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A League of Their
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The Ultimates, Vol. 1: Super-Human
Mark Millar, Bryan Hitch, Andrew Currie
Marvel, 2002
Rating: 4.4
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The
League of Extraordinary Gentlemen, Vol. 1
Alan Moore, Kevin O'Neill
America's Best Comics, 2002
Rating: 4.7
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Posted: September
17, 2002
By
Kevin
Forest Moreau
The muscle-bound, brightly-garbed comic book superhero, as we know him
today, bears little resemblance to his forebears, the serial-adventure
pulp heroes of the early 20th century. From the birth of Superman in the
1930s, through the ushering in of the "Marvel Age" of comics in the early
'60s to today, the superhero has evolved from a four-color doppelganger of
the Shadow and Doc Savage into his own unique entity, one steeped in his
own mythology and iconography. And as the superhero has evolved with the
times, so too must the concept of the superhero, and indeed even the
milieu in which he operates.
In fact, in the last two decades, the stripping down of the superhero
to his basic elements has become so common a device that deconstructions,
reconstructions and reimaginings -- from Frank Miller's The Dark Knight
Returns and Alan Moore and Dave Gibbons' Watchmen to Brian
Michael Bendis' Powers to Kurt Busiek's Astro City and
Moore's Supreme, not to mention the whole of his America's Best
Comics imprint -- have become the norm rather than the exception. And as
superheroes have exhibited a stranglehold on the rest of the comics
industry, glutting the market with interchangeable product bogged down
with issues of "continuity" and other baggage of the genre's constraining
conventions, some of these revisionist titles have also served as a
commentary on, and a critique of, both the genre and the industry itself.
Two recent trade paperback collections perfectly illustrate two ends of
the post-modern superheroic spectrum. The League of Extraordinary
Gentlemen, conceived and written by Alan Moore, the unwilling
godfather of the deconstructionist movement, eschews the
steroids-and-tights approach entirely, reaching back even beyond the pulps
to the classic escapist literature of another age; its brilliant
high-concept conceit is that it reverse-engineers the elite of classic
adventure fiction -- H. Rider Haggard's Allan Quatermain, Robert Louis
Stevenson's Dr. Jekyll and Mr. Hyde and Jules Verne's Captain Nemo, to
name a few -- gathered together as the Justice League of their day. The
Ultimates, on the other hand, takes exactly the opposite route: Mark
Millar drags Marvel's premier superhero team, the Avengers, into the 21st
century with much the same violent, sexually charged post-modern
sensibility he so recently exhibited with The Authority.
League begins as Mina Murray (formerly Harker, from Bram
Stroker's Dracula), a steely divorcee with a harrowing past, sets
about recruiting some of her Classics Illustrated colleagues for a
top-secret mission in defense of the British Empire. Dispatched by portly
Campion Bond (in the name of a mysterious director known only, James Bond
fans take note, as "M") to the ends of the globe, Murray (traveling aboard
the Nautilus with her own recruit, Nemo) quickly retrieves a pathetic,
opium-addicted Quatermain from Cairo, and in short order confronts (if not
exactly tames) the beastly Edward Hyde, and flushes Hawley Griffin -- H.G.
Wells' Invisible Man -- out of hiding (he's been having a good old time
deflowering virgins at an all-girls boarding school).
The august assemblage soon undertakes its mission -- retrieving an
experimental element said to engineer the properties of flight from an
insidious Oriental crime lord (Fu Manchu, anyone?). But it isn't long
before the assembled "heroes" realize they've been tricked, duped into
aiding the evil scheme of the enigmatic "M", himself an equally-notorious
British crime lord (it wouldn't be sporting to reveal his name here, but
suffice it to say he's a staple of British detective villainy). The team
proves fractious to the point of disintegration -- the simpering Jekyll
grates almost as much as the surly, violently misanthropic Hyde, while
Griffin proves an unstable ally at best and Murray and Quatermain bicker
constantly, masking a mutual affection in the best tradition of the genre.
But it nonetheless must work together to foil the plot of their erstwhile
employer.
From its faux-period covers and "next-issue" blurbs to its sufficiently
fantastic visuals, League affects the air of a 19th century
adventure periodical, but Moore also slips in a couple of decidedly
post-modernist elements. We're treated (or subjected), for example, to
scenes of visceral, gory violence on the part of Hyde and Griffin (whose
sociopathic tendencies bubble to the surface on a couple of occasions,
including his invisible rape of a proper English virgin at the boarding
school). And Moore elaborately lays out the book's very premise in an
almost winking manner, playing the entire thing straight and providing
very little help in identifying the various parties for the benefit of the
not-up-to-date-with-his-classics reader. Half of the enjoyment of
League comes from the reader's recognition (or figuring out) of the
principals (as well as a few judiciously-placed guest stars), and he knows
it.
But most of all, it's hard not to see League as, at least in
part, yet another of Moore's ongoing attempts to dilute the modern
adventure comic to its essence, the sense of wonder and imagination that
comics regularly inspired in the '60s. In this sense, League is
very much a companion piece to his work on Rob Liefeld's Supreme,
his 1963 miniseries for Image and the America's Best Comics line.
League's central conceit, so markedly removed from most of today's
mainstream comics, is a not-very-subtle endorsement of a long-discarded
style of comics storytelling, one that emphasizes straight-ahead
storytelling without wrapping itself in the trappings of genre scripture.
In fact, its very usage of classic public-domain characters with their own
rich history can be read as a thumbing of the nose at comics fandom's
obsessive jones for "continuity": Moore treats his "borrowed" characters
with respect, but doesn't let their past histories get in the way of a
good story.
(Mention should be made here that even his choice of artist provides a
nice irony: Kevin O'Neill, who rather brutally "deconstructed" the
superhero genre in the violent fable Marshall Law, renders
League in a slightly distorted, sinister style that's recognizable to
readers of Law while wholly appropriate to the book at hand.)
It's not necessarily a slight to The Ultimates to say that it
doesn't exhibit quite the same depth as League; few contemporary
writers can match Moore's multi-level sleight of hand, and in any case
The Ultimates aims for an entirely different effect (to say nothing of
readership). Set in Marvel's "Ultimate" universe, which re-spins the
adventures of classic Marvel icons for a newer, more modern audience,
The Ultimates tracks the formation of that world's premier superhero
team. As such, it treats its subject matter with decidedly less deference
than modern superhero comics: Its characters interact in the "real world"
21st century, and exhibit many distinctly human foibles. In a cosmetic
sense, it's not unlike Watchmen in its "this is what superheroes
would really act like" approach (although any similarities end
there). But it takes the concept of bickering, flawed heroes quite a few
steps further than Stan Lee had in mind when he introduced such human
elements to Marvel's books in the early '60s.
In the early 21st century, the world's premier superhero team isn't
some accidental assemblage of heroes brought together by circumstance;
it's a precisely crafted government project, overseen at the highest level
by SHIELD director Colonel Nick Fury (drawn by Bryan Hitch as Samuel L.
Jackson with an eye patch). The project's immediate supervisor, Bruce
Banner, has fallen from favor since exposing himself to an experimental
process designed to replicate the Super Soldier formula that created
Captain America in the 1940s. That incident transformed him into the Hulk,
resulted in much property damage, and cost him his professional esteem and
quite possibly his marriage -- he's currently estranged from his wife,
Betty Ross, who just happens to be the PR director for the project. Banner
(now demoted) is an object of more-or-less open ridicule from two of his
colleagues, scientist Henry Pym (who's come up with a way to communicate
with insects, and also is slated to fill the role of Giant Man, able to
grow to 60 feet) and his wife Janet (the Wasp, who can shrink to insect
size, fly and fire "stings" of energy).
To this unstable stable, Fury adds Iron Man -- a.k.a. Tony Stark, a
billionaire industrialist and thrill-seeking playboy (the anti-Bill Gates)
given to partying with actresses and flying around in a suit of powered
armor of his own design. But the Ultimates project really kicks into high
gear when the body of Captain America, who's been floating in suspended
animation since falling from an exploding rocket off the coast of
Newfoundland, is fished out of the ocean.
Every super team needs a super foe, of course, and a distraught Banner
provides one; distraught over his dissolving marriage and his inability to
crack the Super Soldier formula, he injects a mixture of Captain America's
blood and his own formula into himself, thus creating a Hulk for the new
team to prove itself against -- and, not incidentally, to disrupt Betty's
dinner date with Freddie Prinze, Jr. The graphically realistic battle
between the Ultimates and the Hulk, rendered by Hitch in his trademark
photo-realist style, is The Ultimates' centerpiece, complete with
tons of property damage and the intervention of Thor, depicted here as a
New Age cult leader/self-help guru with an unsubstantiated claim to
godhood and a penchant for left-wing political activism (he refuses to
intercede until the President authorizes the doubling of America's
international aid budget).
As he did with The Authority, thoroughly modern Millar doesn't
shy away from presenting his heroes in less-than-flattering light: Banner,
while sympathetic, is gratingly weak, while Hank and Janet Pym light into
each other in a painful domestic altercation turned unspeakably ugly by
Hank's jealousy, rage and sense of inadequacy; his actions toward his wife
prove The Ultimates' most shocking moment.
Ultimately, The Ultimates, like The Authority before it,
makes no stronger a statement than that superhero comics today don't go
far enough; it's intended, it seems, for the Maxim magazine/ Man
Show crowd, a nation of comic-reading bubbas who glory in violence,
destruction and sex. And while it certainly evokes a childlike sense of
awe in its "aww, cool!" moments of adrenalized inspiration and massive
property damage, effective even on intelligent men in their mid-30's,
that's not quite the same as evoking a yearning for comics' simpler past.
As fun a read as it is, held next to The League of Extraordinary
Gentlemen, The Ultimates is post-modern fast food, a product of
its complicated time in its affected attitude and reliance on shock value
as a primary storytelling device. League, meanwhile, makes a
powerful statement about the thrill of a good, uncomplicated adventure
story -- while wrapped inside a good, uncomplicated adventure
story. And while The Ultimates' de/reconstruction of the modern
superhero comic is impressive in its entertainment value, League's
timeless charms place it in a league of its own.
Related Links:
The Authority: Earth Inferno and Other
Stories
Swamp Thing: Earth To Earth
Ultimate X-Men Vol 2: Return to Weapon
X
Ultimate Spider-Man Vol. 2: Learning Curve


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