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Showing posts with label legion of super-heroes. Show all posts
Showing posts with label legion of super-heroes. Show all posts

Tuesday, July 1, 2025

NEAR-MYTHS" "THE TRILLION DOLLAR TROPHIES" (SUPERBOY #221, 1976)

 

This story, one of the last Jim Shooter wrote for The Legion before he became an assistant editor at Marvel, is a curious venture into "quasi-adult" subject matter for both Shooter and for a feature associated with the Superman mythos. That, more than the story's formal qualities, are its foremost features, and the tale garnered a degree of negative response for its appatrent employment of B&D elements.



Short version: the Legion-heroes are the "trophies" of the title. Two criminals, Grimbor and Charma, seek to capture the heroes for purposes of reaping a ransom from the group's rich patron. Charma is in some ways the "dominant" member, for she has the power to dominate any male and make him her subservient slave. However, this same talent evokes titanic rage in any female, even though Charma may not be impinging on anyone's particular mate. Charma thus needs a powerful male protector, so she enslaves the reluctant lock-maker, Grimbor the Chainsman. The duo seem like castoffs from a William Moulton Marston story, though I tend to think they represented a "one-off" idea for Shooter, rather than any syndromic obsession.


          First, while Grimbor takes on Colossal Boy, Charma gets beat on by Shadow Lass.

 

Timber Wolf and Light Lass try to separate their enemies, but as Charma takes another beating from the female Legionnaire, her cries cause both Grimbor and the male Legionnaire to come to Charma's aid, so these heroes are also captured.



Later, when Charma is about to kill off some of the captive heroes, Shrinking Violet, one of the weakest Legionnaires, comes to the rescue. Though Violet is governed by the same compulsion to punch out Charma, the heroine does so with an eye to making the captive males so angry they break their chains and accidentally clobber Grimbor. The story closes on the revelation that at some point Grimbor planned to get back in the driver's seat by making special chains to restrict her domination-power.

It's not a very good story, nor a deep story. But one must admit- it's not a dull story.  


  

NEAR-MYTHS" "THE MUTINY OF THE SUPER-HEROINES" ( ADVENTURE COMICS #368, 1968)

 



There's no way to be sure whether or not Jim Shooter read Jerry Siegel's 1964 "Revolt of the Girl Legionnaires." There are no direct callbacks in "Mutiny," and so it's just as easy to believe that Shooter came up with his tale purely as his own take on "the war between men and women." But whereas Siegel had used the trope of "Delilah conquering Samson with sex and guile," Shooter's trope is more like 'what if Male Samson meets Female Samson"-- which is pretty much what the cover depicts.


The narrative opens on a violent male activity, although it turns to be merely a training exercise, in which Karate Kid's "murdered" sparring-partner is the invulnerable Superboy in disguise. We don't see how the female Legionnaires occupy their free time until page 7. 




Extreme feminists would be irate that the girls are all seen cooing over fashion and furniture decorations. Princess Projectra poses an interrogative about their recent encounter with Thora, ambassador from a matriarchal world, Saturn Girl seems to think female dominion absurd, Light Lass provides some pushback by claiming that their Kryptonian XX member is as powerful as any old XY version, and Supergirl herself demurs, suggesting that at base her super-cousin is probably her superior in pure strength.


   

  


Shooter weaves no mysteries around Thora: she's immediately shown using special technology to artificially boost the powers of the Girl Legionnaires. She doesn't immediately employ brainwashing techniques, but is content to sow dissension as the males find it difficult to accept the change.

Things soon come to a head-- or maybe, bonking heads.






Despite the fact that the Legion's leader Invisible Kid claims to have figured out Thora's plans, he and the other males just bull their way into fighting her female pawns, and, in contradistinction to the Siegel stories, the power-boosted XXs stomp the XYs into the ground. Supergirl is actually the one who foils Thora's plans, after which she commits suicide and everything goes back to status quo. But what causes Supergirl to break Thora's brainwashing? We see it in an earlier scene:


  Some quick background: for several 1960s stories, Supergirl and Brainiac 5 dated off-and-on, but in the two-parter introducing Shadow Lass (AC #365-66) the new girl makes a very mild overture toward the cerebral Legionnaire, though it goes nowhere. Issue #368, appearing just one issue after Shadow Lass's debut, the blue-skinned heroine seems to have some sort of grudge against the green-skinned boy, as she fantasizes about forcing Brainiac 5 to be her servant. Supergirl's memories of romance with the brainy youth cause her to be offended by the theoretical assault on Brainiac's dignity, and it's her feminine protectiveness toward a boyfriend-- even though the two of them are never precisely "serious" -- that saves the day-- though there's also an element of feminine competition involved as well. There's not a big symbolic lesson here, unless it's that women are the best weapon men can have in "the war between men and women."      

NEAR-MYTHS: "THE REVOLT OF THE GIRL LEGIONNAIRES" (ADVENTURE COMICS #326, 1964)

 I decided I would dedicate this day to the recently passed Jim Shooter by writing about Jerry Siegel. Well, to be more precise, I've wanted for some time to sit down and cross-compare the respective takes each author took toward the trope of "the war between men and women," as expressed through a series both raconteurs worked on: The Legion of Super-Heroes. One might argue that Siege's shortcomings in this case shine a brighter light on Shooter's bushel-- or something like that.


  
The first page of "Revolt" shows some of the Girl Legionnaires shows them occupied with mundane activities, but the second ramps up the action, revealing that the six female Legionnaires have sent six male members of the group off on a phony errand. They then discuss their plans to lay traps for the remaining males in order to destroy them all and claim the club only for Girl Power.  


First, Light Lass mousetraps Element Lad. "Thrilling," right, EL?


Then Triplicate Girl splits herself in three, makes up to three separate males, and forces them all to admit that size does count.




Saturn Girl makes only a token effort at seduction, but then tricks Superboy into a rescue mission that gets him trapped.
Supergirl, who could easily twist any form Chameleon Boy might take into knots, feels it necessary to use some arcane formula to block his shape-changing power.


  And finally, Phantom Girl goes back to the Delilah-mode, liplocking Star Boy before she makes him imprison himself with his own powers.
-



There's not much myth-material in all of these simplistic "betraying women" scenarios, but there is a little bit in the Big Explanation. Queen Azura of the planet Femnaz (paging Rush Limbaugh) brainwashed all of the girls into hating men, because for many years the Female Femnazians had become obsessed with war-games, to the extent that they exiled their pacifistic males. Jerry "hurry-up-the-damn-exposition" Siegel conflates the Femnazians' desire for warfare with their ritual of shooting rockets at the moon-- which, in Earth cultures, most often represents feminine intuition and periodicity. Apparently shortly after the tyrannical women exile their men, they also decide to spread their desires for female supremacy to the Legion, if not to Earth generally, and use magical jewels to infect the Girl Legionnaires with man-hatred. But the other male Legionnaires, whom Saturn Girl sent on a false errand happen to pass by Femnaz, and two of the members keep the planet's moon from colliding with the planet. The heroes also reunite the chastened, no-longer-overaggressive females with their (presumably still pacifistic) males, while the Girl Legionnaires release all of the Boy Legionnaires from their traps, and good times are had by all.

The repetition of the Samson-and-Delilah seduction-trope is pretty repetitions, as if Siegel were indirectly suggesting that the girls had to resort to duplicity in most cases because girls just couldn't conquer boys (with the exception of Light Lass, who really does overcome Element Lad in a power-over-power struggle). However, there's more complexity when Siegel reworks elements of the Superman-origin for this little jaunt. Instead of a planet exploding, it's the moon of Femnaz, though the planet is saved by two Superboy-like heroes. Instead of a noble mother and father dying together as their child survives, there's a whole group of Amazons who kick out their wimpy males for being too tolerant, though the two groups are brought together, and an exile ends rather than an adoption of one survivor by a younger culture. But Siegel's conflation of two conflicting myths-- that of the martial Amazons and that of the seductive Deliah-- work agsinst one another here. In my next essay, I'll show that Shooter's pursuit of this theme was at least more unitary.               

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Friday, September 6, 2019

MYTHCOMICS: "A DREAM OF MONSTERS" (THE WANDERERS #1-5, 1988)



Most comics-fans are more than a little familiar with the many revisions of major DC Comics characters like Superman and Wonder Woman following the 1985 "Crisis" mega-event. But of all the characters revised following the Crisis, the team of future-heroes known as "the Wanderers" may be the most obscure. Prior to 1988, the team had only appeared a couple of times as guest-stars in DC's successful LEGION OF SUPER-HEROES feature, and there were no indications that anyone had designed the seven characters of the team to be a continuing franchise. I would guess that when writer Doug Moench and artist Dave Hoover pitched the idea of THE WANDERERS as an ongoing series, their interest had less to do with their fascination with the characters than with the chance to promulgate a somewhat darker vein of science fiction than what usually appeared in the LEGION's "space opera with superheroes."



Most of the Crisis-era revisions didn't necessitate killing the original version-- the pre-Crisis incarnation of Wonder Woman proving the exception to that rule-- but WANDERERS #1 starts out with the deaths of all seven heroes by forces unknown. The dead bodies of the heroes, floating around in their derelict spaceship, are discovered by a being belonging to the race called "Controllers," said race being a familiar presence in the LEGION cosmology. This individual, eventually dubbed "Clonus-Prime," finds the slain heroes while he's in the midst of tracking the monsters responsible for attacking both the Wanderers and various other alien races. (These creatures are not given a specific name as such, so for the rest of the essay I'll call them "the Hatchlings," a name given to one of their intermediary development-stages.) Clonus-Prime takes time out from his pursuit to arrange a rebirth for the deceased stalwarts, but only in an indirect (and somewhat confusing) manner. He intends to bring the Wanderers back in new bodies cloned from their corpses. However, since Prime doesn't want to get off the trail for too long, he first clones himself. This results in an identical twin, usually named just "Clonus." Clonus-Prime downloads some or all of his memories into Clonus, and then leaves. Clonus, who possesses all of his "parent's" scientific skills and also inherits the immortality common to all Controllers, gets to work and tries to clone new bodies for all seven. One of the seven clones does not take, but the other six prove viable, although for reasons not well explained, Clonus modifies most of their powers and appearances, as well as growing them to adult status in a matter of weeks. 



Once they "come alive," the six clone-heroes possess all of the memories of their "primes," or originals. Yet they're more than a little alienated by their new physical forms, and some of them are angry to have been made into lab-rats by their new "father." For the first five issues, the heroes' main mission is to learn what forces destroyed their primes. None of them seem to have any memories of their predecessors' final moments, which is perhaps just as well, since the saga of the new Wanderers is already fairly confusing, owing to its being started in media res. Moench puts forth a familiar but still appealing idea-- that of giving a murder-victim a second chance to find his murderer-- but whereas this is given an elegant simplicity in a feature like DC's DEADMAN, the concept becomes vitiated by the demands of a team-book. Team-concepts flourish when the team-members all have separate concerns and thus butt heads over their respective priorities-- but with a few exceptions, the New Wanderers all share the same overall problem: that of being reborn in mutated forms, and of finding their murderers.



Further, even in the first five issues-- easily the best arc in the feature's 13-issue run-- Moench does not succeed in creating strong interpersonal dynamics for the members, despite a transparent attempt to make two of the heroes look like, respectively, Nightcrawler and Wolverine of THE X-MEN. The two female team-members keep the names they started with, Psyche and Quantum Qneen, but the four males all assume new monickers-- Elvar, Dartalon, Aviax, and Re-Animage-- none of which are any better than their primes' cognomens. The heroes get a little time to experiment with their powers before the next catastrophe: an assassin from the Controller universe. Clonus reveals to his "children" that in that universe, cloning is expressly forbidden, which is why Clonus-Prime fled his own cosmos in order to perfect his cloning-procedures. So the Wanderers must continue their own quest for their murderers while a stalker pursues them. For good measure, both Clonus-Prime and Clonus perish, though the latter survives as a computer-program in the Wanderers' starship. One of the heroes, the intuitive Psyche, discovers an infant Hatchling in the ship and hides the imp from the others, seeking to use her mental abilities to purge the Hatchling of the violence inherent in its species.



To say the least, this overplotted narrative proves ponderous in the extreme. The mythic meat of the story, though, might be called Doug Moench's subversion of the novel FRANKENSTEIN. Clonus-Prime's obsession with cloning bears some comparisons with the obsession of Shelley's character to make a "new Adam" out of diverse body-parts, and many critics have commented that Frankenstein's primary sin was to attempt to create a human being through science rather than using the tried-and-true organic methods.



Clonus-Prime, though ultimately responsible for the genesis of the Hatchlings, does not make his monsters exclusively through science. Before he's even created his first clone, he meets a human woman of the Legion-verse, and the two of them fall in love. Clonus-Prime and Velissa repeatedly try to conceive the old-fashioned way, but they fail to bear any children due to biological incompatibility. Unlike Clonus-Prime, Velissa ages like all mortals, but rather than simply letting her perish naturally, he prolongs her life via cloning, making new young versions of Velissa and then euthanizing the aged bodies. For generations Clonus-Prime keeps making new versions of Velissa, as well as continuing to try biological reproduction. But as the Controller-assassin eventually reveals, clones can't be allowed to reproduce, or they will produce monsters. It's not clear as to why Clonus-Prime never knew this, but it's due to his ignorance that he and Velissa eventually do bear children: the Hatchings, who reproduce asexually and are hostile to all species save their own kind. Thus in a sense Clonus-Prime is ultimately responsible both for killing and for re-birthing the Wanderers (sort of like series-creators Moench and Hoover).





The climax of "Dream" also touches on Frankensteinian themes, for the Hatchlings not only escape their father, they take their mother Velissa with them, and she's kept alive by their will, as a sort of zombie-queen. Though her husband has the greater responsibility for the Hatchlings' depredations, the image of Velissa presiding over her ravening offspring reminded me of Frankenstein's fears that if he created a bride for his monster, she would become the mother of a new race of monsters. In contrast to Velissa, Psyche is the "good mother," in that she's successful in using her emotion-based powers to purge her adopted Hatchling of its violent tendencies. But Psyche can't save the whole nest of Hatchlings, and thus the arc I've named "Dream of Monsters" comes to a cataclysmic conclusion. 

For the remainder of the series, Moench and Hoover, rather than working on the dynamics of their ensemble, placed more emphasis in showing each of the Wanderers trying to find their individual destinies in various new situations. Even the best of these stories are rather predictable and unaffecting, despite the creators' attempts to play up the melodramatic angles. As a team the "X-Wanderers" were a failure, but the initial arc, however tortuous, does have a few memorable myth-moments.

Friday, March 8, 2019

MYTHCOMICS: "LIFE AND DEATH AND THE END OF TIME" (LEGION OF SUPER-HEROES #50, 1988)

ENTROPY:
a process of degradation or running down or a trend to disorder-- Merriam Webster online.

From the POV of a Silver Age DC enthusiast, John Byrne would be the incarnation of entropy. DC continuity was constructed slowly and erratically during the Silver Age, and was then codified into a regularized cosmos during what I term the Bronze Age. But by 1986, DC continuity was deemed unwieldy in comparison to competitor Marvel Comics. Byrne, who insisted on revising the Superman continuity to exclude Superboy, was one of the key players who degraded the established continuity, though to be sure if he hadn't done it, someone else would have.

Of course, the re-ordering of post-1986 continuity had a drastic effect on the profitable feature LEGION OF SUPER-HEROES, which was based on the idea that the 20th-century crusader Superboy periodically traveled to the 30th century to have adventures with a cadre of similarly teenaged heroes, the Legion. For the first few years, writer Paul Levitz compensated by inventing the idea of a "pocket universe" where the Legion's continuity was maintained. Yet, since the company didn't want, contra Byrne, any sort of Superboy flying around, that hero had to be killed-- killed by the same entity who created the pocket universe, the Time-Trapper.



This particular Legion villain had gone through some pre-1986 revisions himself. He was invented as a toss-off villain in the story "Menace of Dream Girl," wherein he prevented the heroes from traveling to the future (providing a contrast to the debuting heroine Dream Girl, who could at least intuit future occurrences). Hamilton's story implies that the Trapper is just another sci-fi mastermind, though a later Levitz story makes him into a member of a super-powerful race, the Controllers. By the time of this 1988 story, though, the Trapper becomes the embodiment of a cosmic principle:

They have called him by a thousand names. He is night. Death. Apocalypse. Eternity. Entropy. Time.

The opening pages of "End" show the solitary robed figure of the Time Trapper in a wasteland far removed from the Legion's era, while the captions inform the reader that "all things have ended here, even those that never began... If logic wars with faith over the nature of the beginning, so too it must over the ending. Logic decrees that all things begun, must end."

To say the least, this was not the typical language of a Levitz LEGION story. The elevated, philosophical tone comes closer to what Levitz sounds like in the 1978 tale "The Summoning." Clearly, whatever Levitz's personal opinion of DC's 1986 revisions, he determined that he could give his readers a good story extrapolated from the editorial mandate that "old guard" Superboy had to die. Levitz couldn't alter that policy, but he could create a situation in which the feature's incarnation of entropy was punished for his crime.

Having established the cosmic background of the villain, Levitz approaches the heroes of the Legion in more basic terms, That said, he interweaves two plotlines that are germane to the attempt of the Legionnaires-- spearheaded by their resident genius Brainiac 5-- to avenge Superboy, The first plotline involves a "friend of the Legion," Rond Vidar, who appears to have come back to life despite having been slain by his villainous father. The second thread relates to another character introduced in two earlier stories: Rugarth, a scientist accidentally transformed into another cosmic being known as "the Infinite Man." Rond's mystery is resolved later in the story, but the Infinite Man poses an interesting moral problem, since he's brain-dead and cannot agree or disagree with the role given him by Brainiac 5.





Both of these subplots, not coincidentally, involve persons who may be able to transcend death, thus setting up the suggestion that the degradation of entropy may not be the final answer to all things, as the prologue supposes.

To make the vengeance-drama more personalized, the entire Legion doesn't voyage into the entropic world to combat the Trapper. Only the four members who witnessed Superboy's death make the journey: Brainiac 5, Duo Damsel, Saturn Girl, and Mon-El (who, incidentally, was conceived as something of a Superboy knock-off). To say that the heroes are overmatched is an understatement. Duo Damsel, who lost one of her natural three bodies in an earlier adventure, loses her last extra body.



And Mon-El, the most powerful of the group, unleashes a lot of power but fails just as hard.




However, the Trapper is given some pause by Rond Vidar, whose mysterious return to life is explained by his mastery of a Green Lantern's power.



Yet in the end, Brainiac 5's plan depends on introducing the incarnation of entropy to his conceptual opposite, The green-skinned genius argues that the theory of entropy is countered by one arguing that "time itself is infinite, folding back on itself in endless cycles-- and each end may simply be a new beginning." The incarnation of this principle is, of course, the Infinity Man.






Naturally, the Legionnaires survive this cataclysm and go on to other adventures, just as the Trapper comes back in new incarnations. Levitz ends the story in circular fashion, repeating some, though not all, of the captions from the prologue, but suggesting that even the Trapper's kingdom of entropy has proven temporary.

This story, while consequential to LEGION fandom, didn't have a lot of impact on comics as a whole, certainly not as much as this week's "near-myth," "The End at Last."  Levitz and Giffen produced a better symbolic discourse in their "End of Time." But as I argued in this essay:

Though I define the quality of mythicity in narrative as that of symbolic complexity, not everyone uses the word "myth" this way. Often when the average person describes Superman or Batman as a "myth," they simply mean that they are extremely popular with many people, as some myths in the archaic world undoubtedly were. However, since not all archaic religious myths had widespread popularity-- some being confined to this or that isolated tribe of "fanboy" worshippers-- it follows that not all literary myths are going to be world-beaters either.


Wednesday, May 17, 2017

NEAR MYTHS: "THE LEGION OF SUPER-MONSTERS" (ADVENTURE COMICS #309, 1963)

Once more, a quick reiteration of my definition of "near myth:"

..."a near-myth" is a part of a narrative that sustains a mythic kernel of meaning, but does not become unified into a fully-developed "underthought" throughout the narrative. [the latter being the definition of a fully consummate myth]
A quick personal note about this week's "near myth:" although as a sometime Legion fan I was rather hyped to see this story when I read old ad-hype for it, I never found a decently-priced copy of the original issue until recently, nor did I happen to buy the relevant Archives collection with the story. I'm rather glad I waited, because it's the sort of appealing but cheesy story that should be read in its original form.

"Legion of Super-Monsters" loses the cover spot to a much shorter Superboy story. Said tale's only interest is that it speaks to a psychological myth that DC Comics had exploited since the Golden Age and used heavily in the Silver Age: the fear-of-replacement myth. Comics-stories of this ilk usually focused on the starring heroes about to be replaced or marginalized in some manner, and they tend to be fairly one-note.




Closely related to the "replacement myth," though, is the "exclusion myth," in which a starring character finds himself left the odd man out in some desirable group of society.  Indeed, the first story in which the Legion appeared dealt with Superboy being excluded from potential membership.


Superboy's exclusion is naturally overturned by story's end as a Big Misunderstanding. In "Super-Monsters," though, the Legion decides to exclude a candidate, one Jungle King, because he shows a lack of caution in the use of his power to control animals:



Jungle King gets mad and decides to form his own Legion, made of wild alien beasts who are compelled to obey his commands. Taking the alternate cognomen Monster Master, he embarks upon a career of crime, using the fabulous powers of his creatures against society, thus provoking the Legion of Super'Heroes to come after him.



In their initial encounters, the human Legion has no small trouble in dealing with the monster-Legion...



 ..and to make things seemingly worse, one of the members who passed the group's standards, Bouncing Boy, messes up by exposing himself at a critical point. However, he gets to redeem himself in a sense, using strategy to defeat a beast of much greater power.




I said that the replacement myths were usually one-note, and Edmond Hamilton's "exclusion-myth" script isn't much better. Not only are the Legion's standards validated by Bouncing Boy's success, Monster Master is shown to be a hypocrite who makes a snap judgment about one of the beasts that "auditions" for the monster-legion. The villain rejects a "gas creature" because the critter's not impressive enough, but the beast gets pissed about its exclusion and subjects Monster Master to a fatal "gas attack."



Still, though "Super-Monsters" is a little preachy in this regard, it does have some pleasingly bizarre sci-fi monsters, and that makes up for a lot.

Saturday, April 16, 2016

BAD WILL ON TOP

One of the great curiosities of comic-book mythography is that even though the heroes-- and occasionally, the demiheroes-- are the protagonists with whose will the audience identifies, often much of the mythicity resides within the villains and/or monsters who are in the position of supporting players.

This week's mythcomic is a rare exception: the villains of the story do no more than provide base functions in the story, and the focus is upon the heroine Wonder Woman and the cultural matrix of Paradise Island in which she originates.

In contrast, as I detailed here, Will Eisner's feature THE SPIRIT was such a genre-chameleon that it's arguable that the titular hero had little myth to call his own, and most of his villains were no better.

By contrast, a character like Batman could also try on a number of "genre-hats," but there seemed to be a greater conviction about keeping an "essential Batman" in most of the character's iterations-- though this didn't necessarily mean that he was always the mythopoeic center of the story.

In 1942's "Laugh, Town, Laugh," Batman remains the *endothelic* center of the story, but one may well argue that the story is much more about exploring the manic nature of his enemy, the Joker. The celebrated "Killing Joke" barely concerns Batman at all, except in the "everycop" role so often enacted by Eisner's Spirit. Only that slight focus on the fact that the Joker is part of Batman's mythos, and not the other way round, keeps "Killing Joke" from being a Joker story.

Arguably the sidekick-figures are even more relegated to functional roles: Robin just performs his usual routines in the 1942 story, while Barbara Gordon doesn't even take on her Batgirl identity in Alan Moore's tale, though one might argue that her maiming has an extra level of irony simply because she's a superheroine caught by surprise and taken out, like any ordinary mortal.

There's a bit more parity in 1966's "Beware of Poison Ivy." Since this was the debut of the titular villainess, it's understandable that the bulk of the story is devoted to Ivy's allure. Nevertheless, both the Caped Crusader and the Boy Wonder have substantial myth-roles in the story, although Kanigher plays with those roles a bit by having Batman, the sage dispenser of advice to his young ward, be the one pole-axed by Ivy's erotic charms, while Robin has to be the adult in the relationship, trying to rein in his mentor. Even the three one-note arthropod-villainesses of "Poison" contribute a certain amount of mythicity.

Another interesting variation is that of the "newbie hero," as seen in "The Menace of Dream Girl." Although the magazine is focused on the adventures of the Legion, most of the characters in the story are quite flat, although as I noted in the essay, Star Boy gets a very slight boost from "nothing character" to "character defined by romantic interest." Clearly Dream Girl-- who is given an ambivalent portrait, allowing the new reader to wonder whether or not she is a villain-- is the mythopoeoic focus of the story, half Cassandra and half Marilyn Monroe.

More to follow in a future Part 2.

Tuesday, March 22, 2016

MYTHCOMICS: "THE MENACE OF DREAM GIRL" (ADVENTURE COMICS #317, 1964)



In this 2014 essay I cited the LEGION OF SUPER-HEROES character Dream Girl as an example of being one of the first recurring female characters to evince a greater level of sexiness than was the norm for stuffy-seeming DC Comics.

I debated with myself as to whether this story by writer Edmond Hamilton and artist John Forte qualified as a mythcomic. The situation depicted on the cover-- very much of the "oddball school" prized by Silver Age enthusiasts-- represents a standard trope that seemed to pervade a huge number of DC comics: that of the "Back-Stabbing Betrayer." Often the betrayer was someone known to the main character-- Superman and Superboy were forever being shafted by their girlfriends, parents, or other relations for some elaborate reason. But occasionally the betrayer was "the enemy within." The Legion, as a cosmopolitan group that was always recruiting new members, also left itself open to infiltration by insidious agents.

However, sometimes the "betrayer trope" was inverted, and the story revealed that the person apparently scheming for the hero's defeat was actually trying to help him in some bizarre, counter-intuitive manner. Most persons reading this blog will probably know that Dream Girl remains to this day a regular Legionnaire (though I've no idea if the character still keeps the original name and persona). So I'm not giving away much to state that every anti-Legion action taken by DG is actually an attempt to keep the heroes from being killed in an accident that she's foreseen with her prophetic ability.

Hamilton's story is loosely plotted for a DC tale of the period: he also introduces the villainous Time-Trapper to the feature's readers with scarcely any backstory.  This blogpost at the Silver Age Comics website contains some speculations as to why the story has some awkward moments. Yet it may be that Hamilton, though best known for his galaxy-smashing space operas in prose, simply sought to structure the tale as a "day in the life" for the Legion, for they also spend time running about surveying post-atomic debris and carving monuments for worthy personages. Then their seeming routine is broken when a new member shows up.

Saturn Girl expresses imperious disdain toward the new member's claim to read the future:





However, Dream Girl quickly gets the male majority on her side, even as she ticks off all of the female Legionnaires. Of particular interest is the reference one of the girls makes to her "baby-doll face," a characteristic strongly associated with the recently deceased Marilyn Monroe, on whom Dream Girl may be physically modeled.




These juvenile sexual politics ('uh-oh, competition!") have much more potential in terms of sociological myth than the herky-jerky main plotline. I noted that DC, possibly in response to the unwanted attention of Frederic Wertham, tended to keep its post-Code female characters fairly demure in terms of costuming-- though admittedly the company was never a great haven for sexploitation in the Golden Age, either. True, the three "old" Girl Legionnaires aren't fully covered up, and are at least showing their legs. But there were also females who remained completely covered up, like Phantom Girl:



And Shrinking Violet may sport the single worst costume ever seen on a Silver Age superheroine.



But clearly even the ones who showed a little leg were no competition for this:



Costumes as such are not mythic: their ability to attract or repel belongs to what I term the "kinetic potentiality." But DG's ability to fascinate the male of the species does bear some degree of comparison to the many feminine beguilers of myth and folktale, even if her power aligns more with the figure of the Greek prophetess Cassandra. Initially DG's actions seem designed to return the hostility of the Girl Legionnaires by causing them to be expelled for various petty offenses, or by causing their powers to malfunction (DG's Naltorian science is responsible for altering the powers of "Lightning Lass" to those of "Light Lass," for anyone who cares to keep track.) However, as the tale wends on, she targets males as well as females, though as mentioned before, she's only doing it For Their Own Good.

I include "Menace of Dream Girl" as a mythcomic largely because it presages the recrudescence of sexploitation elements in the comics medium, which from then on became a far more prominent element in superhero comics.  In addition, the story proves interesting for building up the previously nominal character of Star Boy. In this story he gains his first strong character-trait, that of being drawn into the "orbit" of Dream Girl. On a comics-forum post, I noted the negligible nature of Star Boy up to that point:

Speaking as I am of marginal characters, I was looking through old LSH stories to see when each Legionnnaire debuted in an actual Legion story, as opposed to being a guest-star in a Superboy or Supergirl tale. I was surprised that Star Boy, introduced in a 1961 Superboy story, doesn't actually appear in a story for over twenty issues of ADVENTURE COMICS. That the editor was trying to insert the character is shown by the fact that he appears in group photos of the membership, in keeping with the status he was given in the Superboy tale-- but Jerry Siegel never puts him in an actual story, and not until #317 in 1964 does Star Boy get something substantial to do. Maybe Edmond Hamilton, who'd been writing the series for about a year, got bugged by his editor and finally decided to make SB the boyfriend to the new female character he introduced in #317: Dream Girl. But for all the emphasis the character got before that, the readers probably could have easily forgotten that he even existed.

At the end of this story Dream Girl leaves the Legion to "perfect" her dreaming-powers, since she didn't exactly shine in making an inaccurate prediction about the Legionnaires getting killed. Star Boy does not leave at that time, but his next major story-arc involves him being forced to kill an enemy to protect his own life, and thus violating the Legion constitution. Expelled, he joins up with Dream Girl, and although they're re-instated in a relatively short time, the two of them always retain an air of ambivalence as far as their allegiance to the group. In contrast to most other superhero-groups, the Legion was like a real club in being subject to infighting and defection, and for all the juvenile nature of the plots, retains a significant place in the development of so-called "comic book continuity."