Anime Review: Tiger Mask W

Anime Review: Tiger Mask W

On an alternate Earth where professional wrestling is absolutely real, the world wrestling industry is dominated by the Global Wrestling Monopoly (GWM.)  One of the few independent markets left is Japan.  GWM offers a cross-promotion with the second-biggest wrestling operation in Japan, Zipangu.  But once the matches begin, it’s obvious that the goal is not exciting matches, but for GWM to destroy Zipangu as an organization.

The final blow is the match between GWM’s Yellow Devil and Zipangu’s champion and manager, Daisuke Fujii.  The masked Devil used illegal moves to win the match, and continued to attack even after he’d won, crippling Daisuke for life and scarring Daisuke’s son Takuma.  Without the older man’s leadership, Zipangu fell apart   Takuma Fujii and his best friend Naoto Azuma vow vengeance, but as lowly trainees there is little they can do at the time.

Tiger Mask W

Several years later, GWM returns to Japan to wipe out its largest wrestling operation, New Japan Pro Wrestling (NJPW.)   Naoto is ready for them.  He found a trainer in Kentaro Takaoka, who was once secretly Yellow Devil himself.  Takaoka reveals that the true power behind GWM is the Tiger’s Den, once feared as a criminal organization that churned out superior wrestling heels, until they were exposed and defeated by their former member Tiger Mask.  Takaoka puts Naoto through a special training regimen to become the new Tiger Mask.

However, he is unaware that Takuma has infiltrated Tiger’s Den to destroy them from within, becoming the fearsome Tiger the Dark!  Who will be the ultimate tiger?

This 38-episode anime series is a sequel to the Tiger Mask manga and anime from the 1970s.  While in many ways it’s a throwback to older styles, with an episodic structure, opening song that’s directly about the show (a remix of the older series’ theme) and clearly drawn lines between good and bad, it’s lighter in tone and outcome than the original.  (Tiger Mask killed off many of the major characters, including the hero!)

Lighter the show may be, but there is still blood in some matches (about as much as you’d see in a real life professional wrestling match which calls for bleeding) and frequent use of wrestling moves that are Do Not Try This At Home.  The series is relatively light on male-oriented fanservice, but there is a hot springs episode, and female wrestlers wearing form-fitting outfits.

Comic relief comes from the clownish masked wrestler Fukuwara Mask (who hides a dark secret) and Haruna, niece of Takaoka and Tiger Mask’s self-appointed business manager.  While she’s certainly got the enthusiasm and some business sense, Haruna is a recent high school graduate and rather naive.  Over the course of the series, Haruna begins to show more competency, and the final episode (after the main plot wraps up in #37) is a spotlight for her coming into her own.

Several of the matches are quite thrilling; the romantic subplots are kind of cliche.

Recommended highly to pro wrestling fans, and those looking for a more kid-friendly anime that isn’t about selling toys.

And here’s the opening theme!  https://www.youtube.com/watch?v=RF7cwAo0UTI

 

Comic Book Review: Noble Causes Archives, Vol. 1

Comic Book Review: Noble Causes Archives, Vol. 1 written by Jay Faerber

Liz Donnelly is nervous about meeting her future in-laws.  After all, she’s just a normal bookstore manager, and they’re the Noble Family, celebrity superheroes, beloved across the world.  Her fiance Race Noble is nice enough, but Liz soon learns that behind the glitzy facade, the Noble family has severe problems that are tearing them apart.  When tragedy strikes, it could be the ending of Liz’s world, if not everyone’s.

Noble Causes Archives, Vol. 1

This Image Comics offering was a series of miniseries before getting approved for an ongoing (with a soft reset.)  It takes the soap opera aspects of modern superhero comics, and the idea of superheroes as celebrities, and runs with it.  Indeed, the soap opera is so central that it’s several issues before we see one of the family do something that matches the “hero” part of the genre.

At the beginning, the family consists of “Doc” Noble, an inventor/adventurer who has retreated into his laboratory more and more as the years have gone by, rather than interact with his brood; his wife Gaia, a nature mage from another dimension who craved the celebrity lifestyle and has crafted the family’s public image; Icarus, Doc’s robot assistant, who considers himself the dutiful son; Rusty, who recently suffered an “accident” that required transplanting his brain into a robotic body; Celeste, Rusty’s gold digger wife, who was unfaithful to him even before he became all metal; Race, a super-speedster who has the best emotional balance of the crew; Krennick, Race’s best buddy and son of family enemy Draconis, who has an unrequited thing for; Zephyr, only daughter and a rebellious teenager whose promiscuity has gotten out of hand; and Frost, Gaia’s son by a brief affair, who officially does not exist, and has been sleeping with Celeste.

Liz’s marriage to Race helps precipitate a series of events that bring to light several family secrets and relationship crises.  The series is really good at issue-ending cliffhangers.

This black and white reprint volume covers up to issue #12 of the ongoing, and the resolution of the Zephyr pregnancy plotline.  There were a number of back-up stories that flashed back to events before Liz met the family; instead of being bundled with the main stories of each issue they were published in, they have been placed at the end of the volume.  These stories explain some motivations and sometimes make the characters’ actions more sympathetic.

Content warnings:  There’s a fairly gory scene early on, a lot of talk about sex (and some near-sex scenes) and some rather disturbing implications in the backstory.   I’d say senior high school and up for readership.

Many of the characters are not particularly likable.  (When Doc suddenly starts being a somewhat better husband and father, Gaia worries that he’s terminally ill.)  But there are enough of them that are sympathetic or enjoyable to keep reading.

The art is by a number of different creators, mostly in the decent to acceptable range.

Recommended to comic book fans who are really into the soap opera aspect.

Comic Book Review: Showcase Presents: DC Comics Presents Superman Team-Ups

Comic Book Review: Showcase Presents: DC Comics Presents Superman Team-Ups Volume 2 edited by Julius Schwartz

The dedicated rotating team-up series was a huge boon for DC Comics and Marvel back in the day.  A top-selling character anchors the book (in this case Superman) and rotating guest stars got a chance to shine.  Some appearances were to promote their own new series, others were to wrap up a plot of a recently canceled book, even more were to make sure DC kept the trademark on a less active character in house, and a few were just because the writer had a cool idea for a story.

Showcase Presents: DC Comics Presents Superman Team-Ups #2

Volume 2 covers from 1980 to 1982, including the first annual and issue #50.  We start with a three-parter introducing Jim Starlin-created villain Mongul and his quest for a Warworld of his very own.  One of the problems with writing Superman team-ups is creating menaces that both challenge the Man of Tomorrow and allow the guest star to contribute.  Mongul tended towards the “stronger than Superman” end, so it’s a good thing the guest stars were the Martian Manhunter, Supergirl and the Spectre.

On the opposite end of the scale is Issue #39’s team-up with Plastic Man, where they fought dueling villains Toyman and Dollface.  This one required heavy use of Kryptonite to slow Superman down.  Some nice Joe Staton art, and a Karl Malden joke.

#41 brings us the cover story, which is not so much Superman teaming up with the Joker, as the Joker wanting revenge on the Prankster after the very similar villain double-crosses him during their team-up.  The whole story feels very much like Martin Pasko took a Los Angeles vacation and decided to work the location into a paid script.  The story sidelines Batman with an injury as this is not World’s Finest.

#42 has one of the weirder crossovers, with the Unknown Soldier, a disguise expert (real name unknown) who died in World War Two.  The Paul Levitz script is based heavily on the paranoia about nuclear war being imminent so common in the early 1980s before the Soviets blinked.

The Global Guardians had been introduced in the Superfriends tie-in comic book, but issue #46 of this series brought them into the main DC continuity.  A fun issue with some interesting wizard villains from different cultures.

#47 was a crossover with the Masters of the Universe tie-in comic book DC was doing at the time.  He-Man mentions that his mother (who is originally from Earth) had told him tales of Superman.

Annual #1 has a rare team-up of the Golden Age Superman with the then-current Man of Steel.  Their versions of Luthor change places, but still fail to overcome the other Supermen; but then they head to Earth-3 and team up with that world’s evil Ultraman (who becomes stronger from Kryptonite exposure.)  Our heroes must team up with Alex Luthor, who becomes Earth-3’s first superhero at the request of Lois Lane.  (This is a bit confusing as named characters on Earth-Three have flipped morality…so does this mean that regular Lois is evil?)

And we wrap up with #50, which has Superman team up with…Clark Kent?!  Alien science has separated the two, making Superman lose touch with humanity, while Clark loses much of his timid persona.  They must work together to save an alien world and California, before finding a way to merge again.

As with all the Showcase volume, these reprints are in black and white.  This is only a bit of a problem in the Plastic Man story as one of the running gags of that character is that he can look like anything and you can only spot him by his costume colors.

Sadly, the decision to concentrate only on the Superman stories means that we don’t get to see the “Whatever Happened To…?” backup stories that gave some closure to obscure characters.  Some of these were small gems–I was especially affected by the sad yet stirring tale of the Crimson Avenger, who will remain in the Land of the Remembered.

Overall, the writing quality is good to excellent, with art to match (with a couple of clunkers.)  Worth looking into if one of your favorites got a team-up slot.

Book Review: That Ain’t Right

Book Review: That Ain’t Right edited by Jeremy Zimmerman & Dawn Vogel

Disclaimer:  I received this book in a Goodreads giveaway on the premise that I would review it.

That Ain't Right

Howard Phillips “H.P.” Lovecraft (1890-1937) was a minor writer of horror fiction in the early 20th Century.  But thanks to a gift for purple prose, a strong philosophical unity in his stories’ viewpoints and (most importantly) a willingness to share his ideas, he’s been immensely influential in the development of the horror field.  He’s best known for the Cthulhu Mythos, a series of stories involving cosmic “gods” that are implacably hostile to humanity as we know it, not out of malice as such, but because humans are irrelevant to the universe at large.

A number of his stories were set in the Miskatonic Valley region of Massachusetts, a fictional backwater including such shadowed locations as Innsmouth, Dunwich and Arkham.  That last one will be familiar to Batman fans.

Which brings us to the book at hand, an anthology of first-person narratives set in the Miskatonic Valley.  They range in time period from about the 1890s to the far future, and one is set in an alternate history.  As is traditional in Lovecraft-inspired fiction, several of the narrators cannot be telling their stories to any living person, although none of them are quite to the level of that one Lovecraft protagonist who was still writing in his journal even as the monster was actually entering the room.  An especially nice touch is that the fictional narrators have their own author bios at the end of the stories.

Some standouts in the anthology include:

  • “Arkquarium” by Folly Blaine:  A high school student working part-time at the Arkham Aquarium tries to impress the girl he likes by sneaking into the locked laboratory section.  Turns out there’s a reason no one is supposed to go in there.  The protagonist shows some gumption, but isn’t unrealistically competent beyond the average teenager he is.
  • “The Reservoir” by Brian Hamilton:  A direct sequel to Lovecraft’s classic “The Colour Out of Space” which has a microbiologist investigating particles in the water of the title lake.  He finds an old well still calling–or is it a hallucination of the deep?
  • “The Pull of the Sea” by Sean Frost:  A ghost learns that not even death can protect you from the worse horrors that come from the ocean.  The story carefully sets up rules, then the creatures that break the rules come along.
  • “The Laughing Book” by Cliff Winnig:  A college student studies the title book in the restricted stacks of Miskatonic University.  This story is more influenced by Lovecraft’s “Lord Dunsany” period of dark fantasy than his straight-up horror.

The quality of writing is generally good, absent a couple of typos, and the annoying use of phonetic dialect in “Dr. Circe and the Shadow Over Swedish Innsmouth” by Erik Scott de Bie.  Horror tends to be subjective as to whether it works for you or not; I found most of the stories nicely creepy, with a couple going a bit too much for the gore for my tastes.

Recommended for fans of the Cthulhu Mythos, and the more literate horror fan in general.

Comic Book Review: Showcase Presents Super Friends

Comic Book Review: Showcase Presents Super Friends by Various

Back in the 1970s, there was a Saturday morning cartoon titled Superfriends.  It featured several superheroes from DC Comics,, plus “Junior Super Friends” Wendy and Marvin, trainee superheroes with their pet Wonderdog.   Each episode taught valuable life lessons to kids across America.  While reruns of the cartoon continue even today, younger fans may not be aware there used to be a tie-in comic book as well.

Showcase Presents Super Friends

Because the Comics Code of the time was surprisingly less restrictive than the Standards & Practices Board that governed children’s broadcasting, the writers of the comic book had more flexibility to put in story elements that explained how the team worked, and the full range of the heroes’ powers.  The book took place in a close parallel of the DC universe, so other superheroes could guest star.

Now, I said the writers could be more flexible than the TV show, but I am still amazed that they got away with mass murder as a plot point in the third issue.  Some of the deaths even happened on panel!  And they weren’t even reversed by the end of the story.  To explain, a mad scientist captures over a hundred supervillains (none of whom were established characters) and disintegrates them to create the World-Beater, which has all their powers combined.

After a few issues, the comic book explained (as the show never did) the change from the first season’s Marvin and Wendy, to the later Wonder Twins, aliens named Jan and Zayna.   This was a truly epic plot which also introduced a slew of international superheroes who later joined the mainstream DCU as the Global Guardians.  (It also gave the comic some much-needed ethnic diversity.)

Many creators worked on the series, but the distinctive art of Ramona Fradon is perhaps most representative.

Aside from the mass murder, this is a kid-friendly title; there are some dated attitudes that parents might want to discuss with their children.  The writing is typical for the time period, and certainly better than the television show.

Recommended for fans of the Superfriends cartoon and nostalgic comics fans.

Comic Book Review: Earth 2, Vol. 2: The Tower of Fate

Comic Book Review: Earth 2, Vol. 2: The Tower of Fate by James Robinson & Nicola Scott

Disclaimer:  I received this book in a Goodreads giveaway on the premise that I would review it.

Earth 2, Volume 2

Some background first, for our younger readers.  Back in the 1940s, National Comics (which would become DC) decided to promote some of their lesser-known characters by putting them in a group, the Justice Society of America.    These characters would have a meeting, split up into separate stories, then band together at the end to face a common menace.  This was the first full-fledged superhero team.  Eventually, as page counts lessened, the team started working together through the entire story.  And when the superhero fad faded, the comic book they were in switched to Western tales.

Superheroes came back in a big way after the Comics Code was created, and DC created new versions of many of their Golden Age characters.   Then a writer got the bright idea of teaming up the then current Flash, Barry Allen, with his Golden Age counterpart, Jay Garrick.   He came up with the notion that  the earlier stories had happened on an alternate Earth, Earth-2.  This allowed the Justice Society and all the other Golden Age characters to be used as having aged semi-realistically from the 1940s to the 1960s.   Various series featured the Earth-2 characters having their own adventures.  Plus, many other alternate Earths were made up to feature different characters.

In the 1980s, DC’s Powers that Were decided they wanted to “modernize” some of their characters, and streamline the DC Multiverse into one semi-consistent DC Universe, as some writers found the multiple Earths idea “too confusing.”  So Crisis on Infinite Earths happened, and now there was just one Earth, with many of the Golden Age characters having fought crime in the 1940s, and others having their history changed to match the new timeline.

And that worked for a while.   It took some doing for the Justice Society to find its feet, with several attempts at sidelining them, and drastic roster changes.  But they endured, and finally got a popular, relatively long lasting series.  However, going into the Twenty-First Century, it was getting increasingly difficult to justify people in their eighties and nineties still actively fighting crime without invoking immortality.  You could fudge ages on some characters, but the Justice Society was specifically tied to World War Two.

This, and other issues including the desire to “modernize” characters again, caused the Powers that Be at DC to reboot their line once again in the Flashpoint event.   Now superheroes as such had mostly started their careers “five years ago” and were young and “relevant” again.   Most of the Golden Age characters had vanished entirely in the New 52, but others hadn’t.    Eventually, this was explained with the publication of the new Earth 2 series.

DC has gone back to multiple Earths, and is using this series to depict a timeline where the Golden Age characters are reimagined for a new generation.  This Earth was invaded by the forces of Darkseid, and drove them off at the cost of the death, disappearance or disgrace of all their existing heroes.  Some years later, new “wonders” are appearing or being revealed as new threats emerge.  This volume covers issues 7-12, and a couple of specials that fill in details.

Modern decompressed storytelling means that you don’t get your team together in the first issue and go from there.  Indeed, by the sixth issue, some of our heroes had met and briefly worked together to stop a menace, but immediately split up again.  The primary storyline in these issues is Flash helping the new Doctor Fate find the resolve to become that character.  The primary villain they face is Wotan, who is given a new origin story (including an explanation for the green skin which explains why Wotan hates Doctor Fate’s mentor Nabu so much.)

Meanwhile, Green Lantern and Hawkgirl investigate the death of GL’s fiance, as it turns out the baddies might not have been after GL after all.  This doesn’t really get far before Green Lantern is called in to help with Wotan.  Elsewhere, Darkseid’s lieutenant Steppenwolf and his pawn Fury (supposed Wonder Woman’s daughter) take over a country.  Minor characters have their own subplots.

Good stuff:   With this reboot, DC has the freedom to make the cast more diverse from the start, and they’ve done so.  After some rough patches in the early issues, most of the heroes are now acting heroic, particularly Flash.  The art is decent, and the war against Darkseid’s forces stands in for World War Two nicely.

Not so good:  Did we really need to kill the Amazons again?  Seriously, we worry about you, DC.  Also, there’s a lot of grimness and gritting teeth.  I’d like to see a little more fun and people enjoying their powers and abilities.  The current DC hatred of marriage also is felt here, killing off spouses and potential spouses to free up the characters for other romantic subplots (or in the case of the gay guy, avoiding that yucky actually having him date thing.)

I can see where DC is coming from, but as an old fogy myself, I miss having heroes who have been around for decades and learned wisdom the hard way.

Book Review: There Are Doors

Book Review: There Are Doors by Gene Wolfe

There Are Doors by Gene WolfeMr. Green has hooked up with Lara, a woman he knows almost nothing about.  After a week, she disappears, leaving only a note explaining that “there are doors” and that he must not go through them.  Mr. Green promptly manages to stumble through such a door and finds himself in what appears to be an alternate Earth.  An Earth where Lara is a goddess, and men die if they have sex.

Mr. Green is an unreliable viewpoint character–even if he isn’t delusional or suffering from hallucinations, there’s plenty of evidence that he’s mentally ill.  It takes him a frustratingly long time to realize he isn’t on his Earth because he honestly can’t trust his own memories as to what is real.  The reader is not helped in determining how much is real and how much is madness by the fact that several characters are transparently based on the classic Joe Palooka comic strip.  (Readers born after 1980 or so might not have this problem.)

Such plot as there is is doled out sparingly, with long sections of “nothing happening” as Mr. Green gets his bearings or goes through the motions of his workaday life in what passes for the real world.  While the book comes down pretty solidly on the side of science fiction by the end, it can also be argued that Mr. Green has just had a final psychotic break from reality.

It’s an interesting change from the sort of science fiction I normally read, but I would only recommend it to readers with patience and a willingness to guess at what isn’t said.

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