Spontaneous Socializing Weekend

It started when I realized that my friend Joar and his wife Karin are expecting their first child not sometime next month, but in fact next weekend. I realized if we were going to get together with them before sprog time then it would have to be this weekend. So we met them at their house and we walked over to Stacks for brunch. Debbi bought them a few baby gifts, and we had a good time enjoying the lovely weather.

Well, after we’d made those plans Debbi suggested that we get together with Mark and Yvette too, so we met them for dinner last night at The Counter, which they’d never been to before.

And then Deb suggested that we invite our friends Lisa and Michel and their daughter over for dinner tomorrow, so we’re going to do that too. All these people!

A nice change of pace after a turbulent week, which included my getting my ass kicked at a home poker game on Thursday. Someday maybe I’ll actually get good at that game… but not anytime soon, it seems.

This Week’s Haul

Wow, a tiny week this week:

  • Blackest Night #4, by Geoff Johns, Peter J. Tomasi, Ivan Reis, Ardian Syaf, Scott Clark, Oclair Albert, Vicente Cifuentes & David Beaty (DC)
  • DC Universe: Legacies #2 of 10, by Len Wein, Andy Kubert, Joe Kubert, Scott Kolins & J.H. Williams (DC)
  • Fables #96, by Bill Willingham, Mark Buckingham & Andrew Pepoy (DC/Vertigo)
  • The Boys #43, by Garth Ennis & Darick Robertson (Dynamite)
That cover to Brightest Day #4 has nothing at all to do with the contents of the issue. Okay, the two men who are the parts of Firestorm do show up, but the hero himself doesn’t, never mind as the “Black Lantern” version. What in the world is DC thinking? Do they have such little faith in the story that they can’t be bothered to come up with a cover that matches it?

To be sure, there’s very little story here, which is pretty much what happens when you only devote a few pages to each of a dozen or so characters. Hawkman and Hawkgirl are still following their stolen bodies from past lives, and have finally ended up in some alternate dimension. Something’s still up with Firestorm. Hawk has demanded that Deadman use the white power ring to try to bring his brother (the first Dove) back to life. Corpses show up in the Bermuda Triangle, and Mera seems to still be under the spell of the red power ring.

Brightest Day has been a total snooze-fest so far.

The second issue of DC Universe: Legacies reverses the pattern of the first one: The backup story, about the Seven Soldiers of Victory, is a total throwaway, unlike the interesting take on the Spectre and Doctor Fate in the back of the first issue. But the main story here is better than in the first issue, as it follows the main character through to the early 50s and the disbanding of the Justice Society, and the downfall of his friend who decided to go the criminal route. The story overall is not terribly strong, as the inspiration of the heroes on our protagonist is strong but simplistic, and I wonder how writer Len Wein can draw out this influence for the remaining 10 issues. I also wonder how he’ll cover the 50s through the 80s in this volume, as thanks to the march of time that’s a period when most of DC’s big-name heroes weren’t active (Superman, after all, would have only started his career in the mid/late 90s). Marvel had a whole series about this “missing era” in its history (Marvel: The Lost Generation, worth seeking out), but DC has mostly glossed over it. It’ll be hard for Wein to do the same here.

The big questions, though, are: Will this be more than a recapitulation of DC universe history, and what exactly are the “legacies” going to be? Or is the title going to end up not really being relevant to the story?

My enthusiasm for Fables has flagged a bit since the first story wrapped up in issue #75, but I think a lot of that is because the two main characters of that arc (Bigby Wolf and Boy Blue) have stepped off the stage, and no one’s really come in to replace them. There are many interesting plot elements, but the characters aren’t keeping me engaged.

Presently the series is doing a piece about Rose Red, the sister of Snow White, illuminating their childhood and how they ended up as such different people. While Rose Red is anything but a sympathetic character (she’s a schemer and a whiner, frankly), this run is otherwise one of the better stories of the last couple of years, as writer Bill Willingham gets to tell his reinterpretation of classic fairy tales, where he always takes their darker nature to heart. Here he presents Snow White’s famous tale (hinted at in the graphic novel 1001 Nights of Snowfall), and how and way it came to pass. And it’ll clearly be a big part of why Rose Red turned out the way she did. Fun stuff.

I do hope that the story gets back to the larger arc of the Dark Man who destroyed Fabletown, and presents some more heroic figures we can get behind in the fight against him, though.

Grill Fiend

Following my half-week of getting rid of stuff, we had a pretty busy weekend.

Yesterday we went up to San Francisco for a party/concert being thrown by Genentech, Debbi’s employer, for its employees. It was a benefit concert, part of a “giving back” program they’re doing this year. They rented out the ballpark (as they did for their Christmas party a couple of years ago), and had some surprise musical guests. We had a pretty good time (hey, free ballpark food!), but the music wasn’t really either of our tastes. Following an opening act by a former employee, the acts were Natasha Bedingfield (whom I’d never heard of, and who was an okay mix of pop, soul and hip-hop), The Fray (a straight-ahead alt-rock group who played one song I’d heard), and Counting Crows (the 90s alt-rock group whose early stuff I’d enjoyed, but they’re not among my favorites). As I’m more of a prog-rock guy, and Debbi’s a country gal, it wasn’t quite our thing. But it was a nice getaway day, and it’s the thought that counts, right?

Today we went for a bike ride through Shoreline park, having lunch at the Shoreline Cafe, and then ran some errands. And this evening I cooked dinner on the new grill I bought last week (a Weber Genesis E310). I assembled it over a couple of days late this past week, and this afternoon I hooked up the gas and ran through the tests in the manual to make sure there weren’t any leaks in any of the gas connections (I wonder how many people actually do this, or read the instructions at all, when they get a new grill?). I fired it up and it worked fine, so I grilled steak, asparagus, and red bell peppers for dinner, as well as some chicken for Debbi’s lunch salads this week. It went perfectly smoothly, and tested great, too! It should be a nice upgrade over my old Weber Q (which, to be fair, did a great job for me for seven years).

Now I need to figure out what to do with the one-and-a-half small propane canisters I have left over from my old grill.

Here are a couple of pictures of the new toy:

Alastair Reynolds: Terminal World

Did hard SF writer Alastair Reynolds construct Terminal World just so he could write a steampunk adventure? Since the world is filled with dirigibles, which as I recently observed is the flavor du jour of steampunk, it sure seems like it. But there’s a lot more in here, too.

The novel opens in Spearpoint, the last city on Earth, a giant tower jutting towards the sky, covered with several towns, each of which has a lower technology level as you get closer to the surface (the Celestial Levels, Circuit City, Neon Heights, Steamtown, Horsetown), and not by choice – the ambient nature of the city forces this on Spearpoint, and travelling from one zone to another not only constricts what technology can operate there (irreparably damaging most technology carried in which can’t), but it’s a shock to biological systems to make the transition as well.

The story opens when an angel falls from the Celestial Levels into Neon Heights, where it’s brought to the morgue of a Doctor Quillon. Quillon has a special interest in strange beings arriving from elsewhere, because he’s an angel himself, one who years ago was part of a task force infiltrating the lower levels to see if modified angels could survive there. The mission went badly wrong, and Quillon was stranded in Neon Heights alone, knowing that other angels would love to recapture him for what he knows. This fallen angels has come to warn Quillon that he’s about to be hunted, and that he should leave Spearpoint immediately. With the help of his friend (and underworld organizer) Fray, Quillon leaves his life of ten years behind, conveyed by a foul-mouthed transporter named Meroka out of the city, just ahead of pursuing angels.

Outside the city they have several adventures, where Quillon is acquainted with the ravenous, biomechanical Carnivorgs, and the drug-addled, violent Skullboys, before they are rescued by Swarm, once the fleet of Spearpoint, but now the only source of civilization (never mind law) outside the city. Befriended by Swarm’s leader, Ricasso, Quillon is carried on a journey which reveals that the Earth is dying, but also that the zones which cover the planet have an underlying cause, and that there may be a way to help heal the planet before it dies completely.

It only takes a few pages to see that Reynolds’ notion of zones in Terminal World are very similar to the “zones of thought” in Vernor Vinge’s great novel A Fire Upon The Deep, only really different in the details. Vinge has more-or-less said that he came up with the zones to allow him to write traditional space opera, which he thinks is implausible otherwise due to the likelihood of a race going through the technological singularity before they would have the technology to embark on such adventures. And it feels like Reynolds is employing his own zones to a similar end, to write far-future SF where dirigibles, horses, and pistols exist side-by-side with angels, ray guns, and Spearpoint. While Reynolds’ world here feels a bit rough around the edges (the world outside Spearpoint feels a bit too simplistic, and the excuse that the planet is dying doesn’t feel entirely satisfying), overall it’s still an entertaining milieu, particularly the dichotomy of the city vs. everything else, and the adventures Quillon and Meroka have on their way out of Spearpoint.

The bulk of the story concerns Quillon’s experiences within Swarm, as its citizens are deeply skeptical of anyone from Spearpoint, due to not-yet-forgotten crimes committed against them years earlier. There’s a combination of politics (Quillon trying to earn their trust, and various schemes going on within Swarm) and travelogue (as Swarm visits a couple of interesting locales in its travels). The mechanics of the story focus on Quillon trying to heal the rift between Swarm and Spearpoint, as he finds himself with sympathies towards both entities, and figuring out the nature of the zones and what can be done to heal the fragmentation of the planet before it’s too late. The Skullboys and Vorgs are background color and obstacles to these missions, the Vorgs being the more interesting of the two, as the Skullboys are pretty generic gangs who apparently don’t have much contention within their own ranks (another rough edge in the setting). As always, Reynolds is excellent at dealing with the mechanics of the plot, especially in the story’s climax when several ships of Swarm have to run a brutal gauntlet under adverse conditions.

Reynolds is a cut above the typical hard SF author when it comes to characterizations, and he does a good job here, keeping us guessing for a while as to whether Quillon will ingratiate himself to Ricasso and other members of Swarm. Once that’s resolved, though, the characters do tend to collapse into whites and blacks, which is a bit disappointing. But at least the characters are engaging, and Ricasso in particular is a figure who makes some interesting decisions for debatable reasons.

But Quillon is the backbone of the story. He somewhat resembles Shadow, the protagonist of Neil Gaiman’s terrific novel American Gods, in that he’s very even-tempered, and seems to be dragged along by circumstances beyond his control for stretches of the story, though he’s a little more active than Shadow when he has the chance. Quillon’s story arc is one of a man who’s been beaten down and in hiding for years, and by overcoming adversity becomes a heroic figure doing what he can to help others and improve the world. He’s the glue who holds the story together.

The novel’s biggest disappointment is the ending, as our heroes manage to accomplish all of their goals, vanquishing several adversaries and delivering an important package to Spearpoint, but despite those accomplishments two key elements of the story are left unresolved: Saving Earth from the ravages of the zones remains a long-term goal, and the frailties are Quillon’s body are left decidedly hanging. Getting to that point is a lot of fun, but I wish Reynolds had been able to take things a little bit further. I don’t know if he’s planning a sequel, but without one, Terminal World is going to feel somewhat unfinished.

Following the “bigger ideas” approach of House of Suns, Terminal World‘s sticking to a single planet makes an interesting counterpoint. Although a decent adventure, I don’t think it’s one of Reynolds’ best. Too many unfinished edges, and not quite as satisfying.

That cover sure is gorgeous, though.

Basketball at its Worst?

John Gruber on game seven of the NBA Finals:

But what struck me the most watching this series, and especially game seven, is what an ugly, ugly game the NBA has devolved into. No beauty and very little strategy offensively from either side. No ball movement, and lots of standing around. Very hard to believe that these are the two best teams in the league. The Lakers shot just 33 percent from the field and yet clearly deserved to win the game. For decades, a game seven in the Finals between the Celtics and Lakers resulted in basketball at its very best. Now, it’s basketball at its worst. Brutal.

There’s no particular reason that a sport, when played optimally, should be beautiful or even interesting. Most sports evolved organically, and continue to evolve (albeit slowly) under pressures other than what makes a good or interesting game. Strategy and tactics in baseball (the sport I know best) are clearly far superior to those employed even 20 years ago, in terms of teams trying to win games, yet certainly there’s some basis in arguing that the reliance on walks and home runs has made the game less exciting. (Stolen bases, while exciting, are very minor components of winning; a walk is far more valuable.)

So I wonder: Has basketball strategy been optimized such that the game has become boring, or “brutal”? Were the Lakers and Celtics playing a general style of game which gave them the best chance of winning (notwithstanding specific errors committed in-game)? Or were they playing a fairly stupid game and both teams managed to get to the finals only because of their superior talent (or luck)?

I have close-to-zero interest in basketball (slightly more than I have in hockey or soccer), so I really have no idea. But in the abstract, it’s an interesting sports question.

Speaking of interesting sports questions, has anyone else noticed that people (other than Lakers and Celtics fans) seem more upset that the Lakers won than that the Celtics lost? I guess that’s what being the Yankees of the NBA gets you.

Cherie Priest: Boneshaker

Cherie Priest seems to be the queen of steampunk today, or at least there seems to be an expectation that she’ll be anointed such, even though she’s apparently pushing her novel Boneshaker and its setting as alternate history rather than steampunk (though, really, it’s both). Other than my fondness for Girl Genius (which is mainly due to my being a slavering fanboy of Phil Foglio), I’ve never gotten into the genre of steampunk: Neither the punk nor the cyberpunk aesthetics were my thing, I have no particular interest in 19th century fashion, technology or culture (steampunk seems to have a very strong fashion/costuming element in it), and all-in-all I’d rather be reading far-future SF than recent-past SF. Still, I do have a weakness for alternate history, and we read Boneshaker for a book discussion group. Plus it’s up for the Hugo Award for best novel.

The flavor of steampunk these days seems to be dirigibles, which are present in Boneshaker, but more to seem cool than to serve a significant role in the story. The story’s backdrop is that in 1863 an inventor named Leviticus Blue created a huge drill to aid in exploiting the gold rush, but something went horribly wrong, the drill destroyed big chunks of Seattle, and also somehow unleashed a gas which seeped into the city and turned people into zombies. The government walled up the city, but a few citizens remained living outside the walls. Blue disappeared, presumed dead, and his widow, Briar, moved back to the house of her father, Maynard Wilkes, himself a man of some note, although he died during the initial release of the gas as well. Years later, in 1880, Briar’s teenage son, Zeke, gets it into his mind to go into the city and gather evidence to prove that Blue wasn’t really responsible for the disaster, and Briar follows him into Seattle to save him. Within the walls they discover a town flooded by blight gas and populated by starving zombies, but also by a few stubborn humans who live in sealed-away buildings and basements, where the two get caught up in the ongoing power struggle within the city.

Priest has meticulously crafted her world (which she’s named The Clockwork Century), with the Civil War still ongoing in the east after 30 years, and the west even more of a hardscrabble frontier than it was at the time. But the book’s setting seems more calculated for effect than anything else. That Seattle is still populated doesn’t make much sense, as I’d expect most people would have cleared out (likely heading to another city farther north) as there’s really nothing for them here except some bad memories. Briar in particular I’d think would have headed far away. There are a few rationalizations for why there’s still a town outside the walls, but I wasn’t convinced.

There is some neat stuff here: The humans inside the city have carefully sealed off living spaces, and the Chinese population are responsible for operating pumps which import fresh air from above the wall, to keep everyone able to breathe. There’s a mysterious Doctor Minnericht who creates fantastic devices which help people survive, and which also keep them beholden to him. Briar and Zeke encounter various eccentric characters who have been playing out their own little dramas within the walls, all of which come to a head when Minnericht stands in the way of Briar and Zeke getting what they want. Compared to this, the airships are downright mundane, serving little role in the book other than to provide a means to escape the city.

The core problem, though, is that story itself is slight, being not much more than a travelogue of the inside of the city. Yes, events develop so that there’s a big shootout at the end, at the book is a page-turner at times. But characterization is slim: Neither Briar nor Zeke really have a story arc, and they’re the main characters in the story. We do eventually learn some of the secrets in Briar’s past, but they’re added almost as an afterthought, as if Priest felt that once the main story was done she should tidy up a few loose ends in case anyone cares, but those revelations were what kept me reading, as the battles among the residents of the city felt like just an obstacle to the characters getting to the good stuff. And other than Zeke becoming closer to his mother when he sees what she risked for him, the characters don’t really change or grow. The supporting characters are quirky but not deep. The story is a lot of running around and agonizing, but the payoff didn’t justify it for me.

While Priest is a fine wordsmith, and her characters’ names are themselves quite evocative, overall I found Boneshaker disappointing, a little too long to be carried by its ideas content, and without enough heft to its characters or plot to feel really satisfying.

Where Does the Stuff Go?

This week the stuff is going out of the house. Specifically, today I sold a bunch of CDs and DVDs at Rasputin Music, tomorrow I’m taking a bunch of books to Bookbuyers, and Friday I’m taking a bunch of comic books to Comics Conspiracy. This will free up a considerable amount of shelf and closet space, and it’s way easier than selling stuff piecemeal on eBay.

At Rasputin’s today I shopped around the store while they were appraising my stuff, and of course found some new stuff. Most notably I found a hardcover copy of the graphic novel Star Trek: Debt of Honor, maybe the best original-cast Star Trek story between Star Trek III and the stuff John Byrne is doing today. It has some warts (Chris Claremont’s prose had gone deep purple by the 90s, and Adam Hughes overdoes the photo reference although his art otherwise looks gorgeous), but it’s still a lot of fun. It evokes the look and feel of the original series and the better movies, while revealing some details of Kirk’s life beyond what we saw on screen.

At least I came home with a lot less than I went in with (and with a few extra bucks besides – I sell good stuff!).

I Survived The Heat

WWDC went well last week. Everything I’ve been working on is still under nondisclosure 🙂 but it seemed to be well-received. I spent my usual shifts (plus a few hours) in the labs, which were low-key for me compared to usual (and my cow-orker who works in my same general area had the same feeling). My biggest success was figuring out that someone had somehow ended up with a corrupted install of his developer tools, and figuring out exactly what was broken (although not why). I did come into the office on Wednesday and did a quick turnaround of an issue my managers wanted me to look at.

I always sign up for the 9 am Friday morning lab shift, partly because it’s fun to get up with Deb and carpool up with her to get dropped off at Caltrain, and partly because it leaves me with the afternoon free to do stuff. I went to lunch with friends (some from work, some attendees) afterwards, and then took BART over to drop in on Borderlands Books.

I was grateful that the heat wave of the previous weekend broke before the conference started, since walking to and from Caltrain is no fun in 80+ degree heat. In the normal cooler weather, though, it’s quite nice. Plus I get to do some reading on the way there and back.

I was less grateful when a new heat wave moved in on Saturday, as it dampened my enthusiasm to do much stuff around the house. Though neither heat wave was as brutal as the ones we’ve had in the past. And we did get out to look for a new gas grill; I ended up buying a Weber Genesis E310 from OSH, which was having their periodic “we pay the sales tax” sale this weekend. Between the grill and various other things I picked up, I saved a bundle of money in sales tax. Now I just have to put the grill together…

Back to work this week, but it’s a pretty low key week as everyone recovers from WWDC. I biked in today, and had a flat tire when I came out of the gym after showering. I walked it over to the bike shop to get it repaired (I could have repaired it myself but decided I’d rather have a pro do it since they’re not far away), and learned that the nut which holds the nozzle in place can cause the tube to rupture if you tighten it too far, which I must have done. I also learned that the nut is not really needed, so I got rid of it. Success!

Lastly, we’re moving offices again on Friday (the second and final stage of our big office move, staged this way I think mainly because our building has gotten substantially remodeled along the way), so I’m packing today, and then taking the rest of the week off to catch up on some of that stuff at home. And then I’ll have another new environment to get used to!

This Week’s Haul

  • Batman #700, by Grant Morrison, Tony Daniel, Frank Quitely, Scott Kolins, Andy Kubert & David Finch (DC)
  • Tom Strong and the Robots of Doom #1 of 6, by Peter Hogan, Chris Sprouse & Karl Story (DC/Wildstorm/America’s Best Comics)
  • Secret Six #22, by Gail Simone & Jim Calafiore (DC)
  • The Unwritten #14, by Mike Carey & Peter Gross (DC/Vertigo)
  • Captain America #606, by Ed Brubaker & Butch Guice (Marvel)
  • S.H.I.E.L.D. #2, by Jonathan Hickman & Dustin Weaver (Marvel)
  • Astonishing X-Men: Xenogenesis #2 of 5, by Warren Ellis & Kaare Andrews (Marvel)
  • Echo #22, by Terry Moore (Abstract)
  • Chip #2 of 2, by Richard Moore (Antarctic)
  • Star Trek: Leonard McCoy, Frontier Doctor #3 of 5, by John Byrne (IDW)
  • Chew #11, by John Layman & Rob Guillory (Image)
Batman #700 already? Seems like only yesterday that I was buying Batman #400 (okay, it was really 1986). Conveniently, Superman #700 and Wonder Woman #600 are right around the corner (both to be written by J. Michael Straczynski), almost like DC planned this. Hmm.

This particular issue is a slice of Batman’s current status quo, being a time travel locked-room murder mystery taking place in the past (when Bruce Wayne was Batman and Dick Grayson was Robin), the present (when Dick is Batman and Damian Wayne is Robin) and the future (when Damian is Batman). It brings back the quaint 50s plot point of using hypnosis to effect time travel (I know, it makes no sense, but it was still rather fun), and plays up the differences among the three Batmen, especially how Dick is a much more lighthearted figure than either of the Waynes. The story is basically absurd, with the motivation behind the murder not holding water (this is Morrison in his “too-clever-by-half” mode), and there’s a series of epilogues with other future Batmen which is completely irrelevant to the issue, but it’s still a charming issue. Rather in the mode of Earth-1/Earth-2 stories of decades past, contrasting the retired Batman of Earth-2 with the in-his-prime Batman of Earth-1 (one of the best of which being The Brave and the Bold #200).

The art, by several big-name artists, unfortunately is mostly mediocre and uninspired. What flair Frank Quitely showed early in his DC career (such as in JLA: Earth 2), I think he’s pretty much lost it, in favor of over-rendered figures in drab layouts and poses. (Gary Frank’s development as an artist has gone down a similar blind alley.)

Others have observed that this didn’t feel like a very satisfactory anniversary issue. Its flaws as a comic aside, I think it worked about as well as most; not many anniversary issues really live up to their promise (Justice League of America #200 is the exception rather than the rule), we just wish they would.

I mainly wanted to run that Astonishing X-Men cover because it’s so awful.

The story isn’t much: Arriving in Africa, the X-Men show the army that shows up to stop them who’s who, then learn that the mutant babies being born in this poor and oppressed nation are, in fact, not actually mutants (which they already knew) but being created by Ghost Box radiation (which they didn’t). Ghost Boxes being devices they learned about earlier in Ellis’ run which are used to move between parallel worlds, suggesting another attempt at an invasion, an ongoing plot point which is taking seemingly forever to go anywhere (and not just because the series has been running well behind anything resembling a monthly schedule). Finally the army shows up again threatening to kill all the doctors if the X-Men don’t clear out and stop interfering in their business.

On top of that, Emma Frost is becoming so insufferable that I’d rather like someone to rip her lungs out. What exactly does Cyclops see in her?

Kaare Andrews’ art, well, go read what I wrote about it last month, because it’s not really any better this month.

Next issue’s cover is even worse, so I’ll be back then to run it, too.

This was pretty much inevitable: I’ve added Ed Brubaker’s Captain America to my pull list. I’m nearly caught up on the series through the trades, I just haven’t read Reborn or the story before this one yet. But it’s truly an excellent superhero comic, maybe the best being published today.

This issue starts a new arc in which Bucky Barnes – who is the current Captain America since Steve Rogers died a few years ago (he’s back now, but Bucky is still Cap) – is continuing to struggle with depression. Aside from having lived a hellish life since World War II (the details of which were explained earlier in the series), he’s also having a hard time filling Rogers’ shoes, living up to the symbol he represents, and he recently had a nasty run-in with another former Cap. So he’s gotten a little reckless and might have a death wish, which Rogers and the Falcon try to help him with. Meanwhile, Baron Zemo, whose father was the one who nearly killed Cap and Bucky at the end of World War II, has learned that Bucky is still alive, and decides to start gunning for him.

This is actually a pretty good place to jump on to the series, since aside from Bucky’s complicated backstory it’s a good starting point, laying down several threads that Brubaker will follow in the coming months. And it’s a good example of the tone of the series, with strong character bits and intricate plotting, with moments of action that don’t dominate the comic (which makes it rather un-Marvel-like).

Brubaker’s art teams have also been outstanding on the run, Steve Epting having done most of the earlier issues, with Butch Guice and a few others contributing as well (Guice is the artist here). The common thread in the art is that despite the series frequently involving people standing around talking, they make even that interesting through solid compositions, good use of body language, and complex shadows.

If, like me, you haven’t been following Brubaker’s run on Captain America, I urge you to check it out. You won’t be disappointed.

With the latest issue of Leonard McCoy, Frontier Doctor, we see that John Byrne is pulling together plot threads from several of his Star Trek series, and I think every one is represented here: Gary Seven (from Assignment: Earth) appears to help clean up a problem he accidentally created in his series, the Klingons are involved (as they were in the Romulans series), and Number One (from Crew, and now an admiral) arrives to take a hand in matters. I’m not entirely sure whether all of these bits are going anywhere, but it seems like they might be. I can’t quite see the shape of it, though.

This particular issue is more-than-usually improbable, though, as I didn’t buy the reason that McCoy and his team ended up on the planet the way they did, and the developments at the end of the issue that shake up the status quo constitute a rather strange page to turn in the middle of the 5-issue series. Still, Byrne’s Star Trek run has had a number of odd twists and turns, story developments that don’t feel very satisfying; I can’t tell whether he’s just playing around, or whether there’s a method to his madness. But it’s still a great run for an old-time Star Trek geek like me. Warts and all (heck, maybe sometimes because of the warts), it’s one of the most-fun comics out there.

This Week’s Haul

Despite all the books below, the two best reads I picked up this week were from the back catalog: Ed Brubaker’s Captain America: Road to Reborn TPB, which is something of an intermission in the series but is the latest collection available. Have I gushed about Brubaker’s Captain America already? Really excellent stuff, being more adventure in the pulp/suspense tradition using mainstream Marvel characters than straight-super superheroics. Basically unlike anything else Marvel is publishing today.

And then there’s Bryan Talbot’s Grandville HC, which on the one hand is an anthropomorphic graphic novel in that the lead character is a badger who walks and acts like a man and nearly every other character is also an animal, but on the other hand it’s a spy/intrigue story in an alternate world where France conquered the western world in the era of Napoleon, and in which Great Britain only recently won its independence. Talbot (correctly) ignores the peculiar inconsistencies that this could lead to in favor of telling a solid story with fine artwork (albeit slightly less detailed than his usual work). Unless anthropomorphic comics drive you up the wall and you just can’t get past that fact, I highly recommend it. The sequel is due out in a few months.

  • Adventure Comics #12, by Paul Levitz, Kevin Sharpe, Marlo Alquiza & Marc Deering (DC)
  • Brightest Day #3, by Geoff Johns, Peter J. Tomasi, Ivan Reis, Patrick Gleason, Ardian Syaf, Scott Clark, Joe Prado, Vicente Cifuentes, David Bealy & Mark Irwin (DC)
  • Justice Society of America #39, by Bill Willingham Jesus Merino & Jesse Delperdang (DC)
  • Superman/Batman Annual 34, by Paul Levitz, Renato Guedes & Jose Wilson (DC)
  • Hercules: Twilight of a God #1 of 4, by Bob Layton & Ron Lim (Marvel)
  • Mouse Guard: Legends of the Guard #1 of 4, by David Petersen, Jeremy Bastian, Ted Naifeh & Scott Keating (Archaia)
  • Freakangels vol 4 TPB, by Warren Ellis & Paul Duffield (Avatar)
  • Irredeemable #14, by Mark Waid & Diego Barreto (Boom)
  • Invincible #72, by Robert Kirkman, Ryan Ottley & Cliff Rathburn (Image)
Heh, I knew the current JSA storyline would involve time travel to set things straight. The time travel in question involves “only” sending a message back in time, and the suspense is that it’s not clear whether the message will be understood or received at the right time, but surely everything will work out for the best.

The core setting of the story draws from many different elements: The superheroes being imprisoned and having to escape is very similar to the “Super-Stalag of Space” story featuring the Legion of Super-Heroes from Adventure Comics #343-344. The grim future where the heroes have been all but eliminated unless they can find a way to change one event in the past was the premise of Grant Morrison’s best JLA arc, “Rock of Ages”. And of course both of those elements form the seminal X-Men dystopian tale, “Days of Future Past”.

So while this is a decent enough JSA yarn, it’s a far cry from being groundbreaking or original. I suspect there are a couple of issues left, so Willingham may yet surprise us, but it’s been pretty much what I expected otherwise.

I guess the hardcover collections of Bob Layton’s great Hercules mini-series of the 1980s must have been well received, since this week we got the first chapter of a new installment in the run, Hercules: Death of a God. Taking place centuries in the future, as the first two did, Herc has a son who’s become a emperor of a galactic empire, a benevolent monarch educated by his father. Arimathes has several children of his own now, and is not immortal, unlike his father. However, at the beginning of the issue Hercules suffers a traumatic brain injury, one so severe that the empire’s doctors fear that another serious blow could kill him. He takes medication for his condition, but it interacts badly with his drinking. And Herc’s longtime companions are nearing their own ends, as Skyppi the Skrull is quite old, while the Recorder appears to be wearing down. All of this is set against the backdrop of people scheming to their own ends within the empire.

The series has (in my mind) a huge legacy to live up to, Layton’s originals being well-drawn and often-hilarious comics with plenty of heart. This first issue is a little disappointing, as it seems like Herc is limping off into the darkness rather than going out like a lion. Of course, it would be in keeping with the tone of the series for him to face one last big threat rather than going quietly. It would be even more in keeping for him to beat his condition entirely.

Ron Lim does the pencilling under Layton’s inks, whereas Layton drew the whole thing himself in the earlier series. Lim seems to be Marvel’s go-to guy when a top tier artist can’t make their deadlines; he’s reliable, but not very flashy, having a rather generic style. So overall the series doesn’t quite look as good, but it’s okay.

So the first issue is something of a mixed bag, whereas I’d been hoping it would knock my socks off. But, it still might.