Spooktober: The Aftermath

It is November first, the day after Halloween. The candy has been handed out, and all that remains is to put away the costumes and take the decorations out of the yard. Elsewhere online, people are already gearing up for Noirvember or NaNoWriMo or “No-Shave November.” As I write this I am watching a compilation of horror movie trailers to keep the mood going, after having hit the Spirit Halloween Store to check out the after-holiday sales.

I usually like to post this October summary on the 31st, but the holiday itself turned out to be busy with work during the day and taking the kids trick-or-treating in the evening (this year I went as my namesake, celebrity chef Guy Fieri), not to mention cramming in a few last-minute horror movies. As always, I kept track of my viewing in the last month: the results are a little less varied than in some years, partly because I watched more series and sequels this time. I had a pile of movies set aside for this month, and watched quite a few of them, but since I bought more movies during the month, the pile I have left is almost as big.

Blade Runner 2049 was the only film I watched that isn’t horror, but in the past I’ve included movies that are better described as fantasy or science fiction or that belong to horror-adjacent genres such as thrillers or kaiju eiga; I’m not much for splitting hairs. (It was good, by the way.)

There were also theatrical screenings at the Warren Oldtown Horrorfest (formerly October at the Oldtown), organized by local filmmaker and presenter Leif Jonker (and shown nationwide by the Regal Cinemas chain, which purchased the Warren theaters earlier this year). The only Horrorfest film I skipped was Jaws, which is great but feels more like a summer movie to me. In addition to the Horrorfest screenings, my viewing included films on VHS, DVD, Blu-ray, YouTube, and cable television (thanks, TCM!). (I’m not really a VHS collector, but I appreciate a bargain, and when I found a copy of Saturday the 14th at a church flea market on Saturday the 14th, how could I not pick it up?)

1. The Awakening (Mike Newell, 1980)
2. Blood From the Mummy’s Tomb (Seth Holt, 1971)
3. Suspiria (Dario Argento, 1977)*
4. Fright Night (Tom Holland, 1985)*,**
5. Blade (Stephen Norrington, 1998)
6. Blade II (Guillermo del Toro, 2002)
7. Blade: Trinity (David S. Goyer, 2004)
8. Frankenweenie (Tim Burton, 2012)
9. The Dead Zone (David Cronenberg, 1983)*
10. Pet Sematary (Mary Lambert, 1989)*
11. The Monster Squad (Fred Dekker, 1987)*
12. Slave of the Cannibal God aka Mountain of the Cannibal God (Sergio Martino, 1978)
13. At Midnight I’ll Take Your Soul (José Mojica Marins, 1964)
14. This Night I’ll Possess Your Corpse (José Mojica Marins, 1967)
15. Embodiment of Evil (José Mojica Marins, 2008)
16. Saturday the 14th (Howard R. Cohen, 1981)
17. Saturday the 14th Strikes Back (Howard R. Cohen, 1988)
18. Blacula (William Crain, 1972)
19. King Kong (Merian C. Cooper and Ernest B. Schoedsack, 1933)*, **
20. Them! (Gordon Douglas, 1954)*, **
21. A Nightmare on Elm Street (Wes Craven, 1984)*
22. Scream, Blacula, Scream (Bob Kelljan, 1973)
23. Society (Brian Yuzna, 1989)
24. The Mad Executioners (Edwin Zbonek, 1963)
25. Blade Runner 2049 (Denis Villeneuve, 2017)*
26. Vampires (John Carpenter, 1998)
27. Cat People (Paul Schrader, 1982)*
28. Videodrome (David Cronenberg, 1983)*
29. Torture Dungeon (Andy Milligan, 1970)
30. The Phantom Carriage (Victor Sjöström, 1921)
31. Salem’s Lot (Tobe Hooper, 1979)
32. The Ghost of Frankenstein (Erle C. Kenton, 1942)
33. The Vault of Horror (Roy Ward Baker, 1973)
34. The Whip and the Body (Mario Bava, 1963)
35. The Crimson Cult (Vernon Sewell, 1968)
36. House of the Long Shadows (Pete Walker, 1983)
37. The Secret of the Mummy (Ivan Cardoso, 1982)
38. Night of the Living Dead (George Romero, 1968)*, **
39. Theater of Blood (Douglas Hickox, 1973)

* theatrical screening
** rewatch

Best movie: It’s hard to pick a clear-cut winner out of so many films. Aside from rewatches, Suspiria, Theater of Blood, Frankenweenie, and Blacula were all very solid films. I was also very taken by A Nightmare on Elm Street after years of thinking I wouldn’t like it. In fact, I enjoyed most of the movies I watched for the first time this month, with only a few duds.

Ultimately, I think David Cronenberg’s prescient media fantasia Videodrome (which, admittedly, I had seen bits and pieces of previously) is going to stay with me the longest. In addition to its Philip K. Dick-like meditations on perception vs. reality and weird body horror (an element Cronenberg is obviously known for), Videodrome captures and anticipates the reality of lives half lived through screens and the attendant social changes. I hadn’t realized just how much Max Headroom and The Matrix owed to Videodrome, from the analog futurism of hand-delivered videotape messages (maybe we could call it . . . “v-mail”?) to the overwhelming importance of television for people’s spiritual well-being (the “Cathode Ray Mission,” where the homeless could get a meal and some precious screen-time, being an obvious example, and one that Max Headroom borrowed almost verbatim). And, as in They Live (another film that could almost fit in the same universe), the question of who is ultimately behind the signals the TV stations broadcast, and what impact they have, has an answer that is anything but reassuring.

Scariest movie: I had waited to see Dario Argento’s giallo-inflected supernatural mystery Suspiria until I could see it on the big screen, and my patience wasn’t disappointed: the colors were vibrant and the story suitably suspenseful and frightening. And I’ve come to look forward to performances by lead Jessica Harper, who around this time seemed to specialize in movies that made use of her uneasy brittleness. However, the most surprising revelation of all was finding an Italian horror movie with a plot that makes sense!

Goriest movie(s): Two movies are tied for this category. The first, Slave of the Cannibal God, has many of the hallmarks of the Italian cannibal genre, including an emphasis on realism (although unlike many cannibal films, Slave does not pretend to be a documentary) that extends to filming the real deaths of animals in both native rituals and in (staged) fights that purport to show the cruelty of the jungle. No thanks. There is also a tremendous amount of (hopefully simulated!) human gore once the fearsome cannibal tribe is reached, and a third-act sequence of horrors that gets hard to take long before it is over. No wonder it was included on the infamous “video nasties” list by censors in the United Kingdom.

The other contender is Embodiment of Evil by Brazilian writer-director-star José Mojica Marins, who has made an industry of his character Zé do Caixão, better known in English as “Coffin Joe.” The evil undertaker, who began his career in the 1960s with At Midnight I’ll Take Your Soul, demonstrates a cruelty and indifference to conventional morality that makes him a unique antihero for a conservative society, with many similarities to the characters of the Marquis de Sade. Embodiment of Evil, Coffin Joe’s 2008 “comeback,” bears that comparison even more than his earlier films, since sophisticated special effects and more relaxed mores make it possible for Joe to terrorize his victims with much more graphic punishments (the cast also appears to include a number of body-modification practitioners, so it’s not even obvious to me that all of the piercings and other mortifications are strictly fake). I found the Coffin Joe movies interesting (and I liked the second one, This Night I’ll Possess Your Corpse, quite a bit), but ultimately Embodiment of Evil was as close to “torture porn” as I care to explore.

Dumbest movie I will probably watch again: Several of the movies I watched were either comedies or included frequent humor. Saturday the 14th was the most obviously jokey, a spoof of all kinds of horror movies thrown into a blender of a story about a book that will release all the evil in the world if read on the titular date. Jeffrey Tambor (in one of his first movie roles) appears as a vampire who appears to be going through a mid-life crisis, and the comedy really takes off when the monster hunter Van Helsing (Severn Darden) shows up as an “exterminator.” Silly stuff, but amusing for what it is and I could see it becoming an every few years tradition.

Worst movie: The first movie spawned a sequel, Saturday the 14th Strikes Back, a few years later, so of course I had to watch it. The good news is that there is no narrative connection or continuity to the first one beyond the simple idea that bad things are going to happen on the date in question. Also, while researching this, I discovered that none other than Gahan Wilson created the poster for the film, so there’s that. The bad news is that the movie is cheaply made and even dopier in its humor than the first one. It’s a candidate for weirdest movie, but the substitution of wackiness and off-the-wall behavior for actual jokes feels desperate. It also doesn’t make much sense: the premise of the film is that an ordinary family starts acting strangely when a crack in the basement begins releasing evil into the world, but they’re pretty nutty to begin with, eating candy for every meal and going through OCD-like precautions to protect themselves from germs. It feels like a movie straight from the imagination of the little boy in “It’s a Good Life.”

Actual Weirdest movie: In addition to the Saturday the 14th movies, there was quite a bit of weirdness in Videodrome and the similarly ooky Society; The Crimson Cult was frankly not weird enough for a film supposedly based on H. P. Lovecraft’s “Dreams in the Witch-House,” and its Scooby-Doo-like ending bummed me out. I have in the past made a distinction between movies that are weird in themselves and movies that appear to have been made by weirdoes: The Secret of the Mummy, by Brazilian provocateur Ivan Cardoso, qualifies as both. Jumping between black and white and color and incorporating stock travelogue and newsreel footage, as well as impressionistic montages and rapid cuts between isolated details, The Secret of the Mummy tells the story of an obsessed scientist who recovers an Egyptian mummy in order to test out his elixir of life and revive it. The fact that the young Pharaoh was a sex-crazed serial killer in life doesn’t faze the scientist, and once the mummy is up and about he resumes his favorite pastime. It feels like a collision of a Universal monster movie (as well as the sexed-up mummy, there are shades of Frankenstein, including a hunchbacked lab assistant) and a Carry On sex comedy. The Secret of the Mummy is unapologetically kinky, but extremely stylish, and Cardoso reminds me (based on this single film–I have three more to watch) of a straight, Brazilian John Waters.

Horror on a Budget: The crudeness of The Secret of the Mummy‘s production also reminds me of another outsider filmmaker I encountered this month, Andy Milligan, who in Torture Dungeon attempts to stage a medieval “epic” with a shoestring budget on Staten Island. One of Milligan’s techniques is to hide the paltriness of his sets by filming in tight close-up–so tight, in fact, that I didn’t realize until halfway through the movie that a main character only has one arm. Torture Dungeon is as raw as I was led to expect–the titular dungeon is onscreen for not more than three or four minutes, and the gore is of the Herschell Gordon Lewis papier-mâché variety–but was mostly enjoyable. It helps that I enjoy movies in which the seams show. By far the worst parts were the walk-on characters who do nothing to advance the story but deliver community theater-style stage business.

Finally, for the first time this year I took part in an October horror movie challenge, watching films to match specific categories. I generally just follow my whims when choosing what to watch, but it was fun expanding my horizons with some of the requirements. The Spooktober Challenge consisted of 31 categories, voted on from a list of nominees by members of The HORRORS . . . of THE DISSOLVE! Facebook group, with one movie counting for each category. Here are the categories and the movies that satisfied each one:

1. A horror movie by a female director: Pet Sematary (Mary Lambert)
2. A black and white horror movie: King Kong
3. A horror movie from a country other than your own: The Mad Executioners (Germany)
4. A horror anthology: The Vault of Horror
5. A horror movie marketed to kids: The Monster Squad
6. A horror-comedy: Saturday the 14th
7. A silent horror movie: The Phantom Carriage
8. An avant-garde or experimental horror movie: Videodrome
9. A horror movie featuring a non-white protagonist: Blade
10. A classic Universal monster movie: The Ghost of Frankenstein
11. A horror movie by an LGBTQ writer or director: Torture Dungeon (Andy Milligan)
12. A Hammer horror movie: Blood From the Mummy’s Tomb
13. A horror movie involving a non-Christian/Satanic religion: Scream, Blacula, Scream (Voodoo)
14. A horror movie from the year you were born: Theater of Blood (1973)
15. An “all-time great” horror movie that you’ve never seen: A Nightmare on Elm Street
16. A giallo: Suspiria
17. A horror movie starring Vincent Price: House of the Long Shadows
18. A horror movie from Latin America: The Secret of the Mummy (Brazil)
19. A Mario Bava movie: The Whip and the Body
20. A made-for-TV horror movie: Salem’s Lot
21. A horror movie that terrified you as a child: Them!
22. A John Carpenter movie: Vampires
23. A Lovecraftian horror movie: The Crimson Cult
24. A horror movie by a non-white director: Blacula (William Crain)
25. A slasher movie that is not part of a franchise: Corruption (Robert Hartford-Davis, 1968)
26. A video nasty: Slave of the Cannibal God
27. A body horror: Society
28. A horror movie featuring a witch or witchcraft: Embodiment of Evil
29. A horror movie where someone turns into an animal – but NOT a werewolf: Cat People
30. An animated horror movie or short: Frankenweenie
31. A horror movie by a typically non-horror director: The Awakening (Mike Newell)

The terms of the challenge allowed for movies viewed in September to count, but I only needed to count one: Corruption is something of a proto-slasher, with Peter Cushing as an increasingly-unhinged surgeon who kills women to supply his disfigured girlfriend with the pituitary gland extract that keeps her beautiful. I’m not a huge fan of slashers, anyway, so this was close enough for me.

In addition, there were three “bonus challenges” that I successfully completed: at least one movie from each decade, 1920s to 2010s; no more than five movies that you have already seen (King Kong and Them! were the only rewatches I counted toward the challenge); and only one movie per director (it was lucky for me that Blacula and its sequel Scream, Blacula, Scream didn’t have the same director!).

I hope you had a happy Halloween and saw something good or at least surprising in the past month. Let me know if you recommend anything else based on what I’ve listed here or if you just have a horror movie you’re enthusiastic about. I’ve already got my list for next year started: after all, it’s only twelve months until next Halloween!

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Kamandi Challenge no. 10

Cover by Francis Manapul

“Mother, May I?”
Writer: Greg Pak
Penciller: Shane Davis
Inker: Michelle Delecki
Colorist: Hi-Fi
Letterer: Clem Robins
Editors: Brittany Holzherr and Dan DiDio

After the robot has dragged Kamandi from the waiting room (seen last issue), we see that the facility is a museum, the robots engaged in mounting displays of the humanoid animals that populate the earth. Other displays show the forgotten world of humans, and Kamandi sees a photograph of himself with his mother (remember, Kamandi has been searching for his missing parents since the attack on his home in issue no. 1). The robots, confused and agitated by the presence of a human (who are not supposed to be given the taxidermy treatment), prepare to take him to the Commander. Kamandi breaks free using a gun from the museum’s collection (how many times have we seen something like that happen?) and escapes to the ocean that surrounds the building.

While he jetskis away, he is attacked by a punk-looking gang of sharks with humanoid arms and machine guns. However, when the sharks discover that Kamandi isn’t a robot, they help him fight off his pursuers and escort him to shore. In exchange for sparing his life, they turn Kamandi over to a group of humanoid panthers, “death worshipers” who go by names like “Dead Woman” and “Dead Man” and refer to Kamandi as “Dead Boy.” Their fatalism is only a realistic appraisal of their chances: the area is ruled over by the Commander, controller of the robots, who lives at the top of a tower that overlooks the land. Sooner or later, death comes to all animal hybrids under such a reign. The panthers expect Kamandi to help invade the tower and kill the Commander.

After a graphic demonstration of the tower’s killing power, Kamandi decides to take the mysterious Commander on alone. Gaining entry by stealth, Kamandi spies containers of “Anti-Cortexin” (Cortexin being the chemical that originally gave sentience and upright posture to the animals of Kamandi’s world) and is attacked by more robots.

Kamandi is saved when a woman wearing power armor destroys the robots; Kamandi recognizes her as his long-sought mother. In the course of the reunion, she explains that she had hoped to keep him safe during the Android Wars by hiding him in the simulated small town in which he was raised, but upon returning she had found it destroyed. Now, after conquering the robots, she has but a single purpose in mind: she plans to use the Anti-Cortexin to return the world’s animals to their natural state, and make the world safe again for humans. Of course, it turns out, she is the Commander.

Kamandi barely has time to react to this news when an explosion rips the building apart: the death-worshiping cats have broken into the tower; in the last panel, Kamandi holds the body of his mother, who was injured in the explosion and may or may not be dead.

If the double-page sharks vs. robots spread doesn’t scream “COMICS!” to you, I don’t know what would. After the stark, existential meditation of Tom King and Kevin Eastman’s “Ain’t It a Drag?”, “Mother, May I?” is both a return to the bold four-color mayhem we have come to expect from Kamandi, and more importantly a turn towards a possible conclusion. As part 10 of a projected 12, Greg Pak and the writers who will follow him have their work cut out for them in fashioning an ending to this sprawling, multi-author story.

The reunion with Kamandi’s mother (unless the next installment undoes this by making her a robot or impostor, because comics) answers one of the central mysteries of the series, but leaves many unanswered: what happened to Kamandi’s father, for example? The Commander’s genocidal mission against the sentient animals is another: early on, when Kamandi first escaped the destruction of his home, he might have been expected to think the same way, that the humanoid animals are monstrous and that the natural order of things has been overturned. Yet if there is one consistent arc in this round-robin story, it is Kamandi’s growing understanding that intelligence, compassion, and friendship come in many forms. The varied relationships he has formed with characters such as Dr. Canus, Vila, Mack, and Sadie are testament to this enlarged sense of humanity, and a single panel shows in Kamandi’s facial expression that he is both surprised and aghast at his mother’s plan.

From a metafictional perspective, too, the reader doesn’t really expect such a plan to succeed, if success would undo what makes this fictional world attractive and interesting to begin with. For all its terrors, Earth After Disaster is full of wonders; in contrast to the resource-starved desert of the Mad Max films, it is teeming with life, and while Kamandi has sought others like himself in vain until now, he is long past seeking to wipe the slate clean.

Sometimes authors create tension by awareness of the character’s desire for circumstances that would foreclose narrative possibilities–Superman may wrestle with his desire to live as a normal man on an intact Krypton, even though it is his presence on Earth that gives him power and makes him a superhero–but in this case Kamandi’s journey has been one that brings him in line with the reader’s perspective, and I get the impression that he doesn’t want to erase the effects of the Great Disaster any more than the reader does.

On the other hand, there are only two chapters left in this saga, and unlike most open-ended comic book stories, there’s nothing stopping the last writer from blowing it all up. We shall see: if you’ll pardon the speculation, I suspect that we’ll find that either Kamandi’s mother isn’t actually dead, allowing this conflict to play out and form the climax of the series, or Kamandi’s father will enter the scene, either to continue her plan or as someone with a different set of priorities. We shall see.

Kamandi Challenge no. 9

Cover by Mark Buckingham & Steve Buccellato

“Ain’t It a Drag?”
Writer: Tom King
Artists: Kevin Eastman & Freddie Williams II
Letterer: Clem Robins
Editors: Brittany Holzherr & Dan DiDio

I’ve heard Tom King’s name a lot lately, in connection with projects like The Vision and Mister Miracle; according to one acquaintance, King is the best writer currently active in comics. But I hadn’t gotten around to reading much of his work yet. I don’t read everything, so until reading “Ain’t It a Drag?” in Kamandi Challenge no. 9, I knew King mainly by his reputation. On the basis of this one story, I have become a believer.

The plot of “Ain’t It a Drag?” is simple, almost schematically so, and is a departure in style and format from the previous chapters of this ongoing serial. The detailed, monochromatic art by Kevin Eastman (who has plenty of experience with talking animals as co-creator of the Teenage Mutant Ninja Turtles) and Freddie Williams II combines with King’s dialogue to create a story that unfolds elegantly, like a fable. In broad strokes it could take place anywhere or to almost any character, but in its details it shows off what makes Kamandi and his world distinctive.

Kamandi awakens in an enclosed, cave-like room with a number of other people, or rather the anthropomorphized animals who are Earth A.D.’s primary inhabitants. Kamandi has only a vague memory of the sea serpent that menaced him at the end of last issue, but at some point he was captured and taken to this place.

Periodically, over a period of months, a door opens and an alien-looking robot (or something) enters, grabbing one inmate and dragging them away: where or to what fate is unknown, but everyone has varying opinions. Herbert, a friendly elephant, is optimistic and describes everything as “awesome.” Maybe the visitor is taking people away to somewhere awesome, and it’s so great nobody wants to come back? Could that be why no one has returned to describe it?

Other animals react in their own way, in fear or acceptance. A mother kangaroo pleads “Not my baby!” every time the dragging begins, until she is herself taken. A small bird spends time writing a story about the cave and what might lie beyond it. Kamandi, for his part, occupies himself building his strength and making plans to attack the robot, each time failing to even slow it down. Ultimately, after everyone else is gone, he too is taken, and the cave is empty except for the slab-like bench that was the cave’s only furniture, now clearly a symbolic coffin.

The most obvious interpretation of this story is to regard the door as death, the fate to which all of us are eventually dragged and from which no one has returned to describe the experience. No amount of strength, preparation, or pleading can put it off when it’s your time, but it is ultimately part of the rhythm of life, a fact to be accepted as best one can. Herbert’s faith in something “awesome” beyond the door is a comforting religious belief. Others live in denial, escaping into nostalgia or fantasy, or maintaining a “stiff upper lip.” One inmate, a moss-covered turtle, has seen generations come and go in the cave, and decides that it is his time; he steps forward to meet his fate, only to be ignored (although he is later gone, so I guess he eventually was taken). How much easier it must be to make one’s peace with the end when friends and family are already gone, no works left undone.

Kamandi’s single-minded attempts to defeat the intruder, to escape from the cave, to defend the other inmates, are both one common reaction taken to extremes and a perfectly apt behavior we would expect from an action hero. In his more conventional adventures, Kamandi is perpetually escaping and throwing off impediments to his freedom. He is often described as “pugnacious,” and here we see what that really means in the face of impossible odds: fighting until the last, refusing to submit. “All we know about what they’re going to do is . . . what they’ve done,” Kamandi tells Herbert, explaining why he fights so hard. “And those kinds of people, who do this . . . they don’t take you someplace nice or awesome. They just don’t.”

Of course, this is still part of an ongoing narrative: Kamandi refers to his past, relating all of the crazy stuff the previous authors have put him through, and while the ending is barely a cliffhanger, we can trust that Kamandi didn’t literally die at the end of the story. The metaphor only goes so far. It’s not a coincidence, I am sure, that the characters’ place of imprisonment is a cave, the Platonic symbol of an illusory reality. The various expressions of fear, regret, pride, and acceptance the inmates display are just coping strategies for a situation over which they have no power except in their own attitude. As easy as it may be for prisoners to identify the cell as their entire world, there is clearly something beyond the door in this story, and I have faith that the next authors will give Kamandi a chance to escape.

But that’s the problem with faith, isn’t it? By definition it is an expectation without a concrete foundation. I imagine that readers in 1978 had faith that Kamandi would continue to be published after issue no. 59, but the industry-wide collapse that led to the “DC Implosion” and the book’s cancellation put an end to that, much more quickly than anyone could have expected. I have faith that I’ll be around in October to read Kamandi Challenge no. 10, but an errant nuclear missile, or a careless driver, or a dislodged blood clot in the wrong place could cut off that possibility. If that happens, then Kamandi’s story will have ended here, at least as far as I’m concerned.

That belief that the story, both in the sense of a constructed narrative and in the sense of life itself, will continue is an essential assumption, however. Without it, only despair and inertia are possible. Kamandi, in the dialogue of this story, makes an observation that gets to the essence of storytelling, particularly of the serial variety: “It all just leads to the brink of something horrible. And over that brink, you go over. And you’re back to . . . everything. . . . And that goes on . . . it just keeps going on.” Kamandi says these words in a moment of existential despair, overwhelmed by the flood of oncoming events that is perpetually his life. Herbert the elephant, ever the optimist, replies, “Yes, exactly. I bet that’s exactly right. And isn’t that awesome?”

“Ain’t It a Drag?” is preceded by a quotation from Blaise Pascal (“I know not whence I came. I know not whither I go.”) and ends with one from Jack Kirby, one that contextualizes Herbert’s search for awesomeness and reinforces the notion that this shadow play is concerned primarily with mortality, with one’s place in the universe and the unknowability of it all. Kirby, who would have turned 100 in August, was most at home balancing the intimacy of character with the sprawling canvas of the cosmos, microcosm and macrocosm, and he rarely favored subtlety. Humanity, to Kirby, is no less powerful and dramatic than the greatest forces in the universe, because those same forces are at home in the hearts and souls of men and women. If King, Eastman, and Williams have distilled the essence of serialized storytelling and of the character Kamandi, they have also placed it in a context befitting the master world-builder and “King of Comics” himself, and touched on the power from which Kirby so liberally drew. In placing Kamandi in a narrative as conceptually audacious and formally inventive as those Kirby himself favored, they have created one of the most powerful tributes to him that I have yet seen in this, his centenary year.

Medleyana: Year Four

I’ve been thinking about Dungeons & Dragons lately: specifically, the period in the mid-1980s when I was most obsessed with the game. (This is a periodic thing for me: I don’t play anymore, but once or twice a year I get the itch to relive past glories.) I’ve been reading some of the adventure modules and other materials from that era, and one thing I remember is how much time I spent as a kid just reading those same books, poring over the pictures and the endless statistics and rules (well, the rules I mostly skimmed) and regretting that I didn’t get enough serious playing in. I felt like I was missing out. I’ve since heard from many D&D fans who in fact never played the game at all, either because they didn’t have friends who were interested, or they weren’t allowed to play by strict parents, or they just didn’t have enough free time.

I am certainly familiar with the daily ritual of examining gaming materials that would never see a round of melee combat, but my situation was a bit different: in those days, the writers at Dragon and Polyhedron (and, I dunno, White Dwarf I guess) put an awful lot of emphasis on the importance of developing your campaign. “Campaign” was the word for the ongoing game over the long haul, and in particular the interconnected skein of events, personalities, and long-term goals that transformed a series of disconnected sessions and small-stakes adventures into a sweeping epic like The Lord of the Rings or The Chronicles of Amber. A properly developed campaign was, it was hoped, the stuff of legends, the kind of immersive collaborative storytelling that years later would make players wistful as they recalled together, “Do you remember that night in Shanar, the one with the Halfling assassin?” “Ah, yes, I remember it well.” Sighs of contented reminiscence all around. It’s no wonder that the word campaign itself was borrowed from military jargon by way of wargaming: were not a group of players bonded together over time and shared experience in a manner akin to veteran soldiers?

Equally important, at least in the pages of Dragon, was your campaign world. It was fine to play in the World of Greyhawk, the default setting of most of the early published adventure modules (replaced later on by The Forgotten Realms and a number of other prefab settings), but it was assumed that you would only be satisfied with that for so long, and that at best such supplements were to serve as a springboard for your own Great Work, the Magnum Opus of any Dungeon Master: your own individual campaign world, one that you created, and sown with seeds for adventure derived from the unique geography, history, and culture(s) that you came up with. It all sounded very compelling, and just as importantly designing your own world from scratch gave you something to do during that time when you weren’t playing but you were leafing through the rulebooks anyway.

In middle school, I had a lot to learn about worldbuilding, Dungeon Mastering, and storytelling, but that’s not the point of this. No, the main thing I remember about my campaign, set in the world of Ix-Nay, was how it got harder and harder to get all four (and later three) players, including myself, together, until finally we were playing maybe once a year. No wonder Ix-Nay never had the breath of life in it! In roleplaying games, a setting isn’t really a world until it has been set in motion and players have been given a chance to explore it. So I felt that I was missing a key experience in any serious gamer’s career (and as you can tell, I took this calling very seriously indeed).

But here’s the thing: even though my campaign with my custom-made world and handpicked players withered on the vine, in retrospect I played D&D quite a lot. There would be random pick-up games with kids who would come and go, most of these sessions one-shots with characters who were never seen again. There was even a Dungeons & Dragons club at my middle school, held in the art teacher’s room. Sometimes I was the DM and sometimes the player. Sometimes you would be playing with people you didn’t even particularly like. The game experiences I had ranged from total party kills at the hands of rigorous (to a fault) DMs who had strong ideas about the integrity of the game, to freeform fantasies that included guest stars like Bon Jovi. I have a lot of memories of playing D&D (or the mutated offshoots of it we came up with ourselves). Yet at the time, snob that I was, I didn’t think those games “counted” because they weren’t part of my campaign. They were, at best, pre-season or exhibition games (to use the parlance of sports with which I was hardly conversant at the time).

It wasn’t until much later that I renewed my acquaintance with the Devil’s game from the player’s side and experienced some truly excellent Dungeon Mastering. I learned that developing a campaign is a two-way street, built upon the contributions of both Dungeon Master and players, and most of it all it requires regular care and feeding with weekly or biweekly sessions (ultimately I just didn’t have time for that kind of commitment, but I kept it up for a few years). Perhaps that helped put my youthful gaming in perspective: I could stop beating myself up about my “failed” campaign and embrace the fun and growth I had experienced in the “unofficial” side quests. They really hadn’t been so different.

All of which brings me to the changes I’ve gone through in the last year and how that has been reflected in this blog. This weekend marked four years since I began Medleyana, and as I always do at this time of year it’s time to set down a few thoughts about what I’ve done with it and where it’s going. I’ll be the first to admit that writing hasn’t always been the first thing on my mind this year: my work as a musician and teacher has kept me busy, and even “free time” doesn’t always equate to writing time if I really just need to recharge my batteries. (I won’t deny that the dreadful state of our politics has gotten me down as well.) I’ve also noticed that the majority of my blog posts have become reviews: it’s much easier to get the words flowing in response to a movie or a book or comic, and it makes it easier to stop when you reach the end of that topic, as opposed to the open-ended ruminations that Medleyana started out as.

At the same time, however, when I look back at the past year, I’ve actually done a fair amount of writing. Although there were some gaps in posting, I’ve averaged about two entries a month, and I can be proud of what I’ve written (revisiting my first year, it strikes me that many posts were filler, born of self-imposed deadlines). Among other things, I also completed the draft of a novel earlier this summer, an undertaking of at least the last four years or so (another one of those “small” projects that grew bigger as I went); it’s still in need of complete rewriting before it will be fit for any kind of public consumption, but being able to write THE END on it, even in the state it’s in, has been a real relief, and is perhaps one reason I can look at what I’ve published this year and be okay with it.

Ultimately, just as I learned when playing D&D, there is little difference between what I see as my “real” work and what I produce in the mean time: it’s all part of the process, and it takes just as much focus to write a good blog post as it does to complete a novel, the only difference being the length and the relative challenge of sustaining that focus over the long haul: the difference between a one-off adventure and a campaign, if you will.

Fates Worse Than Death: Dick Tracy vs. Crime, Inc.

Criminologist Stephen Chandler is a haunted man: after the deaths of his colleagues Allison and Thornton, he is now in the sights of the mysterious killer known only as “the Ghost.” Even the nearness of his adult daughter, June, and the watchful police officers that surround his estate cannot reassure him. Even Dick Tracy himself, on his way from his headquarters in Washington, D.C., cannot guarantee Chandler’s safety, for who could possibly be on guard against an invisible man?

Yes, at his secret headquarters, with the assistance of mad inventor Lucifer, the Ghost plots to strike. The mask the Ghost wears hides his identity should he be spotted, but it is with the “contact disc” he wears around his neck that he truly lives up to his namesake. With the twist of a few dials on Lucifer’s console, the Ghost fades from view, with only an eerie whistling sound to indicate his presence. And it is in this form that the Ghost sneaks past Chandler’s guard and into his study, shooting him dead. By the time Tracy arrives, it’s too late.

It should be clear from this opening chapter (a chapter that also includes a plot to destroy New York City by dropping depth charges on a hidden faultline) that Dick Tracy vs. Crime, Inc., the fourth and final Republic Dick Tracy serial, has left Chester Gould’s comic strip behind and is content to dwell full-time in serial land. It is most similar to the first Tracy serial from 1937, but even that serial, with its flying wing and personality-altering surgery, didn’t commit to anything as fantastic as invisibility, and it occasionally slowed down for mundane police work, which Crime, Inc. has little time for.

It is the humble finger print, however, that provides a hint to the nature of the Ghost and his vendetta: the only prints left behind after Chandler’s murder belong to “Rackets” Regan, a criminal executed at Sing Sing a few years before. Chandler and the first two victims had been a member of the secret Council of Eight, a group of influential citizens united to stop the scourge of organized crime. It was the Council of Eight who, along with Tracy, brought down Regan, and since the Ghost is Regan’s surviving brother (as he reveals to Lucifer in one of those “as you know” monologues that once lubricated all kinds of genre narratives), the motive for his killing spree is clear: revenge first, and resuming Regan’s criminal regime, nicknamed “Crime, Inc.”, later.

Of course, Tracy and his colleagues don’t know all that at first. In fact, they don’t even realize they’re dealing with an invisible man until nearly the last chapter (for a while, everyone who realizes the Ghost’s secret winds up dead before they can tell anyone else). But the seeming return of “Rackets” Regan leads to a reconvening of the surviving members of the Council; Tracy’s regular meetings with the group and the Ghost’s gradual reduction of their numbers, And Then There Were None-style, forms the spine of the plot. And not surprisingly (if you’ve seen more than a few of these serials), it is soon apparent that the Ghost is secretly a member of the Council himself! Once Tracy realizes that, he goes on the offensive, feeding the Council information with which he hopes to trap the Ghost and discover his identity.

Since Tracy, having been promoted at the end of Dick Tracy’s G-Men, is now based in Washington, he has an all-new supporting cast. Billy Carr (Michael Owen) fills the role of Tracy’s partner/sidekick, replacing Steve Lockwood. June Chandler (Jan Wiley), daughter of the man murdered in Chapter One, sticks around to assist Tracy, help run Council meetings, and later turns out to have her own scientific skills as a “sound expert,” helping Tracy analyze the whistling sound that accompanies the Ghost’s crimes (before they understand that he is invisible). June is more involved and gets more screen time than Gwen Andrews did in the earlier serials, but it would still be a stretch to refer to her as a “love interest” as Max Allan Collins does in his commentary. In my opinion she fits the category of “strictly Platonic, but the only major female character in the film,” but without his comic strip paramour Tess Trueheart around, Tracy is married to the law alone. (Of course Ralph Byrd is still in the title role, making him the only cast member to appear in all four serials.)

On the villains’ side, the Ghost gets his own credit, keeping his identity secret from the audience until the end. His main associate Lucifer is played by John Davidson, the cadaverous character actor with the sepulchral voice, whom we have encountered several times before in this series, and who almost always appears as a heavy. Other henchmen include Anthony Warde (who played the main bad guy in Buck Rogers) and Stanley Price, who makes an uncredited appearance in only one chapter, but whose intensity (imagine a teleporter accident fusing Peter Lorre and James Cagney) is always welcome.

Dick Tracy vs. Crime, Inc. is a mixed bag: the emphasis on unrelenting action makes for some ambitious and boisterous fight scenes, with actors and stuntmen really throwing themselves into it. A knockdown-drag-out between Tracy and a henchman impersonating a butler in Chapter Two is typical, and one gets the sense that each chapter’s fight is meant to top the last, with more men fighting and each location more dangerous. On the other hand, there are quite a few shoot-outs with men blasting at each other from behind walls, and lots of car chases, which I just don’t find that exciting, no matter how much the black sedans squeal their tires or fishtail around tight corners. Several perils are lifted from previous Tracy serials; in some chapters that means there are actually two big action set pieces, which would have been more impressive if I hadn’t seen them before.

However, the Ghost’s invisibility is a gimmick that lends itself to atmospheric effects, bringing back elements of suspense and horror not seen since the 1937 serial. Simple devices like doors and windows that open by themselves, characters disturbed by a bump or stray gust of wind from an unknown source, or the disembodied voice of the Ghost himself (“I’m in the room even though you can’t see me. . . . Now you know why I’m called the Ghost. . . .”) are quite creepy, and (lest we forget) are always accompanied by the spooky electronic whistling of the invisibility mechanism. When the Ghost strikes, his weapon, be it a gun or knife, floats in mid-air; the Ghost’s clothes or other accessories aren’t visible, but the terrifying sight of a gun, seemingly pointing by itself, is enough of a spectacle that the filmmakers weren’t going to let logic stop them from using it.

Finally, the Ghost’s invisibility inspires an equally audacious countermeasure, matching pseudoscience for pseudoscience. In the final trap Tracy lays for the Ghost, he uses a special “infra-red X-ray” light that not only renders invisible things visible, but inverts the spectrum, making everything look like a photo negative. It’s a satisfying and memorably strange ending to one of the G-man’s weirdest adventures.

What I Watched: Dick Tracy vs. Crime, Inc. (Republic, 1941)

Where I Watched It: Dick Tracy Complete Serial Collection, VCI Entertainment

No. of Chapters: 15

Best Chapter Title: “Doom Patrol” (Chapter Three). Nothing to do with the wild DC comic of the same name, of course, but an exciting, evocative title for a chapter that ends up recycling footage from earlier Dick Tracy serials. (At least there is no economy chapter, so nothing is repeated from earlier chapters.)

Best Cliffhanger: At the end of Chapter Thirteen (“The Challenge”), Dick Tracy has spotted the Ghost, momentarily visible but still masked, in the halls of the Ambassador Hotel. After a chase, both end up on the roof, where a fight ensues. While grappling, the Ghost pushes Tracy out over the ledge; Tracy grabs at the Ambassador’s sign, pulling the A off accidentally so we get a good sense of how far down it is to the sidewalk below. Eventually, Tracy is clinging to the sign, which pulls away from the wall under his weight. The sign plummets to the ground, surely taking Tracy with it. . . .

Sample Dialogue: “That explains a lot of things.” –Dick Tracy, after discovering that the Ghost can make himself invisible in Chapter Fourteen (“Invisible Terror”)

The Dick Tracy serials ranked, best to worst:
1. Dick Tracy Returns (1938)
2. Dick Tracy’s G-Men (1939)
3. Dick Tracy (1937)
4. Dick Tracy vs. Crime, Inc. (1941)

Points of connection: Crime, Inc. was the last Dick Tracy serial and the last Tracy outing from Republic. Between 1945 and 1947, RKO would produce four Dick Tracy feature films, leaning into the darker elements of the character’s setting and spotlighting grotesque villains like Splitface and Gruesome. Morgan Conway played the title role in the first two films, but then Ralph Byrd came back to portray the character with which he was most identified. After several live-action and animated television series, the next big screen outing was the 1990 feature film starring and directed by Warren Beatty, who realized a long-held dream by putting his stamp on the character. As of this writing, Beatty still holds the movie rights to the comic strip and insists he will one day make another Tracy film.

What Others Have Said: “The times are changing–note the swing music coming out of jukeboxes–and the next time Byrd plays Tracy, the innocent serial world of Republic will be traded in for the film noir universe of RKO, but in 1941, Dick Tracy vs. Crime, Inc. is sheer, serialized fun.” –Max Allan Collins, in his introduction to the VCI DVD

What’s Next: That wraps up “Fates Worse Than Death” for the summer, but I have a few serials on DVD I didn’t get to this year, so I may or may not wait until next summer to cover them. Keep watching this space, and thanks for reading!

Fates Worse Than Death: Dick Tracy’s G-Men

Dick Tracy’s G-Men begins where most serials end: with the capture and execution of a supervillain. A newsreel begins the first chapter by introducing Nicolas Zarnoff (Irving Pichel), a “master spy” with a hand in disrupting and overthrowing governments all over the world. The newsreel shows footage of Dick Tracy and the men of the FBI’s Western Division capturing Zarnoff in a daring raid, and concludes with Zarnoff’s sentence of death in the gas chamber. After viewing the newsreel and approving it, Tracy is summoned to Zarnoff’s cell for a few last words, and we learn through dialogue just how wily and dangerous he is: he attempts to direct Tracy to a previously undisclosed hideout, but Tracy cuts him off. The G-men have already been there and defused the bomb Zarnoff had hidden in a safe to finish them off. This sets the tone for the serial: trap and counter-trap.

Tracy departs after Zarnoff vows his revenge. Then Zarnoff receives his last request: copies of all the major daily newspapers. Finding a hidden message from his associates in one of them, he tears up strips of the paper and moistens it in a cup. Drinking the water, he goes quietly to the gas chamber, only for his body to be stolen by his underlings and revived later. After investigating, Tracy learns that a drug known only to the Kali* priests of India was mixed into the ink at the newspaper printing press; by ingesting it, Zarnoff was able to stop his heart and breathing and insulate himself from the lethal gas for a time until he could be revived. Once free, he takes up his criminal enterprises where he left off, with an extra dose of vengeance for the only man to ever capture him: Dick Tracy!

* Pronounced “Kay-lie.” Pronunciation in these films is something I haven’t mentioned before, but there are a few that sound eccentric to modern ears, and not only foreign terms that are now more familiar. Columbia’s announcer habitually pronounces “ally” with the emphasis on the second syllable, as “al-LIE,” and in this serial a henchmen speaks of “DEE-tonating” a bomb. Whether these are relics of older accents or pronunciations from a time when such things were less standardized in broadcasting than they are now, or simply slips of the tongue that were left in due to the hurried “one take” method of filming serials, I’m not sure.

Where 1937’s Dick Tracy has much in common with other serials in its masked mastermind and brainwashed brother, and Dick Tracy Returns is tonally similar to Chester Gould’s comic strip, Dick Tracy’s G-Men seems to draw a great deal of inspiration from the pulp magazines that were contemporary to it. For one thing, there is a great deal of well-executed action, including excellent fight choreography and stuntwork. More importantly, the exoticism of a secret drug mixed into newsprint is just one of many examples of bizarre gimmicks that could be torn from a Ripley’s Believe it or Not! strip, or from the adventures of the Shadow or one of the many knock-offs of Sax Rohmer’s Fu Manchu (or, looking ahead a few decades, the kind of thing Ian Fleming’s James Bond might run into). In another chapter, Zarnoff traps Tracy and his partner Steve Lockwood in a barred room, electrified by a sparking dynamo, and the settings in this serial are even more wide-ranging and colorful than usual, from a lighthouse to a deserted Old West ghost town. Like many serial villains, Zarnoff has hideouts and connections in all manner of places: an abandoned cannery, a fur store, a diving bell hidden beneath a dam, and several houses, cabins, and hotel rooms. Even the conclusion, with Tracy and Zarnoff stranded alone together in the desert, is different in character from the typical serial confrontation, like something out of a men’s adventure magazine and featuring a moralistic O. Henry twist (although it is similar to the ending of Dick Tracy Returns in that it gets the hero and villain alone together by means of an attempted airplane escape).

Allowing for the generally vague politics of serials, Dick Tracy’s G-Men is also more political than its predecessors: as mentioned, Zarnoff is a “master spy” credited with destabilizing democratic governments. A few years earlier, such a villain would have probably been described as a “revolutionary” (code for an anarchist or communist, matching Zarnoff’s beard and Russian name), but Zarnoff is more of a mercenary terrorist, selling his services to the “Three Powers,” a consortium of foreign governments (unnamed, but guess which “three powers” were causing anxiety in the U.S. in 1939?). Zarnoff’s plots include trying to kill the visiting President of a Latin American country, the sabotage of major installations like dams and canals, and the theft of secret plans for weapons and military operations. Whatever his motives, the fact that he is haughty, cynical and almost unnaturally cool-headed (one might say cold-blooded) makes it easy to root against him.

Ralph Byrd returns in the lead role, even more jolly than usual, but the supporting cast has once again been shuffled: Junior and Mike McGurk are nowhere to be found in this serial. Steve Lockwood (Ted Pearson) and Gwen Andrews (Phyllis Isely, who would soon change her stage name to Jennifer Jones) remain in Tracy’s office, played by different actors, and additional support comes from interchangeable agents Scott (Robert Carson) and Foster (Julian Madison).

Zarnoff’s main henchman, Robal, is played by Walter Miller, and to me he looks an awful lot like Ralph Byrd. The fact that he generally wears dark suits and Dick Tracy wears light ones makes it easier to tell them apart, so I guess the cliché about white hats and black hats holds true. It’s a pity that nothing is ever made of their resemblance, like Robal trying to infiltrate the FBI or something like that; maybe Miller should have played Gordon Tracy in the 1937 serial. (And as for that name: “Robal” sounds like something from a Steve Ditko comic, but Chester Gould did have a penchant for using backwards spellings for character names–Professor Emirc, anyone? So was Robal a hidden commentary connecting Labor and un-American activity, or is it simply that Robal is Zarnoff’s “workhorse”? Who knows?)

An uncredited appearance is made by Sammy McKim, who played young Kit Carson in The Painted Stallion, as a boy who helps Tracy get out of an explosive-filled mineshaft in the ghost town chapter. As a child actor, McKim specialized in Western types, so it’s fitting that he makes an appearance for the Old West themed episode.

Interestingly, Harrison Greene, this time credited, returns for one scene as “the Baron,” a representative of the Three Powers interested in obtaining military secrets. Whether he is the same Baron seen in the previous two serials is anyone’s guess, but Greene is apparently the only actor besides Ralph Byrd to appear consistently in the Dick Tracy serials.

What I Watched: Dick Tracy’s G-Men (Republic, 1939)

Where I Watched It: Dick Tracy Complete Serial Collection, VCI Entertainment

No. of Chapters: 15

Best Chapter Title: Chapter titles include both “Sunken Peril” (Chapter Six) and “Caverns of Peril” (Chapter Eleven), but my favorite is Chapter Ten, “Crackling Fury” (an apt description of the sparking dynamo that Tracy and Steve are locked in with).

Best Cliffhanger: One thing that can be said of Republic’s cliffhangers is that they are almost always well-integrated into the plot. The chapter title frequently gives a hint as to the peril that the hero will face at the end, and enough foreshadowing is given–a bit of dialogue or a close-up on some innocuous prop that will become the instrument of doom–that the danger can be seen coming–or could have been seen if only the hero had been more careful. In Dick Tracy’s G-Men, the typical car, airplane, autogyro (!), and dirigible (!!) mishaps are alternated with some truly fiendish and inventive death traps. This is the real stuff, serial fans.

Yes, Dick Tracy’s G-Men uses stock footage of the 1937 Hindenburg disaster as part of a cliffhanger.

In Chapter Two (“Captured”), Dick Tracy is bound and gagged and placed behind a locked door with a pistol rigged to shoot at whomever tries to open it; Zarnoff figures that the stray shot will force the trigger-happy G-men to spray the door with machine gun fire, executing their helpless boss. (And it almost works, too!) In Chapter Eight (“Chamber of Doom”), Tracy is nearly asphyxiated in a furrier’s fumigation room (surely a source of ironic satisfaction for Zarnoff, who faced his own gas chamber in Chapter One!); in Chapter Thirteen (“The Fatal Ride”), Tracy, Lockwood, and FBI Director Anderson are nearly gassed again in the sealed back seat of a taxi cab driven by one of Zarnoff’s men. Only a convenient air tube gets them through that one.

Upon reflection, however, my favorite cliffhanger is the one closing Chapter Four (“The Enemy Strikes”). This chapter takes place in and around a barge filled with explosives. Zarnoff knows that Tracy has tracked him to a dockside salvage outfitter, so he lays a trap, putting a time bomb in the hold of the barge. While Tracy and the G-men shoot it out with the bad guys on the multi-level barge, the timer ticks away; the cliffhanger, however, is not the explosion of the bomb. Dick Tracy discovers the time bomb and throws it overboard, where it explodes harmlessly. Rather, it is set in motion when Robal throws a barrel at Tracy. Tracy dodges the barrel, but instead of continuing to focus on their fight, the camera follows the barrel as it rolls from one ledge to another, Donkey Kong-style, until it lands in the water. There it bobs between the barge and another barge next to it, until the current brings them together: at first, the barrel bulges as it is squeezed, but it eventually splinters beneath the pressure. The danger is clear. Sure enough, Tracy is knocked out and falls into the water, between the two barges, where it is only a matter of time before he suffers the same fate as the poor barrel. Here comes the tugboat to push the barges together. . . .

Sample Dialogue: “I have cheated the law, outwitted the deadly science of the lethal chamber, but at a price no mortal man was ever expected to pay. That ancient drug was brewed by the alchemists of Satan. Tracy forced me to it. Tracy must die.” –Zarnoff in Chapter One, “The Master Spy” (Zarnoff was supposedly modeled after Boris Karloff, but only Chapter One, with its echoes of Frankenstein, really leans into the horror elements; at first after his resurrection, Zarnoff is shaken, and his appearance frightens his henchmen, but in later chapters he appears to have recovered his equilibrium.)

What Others Have Said: “These serials were a definite departure from the comic strip, omitting key characters such as Tess, Pat Patton and Chief Brandon, and emphasized Tracy as the ultimate dedicated lawman, asking no quarter and giving none in his battle against crime. Even as kids we knew that liberties had been taken in transferring Dick Tracy to the screen, but as action fans we didn’t care.” –William C. Cline, “Remakes and Side Effects” in Serials-ly Speaking: Essays on Cliffhangers

What’s Next: My schedule permitting, I should have just enough time to watch and write up the fourth and final Dick Tracy serial, Dick Tracy vs. Crime, Inc. before the end of summer!

Kamandi Challenge no. 8

Cover by Jim Lee, Scott Williams, and Alex Sinclair

“Not Quite the Odyssey”
Writer:
Keith Giffen
Artist: Steve Rude
Color: John Kalisz
Lettering: Clem Robins
Editors: Brittany Holzherr and Dan DiDio

After parting with the Britannek Bulldogs last issue, Kamandi was hang-gliding over the ocean toward his next goal, following the track of his missing parents, when he was bitten by a Polar Parasite that had hitched a ride in his satchel. As Kamandi Challenge no. 8 continues the story, Kamandi is able to bring the glider in for a crash-landing in the surf, and succeeds in crushing the parasite against a rock before it can take control of his mind. While attempting to recover supplies from the wrecked glider, he is surprised by a band of humanoid goats and sheep in ancient Greek dress. Calling him “Odysseus,” they take him to be the returned hero of the Odyssey: he is human, like the illustrations in the “ancient texts” the goats have based their life on, and he can speak. He must be the one!

Nothing is ever quite that simple in Kamandi’s world, however, and the goats’ claim on Kamandi is challenged by a band of wolf people, the eternal enemies of the goats. To the wolves, Kamandi is “Ulysses,” the Roman name for Odysseus, and such hermeneutic differences are the stuff of which holy wars are made. Or perhaps it is simply the external manifestation of the two species’ age-old antagonism. The wolves attack, and the goats fight back, with Kamandi stuck in the middle and with no control over his own fate.

Once safe in the goats’ village, Kamandi learns a little about the feud, and that both sides expect him to be their champion, but he is also given to reflect on the bizarre experiences he has come through. As hinted at in previous chapters, Kamandi has been experiencing dreams of another life, a life which in the hints we are provided can be recognized as the original Kamandi series by Jack Kirby. This isn’t the first time Kamandi has been taken for a god, and his priority is escaping and getting on with his search. At the same time, both sides prepare for a final confrontation, their training marked by grisly reminders of the conflict: the wolves practice shooting arrows into sheep carcasses, and the goats play games with severed wolf heads.

Attempting to slip away in a small boat, Kamandi instead finds himself trapped between the fleets of the two warring factions; he briefly senses something else moving under the surface of the water, but is distracted from it by the outbreak of war. Too slow to escape being caught between the opposing fleets, Kamandi concentrates on simply surviving while staying out of the paws of wolf and sheep alike. Briefly submerged, he sees an ominous dark shape with glowing eyes. Later, adrift on a shield, he passes between the feet of an enormous statue that stands astride the harbor like the Colossus of Rhodes; on the pylon supporting one foot is carved the name “Odysseus,” on the other “Ulysses.” As we have seen through the snapshots of life in both communities, the religious mania of the high priests has no room for ambiguity: they would sooner die than compromise, and the last we see of the wolves and sheep are the flames consuming their ships and their villages. Only too late does Kamandi, alone at last, remember the creature he saw under the water, when he experiences another swell and a menacing sea serpent surfaces right in front of him!

Some chapters of Kamandi Challenge have sought to tweak or update the original series by questioning its assumptions or broadening its representation, but “Not Quite the Odyssey” is a comic book fable in the classic mode. With its literary references and overt indictment of religious mania, this story (written by Keith Giffen, who provided art for the series prologue in issue no. 1) would have fit very smoothly into Jack Kirby’s Kamandi. The artwork by Steve Rude (himself an iconic disciple of the Kirby manner) nicely combines Kirby’s energetic style (Rude’s Kamandi looks very much like Kirby’s, but with slightly more rendering and shading, and the heavily-inked backgrounds frequently look like they were pulled straight from a Bronze Age book) with varied panel layouts that keep scenes from being monotonous. Further, the touches from ancient Greek design in the goats’ city and the wolves’ Roman Legion dress gives them a specificity and deepens the thematic connection to the Iliad, with Kamandi escaping the final sea battle like the wanderer his captors take him to be.

On the other hand, the commitment to parable and the relative lack of distinct characters sometimes leaves this chapter feeling as two-dimensional as the Greek pottery art it references. After the quirky, loquacious characters presented by (especially) Jimmy Palmiotti, Bill Willingham, and Marguerite Bennett, the return to functional (at best) dialogue is a bit of a come-down. Most of it is purely expository, and both the goats and the wolves speak with the monotonous single-mindedness of the zealot: “He has returned! As foretold in the sacred book!” (A humorous exception is Kamandi’s face-to-face encounter with the “Penelope” who was waiting for his return, an appropriate punchline to the mistaken-identity plot and an effective bit of “what now?” escalation.)

To make up for it, Kamandi spends more time than usual talking to himself or adding wry asides to the conversation: this Kamandi is experienced enough to know how crazy this all is, and he even chastises himself for the choice words (rendered in grawlixes) he uses in response. Fables are about types rather than individuals, or perhaps that is the point of this particular fable: the loss of identity when one gives in to cultism. Kamandi, in this reading, is the lone individual, the Last Boy on Earth, just trying to keep his head down and survive as elemental social groupings collide. No wonder he doesn’t have much meaningful interaction with either side: they’ve largely given up listening and speak only to each other, choosing to live in their own echo chamber (heeeeey, maybe this isn’t only about ancient myth.)