distracted and lost track of it immediately, or because it was a review copy from the publisher (When DC's short-lived manga imprint CMX launched, for example, they sent me the first volumes of their first wave of offerings).
And sometimes I'll have later volumes in a series but not the first ones; that is generally because I started reading the series from the library, and then decided I would like it enough to own it, and started buying new ones as they came out...or that I got caught up on it via volumes from the library and then started buying new ones as they came out.
I should also note that while I've read all of these, looking at their covers as I sifted through the piles for this post, I realized there were an awful lot of them that I have virtually no memory of at all.
Anyway, here's all the manga in those piles...
•Abenobashi: Magical Sohpping Arcade Vol. 1-2
•Animal Land Vols. 5-11 (Here's one where I read the first few volumes and was then enamored enough to start buying new volumes as they came out...and then I lost track of it. Looking it up now, I guess it only had 14 volumes, so I gave up just as it was nearing its climax, I guess. )
•Astro Boy Vols. 1-6 (These were from Dark Horse and were smaller and slimmer than the standard manga digest. I feel like everyone should read at least one volume of Osamu Tezuka's Astro Boy, if only for, like educational purposes)
•Battle Vixens Vol. 1-5
•Cage of Eden Vols. 1-6, 11-21 (This one was recent enough that I know I've talked about it on the blog before. A comic about Japanese high schoolers fighting extinct prehistoric megafauna with rather horny art, it is one of those relatively rare works that seems like it was created just for me. There's a Lost like element, as it involves a plane crash on a remote island with an overarching mystery that unfolds clue by clure, and while the resolution left me cold, I liked the whole series up until the resolution was revealed. I started buying new copies with volume 11 and read the rest of the series. Then realized it was probably going to go out of print, so I went back and bought the first six volumes, and then I think I had trouble finding 7-10. Are you a comic shop that has them? Let me know and I'll buy 'em!)
•Elfen Lied Omnibus Vol. 1
•Flowers of Evil Vols. 3-11 (Fun fact: Volume 9 blurbs something I wrote here, and credits it to "Every Day Is Like Wednesday." My reviews have been blurbed a few times here and there, but almost always by the place the review ran, rather than by my name. Like, my Good Comics for Kids reviews get blurbed here and there, but the publishers always credit the blurb to School Library Journal, which is obviously more authoritative sounding than "J. Caleb Mozzocco", and is fewer words than "J. Caleb Mozzocco of School Library Journal's Good Comics for Kids.I think this instance was the only time EDILW was blurbed, though.)
•From Eroica With Love Vol. 1
•Full Metal Panic! Vol. 1
•Fushigi Yugi Vols. 1-4, 6-7 (Volume 5 was, randomly, on the previous bookshelf on the tour. I guess the series ran 18 volumes total, so I got less than halfway there.)
•Gals! Vol. 1
•Gothic Sports Vol. 1 (Still love that title.)
•Hetalia: Axis Powers Vols. 1-2 (Probably the weirdest manga in this post, and the hardest comic to explain to someone else.)
•High School of the Dead Vols. 1-7 (Daisuke Sato and Shouji Sato's zombie apocalypse series, featuring a handful of Japanese high school students trying to survive the familiar scenario and distinguished by its extremely horny art. The series ended prematurely with the death of the writer. It must have been fairly popular, as there was an anime adaptation.)
•Hitomi-chan is Shy With Strangers Vol. 1
•Jim Henson's Return to Labyrinth Vol. 1
•Kare Kano Vols. 1-2
•Kimi Ni Todoke: From Me To You Vol. 1
•Land of the Blindfolded Vol. 1
•Leave it to PET! Vols. 1-3 (Volume 4, the final one in the series, was also atop the last bookshelf discussed. I liked this series a lot.)
•Lost World (A 2003 Dark Horse release of Osamu Tezuka's 1948 sci-fi riff on Arthur Conan Doyle's story, in which a rogue planet filled with dinosaurs and monsters approaches Earth and is visited by a group of explorers. Another seemingly made-for-Caleb book.)
•Madara Vol. 1
•Miyuki-chan in Wonderland (A CLAMP anthology, the first chapter is a loose riff on Alice's Adventures in Wonderland.)
•Monster Collection Vol. 1
•Musashi #9 Vol. 1
•Negima! Vols. 10-11, 13, 15, 17-20, 23, 26 (This one has a pretty labored premise, following a 10-year-old boy wizard sent to Japan to teach English at an all-girls school where he's supposed to keep his magical powers a secret, but the weird student body, including a vampire and a robot, continually lure him into using them. There are elements of a harem comedy to it, but it's also a rather shonen-like fight comic, from what I remember...? Anyway, it's from Ken Akamatsu, who was responsible for the previous Love Hina, which I enjoyed. I started reading the series and, at one point, I found all of these available for half off at a used book store, so I snapped them all up. Unfortunately, I never made it through the first nine volumes, sooooo these are all still unread. I guess there were 38 volumes total. At this point, I can't imagine I will ever assemble them all and read them...)
•Neon Genesis Evangelion Vols. 1-3 (Later printings of original manga adaptation of the anime. I originally read the manga in volumes borrowed from the library, hoping they would provide some clarity to the mysteries of the anime, particularly regarding the ending. They did not.)
•Neon Genesis Evangelion: The Shinji Ikari Raising Project Omnibus Book 1 (A manga based on a video game based on the anime; I never played the video game, and I don't think I knew there was a video game when I first read this. It features the same characters from the manga, but the tone is much lighter and more fun. I should probably reread this and then see if I can still find the rest of the series.)
•Phoenix Vol. 2: A Tale of the Future (More Tezuka; was there a volume 1? Do I own it? If I were texting you this, I would insert a shrugging emoji here.)
•President Dad Vol. 1
•Primitive Boyfriend Vol. 3
•Saving Life Vol. 1
•Soul Eater Vols. 4-6
•The Stellar Six of Gingacho Vol. 1
•Summoner Girl Vol. 1
•Swan Vol. 1
•Sweet & Sensitive Vol. 1
•Sword of the Dark Ones Vol. 1
•Triage X Vol. 1 (I checked this out as it was from the artist of Highschool of the Dead. It's about sexy, scantily clad nurses with guns fighting crime or something. I didn't care for it.)
•Tuxedo Gin Vols. 1-8 (Teenage boxer Ginji is on his way to a date with his dream girl when he's killed in a motorcycle accident. An angel tells him that, if he lives out the natural life span of an animal, then he can come back to life in his own body. He chooses his would-be girlfriend's favorite animal, an Adelie penguin, and spends his new penguin life with her, although she's unaware that he's really Ginji in penguin form. I liked this crazy-ass premise enough to stick with the series for eight volumes before losing track of it. I've always meant to return to and finish it though; it looks like it ran for a total of 15 volumes.)
•Who Says Warriors Can't Be Babes? Vols. 1-2
•Yakitate!! Japan Vol. 3 (This is a manga series about bread baking, and it's very good. One of the most magical things about manga, at least looking at it from the Western perspective, wherein most comics fall into one of a half-dozen or so genres, is that manga can seemingly be about anything and, no matter how off-beat the subject matter might be, it can still be incredibly engaging. Manga like this one are eloquent arguments that subject and genre don't matter nearly as much in the production of a good comic as the talent that goes into it.)
Monday, June 01, 2026
Rereading Chistopher Moeller's JLA: A League of One and "JLA: Cold Steel" via the new JLA: A League of One: The Deluxe Edition
That probably sounds like a pretty dumb criteria—like, if Martian Manhunter is able to defeat Superman, would Superman be able to defeat Martian Manhunter?—but I was just thinking conceivably, not that, say, J'onn could take Superman every single time if they fought repeatedly.
In the present, we get a bit of day-in-the-life of the JLA, as J'onn, Wonder Woman and Superman do some Justice League business, and then, perhaps surprisingly, we meet a pair of gnomes in Switzerland: These are small, spindly, mostly naked little guys with bald heads, no beards and pointed ears. We get a little bit about a day in their life too, and then the pair, Emrick and Elmen, return to find something extraordinary in the history of their people has happened: Behind a set of gigantic doors deep underground, the gnomes have discovered the slumbering Drakul Karfang Drakonis Serpente, the last dragon from the opening scene.
Meanwhile, we spend some time with Wonder Woman at home on Themyscria, where she hangs out with a wood nymph named Althea and nereid named Zoe. Under Moeller's brush, these characters look like photorealistic little girls, save for the fact that the former is green and the latter blue (Moeller's Diana, I think, has more than a touch of Lynda Carter to her face and expressions, and she wears a costume that hangs and fits in ways evocative of Carter's, rather than simply resembling body paint).
Within the week, the full League—or at least the main seven—are seated around the meeting table, with J'onn bringing up various issues and the team deciding who will tackle which mission. Aquaman notices that Wonder Woman seems a little out of it, and Batman (who Moeller draws without the usual white triangle eyes, as if there's always a shadow over his face, giving him a creepy eye-less look) notices, and seems suspicious. (Indeed, he's so suspicious that, when the other Leaguers all leave, he uses tweezers and a plastic bag to lift a fiber from Wonder Woman's chair to analyze.)
Once it becomes clear that this dragon business is about to come true, Diana executes a plan she had apparently put together over the last few days. If the Justice League is destined to die defeating the dragon, she has no choice but to defeat her fellow Leaguers for their own good, removing them from play, and then taking on the dragon by herself. In other words, by beating up her teammates and sacrificing her own life to defeat the dragon, she can save the rest of the Justice League.
And so, then we get to what might be the most interesting passage of the graphic novel, and what I imagine was the selling point when Moeller was making his pitch: Wonder Woman versus the Justice League.
Now, given her powers—super-strength, super-speed, near-invincibility, flight—and her combat expertise and magic lasso, I think Wonder Woman could conceivably take out each of her allies in a protracted one-on-one fight, with J'onn's mental powers probably proving the biggest threat to her (Aquaman and Batman would, obviously, go down easiest).
For Green Lantern, she slyly removes his ring and then headbutts him into unconsciousness. There seemed to be an element of seduction to this scene to me, the way she touches Kyle, but maybe I'm just reading too much into it:
Aquaman, with whom she was assigned a mission, is taken out easily enough. After they save a shit, she simply picks him up and flies off with him. He protests the whole time—"I won't have this, blast you!"—until she dumps him into Charybdis, the mythical whirlpool*, while the nereid Zoe looks on and laughs.
Batman is the only one Wonder Woman doesn't surprise attack, and, ready for a fight of some kind, seems to fare the best against her. She's on the Watchtower and in the middle of trying to launch the unconscious Flash and GL into space in little statis tube thingees when Batman confronts her ("I've fallen into the same trap his opponents always make-- --I've underestimated him," she tells herself...with somewhat awkward phrasing on the first half there; I think an editor should have cleaned that up to, "I've made the same mistake his opponents always make"...)
Their dialogue is interesting here. At the outset, Batman is charmingly dickish to her regarding Greek myth and her belief: He takes it pretty far, though, and at one point I recoiled at a few of his lines, which are sexist and show a remarkable lack of empathy (she calls him a "reptile" at that point), but a few panels later she says, "I...know what you're doing...Trying to goad me into a mistake." I wonder which of Batman's mentors and teachers taught him to weaponize Being An Asshole in order to win a fight...?
Finally, there's Superman, and this leads to the funniest scene in the book:
The guileless Superman falling for such a simple trick (and just pages after Batman told Wonder Woman to get out of the betrayal business, because she's such a bad liar...but apparently good enough to trick Superman!), the kicked Superman skipping like a stone, and then his face skidding along the ground...? Comedy perfection.
I believe this is the "There's the door spaceman" of fight scenes.
Now, I think Wonder Woman could take Superman, especially after a devastating surprise attack like that. I mean, just throw the lasso on him, and the notoriously vulnerable-to-magic Superman is done, right?
The presentation was pretty different, too. While A League of One was an original hardcover graphic novel, the follow-up was published as a standalone two-part miniseries in early 2006, under the unlikely title of JLA Classified: Cold Steel.
A discrete JLA story not tied to month-in, month-out continuity and published shortly before the 1997-2006 JLA title would be canceled, it came out in the "End of JLA" period I wrote about last year, and would thus seemingly have fit into either JLA proper, which, in its last years had become a Legend of the Dark Knight-style anthology series featuring different story arcs by different creative teams, or the pages of JLA Classified, a 54-issue, 2005-2008 ongoing that was also an anthology series featuring different story arcs by different creative teams.
Instead, Moeller's Cold Steel was a Classified miniseries, a spin-off of a spin-off, apparently.
I would love to know what, exactly, was going on behind-the-scenes regarding DC's JLA material around the time, as, between the two books, the publisher seemed to be burning up inventory stories and repurposing miniseries. Moeller's short text page about Cold Steel suggests part of what might have been going on, but we'll get to that in a bit.
At any rate, this new edition rescues Cold Steel from the relative oblivion of 20-year-old back-issue bins and re-presents it to what I hope is a more appreciative audience.
Oh, and because this book came out when it did, you will notice that the line-up doesn't fit into JLA continuity anywhere. The line-up are the same Big Seven heroes that were in the first issue of Grant Morrison and company's JLA, and the same that were in Moller's own A League of One.
But you will note a few cosmetic changes meant to update the cast. So, the Watchtower exteriors we see show the squatter redesign that Brian Hitch had given it during his short tenure on JLA, with the emanating out-buildings. Green Lantern Kyle Rayner is now sporting his newer, Jim Lee-designed costume, the all-black-and-green one with the prominent collar, that he started wearing in the summer of 2002. And Aquaman has cut his hair, trimmed his beard, picked up a magic water hand and put on a new pair of pants, a short-lived look that lasted only about 14 issues of his 2003-2006 series (After which he would start going cleanshaven again for a while, and put his favorite orange shirts and green pants back on).
And yes, Kyle left the League in 2003's JLA #76 and never rejoined. Similarly, while Aquaman came back to life in the present, the epilogue to "The Obsidian Age" arc (the only issues of JLA in which Kyle wore that particular costume), he also left the team, and didn't reappear in the title until deeper into the "End of..." era, appearing briefly in "Syndicate Rules", "Crisis of Conscience" and the post-League "World Without a Justice League" arc, though not in this particular get-up).
In other words, these seven Leaguers, wearing these particular costumes, were never on the team at the same time.
So, if the elevator pitch for A League of One was Wonder Woman vs. The JLA, that for "Cold Steel" seems to be "the JLA pilot giant robots." In fact, the book seems to have been reverse-engineered from that concept, much of it—probably too much of it, actually, as Moeller explains later—written to get the team into the particular circumstances where they need to climb aboard giant robot versions of themselves.
As with his previous story, Moeller does an admirable job of world-building, thinking through the biology, culture, religion and technology of the two warring alien races in the story and, gradually, revealing them not to be simply a good race and a bad race, but two complicated peoples.
Their conflict pretty much crashes into the team's lunar Watchtower in the opening pages of "Cold Steel," as a crescent-shaped, metal ship containing a Ghoji expedition seeking out the League is attacked by a stranger ship, one that seems to be alive, pursues and seeks to destroy them. It's piloted by the Voruk.
The former are roughly humanoid, extremely thin with pale skin, big eyes, antennae, and "backwards" legs like the hindlimbs of some mammals. The latter are more fish-like, resembling rays and prehistoric creatures, and floating through their water-filled ships, which are organic in nature.
After the Ghoji are taken into the Watchtower and everyone is speaking the same language—the Ghoji, it turns out, are psychic—they tell the story of an interplanetary war, one in which the Voruk attacked and sought to conquer the Ghoji home world, taking them as slave labor. In the end, the Voruk subjected the Ghoji's planet Penumbra to a strange super-weapon. A huge metal ring in appearance, it has the effect of putting everyone on the planet to sleep from which they cannot wake, and during which they don't seem to age.
The Leaguers discuss whether to involve themselves in a war like this at all. Aquaman has reservations and Batman has suspicions that they aren't being told everything, despite J'onn's telepathy and Wonder Woman's expertise revealing that the Ghoji are telling the truth. The deciding factor, however, seems to be that a Ghoji Green Lantern had previously ventured to Penumbra, back when there was still a Green Lantern Corps, and thus Kyle wants to rescue her if they can, and finish her work.
So, after a brief call to the JSA to tell them they'd be off-planet for a bit, the League boards a ship and heads to space, intent on saving Penumbra, rather than picking a side in the war. After scenes set among the Ghoji, we eventually get to the giant robots. The Ghoji have technology to shield ships from the effects of the sleep weapon, but it's big technology, not something that could be worn on a belt or as a backpack.
Luckily, the Ghoji also have very large robots.
"I've designed the armatures to mirror as closely as possible our personal strengths and abilities," Batman explains:
In battle, I want our instincts to work for us, not against us.
For example...
Superman's machine is loaded up with armor. It can take a hit from a battleship and keep going.
We've installed cutting lasers that he can trigger instantly, from inside the cockpit, with his heat vision.
Aquaman's vehicle has been equipped with undersea propulsion and a harpoon arm----while Martian Manhunter's machine has been fitted with a powerful psychic amplifier.
And so on. Some of the exact abilities won't be revealed until the robots are in use, like the fact that The Flash's humanoid-shaped vehicle can uncurl what looks like a giant backpack on it to turn it into a sort of giant super-speed wheel...
Or that Batman's can transform, Robotech-style, into a sort of Batplane...
It almost sounds like a Transformer, doesn't it...?As for the color schemes and superhero sigils, those are the work of Green Lantern and The Flash. "Something's missing," Kyle says, regarding the giant gray robots, "Can we get ahold of some paint? We'll need a lot."
Not sure why Moeller left that up to artist Kyle Rayner. I mean, when has Batman not matched a vehicle of his to his costume colors, and applied a bat-symbol to it...?
Finally inside their giant robots at the end of the first issue, the second issue is devoted to their mission on the sleeping planet, where they fight alongside the Ghoji—each has one of them as a co-pilot within their vehicle—against native dangers on the planet, as well the Voruk and, ultimately, the super-weapon, which is malfunctioning in a way that threatens the planet...and galaxy...maybe even all reality.
I don't want to spoil anything else about the second half of the story than I already have, as this is where Moeller subverts a lot of what we think of as standard genre tropes, and we get payoffs regarding Batman and other characters' suspicions about the Ghoji, but it's a pretty great story, showing the Justice Leaguers as peacemakers as much as warriors, and giving each of the heroes an equal share of the spotlight.
Oh, and Kyle manages to rescue the long lost Ghoji Green Lantern, and they get along pretty well:
I wonder if any other writer ever picked up this character, Shirea Vaas in the 20 years or so since this story saw publication...? I mean, there are thousands of Green Lanterns, right? She could be one of them now. Oh, and I wonder what became of her, her ring and her lantern between the end of this story and the return of the Corps after Green Lantern: Rebirth...?
Anyway, this was a really fun story, and probably one of the most toyetic Justice Leaguer stories I can think of off the top of my head...
After this story ends, there's a 25-page "Making of JLA: A League of One" section, a 34-page "Making of JLA: Cold Steel" section and seven pages of paintings related to the covers, one of which went unused, but featured League of One's dragon fighting Cold Steel's Superman mech fighting in the background, with Wonder Woman leading the seven Leaguers and GL Shiera Vaas in a dramatic charge, Aquaman in his gladiator harness and Kyle in his later GL costume.
There's a prose passage about working on each of the books, and plenty of sketches and design work. Moeller went so far as to sculpt the head of the dragon for League of One, and the Cold Steel section is full of detailed designs for each of the robots in Cold Steel.
In discussing the later project, Moeller reveals that he was approached by then-JLA editor Dan Raspler to do a follow-up to A League of One, and was reluctant to do so, as he was busy producing covers for the series Lucifer. He was given a longer-than-usual production schedule, and had completed the obviously extensive design and world-building work as well as the script and the art for the first of what was meant to be three issues before Raspler was laid off and, as he says, the project was "orphaned."
In the end, the last two issues were compressed into a single issue, and I imagine this orphaning is why Cold Steel came out as JLA Classified: Cold Steel, rather than as a standalone miniseries...and I imagine Raspler's layoff might explain some of the chaos in the last few years of JLA.
For fans of this particular era of the Justice League, I'd definitely recommend this book.
*Not to be confused with the villain Charybdis, who's the guy that had Aquaman hand chewed off by piranhas at the beginning of Peter David's Aquaman series, and whom Erik Larsen later brought back as Piranha-Man.
Sunday, May 31, 2026
Bookshelf #32
Let's start at the bottom and work or way up. The bottom layer is, of course, stuff from 2000 AD, the vast majority of which came out in trade between 2005 and 2010 or so. A good half of it is Judge Dredd in collected forms; it looks like, at the time, they were releasing collections as Judge Dredd: The Complete Case Files (of which I have volumes 1-4 and, um, 11 for some reason), as well as specific storylines, (Judge Dredd: The Chief Judge's Man, Judge Dredd: Brothers of the Blood and so on).
It's obviously been a while, but, if I recall correctly, this must have been from during a time I was writing for one of the bigger websites-covering-comics, and ended up on a review copy list, as while those Judge Dredd books certainly look like things I would buy, something like, say, The Complete Ro-Busters doesn't seem like something I would have picked up on my own.
I do recall buying one of those Dredd comics from a comic shop though. That would be Judge Dredd: Emerald Isle, on the far left, which I purchased because it was by Garth Ennis, who, at the time I picked it up, was writing Hitman, my favorite comic at the time (and, come to think of it, probably ever).
On the far right, there's a bit of Humanoids stuff, from when DC was releasing that.
Of all these books, I don't remember anything specific in great detail but, as is often the case when taking a closer look at some of these forgotten bookshelves in my house, I find myself wondering why I stopped following particular series, and wishing I had not. At the very least, why didn't I get The Complete Case Files volume 5-10...?
Stacked atop them are the IDW collections of DC's TSR books, the 1988-1991 Advanced Dungeons & Dragons, which lasted 36 issues and an annual, and the 1989-1991 Forgotten Realms, which lasted 25 issues and an annual (which was a crossover with the cast from AD&D).
I've talked about AD&D repeatedly before. That's the comic book series that got me started reading comic books; I had received #2 as a gift when home sick from school, and then later started buying it regularly with #7, very gradually picking up the earlier issues as back-issues (I remember #1 and the annual took me forever to get around to). By the time these trade collections came out, the word "Classics" added to the titles on the spine to distinguish them from IDW's more recent, 21st century comics based on the role-playing games, I had long since completed my collection of AD&D, but bought the trades anyway, in part to re-read the series all in one sitting, and because the trades are so much more re-reading friendly.
I never bought Forgotten Realms new off the rack, aside from the annual, but read it in back-issues over the course of several years. I don't think I ever had all of those issues, and I tended to read them out of order, with long stretches in between (the same way I read the Giffen/DeMatteis Justice League comics, come to think of it), so the trades gave me the opportunity to read it in the proper order all at once.
I'd recommend both as fun, action-packed, often funny fantasy comics featuring monsters, characters and setting from the role-playing games.
AD&D's big selling point was the pencil art of Jan Duursema, who drew the majority of it (there were a few fill-ins by her husband, Tom Mandrake). After writer Michael Fleischer wrote the first four issues (probably the most straightforward and thus weakest arc of the book), Jeff Grubb and Dan Mishkin took turns writing arcs starring an unlikely group of characters—I quite clearly remember reading a ltter to the editor decrying the lack of white guys, as there weren't any white, male, human characters in the core cast—operating in and around an inn in Waterdeep. Mishkin's "The Spirit of Myrrth" and Grubb's "Catspaw Quartet" were probably my favorite arcs.
As for Forgotten Realms, it featured art by Rags Morales, which was so good that it attracted me to the book in the first place (That, and the paladin character from the first AD&D arc starred as the book's POV character, making it read a bit like a spin-off). I think it also benefited from being more closely tied to the Forgotten Realms novels of the time, some of which I read, as characters from the novels would show up in the book, as would several of the settings, as the book's cast was devoted to travelling the Realms to recover powerful magical artifacts. Grubb wrote the whole series, and Morales drew about 20 issues of it, with Chas Truog and Tom Raney also contributing pencil art.
Finally, stacked atop those, are three completely random books: 2010's Showcase Presents: Dial H For Hero, collecting Jim Mooney and company's inspired superhero feature from the pages of 1960's House of Mystery (and including Plastic Man's first appearance in a DC comic!); the fifth volume of Yu Watase's epic shoujo fantasy Fushigi Yugi; and the fourth volume of Leave it to PET!, manga-ka Kenji Sonishi's funny kids comic about a boy who recycles a plastic drink bottle, which returns to him as a little plastic robot.
As for where the rest of Leave it to PET! and Fushigi Yugi are, well, I do have the first three volumes of the former, but I never completed buying and reading the latter. They are scattered about in a pile of "to be shelved books", most of which are manga, which maybe we can go through together at some point in the near future.
The pile looks like this, and is right in front of this particular bookshelf:
Thursday, May 28, 2026
"Man's Underworld" from Batman: The Brave and the Bold: Tomorrow's Heroes
Well, the trade is here now. So now I can post about it.
The Plastic Man/Wonder Woman team-up is the first story collected in Batman: The Brave and The Bold: Tomorrow's Heroes. Entitled "Man's Underworld", it is the work of writer Dave Wielgosz and artist Nikola Čižmešija.
The pairing of the two characters struck me as a particularly interesting one, because not only have they never had a team-up like this before (unless you count those two pages from "The Great Super-Star Game!"), but I am having trouble recalling even a particular significant scene featuring the two characters during the seven years or so they were on the Justice League together between 1998 and 2005 (Although Wonder Woman was dead for part of it, and Plastic Man was on a sort of sabbatical for another). Certainly not in the main, Grant Morrison-written portion of the JLA title, although it's possible I am forgetting something from an anthology, spin-off or a JLA Classified story...please let me know if you can think of any!
This story is set, an asterisk and editorial box on its third page tells us, before Absolute Power, so presumably sometime during the 2018-2022 Justice League series, when the team was based in the Hall of Justice...and Wonder Woman was on the team and Plastic Man was not (Although, come to think of it, wasn't Wonder Woman dead for part of that series too...? At least, Hippolyta seemed to have temporarily replaced her on the team again for some reason during Brian Michael Bendis' run...).
An opening full-page splash has Wonder Woman seemingly addressing the reader directly: "My lasso of truth has been stolen...I have come here to request your assistance to help me find out where it is and who is responsible...Will help me?"
A turn of the page reveals who she is addressing, which, of course, the cover—for the single issue or the trade—has already spoiled.
Sitting behind a desk with a "W. Winks" name plate is a smiling, bald and round-faced Woozy Winks, who answers that, "My partner and I do excellent P.I. work..." That partner, standing behind Woozy, shadow obscuring his face, is an uncharacteristically silent and grim-looking Plastic Man...who will snap back to his chattier self in the very next panel.
It's been a while—the last time I remember Plastic Man's day job coming up, he was running a security firm of some sort during Joe Kelley's JLA run—but Wielgosz remembers that Plastic Man and Woozy opened a detective agency in Phil Foglio and Hilary Barta's 1988 miniseries, which then played a role in the Superman team-ups that followed it.
Plas first questions why someone with Batman and Martian Manhunter in her contacts would turn to him for this, and he seems disappointed in her answer. That is, they (and the apparently not-dead male Question) recommended she go to Plas, telling her he would be "the most capable of getting in the mind of a thief."Woozy and Plas have a somewhat pointed exchange regarding Plastic Man's need to prove himself, to which Plastic Man tells his old pal, "I didn't make a great impression back in our JLA days."
Again, I found myself struggling to think of any time the pair had really spent together in JLA. Plastic Man obviously acquitted himself well throughout his time on the team, helping save the world/the future/the universe/all reality alongside his teammates repeatedly. Still, he was generally portrayed as something of a jackass, constantly making annoying jokes.
And he was often portrayed as particularly libidinous, asking Power Girl if she wanted to know why he was called "Eel" in the Mark Millar fill-in or, perhaps most famously, disguising himself as teammate Barda's dress in one of Mark Waid's fill-ins issues during Morrison's run.
I don't recall him sexually harassing Wonder Woman or coming on to her at any point, but, given his behavior in a lot of comics during that time, I guess I wouldn't be surprised if he did in a tie-in or spin-off and I'm just blanking on the instance.
All I can think of at the moment is a passing comment about a peephole during his triumphant return to the team during Kelly, Tom Mahnke and company's JLA arc in which the team faces Fernus/The Burning Martian:
He could, of course, just be kidding here, but, uh, what a think to joke about.Oh, and I suppose Plastic Man could be referring to something beyond a particular interaction with Wonder Woman in general, or a general feeling of insecurity about his status as a true hero given his criminal background. I mean, Kelly did write Plas as something of a bad person, a dick to his ex-lover and literal deadbeat dad, so...
So, the idea of Plastic Man being asked to "think like a criminal" in order to solve a case that Batman or Martian Manhunter couldn't knock off in a couple of pages is an intriguing premise, although it's worth noting that Wielgosz doesn't really come up with such a plot (In his defense, I guess this entire story is only 24 pages).
Like, solving the case basically just requires reviewing some security footage of a tour group at the then semi-public Hall of Justice, a working knowledge of DC supervillains that any Justice Leaguer (or reader!) should have, busting up a bar and then busting up an auction full of criimnals. I'm pretty sure Wonder Woman could have handled this case solo...or with the help of pretty much anyone else.
Seeing a shadow in Wonder Woman's room steal the lasso, Plas tells her it is Shadow Thief Carl Sands, who Plas apparently knows from his old days as gangster Eel O'Brian (The criminal underworld in the DC Universe, according to this story, was a very, very small world).
Next stop? Central City, for an auction of superhero memorabilia to a club full of criminals, all of whom are disguised by gas masks, making them relatively easy to infiltrate (In introducing the set-up, Wielgosz refers to both Final Crisis and Scott Snyder's "Black Mirror" story from pre-New 52 Detective Comics).
The pair do so, which requires Wonder Woman changing into a fancy black dress on a rooftop with Plas, who says, "I'll just...turn around and not look and you tell me when you're done gearing up." Which he does, without turning his eyeballs into periscopes or anything.
Again, he talks to Wonder Woman about his insecurities, particularly during his tenure on the Justice League:
Wonder Woman, being a statuesque beauty, even when wearing a gas mask, draws the attention of the old guy presumably running the operation (Not great at this undercover thing, the superheroine imbued with the gifts of the Greek gods introduces herself as "Cassandra Troy"...although given those are the names of two of her Wonder Girls, maybe she just panicked and grabbed two names out of her memory, like a disguised Bruce Wayne introducing himself as Tim Grayson...).
Plastic Man, meanwhile, stretches and wriggles through the ventilation system until he spots the lasso, and is confronted by a flame-thrower wielding Roulette, the actual boss of the operation. As she explains, she wants to move on from superhero fight clubs and get into other criminal enterprises.
As it turns out, Plastic Man also used to know Roulette, back before he was a superhero and she was a supervillain (I had completely forgotten this story when I read "Man's Underworld", but Neil posted about it on Bluesky between then and my writing this post, reminding me that Plas and Roulette have shared a story before, the Len Wein-written, Tom Derenick-drawn Justice League of America #35-37 from 2009; now I wonder if that Justice League story mentioned that the pair had a past...?)
There's a flashback, some "Join the dark side" talk and a brief fight. During all that, Roulette needles Plastic Man as "the superhero permanently on probation," adding, "I saw how Wonder Woman talked to you out there, with so little respect...You know that won't ever change."
Plas rushes out of the back with the lasso, Roulette on his heels, blowing Wondy's cover, and leading to our heroes back to back, the whole crowd circling them.
Wielgosz takes a shortcut that doesn't really make much sense here, as, at one point, we're meant to believe that Plastic Man is somehow in danger of being torn apart by the crowd, as he's being stretched in different directions by each limb, but, well, the panel or so devoted to it isn't terribly convincing (see the middle one below), as Čižmešija doesn't draw Plas all that stretched, certainly not to anything that looks like a breaking point, and, besides, stretching is, like, his whole power's deal, right?
The artist only has a single panel to work with, and Plas is in the background. A legitimate threat to Plas could have been posed by the flamethrower—indeed, Roulette temporarily melts him with it in one panel earlier—but the creators would have had to do something different to present a realistic threat to Plastic Man then what they do here. Maybe another draft of the story might have helped.Anyway, Plas being in danger at all is simply an excuse to have Wonder Woman throw her lasso around him in order to pull him to safety...and give readers the opportunity to see its effects on Plastic Man, or what Wielgosz suggests those effects might be.
Here, he transforms back into Eel, seemingly losing his powers (and goggles) and completely freaking out, as if in pain or having a brief panic attack. In the last two pages of the story, Plastic Man reveals bits of his origin to Wonder Woman, who I was fairly certain knew that he used to be a criminal named Eel O'Brien from Mark Waid, Bryan Hitch and company's JLA #51-54, wherein the Leaguers with secret identities, including Plastic Man, are each split in two (It's been a while since I've read that story too, though; Waid's short, 18-issue run was a real mess, and, outside of "Tower of Babel", I haven't really ever reread any of the JLA arcs he wrote during that time).
Some of this psychology seems to echo what Marv Wolfman wrote of Plas in his not-very-good 2011 one-shot Green Lantern/Plastic Man: Weapons of Mass Deception, and it also perhaps helps explain the somewhat bifurcated nature of Plastic Man since Morrison folded him into JLA. Specifically, that he's at once a hyper-competent superhero and an irritating comedy relief character who often appears dumb, libidinous and borderline criminal or immoral...usually as part of an unfunny joke a writer might be setting up for him.
At any rate, Wonder Woman stifles a laugh when he says, "I know more than I let on, except when I don't," and proposes the two keep working together as, while they've recovered the lasso, there's still Roulette, the auctioneer guy and a bunch of criminal types obsessed with superhero memorabilia to deal with.
In the lower right corner of the last panel, there's a red "THE END", followed by a yellow "of our story, but the start of a lovely partnership."
So as Plastic Man stories go, this has the strength of being an unlikely, somehow never done before one, as well as exploration of what goes on in Plas' head, even though I'm not fond of the insecure take on the character, whether that insecurity comes from his criminal background, his concern that he's regarded as a clown or unserious superhero by his peers (Something explored in the Eclipso half of 2007-2008 Countdown to Mystery, collected in 2009 as Eclipso: Music of the Spheres**) or, here, how he behaved/was written during his JLA years. (Although I suppose that is kind of interesting in a meta way, and Wielgosz seems to be attempting a retcon of sorts, or least an explanation to square JLA Plas with "real" Plas.)
Of course, the idea of keeping score with himself, weighing Eel's bad against Plastic Man's good, and worrying about always being regarded by others as a criminal on some level, that seems like a better story for somewhere in Plastic Man's past, sometime before he was inducted into the line-up of the World's Greatest Heroes, got a seat at the Justice League meeting table on the moon and started saving the world from the likes of Solaris and Mageddon and company on a monthly basis.
Čižmešija's art is quite strong throughout. I don't know the name, and his Plastic Man, perhaps appropriate for this story, is toned down quite a degree, looking consistent from panel to panel, rather than flowing from one shape to another as is usual the case. He also looks like a straightforward superhero character, rather than having, say, big ears, or a cartoonish grin, or some of the other signifiers some artists have given him over the years to demonstrate that he's a "funny" character. I wouldn't mind seeing more of Čižmešija's Plastic Man...or other characters.
*DC was really selling a comic book for $7.99? That is insane, even for a 68-page book. This 120-page trade paperback collection is only $17.99; why bother with single issues once they reach the cost of, like, half a trade...?
**I actually bought and read that trade paperback in December, when the omnibus collection of John Ostrander and Tom Mandrake's Spectre series had me curious in revisiting various later takes on The Spectre and Eclipso. I ultimately decided not to write about it at all though because it wasn't very good, or interesting in any way, so it didn't really seem worth my time or that of the reader. It's a really bad Plastic Man story, though! And has a terrible, terrible take on Woozy Winks!
Monday, May 25, 2026
G.I. Joe, A Real American Hero Pt. 4
I wasn't sure exactly how much G.I. Joe, A Real American Hero you guys could take—like, is a post a week too much?—so I took a few weeks off from my posting my way through the series. Also, so far these have all ended up taking much longer to put together than I had originally expected, in large part because there's just so much to say about each issue.
Okay. So, Hawk has a counterplan. The Joes will kinda sorta give away the location of their base...at least the surface level. By raising the pre-fab fortress up to the surface and letting Cobra attack that, the bad guys will think they've found their base, while remaining completely unaware that the real base is below ground.
Also released in 1983—as you'll notice, with this issue Hama seems to be trying to squeeze in everything from the toy line he hasn't yet worked into the narrative previously—it was a white plastic toy that could be snapped around an action figure. They appeared in the original cartoon miniseries, but I believe that was their sole appearance on the TV show.
Unfortunately for Snake-Eyes and Kwinn, one aspect of the armor that Venom didn't immediately volunteer was its "complete subjugation of the will of the user to the control module," meaning that, as long as Snake Eyes is in it, Venom "can control his every move."
Cobra sticks the unconscious Kwinn into another suit, and they plan to use the attack on Joe HQ as a field test for the SNAKEs.
Kwinn and Venom have one last face off, and Kwinn decides to walk away, sparing Venom. In turn, the Cobra doctor shoots Kwinn in the back, killing him. But Kwinn was holding an armed grenade, which bounces back to Venom's feet before going off. In killing Kwinn, then, Venom also killed himself.
•Meanwhile, Major Bludd manages to escape the stockade, shotting General Flagg to death, and making off with the bandaged and unconscious Baroness, whose body he straps to a FANG copter like so much cargo.
•Hawk's plan seems to work, as Cobra destroys the faux, pre-fab Joe base and then retreats. But, as we've just seen, there were big losses for the team, as revealed in this rather moving last few panels.
Luckily, Kline slipped him a knife, which is all Clutch needs to break free of his ropes and hotwire the jetpack, saving himself.
G.I. Joe, A Real American Hero #21 (1984)
Art by Larry Hama and Steve Leialoha
•You'll also note that I credited Larry Hama with art above. The book credits him with "Story and Breakdowns", while Leialoha is credited with "Finishes". Thought best known as a writer, Hama is also an excellent artist. (In terms of reading this series, I'm only on issue #31, but I know Hama handles breakdowns on at least one future issue as well.)
These specific credits make me wonder a bit about the behind-the-scenes of the book. Did Hama and his collaborators make G.I. Joe using the "Marvel method"...? Wherein the writer provides the artist with a plot, and the artist than breaks the action down into specific panels? I mean, that seems like a good bet, given that this is a Marvel book.
What looks like a jet-powered hang-glider streaks towards a mountain castle festooned with cobra sculptures and satellite dishes. It is piloted by a ninja dressed in all-white, and he has a captive, which is dramatically revealed to be a wounded Scarlett (She has a bandage on her cheek). The ninja presents her to the hooded Cobra Commander, and she is thrown into a dungeon. Snake Eyes parachutes onto the castle. Destro, who is contemplating chess pieces that resemble G.I. Joe and Cobra characters, gets an intruder alert on his computer, although the computer calculates the odds of "successful airborne insertion" at .000018, so he returns to his toys. While Snake Eyes fights his way in, against Cobra soldiers, the ninja in white and some other ninja clad in red, Scarlett uses a hairpin to pick the locks of her bonds and starts to fight her way out. The pair end up rescuing one another at the climax, and escaping on that jet-powered hang-glider. The last two panels reveal that Snake Eyes and the white ninja have identical tattoos on their forearms.
•The glider is the Cobra CLAW (Covert Light Aerial Weapon), a pretty cool vehicle that is prominently featured in the first few minutes of 1987's G.I. Joe: The Movie, which is among my favorite three minutes of cinema, and which I rewatch on YouTube every few months or so (In fact, I just paused to do so while writing this sentence; here, you can watch it too...!)
•Gung-Ho is strong.
•The Joes learn that they will be traveling to Arlington Cemetery for General Flagg's funeral...and Cobra Commander has learned the same thing. He's planned to have Cobra's new prototype tank-smasher plane The Rattler attack them while they are all gathered in one place.
•Before the funeral for Flagg, Snake Eyes lays Kwinn to rest. Wild Bill flies him to Montauk point, where Snake Eyes puts Kwinn's body in a canoe, along with his weasel skull necklace, his signature weapon, and the weapon of his defeated enemy, so that "so his soul will serve him forever in the next world." Snake Eyes pushes the canoe out to sea, while it's Wild Bill who does all the talking, letting readers know just what's going on.
•The scene shifts again to Arlington, for eight silent panels spread across three pages. The Joes, all in their dress uniforms, march alongside and behind Flagg's coffin, which is being pulled on a cart by a horse to his gravesite (The image isn't good enough to share, but if you're curious, Snake Eyes wears his mask and goggles as part of his dress uniform, and yes, it looks a bit weird.
When they realize what's going on, the Joes also realize that they've had it, as they are trapped in the open with no cover. Stalker pulls the flag from Flagg's coffin, saying aloud, "He's not shooting holes in my flag...", but most of the Joes stare stonily at the incoming plane, apparently aware that this is the end.
I was genuinely surprised that it took over 20 issues to introduce Duke into the comic. My primary experience with G.I. Joe back then was the cartoon, and in the original miniseries, which then became a week-long, five-episode span of the regular cartoon series, Duke was both the leader of the Joes and seemingly the main character, playing the "dad" role in the early G.I. Joe franchise that Optimus Prime played in the Transformers franchise.
•Rock 'n Roll, the original G.I. Joe machine gunner, rushes up to Roadblock and immediately starts fanboying: "Most guys can't even lift a fully loaded .50 let alone knock down an attack plane with one... You must be the proverbial baddest dude on the block!"
Bad? Me? I'd rather make crepes and bake souffles than fight any day!You want hard? You want concentrated meanness tied up with concertina wire and hash marks? That's your man standing over there with the smoking 1911 in his hand......But you better wipe that smile off your face 'fore you look at him, or he'll wipe it off for you!
As the workmen chat about the nature of their job and how they are always burying "paupers and winos" and John Does, one of them seems to notice something, and remarks to the others, "That's a first for Potter's Field since I've been here! ...Burying a doctor in a place like this!"
The last panel shows us a line of simple wooden boxes, the last of which is marked "Dr. Venom."
It's a nicely done scene, providing a sharp contrast between what becomes of the Cobra villain and the honors received by Kwinn and General Flagg, despite the fact that all three died in the same battle.
On the very next page, he will scold the waiter: "This pate de maison is a disgrace to the cheese it shares board with. If you throw it far enough north, they'll call it liverwurst." He keeps this up throughout the issue, until he finally ends up at a good restaurant in Italy.
The comment on "black leather" in the middle panel is interesting, in that she seems to be wearing blue and, while it's hard to tell texture from a panel of comics art, her outfit doesn't look that tight and, well, leather-y as the one she will don in future issues (the one her chess piece was wearing in that panel in #21, and that her action figure would wear).
Essentially, Cobra Commander and Storm Shadow meet with Major Bludd and The Baroness in an Italian mountain town, but the Commander seems set on having Storm Shadow cut Bludd down rather than pay him. The Joes, who have been trailing Bludd, arrive, and so The Baroness and Cobra Commander flee together with the money in a limo ("You realize of course, my dear, that this has all been a tragic, tragic misunderstanding...", he tells her). Clutch and Cover Girl follow in a sports car (they will change vehicles during the proceedings, though). Storm Shadow and Major Bludd follow on a parade float. And, finally, Snow Job arrives in the VAMP, picking up Duke and Roadblock.
Artist Russ Heath (Russ Heath!) draws The Baroness in her new black costume, which here looks uncomfortably tight, and, at least in the first panel, seems to maybe have a corset-like component to it...?
From what I've seen of him in the title so far, he seems to be a mercenary hired by Cobra, rather than a loyal member of the organization (Um, not that the other name characters in the organization are too terribly loyal), as he doesn't know where Cobra's secret Springfield base is.
He also shares that his helmet is lined with plastic explosives to keep anyone from forcibly removing it from him...and keeps to himself that he has a radio in it as well.
The Joes don't seem to have searched him that thoroughly, and, to be honest, it's not clear what they're doing with him. Like, has he been charged with a crime yet? Has he seen a lawyer? Are they not going to interrogate him at all?
•During a neat reveal at the end, Cobra Commander strides into the command center where Destro, The Baroness and Major Bludd are eagerly awaiting the results of Wild Weasel and Firefly's mission. It turns out that Storm Shadow had discovered the tracking device Bludd had planted on him and mailed it to somewhere in Florida.
Young Caleb thought Zartan was one of the cooler characters in the cartoon. We will, obviously, get to know him better in the next issues...but those will have to wait until the next post.























































