

Some of this disappointment comes from the script. Gerry Conway, who hit the tabloid Supes/Wonder Woman meeting out of the park, fumbles here with an overcomplicated story awash in DC continuity. It opens on Mars, in the castle of Karmang the Evil (yep, that's his name, a downgrade from his previous sobriquets: Karmang the Good, Karmang the Scientist, and Karmang the Sorcerer), who plans to destroy two different Earths and use the energy to bring the population of Mars back to life.
Central to Karmang's plan are Black Adam, one of Captain Marvel's oldest foes, and Quarrmer, the alien doppelgänger for the Man of Steel, best known from Superman (original series) #233. Karmang transforms Black Adam into a replica of Captain Marvel, sending him to battle Superman on Earth One. He then sends Quarrmer, already a dead-ringer for Superman, to battle Captain Marvel on Earth S. Meanwhile, both Black Adam and Quarrmer have hidden "space-time engines" on both planets, which will "drive both Earths into collision," according to our Big Bad, thus creating the energy he needs to restore his people.
Meanwhile, the real Superman and Captain Marvel, still partially under the thrall of Karmang's disruption rays (to which they were exposed in their battles with the fake versions), meet on Earth One to battle one another. It's a fight that takes most of the book, and yet is only peripheral to the plot. Mary Marvel and Supergirl must do the real heavy lifting, not only sussing out the threat of Karmang but also giving readers story-stopping exposition about Black Adam and Quarrmer.
It's no spoiler to say that everything ends up the way it's supposed to, with the bad guys soundly defeated and both Earths safe, but getting there is awfully convoluted. As if this isn't enough, Conway also juggles silly subplots about Mary Marvel's crush on Superman and the toxic masculinity of Steve Lombard, one of Clark Kent and Lois Lane's co-workers.
The artwork does the story no favors. Artists Rich Buckler and Dick Giordano are doing their best to channel Neal Adams, but the imitation—much like that of Quarrmer for Superman or Black Adam for Captain Marvel—doesn't work. Instead, the reader is left wishing that Adams had drawn the story himself.
It doesn't help that the artists have a penchant here for bungling big action moments. For instance, we don't get a full-on view of Superman's face in his first appearance. Instead, we see his neck:
And then his neck (again) and his back:
And then a couple of profile or near-profile shots:
The scenes of Karmang on Mars are better. An interlude that provides the villain's backstory is drawn more dynamically than anything else in the book. But as soon as the story shifts back to Earth (either one), the clunkiness returns.
My favorite missed opportunity in the multi-sequence Superman/Captain Marvel brawl is this one, which certainly belongs in the Awkwarded Posed Panels Hall of Fame:
Thankfully, Superman's fist is visible, lest the reader believe that the Man of Steel has just hit Marvel in the family jewels. Yet somebody at DC thought this angle was splash-page worthy.
And maybe it's just my copy, but the entire book looks muddy and dull, unlike the crisper reproductions in other DC tabloid reprints so far.
This is the first issue that wasn't worth my $14.99. Your mileage may vary, certainly, but it's hard to walk away from this without thinking of it as a missed opportunity to team these two iconic characters.
This says more about my eyes being bigger than my stomach, reading-wise, than about the quality of the work by Alex Ross, Jim Krueger, and John Paul Leon.
Still, the book is dense, both in concept and execution. Readers weaned on more pedestrian crossover events (oh, all the villains have escaped from Arkham ... again!) may be surprised by how ambitious Earth X is. Its goal is nothing less than a unified theory of the disparate events at the bedrock of the Marvel Universe, encompassing the Celestials, Inhumans, and Asgardians, along with Uatu the Watcher and Galactus thrown in for good measure. And those are just the cosmic players. The book is also chock-full of the typical suspects—Reed Richards, Tony Stark, Captain America, Spider-Man, the Thing, et al.
So, this is a book that swings for the fences. It doesn't quite get there, but it still offers much to recommend.
First, the world-building and continuity bridges are impressive. Krueger, as writer (sharing story credit with Alex Ross, who also designed the futuristic landscape and characters), has set himself a Miltonian task (to "justify the ways of God to men," as the poet announced in Paradise Lost) by teasing out "a purpose to the throng of accidental heroes that Stan [Lee] and Jack [Kirby] created so many years ago." Earth, it seems, is home to a gestating Celestial, protected through the years by mutations implanted in the indigenous inhabitants. Said mutations present themselves as superheroes, but only after traumatic events, such as World War II (for many of the Invaders) or radioactive spiders (for ... well, you know), germinate the deeply buried seeds.
Second, this may well be John Paul Leon's masterpiece. I haven't yet read The Winter Men, which some readers declare his finest work. Yet it's hard to imagine any other artist organically working so many heavy hitters into one story. The climactic battle between Galactus and the Celestials rivals any big-budget superhero film, and that's just one sequence among dozens that are equally jaw-dropping.
It was also gutsy of Krueger, Ross, and Leon to use Aaron Stack, aka Machine Man, aka Mister Machine, as the story's protagonist. Outside of hardcore fans in 1999 (when Earth X was first published), who even remembered this character from Kirby's short-lived 2001: A Space Odyssey series? But Stack makes the perfect vehicle to observe a Watcher's dissolution into madness. That the creative team also worked in an appearance by the Monolith, the hunk of extraterrestrial stone that gave humanity's ancestors the edge over their enemies in Kubrick's original film, is a bonus.
However, Earth X's biggest assets are also its biggest flaws. The ambitious plot is sometimes too convoluted. A teenaged Red Skull skulks about the periphery, a new Daredevil's origin remains fraught with mystery (if it was revealed, it flew over this reader's head), and a major plot point—all of humanity gaining superpowers—isn't explored in nearly the detail that it could (or should).
A series that relies so much on the audience's previous knowledge of the Marvel Universe doesn't need origin recaps for the major players, but the book overflows with them. Worse, these summaries of Spider-Man, the X-Men, and the Fantastic Four don't provide any new analyses or breakthrough observations.
And the ongoing battle of wits between Stack and Uatu becomes tiresome, especially when extended to text pieces at the end of each chapter. These could uncharitably be described as filler, something to fill the empty spaces around Ross's concept sketches. A better use of the pages comes in the appendix to Chapter Twelve, when Captain America offers an insightful analysis of his relationship with the Red Skull and with America itself. More insights like this would allow the words to compete with Ross's sublime designs.
In the end, Earth X is a book that commands attention. It transcends the tired rationales for most large-scale events and delivers a carefully considered vision of the Marvel Universe's past and future, along with some slices of philosophy suitable for our own time. Despite flaws in pacing and an overabundance of underutilized characters, it's a book that deserves to be revisited.
Even if it takes some readers four years to do it.
It's a promising start. The sturdy hardback reprints most of the first nine issues of the short-lived anthology from the 1970s. "Short-lived" in its original incarnation, at least. With the tenth issue, Tower of Shadows was relaunched as Creatures on the Loose, took a more sci-fi/fantasy bent, and would eventually house the Man-Wolf solo series.
The stories are not the main draw here. While a stellar collection of comics writers (Roy Thomas, Marv Wolfman, and Gerry Conway among them) fills these pages, the tales they spin are perfunctory rehashes of stories EC Comics did much better a few decades earlier. When Jake Wyatt grouses about the possibility of a robot taking over his drilling job in a mine in "Look Out, Wyatt ... Automation's Gonna Get Your Job" (Gary Friedrich, writer; John Buscema, penciler; and John Verpoorten, inker), the reader knows exactly what type of machine is going to show up soon and the role the setting will play in serving old Wyatt his just desserts.
But let's face it, most readers will buy this for the art, by such standout draftsmen as Gene Colan, the aforementioned John Buscema, Barry Windsor-Smith, and Joe Tuska, many of whom are stepping away from the standard superhero fare that marked the majority of their careers.
The best pieces are the ones where the artist also serves as the writer. This doesn't save them from formulaic, O. Henry-style plotting, but in most cases, the artists give a little extra to help them transcend the ordinary. We're talking "From the Brink!" by Johnny Craig, "Flight into Fear!" and "The Ghost-Beast!" by Wallace (Wally) Wood, two efforts from the severely underrated Tom Sutton, and, of course, "At the Stroke of Midnight" by the legendary Jim Steranko. That last one won an Alley Award and is, as the book's introduction states, "probably the stand-out story of the Tower of Shadows series." Unfortunately, it's also the first piece in the collection, so everything after is a slow coasting downhill where story satisfaction is concerned.
The book's reproduction is great, given that these issues are fifty-plus years old. The art isn't garishly recolored but is presented in decent scans on paper that is far better than the original newsprint but still gives off the comics vibe.
One caveat is that the book does not reprint two stories adapted from H.P. Lovecraft's work because of "legal questions." Nor does it reprint the stories that were themselves reprints of earlier Atlas/Marvel titles. The editors say they've been "naturally omitted," but I wonder how much it would have affected the price of the volume to include them, especially with the cutting of the Lovecraft material.
Readers who like horror anthology comics (which I generally do) and/or the artwork of any of the gentlemen listed above will find much to like here. If you're looking for something that will compare to the glory of EC Comics in its heyday ... well, this isn't it. But then again, so few things are.
Given Spider-Man's popularity, a meeting of the two characters could be seen as a blatant cash grab. Yet setting the story in the 1980s era, with Spidey newly garbed in his symbiote suit from Secret Wars, provides as much rationale as such a story needs.
It makes sense that Godzilla, the "eighty-thousand ton surgeon," should head to New York to destroy the spreading "cancer" of the alien symbiote. And, just as Godzilla vs. Fantastic Four provided fan service by mixing the Silver Surfer's power cosmic with the Big G's own radioactive powers (to say nothing of a Godzilla-sized Thing battling him), this issue sees the black suit expanding its ambitions to kaiju-sized extremes.
An unexpected delight of the issue is the inclusion of typical Spider-Man subplots—Mary Jane v. Black Cat, Peter being verbally abused by J. Jonah Jameson, and the perennial Parker woe-is-me soliloquy as he muses on his mistakes.
Joe Kelly writes the script as a pastiche of Spider-Man stories from forty years ago (which never go out of style, apparently), while Nick Bradshaw channels the style of Art Adams to give the visuals a slick, ultra-detailed 1980s sheen. The result is the most effortless Godzilla mash-up yet.
The Westcotts overheard that evening a monologue on salmon fishing in Canada, a bridge game, running comments on home movies of what had apparently been a fortnight at Sea Island, and a bitter family quarrel about an overdraft at the bank. They turned off their radio at midnight and went to bed, weak with laughter.
But soon, Irene finds herself obsessed by these clandestine peeks into her neighbors' lives and can no longer maintain a polite facade of ignorance in public. The listening becomes a daily ritual:
Irene shifted the control and invaded the privacy of several breakfast tables. She overheard demonstrations of indigestion, carnal love, abysmal vanity, faith, and despair. Irene's life was nearly as simple and sheltered as it appeared to be, and the forthright and sometimes brutal language that came from the loudspeaker that morning astonished and troubled her. She continued to listen until her maid came in. Then she turned off the radio quickly, since this insight, she realized, was a furtive one.
One day, Jim comes home to his wife's insistence that he go to a neighboring apartment and stop an abusive husband. Instead, he turns off the radio, scolds her for eavesdropping, and has a repairman fix the device the next morning. (No word on how the repairman reacts to a device that can spy on one's neighbors.)
But the damage has been done. As a colleague recently observed about a sensitive situation in the workplace, "Once you know, you know, and you can't ever not know again." Irene has peered behind society's curtain and found a humbug. Her faith in humanity cannot be restored. Nor can she return to that blissful state of unknowing.
But Cheever saves one last revelation. Irene, the reader learns, is not as innocent as she appears to be, and in her own past, there are circumstances, decisions, and declarations just as petty, sordid, and shocking as anything blaring through the enormous radio.
One of the themes of Cheever's story is the disquieting nature of moving from innocence to knowledge, wherever and however this happens. Parallel to this runs a moral for our oversharing, social media era, where all of us listen to the enormous radios of Facebook, X, Instagram, and more. The revelations there threaten to change forever how we view neighbors, family, and friends.
What's worse is that so many of us—myself included—willingly speak into our enormous radios, sharing and oversharing, commenting incessantly with words we would be too timid to use face to face.
Yet despite these revelations, or because of them, social media goes on and on, confidently infiltrating our lives, monetizing our shared secrets and shattered expectations, providing a mechanism by which we trust others less and build walls at the very time when we should be doing the opposite.
At the end of "The Enormous Radio," Irene "held her hand on the switch before she extinguished the music and the voices, hoping that the instrument might speak to her kindly."
Instead, the announcer brings the news of twenty-nine dead in Tokyo, followed by the weather. She—and we—can do nothing to effect change in either.
The YouTube link at the top of the page is a wonderful CBS Radio Workshop adaptation of "The Enormous Radio." It's worth a listen. You can find Cheever's original story here.
I wasn't buying many comics for myself in 1980, so I don't know if this issue was a gift or if I picked it out. It could have been one of a handful of comics that showed up in my Easter basket that year, although the cover likely would have given my parents pause.
Despite that nightmare-inducing rabbit, the scariest part of Luis Dominguez's illusration is the kid in the orange-and-yellow shirt. Those thick eyebrows reek of menace, and if little Yellow Dress had to choose between him and the giant bunny, she might have done better with the rabbit.
The interior of the book is standard anthology fare for DC at the time. Abel, caretaker of the House of Secrets, introduces the stories, most of which are written and drawn by unknowns. The two exceptions are "The Midnight Messenger," with the great Joe Orlando joining Ken Landgraf on art, and the cover story.
"Hopping Down the Bunny Trail" is written by Michael Uslan of Batman movie-producing and Shadow fame. It's drawn by Tenny Henson, lettered by Esphidy, and colored by Tatjana Wood (who colored oodles of DC stories and covers).
The story opens with two staples of such tales—the creepy old house and the too-trusting parents, who have no problem with an egg hunt at the local haunted emporium, provided it gets the rugrats out of their lives for a little bit.
Two panels later, the kids arrive at the gates of the old Krieger place (apparently, it's bad form not to speak of its age with each reference) and meet the giant rabbit at the gates. The bunny just has to be "Old Man Snyder" (everything in this town is old, apparently) because "he always dresses up as Santa Claus at Christmas time."
So off the three little cherubs go on their Easter adventure, locating more eggs inside the spooky old mansion than their peers, thereby winning the "big toy" that the talking rabbit—who, as we will learn, is most assuredly not Old Man Snyder—promised.
Before the reader can say "plastic grass," the kids have fallen through a trap door and into a vat of chocolate, as children are wont to do. This is when the perfidy of Peter Rabbit makes itself known. The bunny is hungry, and can you guess the main course?
In the penultimate panel, the life-sized rabbit looks to pull little Marvin headfirst into his (its?) mouth. To underscore the irony, the narrator tells us that all his two friends can see is "the object that dropped from Marvin's pocket—his chocolate Easter bunny with the head bitten off!"
I have to credit Henson for capturing the horror of what could have been a silly moment. The rabbit is disturbing, maybe because we don't know at first if it's real or just Old Man Snyder dressed up in a costume and revealing his homicidal (and canibalistic) tendencies. And he would have gotten away with it, if not for those darn kids!
Five pages of brutal simplicity are on display. Setup, escalating tension, climax, and decapitating denouement are all efficiently, uh, dispatched.
It doesn't appear that this story will be reprinted in the upcoming DC Finest volume, The Devil's Doorway, which is a pity. There aren't all that many Easter-themed horror stories, and this one makes quite an impression.
The book tells the story of Haymitch Abernathy, the drunken mentor of Katniss Everdeen, District 12's most famous victor of the annual Hunger Games. Similar in some respects to President Snow's backstory from The Ballad of Songbirds and Snakes (2020), Haymitch's adventures begin with the love of a young woman from the Covey, that group of traveling musicians living on the outskirts of the district, both literally and figuratively.
Abernathy breathes a sigh of relief on the day of Reaping when his name is not called, meaning he can continue his life as a bootlegger-in-training and helper to his mother and little sister. But the relief is short-lived as Capitol incompetence leads to Abernathy being named a substitute, sent off with three other young people on an adventure only one can survive.
From this point, the novel follows an enjoyable, if predictable, trajectory: Abernathy and his fellow tributes are shuttled off to the Capitol, trained in various forms of woodcraft and fighting techniques, and eventually dropped into the Arena, the high-tech environment where they will battle to the death.
Sunrise on the Reaping reminded me of Star Wars: The Force Awakens, not in any plot sense but because both feel like soft reboots of earlier versions of their respective series. While Sunrise hurtles along at a lively clip, especially once the characters begin to compete in the Hunger Games, it is also an exercise in déjà vu. Many scenes, inventive though they are, serve as callbacks to earlier moments (or, technically, later ones, as this is a prequel). This entry is not as original or as compelling as Songbirds and Snakes, which had the difficult task of balancing the characteristics that led Snow to villainy with some redeeming qualities to allow the audience to sympathize with him.
Haymitch is a compelling character who is easy to root for. In keeping with the hangdog, down-on-his-luck persona established in the earlier books, the prequel Haymitch is the victim of almost preternaturally bad luck. Some of this he brings upon himself, but much is just a matter of unfortunate circumstances. As if being chosen for a slaughter-or-be-slaughtered scenario could ever be viewed as fortuitous.
Collins is a sensitive writer, so the dialogue rings true for the world she has now invested five books in developing. She deepens the mythology while avoiding too many overt references to the other novels and characters. The various observations about how a state-run media can shape a story through selective editing are especially welcome—and timely.
It's worth noting how Collins has used the plot kernel of people hunting people, a staple of pulp fiction as far back as Richard Connell's "Most Dangerous Game," (arguably the story more freely adapted than any other for radio, TV, movies, and other stories/novels), given it a dystopian sci-fi twist, and built an increasingly rich world around it.
The world of Antonio Prohias' black-and-white battlers is visually dense. These strips cannot be scanned casually. The reader must peer into them to determine Messrs. Dark and Light's antics and how their shenanigans pay off in the final panel.
It took me a few minutes to adjust because it's been many years since I last perused the characters. Let's say I had to clean my spyglasses. Take, for instance, the first strip reprinted in this volume, from Mad #74 (October 1962):
In the gag at the bottom of the page, I'm ashamed at how long it took me to figure out that the female spy is dropping objects into the sleeping spies' upside-down hats and not into lampshades or ashtrays. And this is with the images reproduced in color, presumably making it easier to discern the headwear.
(A word about this volume and color: Editor John Ficarra notes his dream is to colorize all the Spy adventures. This is "despite the fact that the entire strip was predicated on the literal dichotomy between 'Black' and 'White,'" he writes. While Ficarra characterizes the coloring as a universal good (calling S v. S one of the "clear winners" of the editorial decision to print the magazine in color starting in the year 2000), I'm not so sure. The stark contrast may have made it easier for readers to notice details like the above-mentioned hat trick. Coloring, especially on strips that share space with the one-panel gags, obscures the stage business that sets up the punchline.
And those punchlines, despite their variety, are all of a piece. One spy or the other gets crushed, creamed, jolted, jilted, or annihilated, except in the early strips where both sometimes do. It's similar to watching a Road Runner cartoon—the viewer knows the Coyote is always going to get his, so the fun is in how the schemes unravel for him this time.
Later strips in the Spy vs. Spy collection, where Prohias gives himself an entire page for continuity—or perhaps he is given the room (not sure how much freedom he had in this regard), work better. The larger size (see below, from October 1970) makes the business easier to follow.
Mad has made this collection more appealing by featuring the work of Peter Kuper, who started drawing the Spy vs. Spy strip in 1997. His two-page spreads allow for much more panel innovation. Also, his strips are bloodier, as seen in the punchline to the July 2001 strip below. I prefer Kuper, as sacriligioius as this admission may be. Please don't put dynamite in my dresser while I sleep.
So I was excited to see the original 24 issues reprinted last year in a deluxe hardcover edition and even more excited to learn of a new six-issue series featuring Godzilla and some of the luminaries in Marvel's stable. The first of these is Godzilla vs. Fantastic Four. (Spoilers ahead!)
First, it's obvious the creators went all-in to make Godzilla an integral part of the Marvel Universe, in much the same way that DC did last year with Justice League vs. Godzilla vs. Kong. This issue includes not just the Big G and Marvel's cosmic-powered quartet, but also Silver Surfer, King Ghidorah, and even a cameo by Galactus.
The story takes place shortly after Godzilla's first movie appearance. Readers learn very early (page one, panel two, as a matter of fact) that the Fantastic Four tried to help Tokyo during that initial cinematic encounter but arrived too late. Now Godzilla is back, attacking New York City, so Reed, Sue, Ben, and Johnny have a second chance.
This scenario sets the stage for an issue that is almost entirely action, exactly what most readers want from a pairing of these properties. An added wrinkle comes from the news that King Ghidorah, the three-headed hydra from Toho Productions, is the new herald of Galactus. Thus, it will require the combined might of the FF and the Silver Surfer, Galactus's former herald, to stop him.
The story goes down smooth and is fun to read. Writer Ryan North has captured the dynamics of the FF's relationships during the Silver Age—the uber-intellectual Reed, the bantering Johnny/Ben dynamic—while modernizing Sue Storm to make her far more capable than she ever was in the early years of the strip.
One big caveat—and it may be more a matter of editorial dictate than a flaw in North's script—is that nothing in the story makes it abundantly clear this is all happening in the past. Maybe Marvel doesn't want to call attention to the age of its most popular properties, maybe the powers-that-be thought a story spread across six decades would lose dramatic immediacy, or maybe the whole story-across-decades idea is meant to be more of an Easter Egg than a bonafide plot point.
However, the only real indication I had about the timeframes being adjusted from issue to issue came from the house ad on the back cover: "Godzilla takes on the Marvel Universe across the eras!" The story itself takes a far more subtle approach: the bathtub-shaped Fantasticar and Sue's hairstyle are tipoffs that this isn't happening in contemporary continuity, but it wasn't until a reference by Ben to the Silver Surfer being exiled to Earth that I really figured out the timeframe. (Maybe I'm dense, too—always a possibility.)
Part of the problem is the artwork. It's fashionable in some quarters to slam John Romita Jr., and that's not what I'm doing here. He's a great artist, and pairing him this issue with inker Scott Hanna makes for some clean, easy-to-follow artwork. However, nothing about the visuals screams Silver or Bronze age. Sadly, not many artists from this period are still alive and/or working, so the best readers can hope for is art that replicates that past glory. And this issue, as fun as it is to look at, simply doesn't capture that era.
Regardless, I'm onboard for all six issues. Here's hoping for a bombastic battle between Godzilla and the Hulk later in April!
Unlike my previous tabloid-sized purchase, Batman's Strangest Cases wasn't part of my childhood collection. I had never heard of the book until DC reprinted it in March.
The moody cover—"moody" if you consider comic book pages blowing across a darkened urban landscape to be sinister, I guess—promises "The Greatest Batman Stories Ever Published," a bit of hyperbole considering all five of the stories contained within were relatively new when this collection was released in 1978. Unusual for the time, the creators are listed out front, and it is a murderer's row of talent: Denny O'Neil (who writes three of the stories), Neal Adams, Len Wein, Bernie Wrightson, Frank Robbins, Dick Giordano, and Irv Novick. How recognizable these names were to newsstand patrons of the time is unknown.
The stories are all Bronze-Age fun, situated in the period where Batman was receiving the serious treatment by DC, but before he became the grim-and-gritty poster-child of the late 1980s to today.
My favorite story in the volume is the first, "Red Water Crimson Death," a team-up of sorts between the Dark Knight and Cain, host of DC's long-running House of Mystery anthology series. The latter stays in character throughout, breaking the fourth wall to narrate and offer sly asides to the audience, thus eschewing the caption boxes so prevalent in most mainstream titles of the time. It's an exciting tale that takes Batman from the mean streets of Gotham to the shores of Scotland for a real gothic-inspired mystery.
The second story is the oft-reprinted first meeting between Batman and Swamp Thing, from the seventh issue of Swampy's own book. The moody artwork by Wrightson is the main draw here (no pun intended), as I found the story didn't age as well as I thought it would. The visual of Swamp Thing in a yellow trenchcoat and fedora evokes memories of the golden age of detectives, which even in the 1970s was fading fast. A house ad at the end of the story promotes the second issue of The Original Swamp Thing Saga, a series of reprints that were my initial introduction to Len Wein and Wrightson's classic series. The wraparound cover depicts Swampy's battle with the Frankenstein Monster and Werewolf surrogates from issues three and four.
The third story in Batman's Strangest Cases is "The Batman Nobody Knows." According to the opening caption box, "three ghetto-hardened kids" have joined Bruce Wayne on a camping expedition in the woods, a scenario that in our jaded twenty-first century feels suspect on its very face. The kids each share their impressions of Batman as crimefighter, supernatural force, etc., culminating in an appearance by the real deal, whom the kids write off as Bruce Wayne in a not-so-impressive costume. A funny little short, this one serves as a segue into the final two tales, both of which are fairly oozing with gothic trappings.
In "The Demon of Gothos Mansion," our hero sets out to help Alfred Pennyworth's niece, who has taken a teaching job at a desolate estate "one hundred miles from the nearest town." Little does she—or Batman—know that she has been recruited to help bring to life a demon, Ballk, at the cost of her own life. Batman ingeniously escapes a death trap. More escapades ensue.
The final entry, "A Vow from the Grave," involves a group of displaced circus performers (what we'd once uncharitably characterize as "freaks") and an escaped murderer. As with all the stories in this volume illustrated by Neal Adams and Dick Giordano, this one is saturated—almost literally, given the incessant rainfall—with atmosphere, making them great candidates for the giant-sized treatment in this volume.
One refreshing aspect of all the stories is the way Batman is portrayed as fallible, albeit within the boundaries of pulpish fiction. In other words, he's a trained fighter who will come out on top by the end of every adventure (this is never in doubt), but he is by no means invincible. In "Red Water Crimson Death," a loose step leads a common thug to get the jump on him, causing Commissioner Gordon to insist that our hero go on a vacation. "You're no good to me dead!" Gordon exclaims.
Similarly, Batman looks like he's putting in some effort to dispatch bad guys on a dock in the Swamp Thing story, while O'Neil sees fit to add a caption in "The Demon of Gothos Mansion" to explain how Batman's defeat of two country thugs, armed with a sycthe and axe, is possible only because of "long years" of training. In Batman stories of the last few decades, such victories are treated as foregone conclusions, and our hero would never be tripped up by something as mundane as a loose step. The character is poorer for being divorced from his roots as a regular person in a costume and elevated to near-deity status in today's comics and films.
A final observation is how much narrative ground can be covered so quickly in these stories. It takes exactly one page of story to get Bruce Wayne from Gotham City to a secluded country estate in "The Demon of Gothos Mansion," an entire story that, in 15 pages, is a marvel of economy. Similar efficiency is evidenced in "A Vow from the Grave," which has the same truncated page count. I know it's Old Man Shouts at Cloud territory to bitch about decompression in modern comics—and, listen, I love a lot of modern books—but it's so refreshing to read a complete story in just one sitting.
Overall, I really enjoyed Batman's Strangest Cases, three of which were brand-new to me. For $14.99, it was a fun stroll through the Bronze Age.