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JSA:
The Return of Hawkman
David Goyer, Geoff Johns, writers; Stephen Sadowski
and various others, artists
DC, 2002
Rating: 4.0
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Posted:
December
9, 2002
By
The Gentleman (exclusive
to Shaking Through)
Now this is more like it.
Darkness Falls, the second collection of the current JSA series
released earlier this year, suffered mightily from a reliance on the
reader's knowledge of, and love for, ancient and obscure DC superhero
arcana. To a very large extent, that's also true of The Return of
Hawkman, the third JSA volume. But whereas Darkness
pointed up the perils of trying to rationalize the existence of heroes
from the 1940s in the present day, creating a thorny tangle of continuity
issues, The Return of Hawkman actually attempts to resolve a
similar sticky wicket. And while at heart it's still a contrived attempt
to bring a classic DC character (Hawkman in this case, if the title didn't
spell it out for you), it works that fact to its advantage, turning the
titular character's reappearance into the DC universe into a slam-bang
superheroic epic of the kind that the genre was made for.
Before we go any further, a little catch-up: the character of Hawkman
had his wings clipped long ago, a casualty of the post-Crisis on
Infinite Earths retro-fits that attempted to change the backstories of
primary DC characters within the context of the comics line's ongoing
continuity. In some cases, as with the re-imagining of Superman, this was
carried off with a minimum of hitches; in others, as with Donna Troy
(Wonder Girl of the New Teen Titans), things got messier and more
convoluted the more writers tried to fit their square pegs into the round
holes of the new, post-Crisis DC milieu. Long story short, by the
time of the ill-conceived Zero Hour event -- an attempt to correct
the bugs created by Crisis -- Hawkman's history had become so
contradictory and complicated that any explanation of just who he was
seemed hopeless.
Back to our review: The first half of The Return of Hawkman
follows fairly closely in the footsteps of Darkness Falls, given
that it involves a return match-up with the cleverly-named Injustice
Society, the JSA's villainous opposite number. The plot, involving the
machinations of one Johnny Sorrow on behalf of a Lovecraftian beastie
known as the King of Tears, is standard boilerplate, notable only for the
seeds of what's to come sewn into its folds: Kendra Saunders, the current
Hawkgirl, intermittently talks and acts in foreign ways, as if channeling
a personality not her own. And Jay Garrick, the Silver Age Flash,
inadvertently ends up in ancient Egypt, where he meets a trio of somewhat
familiar faces: Nabu, guiding spirit of mystic hero Dr. Fate; Teth-Adam,
known in the present day as Captain Marvel's sometime nemesis Black Adam;
and Prince Khufu, one of Hawkman's many incarnations. These three proceed
to give Garrick a shard of the precious Nth metal, taken from a downed
Thanagarian spacecraft, which will prove crucial in an upcoming battle.
What follows is a classic adventure story, as a secretive sect on the
planet Thanagar summons Hawkgirl -- who's just learned that, like Swamp
Thing in Alan Moore's "The Anatomy Lesson," she's not really Kendra
Saunders at all -- to help summon Hawkman back to our reality (something
about Saunders being the reincarnation of the original Hawkgirl, and her
connection serving as a beacon to help Hawkman's soul push through from
the "nether regions" -- don't ask). With the aid of Dr. Fate (currently
Hector Hall, son of Carter Hall, another of Hawkman's incarnations), the
JSA mystically travels to Thanagar in time to join their winged comrades
in pitched battle against a standard-issue despot bent on galactic
conquest.
Sounds pretty formulaic, doesn't it? Well, yes. But frankly, that's a
large part of the appeal of The Return of Hawkman. The difference
between this tale and its predecessors is that writers David S. Goyer and
Geoff Johns have found a way to turn the minus of pre-Crisis DC's
hopeless continuity snarls into a positive. In untying, once and for all,
the Gordian Knot of DC's conflicting versions of Hawkman, they craft a
compelling, page-turning epic. In employing some of the most basic
elements of -- reincarnation, the discovery of one's grand destiny, time
travel, spacecraft, even a good old-fashioned sky-faring slugfest -- Goyer
and Johns spin a yarn certain to push the "Gee whiz" buttons of inner
adolescents everywhere. Yes, in the end, it's all rather predictable and
perhaps a bit, well, hokey. But the hokiness is employed in the service of
a reminder that even the most formulaic tale can take us back to the world
of unbridled imagination of classic film serials and sprawling
sword-and-sorcery epics; the childlike sense of wonder of the best '30s
and '40s comics from which JSA takes its inspiration.


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