Deconstructing Avengers: Endgame with Trevor and Brett

Earlier this month, I had the opportunity to join Trevor Landreth and Brett Eitzen for an episode of their podcast Deconstructing the MCU. Trevor and Brett have been examining the films of the Marvel Cinematic Universe one by one, starting with 2008’s Iron Man, and I was excited to be invited to join the discussion of the culmination of the series up to that point, 2019’s Avengers: Endgame. We had fun debating what worked and what didn’t, breaking down the plot, revisiting our favorite character moments, and speculating on whether Endgame was too long, or not long enough? We wrapped it up by comparing Endgame‘s position relative to the other MCU installments and the films of 2019 ( here’s my year-end retrospective for comparison). The episode is now edited and available on Apple and Spotify. Thanks to Trevor and Brett for having me on!

Logan’s Run From Screen to Panel

Beneath a starlit sky, the domes sprawl: large, larger than even Buckminster Fuller ever imagined, in those days when men first walked the moon . . . They dwarf the countryside, great gleaming half-spheres of light–and within the domes, the source of that light: the city. The city has no name, and needs none. It is simply–the city. The only city its people know–and perhaps, in a way, this explains what the city’s become. Perhaps it also explains–why the runners run. –Logan’s Run no. 1, cover dated January 1977

The 1976 film Logan’s Run is a classic of a certain era of science fiction (the last gasp of that era, some might say). Before it was an MGM movie, it was a 1967 novel by authors George Clayton Johnson and William F. Nolan, and for a few months after the movie came out it was a Marvel comic book, scripted by Gerry Conway in the first issue and David Alan Kraft in subsequent issues, with art by George Perez (pencils) and Klaus Janson (inks). Adaptations of science fiction films and novels were in Marvel’s wheelhouse in the 1970s: along with original sci-fi and fantasy titles, they were a continuous source of non-superhero action and thrills, even if that sometimes meant expanding on original works for “continuing adventures” or emphasizing thrills over the more cerebral source material. (Marvel also produced Jack Kirby’s mind-bending adaptation of 2001: A Space Odyssey; the rights to both 2001 and Logan’s Run were negotiated at the same time.) The following year, Star Wars would turn out to be the perfect vehicle for Marvel’s expansionist approach–in fact, the long-running Star Wars series is often given credit for keeping Marvel afloat in the late 1970s when the entire comics industry was suffering–but Logan’s Run was also part of the attempt to launch an open-ended adventure series on the back of a popular film.

Logan’s Run is set in the twenty-third century, in a domed city sealed off from the outside world; the population of the dome lives a life of easy pleasure, regulated by a central computer and kept ignorant of both their history and the state of the world outside. There seems to not even be a concept of “outside,” although this is such a work of 1970s pessimism that even a futuristic utopia has areas of urban blight, such as the “personal risk zone” Cathedral, where feral children rule the territory as a gang. The surface perfection of the city comes at a price, including a strict form of population control: every citizen has a crystal embedded in his or her palm, and its color indicates both their phase of life and how much time they have left. In every public space, a crystalline hand sculpture reminds citizens of the central importance of this device. When a citizen reaches the age of thirty (twenty-one in the novel), the “life clock” begins to pulse, instructing them to report to Carrousel, a public ritual in which they will either be “renewed” and given more life, or “flame out” and die. Not everyone can accept the gamble of Carrousel, and some of them try to escape their fate. Logan-5 (played by Michael York in the film) is a “Sandman,” a specialized police officer whose sole duty is to track down and terminate these “runners” with his “sleeper gun” (a blaster).

Logan’s confidence in his profession (for which he was raised from childhood) begins to waver when he recovers a charm in the shape of an ankh, the Egyptian looped cross, from one of his latest targets. He holds on to it out of curiosity; later, browsing the “availability circuit” (the “hot singles in your area” of the twenty-third century, with the added perk of letting compatible partners beam directly into each other’s apartments), he meets a woman named Jessica (Jenny Agutter in the film) wearing the same symbol. Is there a connection? Nothing happens between the two–Jessica logged on to the availability circuit in a moment of weakness and regrets being chosen by a Sandman–but the girl and her strange attitudes sticks in Logan’s mind. It is when Logan is summoned to a one-on-one with the central computer and given the assignment to find and destroy the supposed “Sanctuary” represented by the runners’ ankh, and four of his remaining years are drained from his life clock, forcing him to become a runner himself, that his suppressed doubts come to the surface. Does anyone ever renew, or is it all a sham? Is there actually a Sanctuary outside the city? With Jessica’s help, he escapes the city, his former Sandman partner Francis (Richard Jordan) hot on their trail.

Compared to some adaptations, the comic book version of Logan’s Run is quite faithful to the film: the main differences are in pacing and emphasis rather than changes to the plot. The film’s elaborate Carrousel sequence is reduced to a couple of pages; a scene in which Logan and Jessica escape to the city’s underground through a service door hidden in a sex club is completely elided in the comics, but in other places the city’s ethos of free love is clearly implied. The Old Man they meet in the ruins of Washington D. C. (Peter Ustinov in the film) spends a lot less time muttering and quoting T. S. Eliot in the comics than he does in the movie (in both film and comics, however, his age, and the fact that he knew and was raised by his parents, are sources of wonder to Logan and Jessica). By contrast, fight scenes and other bits of action are extended, with at least one big set piece per issue, and most issues build up to a cliffhanger. (The covers are working overtime to sell this action-packed version of the story: the first issue’s cover shows the ubiquitous crystalline hand sculpture coming to life and chasing our heroes like the claw of a gigantic monster: of course that doesn’t literally happen in the movie or the comics, but it captures the theme of the story very well.)

The comics do explain one detail from the film’s shooting script that the finished film ended up cutting: during his confrontation with the juvenile delinquents who run wild in the Cathedral district, the “Cubs,” Logan is attacked by the oldest, Billy, who shoves a cloth in Logan’s face and says only one word, “muscle.” In issue no. 2 of the comic, we learn that “muscle” is the Cubs’ drug of choice. “It’s unauthorized. Speeds up your reflexes,” Logan explains to Jessica. “It’s no good for anyone over sixteen, though–it would shake you and me to pieces.”

In The Sci-Fi Movie Guide, Chris Barsanti notes “The f/x, thought impressive at the time, were made instantly obsolete with the release of Star Wars the following year.” I think that’s a little unfair: Logan’s Run is still a very good-looking film, with impressive production values, although the wide shots of the EPCOT-like cityscape are clearly miniatures reminiscent of Japanese tokusatsu or Italian space movies like Wild, Wild Planet. And while Logan’s Run has been lumped in with the other downbeat pre-Star Wars sci-fi of the ’70s, it isn’t particularly meditative: it’s a man-on-the-run film, like Minority Report or a science fiction The Fugitive, full of chases, fight scenes, suspenseful traps, and narrow escapes. True, things slow down once Logan and Jessica get out of the city, but it is nevertheless a popcorn movie through and through.

Of course, in comic book form there is no worry about expensive special effects, and the city’s geometric details stand out nicely. The art is generally good (like many Bronze Age books, it is rather heavily inked, and the combination of Perez and Janson looks quite a bit like Carmine Infantino’s work instead of the feathery detail Perez would become known for in the 1980s). Since the comics were published in the fall (the cover date indicated when comics were to be removed from news stands, so they generally came out a few weeks beforehand) after the film’s June release, the visuals are also more faithful to the finished film than is often the case, in stark contrast to the differences between the Star Wars comic (which was published in the spring to drum up interest in the movie) and film (which was being tinkered with by director George Lucas up to the last minute before its premiere).

Promotional art from issue no. 2

The perception is that Logan’s Run is grown-up science fiction and Star Wars is kid’s stuff, but clearly Logan’s Run had appeal to kids as well (what is more appealing to the adolescent than the allure of “mature” media?). With the passage of time it’s easier to see what Star Wars has in common with the science fiction of its time, most notably a blend of naturalistic acting and countercultural skepticism amidst the futuristic sets and costumes. What really divides Logan’s Run from Star Wars is its conceit of dealing with real-world concerns–overpopulation, sexual freedom, man’s relationship to the environment–in a fanciful way, as opposed to the heroic self-actualization of Luke Skywalker. For all its dazzling surface elements, Logan’s Run is in the social-commentary lineage of Planet of the Apes and Soylent Green, an approach that became unfashionable once Star Wars renewed interest in the space opera of Flash Gordon and Buck Rogers. One is reminded of Michael Moorcock’s rebuke of J. R. R. Tolkien: “Jailers love escapism. What they hate is escape.”

The sort of allegory represented by Logan’s Run, in which a society sealed off from external contact lives by one or two arbitrary rules, has never really died off either, even though it would be a few decades before such high concepts returned to big-budget filmmaking (the Divergent series is a recent, if ill-fated, example). In fact, I think the passage of time has been kind to Logan’s Run. Some of the cultural details that probably a seemed a little too on-the-nose in the ’70s–the city’s obsession with youth being a logical extension of the saying “never trust anyone over thirty,” or the 24/7 disco lifestyle–are now simply part of the fabric of its world: eccentric, perhaps, but all of a piece.

Logan and Jessica encounter the robot Box in issue no. 4

There are some obvious similarities to Brave New World, with a population lulled by drugs and sex, but I am also reminded of George Pal’s 1960 adaptation of The Time Machine: the citizens of Logan’s Run‘s twenty-third-century city are much like the childlike Eloi of H. G. Wells’ year 800,000, down to the brightly-colored toga-like wrappings they wear. In Pal’s version, the Eloi are conditioned to associate the arrival of the predatory Morlocks with blaring sirens, the racial memory of long-ago warnings of air raids and nuclear attacks. In Logan’s Run, the great insight of the dome’s designers, and the computer that runs the city, is that with enough conditioning the Eloi will offer themselves up for slaughter at the appointed time: no Morlocks required.

On the other hand, the heavy-handed symbolism of Jessica and Logan ending up in a ruined U. S. Capitol building, “the people’s house,” not to mention the final standoff between Logan and Francis, using a ragged American flag as a weapon, is very much in the style of post-Watergate science fiction; in the fallout of the turbulent 1960s, and with Vietnam still a raw, recent memory, it seems likely that many Americans in the Bicentennial year were wondering just what the future held. While the particular expression of those anxieties marks Logan’s Run as a film of its time, the continued use of American symbolism in horror and science fiction films like The Purge series indicates that those anxieties are still with us, unresolved.

As mentioned above, there was interest in continuing a Logan’s Run comics series beyond the events of the film, a practice that was not unusual. Although Gerry Conway’s editorial in issue no. 1 states that a four-issue adaptation was planned, ultimately it took five issues to adapt the movie. In the same editorial, Conway teases answers to questions like “Are there any other domes, besides Logan’s?” and “Is there a sanctuary somewhere, after all?” These are natural jumping-off points for the kind of “further adventures” readers had come to expect (Nolan would write a pair of sequels to the original novel, but not until after the film had been made). Two more issues were published, exploring the fallout of Logan’s decisions and the apparent destruction of the domed city at the end of Logan’s Run, but MGM felt that Marvel had overstepped the terms of their license and the book was abruptly cancelled, ending on a cliffhanger. (Issue no. 6 is notable for a backup story featuring a then lesser-known character named Thanos in his first solo adventure, an inclusion that inflated the value of the book, at least for a while.) Like its self-contained setting, the series exists now as a time capsule of the future as seen from the vantage of the mid-1970s.

Daredevil vs. the Ninjas

An hour ago, she was a prisoner. Bound to a man, to his city, shackled by a love she had tried to kill. Now, she is free. She is beyond her pain, her need, beyond her self. Yet, even as she swims deeply in meditation, a part of her remains alert. She feels a breeze where none should be . . . hears a curtain rustle lightly, briefly. In an instant, she is ready. For she is Elektra–mercenary, bounty hunter, assassin. Mistress of the deadly art of Ninjutsu. She is Elektra–and she is no man’s fool. –“Gantlet,” Daredevil no. 175, October 1981

In the early 1980s, one of the hottest young comic artists on the scene was Frank Miller, who beginning with issue no. 158 had taken over Marvel’s Daredevil. Blind lawyer Matt Murdock by day, radar-enhanced superhero by night, Daredevil is a prime example of the ability of a strong artistic team and bold direction to lift B-list characters to popularity and make them relevant. With Miller both writing and penciling, and inking duties given to Klaus Janson (with whom Miller would have a long professional relationship), Daredevil went from an also-ran to a must-read, a moody, complex urban gothic melodrama, the lead character closer to Batman than to Spider-Man (to whom he had usually been compared).

Most Marvel comics were centered in New York City, and for Daredevil’s rough Hell’s Kitchen neighborhood Miller provided a gritty, ground-level texture, drawing from his own experience as a newcomer to the city in the Taxi Driver era (compare these depictions of New York to the descriptions in Eric Van Lustbader’s contemporaneous novel The Ninja), full of local color and making the city backdrop an essential part of the atmosphere. Miller shifted the viewpoint between different characters, framed the action in visually striking ways, and tightened the screws on Murdock/Daredevil to make his choices more dramatic and compelling. Ultimately he would put his own stamp on all future depictions of the character. In doing so he showed the influence of Will Eisner and Neal Adams, among others, but he was also vocal in interviews about his enthusiasm for the classic manga Lone Wolf and Cub by Kazuo Koike and Goseki Kojima, at a time when Japanese comics were barely present in the American market. His interest in Japanese culture also found its way into the pages of Daredevil, which became one of the key avenues for the influx of ninjas into American comics.

In issue no. 168, dated January 1981, Miller introduced one of his most enduring creations: Elektra Natchios, once the great love of Murdock’s life (revealed in an extensive flashback to the pair’s college years) but who, after the death of her Greek diplomat father, had become first a ninja and then a freelance bounty hunter. They cross paths while both searching for the same criminal: Daredevil to save an innocent man on trial, Elektra to collect a bounty on the criminal’s head. The delicate dance that ensues over the next year’s worth of issues, with Elektra unable to kill Daredevil and Daredevil unable to save Elektra from her choices, plays on the conflict between the heart and one’s duty and the inescapability of the past. (True to comic book practice, Elektra would die and be resurrected several times over the years.) Elektra was immediately popular; in addition to the action and Elektra’s undeniable sex appeal, the soap opera elements (never far away in Marvel comics) and the strong depiction of Elektra’s side of the story drew in female readers as well. Readers loved Elektra. (It’s also worth noting that while Miller was one of the main creators responsible for the increasingly dark tone of comics in the 1980s, these stories don’t feel gratuitously bleak or shocking like so many later “grim and gritty” comics, including many by Miller himself. Perhaps it was the influence of the still-active Comics Code, or that Miller’s mindset hadn’t turned quite so dark yet himself, but these issues still feel fresh and vibrant, with the joy of a maturing artist discovering new possibilities in his medium.)

The Elektra arc makes for an interesting study of the ways ninja lore and traditional martial arts storylines could be blended with larger-than-life superhero concepts. Indeed, in its more fantastical form the ninja movie is already a kind of superhero tale, with ninjas and martial arts masters engaging in superhuman acrobatics and demonstrating seemingly magical powers. Daredevil’s super-sensitive hearing is well-established, able to detect people hiding just by listening for their heartbeat; the ninja, able to slow his heartbeat and go for long stretches without breathing, remaining perfectly still, makes for a formidable challenge. And Miller clearly enjoys choreographing fight scenes that pit Daredevil’s acrobatic fighting style against the ninjas’, using his billy club much as the ninjas use bo, bokken, or nunchaku. It’s a good fit.

As I mentioned in discussion of Enter the Ninja, ninja movies rely on visual cues such as different-colored uniforms to distinguish combatants; in real life, the ninja’s need for stealth would rule out bright and flashy colors (and forget about Elektra’s long, flowing hair), but in fantasy the ninja gi is a “second skin,” just like a superhero’s costume, relaying something about the ninja’s character and narrative function. Ordinary rank-and-file ninjas (genin, or “agents”) mostly get plain black uniforms with little to distinguish them as individuals; important characters get different colors, or more elaborate armor, or at least an insignia. This is true in the comics as well as in the movies: Elektra, the former ninja, wears a red leotard and head scarf (when she’s not in disguise, that is). It is essentially her hero costume, putting her on the same narrative level as Daredevil, the villain Bullseye, or the other superpowered main characters. In addition to being visually distinctive, her red scarf connects to an early form of Matt Murdock’s Daredevil mask he wears in the flashback (and of course both their costumes are red); whether they like it or not, they are connected, their destinies intertwined. Finally, Elektra has a signature weapon, a pair of sai (swords with forked blades), although like all ninjas she is skilled with many different weapons.

By contrast, most of the members of the “Hand,” the ninja clan with which Elektra trained but which now hunts her as a traitor, are nondescript, standard-issue ninjas. There are several comic book touches in their depiction, however, the most startling of which is their tendency to dissolve into mist when killed, highlighting their uncanny nature. The ninjas’ habit of speaking as one, finishing each others’ sentences like Huey, Dewey, and Louie, also highlights the uniformity and groupthink the Hand requires of its members. Only one agent of the Hand gets the distinctive costume treatment: Kirigi, a ninja among ninjas and the boss whom Elektra must defeat, and whose superhuman strength and endurance is visually signaled by his large size and hooded purple gi. As with the lesser members of the Hand, the question of Kirigi’s humanity is left open, with suggestions that he is immortal, or perhaps a demon. Frank Miller would delve much deeper into the mystical dimensions of ninjutsu in later stories, but in this early stretch the Hand make for a colorful and slightly spooky set of antagonists. (The Wolverine limited series, a collaboration between Miller and Uncanny X-Men writer Chris Claremont, would also feature the Hand as a worldly rather than mystical force: in taking the clawed mutant Wolverine to Japan and suggesting that he had connections with the samurai in his past, Miller and Claremont made an essential contribution to the character’s depiction. In that particular story the Japanese ethos of bushido is a fresh lens through which Wolverine’s animalistic nature and personal code of honor could be examined.)

Epilogue: Just as Kurt Cobain said that he knew he had made it when “Weird Al” Yankovic parodied one of his songs, so the popularity of Frank Miller’s approach can be confirmed by an unlikely spoof that has turned out to be as enduring as Elektra. In 1984, Kevin Eastman and Peter Laird produced a self-published 40-page black and white comic book. They dedicated it to their heroes, Jack Kirby and Frank Miller, and riffed affectionately on Miller’s style and themes. Miller’s ninjas were part of the “hand,” so Eastman’s and Laird’s ninja villains were the “Foot clan.” Their four heroes narrated their adventures in grim, self-serious monologues, playing an outlandishly cartoony premise completely straight; one of them even wielded Elektra’s weapons of choice, a pair of sai. Eastman and Laird hoped that their modest effort might sell a few copies and entertain their friends. Little did they know that their creation would become a smash hit in the indie comics world, inspiring their own knock-offs, and would even be adapted into multiple television cartoon series and feature films. The franchise they gave birth to is still known by the same title they gave their initial 40-page book: Teenage Mutant Ninja Turtles.

And, as Paul Harvey says, now you know the rest of the story. This concludes Ninjanuary and my biweekly exploration of the shadowy world of the ninja (as reflected in pop culture, at least). Thanks for reading and following along, and if you haven’t read my previous installments you can click on the “Ninjanuary” tag in the column next to this article to see all of them. I’ve got a few things planned for the spring, so check back here or follow me on Twitter for updates, but farewell for now, or should I say, Sayonara?

Retro Review: The Context and Continuity of Steve Gerber’s Howard the Duck

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Preface: In the Spring of 2002, I was completing doctoral studies in composition at Florida State University. I had finished my coursework and all I had left to do was compose my dissertation. Naturally, I did what anyone would do: I put it off in favor of researching and writing an in-depth article on the comic book character Howard the Duck. In retrospect this was a fairly obvious procrastination strategy, but it was also a natural outgrowth of reading and research on comics that I had been pursuing as a hobby when taking a break from my studies. FSU’s library was well-stocked with books and magazine collections covering the history of comics and related subjects, and as I became more serious I found additional resources online and used eBay to track down copies of hard-to-find comics and magazines, drawing on interviews and histories in my own work.

At the time, I thought I might eventually have enough material for a book, not only on Howard but on the full range of duck characters–from Donald and Daffy to Duckman and Mallard Fillmore–in comics and cartoons, and perhaps answer the question, “Why are ducks so over-represented among funny animal characters?” Was there something about ducks that made them funnier (the archetypal “duck character,” of which Howard is a prime example, is a sputtering, irascible hothead), or was it a matter of artists building on each others’ work, creating a self-perpetuating tradition? I had been a fan of Howard the Duck since much earlier, when I was collecting comics as a kid, but I now applied the rigor of my ongoing graduate studies in examining him.

The book never materialized, but I did complete an essay about Howard before my enthusiasm ran out and I turned to other responsibilities. After pitching the article in a few places without any luck, I put the essay and a big box of research materials away and got on with my dissertation (the composition that eventually became Carnival of Souls). I have alluded to this project occasionally before, but I recently found the disc (marked 5/13/02) on which I had saved the file and have decided to share it. Reading my work now, it is an obvious precursor to articles I have written for this blog (and its length seems now like only a medium-length blog post), and if I had maintained a website back then I probably would have just shared it that way. I seem to recall a more academic, and possibly longer, version of this article that included footnotes, but as yet it hasn’t turned up, and possibly never will.

Being now sixteen years old, there is much here that is either out of date or irrelevant: Howard’s creator, Steve Gerber, died in 2008, critical of the comics industry and American society to the last; and Disney bought Marvel in 2009, making the corporate dispute detailed herein moot. The 2002 Marvel MAX series that was the timeliest element in the article is now a blip in Howard’s history; Howard himself has continued to appear in Marvel comics written by other writers, most notably Chip Zdarsky. Time and distance have softened the blow of the 1986 film fiasco, and the movie has a small but devoted cult of fans; Howard has even made cameo appearances in the Guardians of the Galaxy films, something that seemed utterly unlikely back in the early 2000s.

In presenting this essay, however, I am making no effort to update it beyond some minor editing of spelling and punctuation. It is a time capsule of one aspect of culture from 2002 and my thoughts on it, and clearly at least some of these subjects have been on my mind for a long time: regular readers of Medleyana will find arguments here that I have made in other forms in articles on Kamandi and Captain Carrot. Please enjoy this “blast from the past.”

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The Context and Continuity of Steve Gerber’s Howard the Duck

Creating a beloved fictional character is a double-edged sword: it is only a matter of time before readers and fellow writers want to get in on the act. “Genre” characters from mystery, fantasy and adventure stories are especially subject to embroidery: literary pastiches featuring such characters as Sherlock Holmes, Tarzan, and Zorro are common. Comic books and movies invite even more participation, in that both are collaborative arts with notoriously possessive fans. As a contemporary example, witness George Lucas’ love-hate relationship with Star Wars fans, alternately encouraging total identification with his created universe and legalistically quashing any unauthorized embroidering of it.

Until the last decade or so, mainstream comic book publishers (mainly Marvel and DC) kept sole ownership of their artists’ and writers’ creations as a matter of course. Since characters could stay around for (literally) decades and often “crossed over” between titles, company ownership was considered essential in maintaining continuity. A popular character was like a well-established brand, under the umbrella of the company itself, whose label also served as a brand. Even if a character were identified with a particular creator, there was an implicit understanding that heroes and villains lived or died at the company’s discretion, and artists and writers could be shuffled between titles by editorial fiat. The comic book artist or writer was an employee of the company. This has largely changed as big-name comic creators have gained enough clout to negotiate creative control, while others have developed publishing companies, such as Image, where characters automatically remain the property of the creators. An unlikely forerunner to this change in the industry was Steve Gerber, creator of Howard the Duck (HTD).

Howard the Duck is mainly remembered (outside of comic readers) as the disastrous 1986 Hollywood movie, a film that was at first eagerly anticipated but whose name became synonymous with “bomb” in the 1980s. With Marvel publishing a new trade paperback, The Essential Howard the Duck, and a new Howard series with Gerber back in charge, it is worth examining why a movie version seemed like a good idea in the first place, and why the new series has been selling out since its first appearance in comic shops.

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As retold in the new collection, Howard came from a parallel universe, a world much like ours but inhabited by (depending on which version of the story you look at) either talking man-sized ducks or a mixture of different kinds of talking “funny” animals. Through a shift in the “Cosmic Axis” he was transported to the world of humans (“hairless apes”) and stuck there. As an unlikely visitor from another world, he played the classic “outsider” role, commenting on contemporary society’s flaws and absurdities from a perspective free of prejudices or preconceptions. During his run in the ‘70s, Howard crossed paths with cult leaders, sold-out politicians, pompous art critics, and similar pretenders, puncturing their pretensions with his common-sense observations and “don’t tread on me” attitude. In the post-Watergate, post-Woodstock years, when mistrust of the Establishment and doing your own thing weren’t just for hippies anymore, Howard captured a mood and spoke for it in a way that conventional superheroes just weren’t doing.

The “funny animal” tradition has deep roots in comics and animation. Talking animals that walk upright, wear clothes, and live in houses are so commonly linked to the stylized drawings of cartoons that they are hardly questioned as a narrative convention. The best known, of course, are the characters associated with Disney and Warner Bros., but in the early days of animation every studio featured some version of a funny animal character. For decades, animal characters were synonymous with children’s comics, even when executed with great artistry, as in the Donald Duck and Uncle Scrooge comics of Carl Barks.

During the “underground comix” boom of the late ‘60s and early ‘70s, however, a number of artists began to appropriate funny animal characters to tell very different, more adult and intense stories. Their “not-so-funny” animals (to use Richard Gehr’s phrase) had sexual relationships, used four-letter words, and sometimes took drugs or became violent. The most famous of these underground funny animals is probably Robert Crumb’s Fritz the Cat; an early, short version of Art Spiegelman’s cats vs. mice Holocaust comic Maus was also published during this boom.

The motivation for reinterpreting animal characters in this manner was probably as varied as the artists drawing them. Undoubtedly there was a great deal of snarky irony to be had in showing beloved icons brought low, illustrating that the squeaky-clean Mickey Mouse and his pals “really” had feet of clay. Maus similarly jolts us by presenting a horrifying historical narrative in a visual context usually far removed from the realities of war; the distancing device of presenting humans as animals actually brings the reader closer to the horror of the war by poetically linking the childhood associations of talking mice and cats with the lost innocence of the war generation (particularly in Spiegelman’s earlier story, which was drawn in a more “cartoony” style than the full-length version). On the other hand, many underground cartoonists appeared to have a deep knowledge of and love for the cartoons of their childhoods; notwithstanding their often charged subject matter, the comix of Crumb, Kim Deitch, and others helped introduce the classic cartoon style of the ’20s and ’30s to a younger generation, emphasizing the hallucinatory quality of the Fleischer (Ko-Ko the Clown, Betty Boop) and early Disney cartoons.

Given the resurgence of interest in classic funny animals and the popularity of their underground counterparts, it is not surprising that publishers in the 1970s would promote a mainstream funny animal aimed at an adult (or at least adolescent) audience. What is surprising is that Howard the Duck was created almost by accident and was nearly killed off after his first appearance; fan pressure encouraged his return and fueled his early success.

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Relaxation of the Comics Code (a voluntary set of content restrictions that guaranteed mass distribution, originally adopted in the 1950s to placate parents and would-be censors) in the early 1970s allowed mainstream publishers to sell not-too graphic horror-themed comics. One of Marvel’s titles, Fear (a.k.a. Adventure into Fear), featured a swamp-dwelling misfit named Man-Thing, the lesser-known counterpart to DC’s competing Swamp Thing. Fear’s writer, Steve Gerber, produced thoughtful stories on such issues as environmental destruction and cruelty among teenagers, but also gave free reign to a strong sense of whimsy and the absurd. Searching for a surprising, ridiculous image for a sword-and-sorcery tale in 1973, Gerber instructed artist Val Mayerik to come up with a talking duck to include alongside the standard muscular barbarian and robed wizard. The then-unnamed duck, with his first lines “Aw, clam up, bud! You don’t even know the meaning of the word [absurdity]!” suggested to Mayerik a cigar-smoking crank in a rumpled jacket and tie. This early version of the duck affected an Edward G. Robinson sneer (“Okay, creeps–here’s where you get yours, see?”).

Gerber got the effect he was aiming for, but a talking duck didn’t set the right tone for a horror-fantasy comic, so Howard was removed. That was when the fans began demanding more of the Duck; one Canadian went so far as to mail a duck carcass to Marvel’s editorial office. “Murderers, how dare you kill off this duck?” the included note read. Responding to a grass-roots letter campaign, and following Gerber’s instinct that there was something to the character, Howard the Duck began appearing as a backup feature in Man-Thing’s title, and eventually assumed the leading role in his own book.

Howard found himself in Cleveland, a more mundane and down-to-earth setting than in Marvel’s usual stories, and quickly gathered a group of eccentric characters around him: primarily Beverly Switzler, the beautiful hairless ape who would become his companion and (later) lover; struggling artist Paul Same; and the gentle Winda Wester, whose distinguishing feature was her Elmer Fudd-like speech impediment. Together they encountered antagonists who were frequently odder than Howard himself, such as Dr. Bong, who parodied both Marvel’s own Dr. Doom and the rock critic Lester Bangs. Sometimes their adventures parodied conventional superheroics, or the tropes of gothic horror, space opera, or kung-fu movies; often the situations they found themselves in were just nutty, but the best stories were grounded in day-to-day reality. Unlike most mainstream comics, Howard and his friends were often unemployed, underemployed, or swept up in events beyond their control. One of Howard’s most memorable foes was the Kidney Lady, a deranged bus passenger who frequently accused Howard of being a member of the “international kidney-poisoning conspiracy.” Without super-powers, the Kidney Lady was as fearsome in her own way as any of the would-be world-conquerors populating other comics.

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Also unlike many comic books, the heroes of HTD were deeper and more interesting than villains they faced. Indeed, hero vs. villain fisticuffs were beside the point: Howard’s “real” opponent was the spreading corporate influence on American culture and consumer fetishism in its insidious forms. Villains were frequently consumer products or sales pitches brought to life: for example Sudd, “the scrubbing bubble that walks like a man.” There was also a “master of mundane magic” whose spells took the form of radial tires, tennis balls and other consumer items: at one point he trapped the heroes inside a giant cereal box, reversing the “prize inside” promise of marketers. In other stories the accusation is made directly against big-money interests, often as an aside in an ostensibly comic story. Howard even ran for president in 1976 on a platform of fighting corporate monopoly. Fitting with the skeptical tone of the times, HTD was suspicious of overt moralizing, but characters learn lessons nonetheless: you can’t fight city hall, no good deed goes unpunished, everybody has an angle. The three-issue story arc that closes The Essential HTD is particularly notable for its blunt lesson. An irresponsible heiress knowingly invites a “circus of crime” to one of her society gatherings so that she can play hero after they rob her guests. As the events spiral out of her control, one of Howard’s friends is struck by a car and another is shot. Howard’s usual reluctance to get involved makes his blunt delivery of the moral all the more striking: “Actions have consequences. You’ll get yours, Iris.”

Reading the entire Essential HTD in one sitting is an uneven experience (the volume collects the first twenty-seven issues of HTD, plus a handful of other “canonical” stories, including his first appearance). At its best HTD was a witty, refreshingly different commentary on popular and political culture and avoided easy answers to tough questions. The tone of the book varied widely, however, as it was influenced by the sudden notoriety of its creator and the pressure of deadlines. In one well-known story (reprinted in the Essential HTD), Gerber submitted a rambling self-analysis in text form, describing a cross-country move as a road trip with Howard. As life became harder for Gerber (and Howard), Howard’s character drifted from cynicism and disillusionment to depression and paranoia. He even spent some time in a mental institution. Some of these dark stories elaborated Howard’s character in interesting ways, but the low point of the volume is a trip to Canada featuring such cardboard clichés as a noble Mountie and a French-speaking villain called “Le Beaver.” What distresses about the story is not the stereotype, but the shallowness with which the setting is imagined; it is a far cry from the detailed and true-to-life storytelling that marks the Cleveland stories. If another exotic story, an Arabian Nights fantasy, is more successful it is thanks to a fast-moving plot and lighter tone throughout.

The tension in many of the stories is between character and plot: Howard is often passive-aggressive and thus reluctant to get involved in the kind of dramatic situations that make for active plots. The exciting stories subordinate Howard’s skeptical character, and the meditations on Howard’s alienation are quite static; the best stories are able to strike a balance. The troubled relationship between Howard and Beverly could make for a different kind of comic story, with the sort of novelistic depth that became more common in the 1980s, but the late HTD stories were too episodic and inconsistent to quite accomplish that. This tension between passive characters and active plots, along with the absurdity of the premise, is reminiscent of the Hitchhiker’s Guide to the Galaxy books.

Perhaps the increasing pessimism of HTD was a sign of things to come: in the late ‘70s, as Howard’s popularity continued to grow, he inevitably came to the attention of the Disney company, who felt that Howard was too reminiscent of Donald Duck and threatened suit. Rather than argue that Howard was a parody (protected by the First Amendment) or an independent creation who sprang from the same pre-Disney cartoon roots as Donald, Marvel capitulated and agreed to change Howard’s appearance. Incredibly, the new design was created by Disney, not Marvel, and the wording of the agreement locked in this awkward new look indefinitely: Marvel couldn’t even come up with another design that didn’t look like Donald. As part of this agreement, Howard had to wear pants in all his future appearances. (It is partly because of this agreement that Gerber had Howard temporarily transformed into a seedy-looking mouse in the new series.)

Faced with this level of editorial apathy and interference, Gerber broke with Marvel and filed suit to wrest ownership of his character from the company. He was one of the first comics creators to do so, and his case, following on the heels of Joe Shuster and Jerry Siegel’s campaign to receive credit from DC for their creation of Superman, split ranks within the comics community and brought renewed attention to the issue of ownership. Gerber eventually settled out of court and worked for Marvel again for brief spells in the 1980s, but he says he remains wary of Marvel’s corporate culture, even as he has relished the opportunity to write again for the character with which he is most closely identified.

Gerber was not the first to use funny animals as a vehicle for social commentary or put non-juvenile language in their mouths. Rather his contribution was to rationalize the funny animal in pseudoscientific terms: Howard wasn’t simply a cartoon, he was a visitor from a parallel universe where ducks, instead of apes, had evolved to become the dominant lifeform. It is clear from some of Gerber’s statements in the ‘70s that he had worked out his premise with a science-fictional rigor: for example, there must be lower animals on Howard’s world, since he isn’t a vegetarian (although a running gag in the series emphasized Howard’s disgusted reaction when confronted with a meal of poultry or eggs).

The parallel-world premise could have easily lent itself to Swiftian allegory or heavy-handed moralizing, and there is more than a whiff of Planet of the Apes to it: as the cover blurb had it, Howard was “trapped in a world he never made!” Wisely, Gerber and his collaborators (Mayerik, as well as artists Frank Brunner and Gene Colan) avoided easy comparisons and always implied that Howard’s home was no more perfect than ours. After Gerber’s break with Marvel in 1980 over issues of creative control, Marvel continued to publish HTD stories by other writers, most of whom showed less restraint.

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As a rule, if a fictional setting becomes popular, anything that is referred to by the original creator, however obliquely, will eventually be fleshed out in sometimes overwhelming detail by those who follow. In Gerber’s original concept, Howard’s home was alluded to but never shown, presumably because readers would already be familiar with funny animal settings like the one in Carl Barks’ Donald Duck comics. It was writer Bill Mantlo who, after Gerber’s departure, filled stories with references to Flintstones-style parody-counterparts like “Truman Capoultry,” “Richard Millnest Duxon,” and even “Duckschwitz.” At least Mantlo attempted to keep Howard’s edge, although his stories frequently crossed the line from absurd to ridiculous. After the original comic book and Mantlo’s black-and-white magazine were canceled, other Marvel writers treated Howard as a walk-on character, trying to make him “funny” in a way that he rarely was in Gerber’s hands. Unfortunately, the later interpretation seems to have influenced the ill-fated film version.

In his Comics as History, Joseph Witek draws a useful distinction between “beast fables,” such as the tales of Aesop, and “funny animal” stories such as the ones described here. In the beast fable, animals speak, but their character is largely defined by the imagined qualities of their type: foxes are always sly, dogs are loyal, mules are stubborn. The funny animal, however, is an individual. The trappings of clothing, house, and social structures signal to the reader that the character is more man than animal. They may even keep non-speaking pets of their own: in Disney cartoons, Goofy is effectively a man, but Pluto is still a dog.

If in general the funny animal is not conscious of himself as an animal at all, then we may assume that this was how Howard felt about himself before being trapped in the world of “hairless apes.” It is only among humans, where he is the only one of his kind, that he can never escape being reminded that he is a duck. Of course being a duck is a literal marker of Howard’s “outsiderness,” but the Howard stories frequently play with its implications. One can identify “good people” in HTD because they either don’t recognize or don’t care that Howard is different. He and Beverly have a relationship like any other couple, even sleeping in the same bed (although again it was Mantlo in the non-Code-approved magazine who made their status as lovers explicit).

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There was even a short-lived daily comic strip in 1977.

Beginning in HTD #3, the blurb on the first page tells the reader that Howard was always conscious of being different, an outsider, even in his early life. Intriguingly, before Howard’s character became completely settled, he made a few attempts to blend in and make a normal life for himself among the humans. This early version of Howard had a Walter Mitty-like quality as he attempted to imagine himself into the role of good citizen, helping the police rid Cleveland of such menaces as Garko the Man-Frog and a vampire cow. Of course, when Howard was unable to prove that he had saved the city and was further rebuffed by the police with the reminder that he is, after all, a duck, he naturally reacted with the disillusionment and cynicism that became the hallmark of his character.

In this sense Howard’s experience is the dark side of any immigrant’s journey to America. In his homeland he was an individual, and as one of many of his kind, he could take his personhood for granted: the group kinship to which everyone belonged was effectively invisible. In hairless ape America, however, it is his status as a representative of his type that singles him out, and his individuality is reduced to a single image: duck. In fact, although people regularly sputter, “Y–you’re a duck!” upon meeting him, no one in these stories mistakes Howard for a real duck: they assume he is a midget in a duck suit, marking him as either a madman or a publicity-seeker. Oddly, while the updated backstory makes Howard’s prospects grimmer–if he has always been an outsider wherever he lived, what kind of acceptance can there be to hope for?–it seems to offer hope for the immigrant or minority member: maybe the individual personality does make the difference, and Howard’s experience need not be a universal commentary on America.

If Howard fit perfectly the mood of the 1970s, can he still be relevant today? Steve Gerber thinks so. In a July 2001 interview, Gerber summarized the state of the nation: “The situation in the U. S. now–a dork in the White House, the country split down the middle politically, every form of popular culture from music to movies at a creative nadir, and so on–almost exactly parallels the state of things in 1975. In that sense, the time has never been more appropriate for Howard’s return.”

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Of course, those words were spoken before September 11, and one may wonder whether post-attack readers would be in the mood for Howard’s pointed critiques of America’s political and cultural environment. Fortunately, Gerber’s up-to-the-last-minute scripting habits have prevented a jarring lead time between the new book’s writing and publication. So far (as of this writing, four issues of a planned six-issue series have been published), Gerber hasn’t softened Howard’s edge (indeed, the “mature readers” label allows him a far greater freedom of theme and content than he had in the ‘70s), but he lands his hardest punches on America’s self-absorbed, pop-therapeutic culture and religious zealotry rather than specific political viewpoints. In this sense, the new Howard isn’t too different from the old: Gerber (and by extension Howard) has always expressed skepticism for one-size-fits-all solutions, political or otherwise. Although at one time Howard was labeled “The Nemesis of Middle America” by Marvel editors, it was really conformity rather than conservatism that Howard attacked, and Gerber’s new series doesn’t play favorites.

References to September 11 have been kept in the background, but the events have hardly been ignored. In issue #2, a tip to the police reports that “Osama el-Braka” (“Braka” meaning “duck”) has been spotted in Howard’s locale, leading to a two-page splash of SWAT teams, National Guard, and even Girl Scouts bursting into Beverly’s apartment for the kill. In the fourth issue, a committee of heavenly beings called the “Religion as Replacement for Thought Coalition” conspire to live up to their title. One member announces, “we’ve rooted out the moderate Jewish, Christian, Islamic, and Hindu elements that have tried to infiltrate and corrupt this coalition.” Another, speaking of the Islamic Madrassas, states, “their success at purging their pupils of any faculty for critical thought borders on the miraculous. We now have a small army of morons willing to fly airplanes into tall buildings, on the promise of seventy-two virgins in the afterlife.”

Much of the satire, however, remains focused closer to home. The third issue was a rather puerile parody of the TV show and comic book Witchblade (“Doucheblade”), which, while admittedly tasteless, rightly pointed out the degree to which large-breasted women with weapons have come to dominate comic book covers since the lifting of the Code and the proliferation of independent comics-specialty shops have allowed publishers to drop the pretense that comics were wholesome reading for kids. On the other hand, the fourth issue takes aim at the self-help guru “Iprah,” who has “convinced half of America she’s the voice of God–when, in fact, she’s nothing more than a franchise.” In one priceless panel, Iprah is shown on the cover of her magazine (“I”), finger-wagging and lecturing God under the headline “Iprah explains it all.”

Howard the Duck’s character seems to have changed little in the nearly thirty years since his creation. Opinionated, vulgar, and refreshingly uncharismatic, his adventures remain a sometimes frustrating but always surprising trip. Although Gerber doesn’t always hit his targets dead on, he fires so many shots that many are bound to connect, and there is plenty in our contemporary culture to take aim at. Perhaps Howard isn’t really so different from the masked heroes with whom he shares shelf-space: he emerges from obscurity to provoke laughter, anger, and thought at the times when he is most needed.

The Force in Four Colors: Revisiting Marvel’s Star Wars

Recent news that the license to publish Star Wars comics would shift from Dark Horse to Marvel in 2015 probably didn’t come as a surprise to anyone: now that both Lucasfilm and Marvel are under the umbrella of Disney, it was only a matter of time before corporate synergy asserted itself.  Already, Disney-owned properties such as the Muppets, Darkwing Duck, and the Pixar characters have been withdrawn from licensee Kaboom! (not all of them to reappear at Marvel, at least so far).  It’s too bad: Kaboom! publishes some of the best comics for children around, and their books were clearly being written and drawn by creators with knowledge of and affection for the characters.  Still, it makes business sense for Disney to consolidate its holdings, now that it has film, animation, and comic book outlets at its disposal.  I don’t blame them at all; I’m sure it was part of their plan in acquiring those companies in the first place.

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The news has stirred up memories of the often-wacky Marvel Star Wars line that ran from 1977 to 1986, and there have been a lot of jokes at Marvel’s expense.  Heck, I’ve sprinkled Twitter and WordPress with my share of comments about the Zeltrons, a race of pink-skinned empaths whose sexual openness was often a source of comic relief (and pinup-worthy cheesecake) in the series.  No one would deny that Marvel’s version of George Lucas’ science fantasy epic is more remembered for six-foot tall green rabbits, horny pink-skinned aliens, and a seriously off-model Jabba the Hutt than for its merits, especially in comparison to the more straight-faced Dark Horse run.

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Although some of Marvel’s contributions to the Star Wars canon have been picked up and used by others (including the Zeltrons, actually), its run was compromised by its publication alongside and in between the release of the original trilogy’s films.  Before Star Wars (sorry, A New Hope) was released, Marvel was already publishing its six-issue adaptation, including scenes that were cut from the final film: most notably Luke’s conversation with Biggs on Tatooine and Han Solo’s confrontation with a very different-looking Jabba the Hutt in Mos Eisley.  The yellow-skinned, humanoid version of Jabba would appear a couple of times in the comics, until he officially disappeared from existence, replaced by the slug-like Jabba of Return of the Jedi.

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To be fair, it can’t have been easy for the writers (including Roy Thomas, Archie Goodwin, and Mary Jo Duffy, among others) to spin stories out of a saga that wasn’t completed yet: the challenge was to give readers more of what they loved in the movies without deviating too far from formula or accidentally contradicting or giving away plot twists planned for the sequels (plot twists that were generally secret–Marvel’s editors wouldn’t always know they had crossed the line until it was too late).  Particularly between The Empire Strikes Back and Return of the Jedi, writers were tasked with providing the illusion of change so familiar to readers of superhero comics: Han Solo could not be freed from his carbonite imprisonment, although many issues were dedicated to attempts to rescue him; Darth Vader was off the table, so there could be no answer to the question: was he Luke’s father?

Some of the weirdness in Marvel’s version was also due to the relationship between licensor and licensee at the time.  In those days there was simply not the expectation that film and comics be a seamless continuity: comics were exercises in brand extension, ancillary revenue streams, not sacred texts.  To a large degree, the comics’ writers and artists treated the Star Wars universe as just another sci-fi/fantasy playground to be filled with weird landscapes and monsters (one story arc was repurposed from unused John Carter, Warlord of Mars artwork).  Remember, this was from the same decade as Jack Kirby’s adaptation of 2001: A Space Odyssey and Whitman’s adaptation and continuation of The Black Hole.  Making up and adding material was thought of as giving good value to the reader.  Star Wars and its Expanded Universe would be a major influence in shaping fans’ expectations of continuity across all media, but that tighter approach didn’t emerge overnight.

Still, before I was a Marvel kid I was a Star Wars kid, and the latter was a big reason for the former.  I remember vividly the discovery that piqued my interest: in the box of comics I shared with my sister (about which I’ve written previously), I discovered a copy of Star Wars number 18, missing its cover.  This was the first issue of a major story arc in the early days of the series, the “Wheel” saga, named after a huge space station-bound casino that is the setting of the action.  I didn’t know that at the time (1982 or ’83, I would guess), and it would be a few years before I was able to read the “Wheel” arc in its entirety.  What captivated me was the idea that the characters I knew from the movies were having entirely separate adventures in these comics.  I tended to accept anything official-looking as gospel, so I had no trouble accepting the legitimacy of Marvel’s version (although Carmine Infantino’s square-jawed rendition of Luke Skywalker looked more like He-Man than Mark Hamill).

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For the first time, I became a regular comic buyer, actively looking for new issues on the stands and seeking out back issues to fill in my collection.  Jumping into the series, there were many unfamiliar characters and references to previous adventures from the comics.  I had a lot of catching up to do.  I didn’t live anywhere near a dedicated comic book store, so I relied on trading with friends and mail order: the biggest comic book purchase of my childhood, in fact, was an order for all the Star Wars issues that were available from one of Mile High Comics’ summer sales. Mile High’s yellow two-page ads were once a common sight, and the summer sales were the best, unloading comics for 25 or 50 cents apiece.  It helped that, aside from the first few issues, Star Wars had never been terribly sought-after or valuable, and at most they were only a few years old.  The day the box arrived in the mail with forty issues or so—far from a complete run, but more than I had ever read at once and including many gems—I holed up in my room and immersed myself in “a galaxy far, far away.”  It would be the first of many long afternoons delving into another world through comics.

One of the things I liked about the comics, and which still holds up today, was the focus they were able to bring to individual characters.  Many issues were solo adventures, or featured groups of only two or three characters working together in ways that the epic scope of the films didn’t always have time for.  In the comics you could observe Princess Leia as a diplomat waging high-stakes games of cat-and-mouse with Darth Vader and the Empire (in “The Third Law”); Luke Skywalker’s role in the Rebellion’s space fleet could receive more attention; Han Solo, and later Lando Calrissian, could be shown in their element as smugglers, gamblers, and “scoundrels” (in flashback, of course).  In essence, the Star Wars universe could support stories of action-adventure, espionage, horror, romance, and even comedy, much as the Expanded Universe still does today.  It made sense: the movies were themselves indebted to many different genres, including the science fiction serials of the 1930s and ’40s; Westerns; World War II aerial dogfights; and the samurai films of Kurosawa.  It was only natural for the comic book adaptations to continue in that spirit and flesh out elements that could only be implied on film.  Not all of the stories worked, and not all of the original characters fit into the Star Wars aesthetic, but I still remember them fondly, from the “Wheel” saga to the the twisty, long-running story of Shira Brie, to the many, many attempts to rescue Han Solo.

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After Return of the Jedi, the Marvel series continued without much apparent purpose, introducing its own villains (the Nagai) and tying up threads from the comics.  The writing was on the wall.  I was a faithful reader until the end, but I couldn’t disagree with the decision to cancel the series after 107 issues: it had become a shadow of its former self, and by that time I had gotten hooked on Marvel’s superhero offerings.

I didn’t spend much time reading the Dark Horse series–I guess I was still a Marvel kid at heart–but from what I could see the quality was good, and they made a lot of smart decisions.  Unlike the Marvel series’ focus on the main characters of the film trilogy (understandable, but ultimately limiting), Dark Horse was able to flesh out the Old Republic and other settings within the Star Wars universe.  They even obtained the rights to the Marvel run and released it in a handsome series of trade paperbacks, a fitting tribute to an imperfect but often richly entertaining saga, and a challenge to the assumption that everyone involved would rather forget it existed.  With the distance of time, new and old readers alike can approach these adaptations, see that there was more to it than green rabbits, and make up their own minds.

(Images from Wookieepedia, the Star Wars Wiki)