Showing posts with label Mike Ploog. Show all posts
Showing posts with label Mike Ploog. Show all posts

Friday, December 12, 2025

The DC Spirit - Diverse Hands!


When Darwyn Cooke chose to leave the title, it was up to Groo's creators Sergio Aragones and Mark Evanier to step in and continue The Spirit. They debuted under a cover created by Jordi Bernet. The stories created by this team were one-shots filled with the light-hearted humor the duo had famously brought to all of their projects. Abandoned was the continuity and while we stayed in the modern world, Central City looked more like it had traditionally. The artist on the first issue was former Eisner assistant Mike Ploog. 



Paul Smith stepped in to draw the next two issues with covers by Bruce Timm. In addition to Smith, Aragones and Evanier were joined by a cadre of younger artists such as Aluir Amancio, Jason Armstrong, Chad Hardin, and Wayne Faucher.








We were treated to some great covers, sometimes by classic talents such as Joe Kubert. 




With the twenty-sixth issue writer Michael Uslan stepped in with artist Justiano to give the reader a trio of stories which returned classic femme fatales the series such as Silken Floss, Lorelie Rox and Plaster of Paris. Brian Bolland knocked out some outstanding covers for this triad. 




Dean Motter took over the writing and was joined by artist Paul Rivoche for one issue. 


He was followed by Michael Avon Deming for a single wild story with a cover by Kevin Nowlan. 



Mike Ploog returns as both writer and artist for the final two issues of the series in a weird story which brought magic to Central City. He was joined by inker Dan Green. Covers were supplied by Nick Cardy and Gene Ha. 

And that was it. The series came to a sputtering halt after a sizzling beginning. But DC was far from done with The Spirit. He would as ever, rise from his grave to fight crime yet again. 

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Wednesday, October 1, 2025

Monsters Ball!

(The dates for 1975 and 2025 are identical.)



When the Comics Code was amended in the early 70's and the long-standing prohibitions against horror tropes was lifted, the emaciated Code was unable to stop the horde of monsters which shambled forth. Marvel led the way with Dracula, Frankenstein's Monster, and even a Werewolf by Night. Also there was a revamped Ghost Rider and other variations on the classic themes such as Morbius and Man-Wolf. This tome doesn't capture all of the monsters who escaped to the newsstands but it does a worthy job of getting many of them. Eventually the monster rally subsided but for a time in the early Bronze Age, the monsters were well and truly unleashed.


What Decades - Marvel In The '70s really becomes in many ways is a celebration of the lush artwork of Mike Ploog, a talent who drew comics in the style of Will Eisner, and was an assistant to Eisner for time as well. Ploog's distinctive oily lines gave Marvel's "Monsterverse" a different vibe, a somber somewhat more realistic aspect. 

(Neal Adams Cover Art)



(Neal Adams Cover Art)

Gene Colan's work on Tomb of Dracula struck a similar vein and that's what makes the Marvel monsters different than what had come before, a grounded sense of this could really be. The stories didn't happen in fantastic clashes atop the skyscrapers of NYC, but in the back alleys and in the shadows where people had to deal with real death, or at least as close as any comic book story can offer. 




Eventually the monster rally subsided but for a time in the early Bronze Age, the monsters were well and truly unleashed.

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Saturday, May 25, 2024

The Animated Lord Of The Rings!


J.R.R. Tolkien's The Lord of the Rings had touched off a renaissance for fantasy literature. Publishers were agog to get something onto the racks that smacked of fantasy, whether it was in the vein of high fantasy as is Tolkien's classic or of a more blood-handed quality such as the works of Robert E. Howard, there was an absolute hunger for such stuff. But how to bring The Lord of the Rings to the big screen. 


It seemed too large a tale for the cinema, at least the cinema of the 70's which had seen the collapse of the studio system and the rise of independent filmmakers. Star Wars had pointed the way forward for movies, and multiple installments of epic stories seemed viable. So, it was decided to make The Lord of the Rings into a movie after all in 1978. Peter Beagle, author of The Last Unicorn was brought in to revise the screenplay by Chris Conkling. Animation was the format the format selected, and the director would be Ralph Bakshi. 


Ralph Bakshi was a wild card. He was a veteran animator, having risen up in Terrytoons and had gained some cache with is creation of The Mighty Heroes and other projects. He'd broken into cinema with Fritz the Cat which brought Robert Crumb's feline avatar to a public ready for the adult nature of the storytelling. Bakshi knew how to get an animated feature made and delivered, and outside the Disney studios he was nearly the only game in town. Artist Mike Ploog's work showed up a lot in the designs. He'd worked with Bakshi on Wizards, a science fiction fantasy which had the misfortune to debut the same week as Star Wars. British actors were brought on to do the voices. It was an epic effort to bring an epic story to the screen, and it was originally intended to be the first of two parts. Alas, we never go that sequel, at least not by the Bakshi team. 


The movie is criticized today and was criticized at the time for the extensive use of rotoscoping to make the animation work, and the to give the work a greater sense of reality. Rotoscoping is looked down upon despite being one of the earliest techniques in animation and was used extensively by the Fleischer Studios in the 30's. That said, there more than a few sequences in the movie which don't really work. The rotoscoping doesn't always blend with the traditional animation and creates a jarring effect on the viewer. This movie unlike Wizards which used much the same styles required an approach which didn't take the viewer out of the movie. Here is an interview with Bakshi talking about the film. 


I give the movie high marks for its realization of the Shire and the bucolic regions adjacent to it. There are some gorgeous scenes with our characters moving through them. As the movie goes along and we get further away, that kind of thing diminishes. The Black Riders are also effectively realized in some places. They are favorites of mine, truly frightening creations.  Less successful is Sam Gamgee who comes across as a goofball. Frodo is okay but he and the other Hobbits look like they are about thirteen. The battle at the end of the movie is the low point, with the Orcs poorly realized and the sense of animation minimized. The strength of this production are the outstanding background paintings which successfully create a compelling world, not unlike the masterful backgrounds in the classic King Kong almost become a character. The movie ends abruptly with Gollum leading Frodo and Sam into Shelob's clutches and the heroes successful at Helm's Deep. 


Despite a potent advertising program, the movie failed to live up to expectations in theaters. The sequel was cancelled, and Tolkien fans were left hanging with only half the story told. That is until the Rankin-Bass operation stepped in. They'd brought The Hobbit to the screen some few years before and now they'd wrap up Tolkien's greater epic in the bargain. But it wasn't part of a plan necessarily. 


The Return of the King from 1980 has the Rankin-Bass operation picking up the story just about where Bakshi's movie had left off more or less with Frodo and Sam having survived Shelob but Frodo having been captured by Orcs. It is important to note that the production was not intended as a sequel to the Bakshi film. It's merely a fluke that the Rankin-Bass outfit started the story just about where Bakshi left off. The original title was Frodo -The Hobbit II, but better heads prevailed. The style shifted back to the Arthur Rackham inspired character designs, and the ambition was singular, to finish the story. Like The Hobbit before the Tolkien estate did not approve of this little outing and filed suit, but a deal was cut.  


Joining veterans from The Hobbit such as Orson Bean (Frodo this time), John Huston (still Gandalf), and Brother Theodore (Gollum again) were Theodore Bikel (Aragorn), Roddy McDowell (Sam Gamgee), Casey Kasem (Merry Meriadoc), and others such as veterans John Stephenson and Don Messick among others. This 1980 production was done for television by the same Japanese outfit that had don The Hobbit


People bicker about it. Consider it a weak addition to the Tolkien world, and the Tolkien Estate even tried to stop its production. But for my part, I cherish it, for all its flaws for giving the story an ending it otherwise would not have. I rather liked The Hobbit and I like this one, though it has a harder path to walk. Despite the decision to only adapt the last novel for the sake of time, there still seems to be a terrible feeling of padding in the beginning of the story.  For Tolkien fans today it might seem a weak offering, but for us then it was a triumph if only a small one. The epic saga had been transformed into a story which walked and talked, if imperfectly. 


Two decades later, a New Zealand director would take on the story again, this time armed with new-fangled computer technology and people eager to do a greater justice to J.R.R. Tolkien's great story. But we'll get to that tomorrow. But first a song. 

Frodo of the Nine Fingers 

Music by Maury Laws
Lyrics by Jules Bass
Sung by Glenn Yarbrough

When Bilbo found that shiny ring
In Gollum's cave of gloom,
He never thought that it would turn
Into a ring of doom.

The Dragon Smaug, the Spiders too, 
The Goblish, the Evin-King,
They came to know the power of
The Hobbit and his ring. 

Frodo of the Nine Fingers
And the ring of doom.
It started with a Hobbit in
Gollum's cave of gloom.

The power of the ring, it grew,
And Gandalf sat in thought.
He knew that it must be destroyed
In fires where it was wrought. 

For is in evil hands it fell,
The earth would know its end.
No force of arms would win the day,
No army could contend. 

Frodo of the Nine Fingers
And the ring of the doom
Accepted a heavy burden
For the fires to consume.

Frodo of the Nine Fingers
And the ring of doom.
Why does he have nine fingers?
Where is the ring of doom?

We know of course. If you'd like to enjoy Ralph Bakshi's version of The Lord of the Rings, then check out this Internet Archive link. To see The Return of the King by the Rankin-Bass outfit check this Internet Achive link. 

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Tuesday, May 14, 2024

Weirdworld - An All-New Adventure Into Epic Fantasy!


The way the Weirdworld stories tumbled out bit by bit from Marvel during the late 70's and into the 80's shows at once the durability of the concepts and the abiding patience of creators who know they have something special to share. Weirdworld was lucky to have some excellent artists in its time such as Mike Ploog, Alex Nino, Pat Broderick, John Buscema, Rudy Nebres, and Marie Severin among others. It seemed that each time a Weirdworld story managed to surface it offered a somewhat different take on the totally peculiar environment which at once evokes the arch danger of Middle Earth by Tolkien and the sardonic whimsy of Wonderland by Carroll. The Weirdworld stories hold up exceedingly well, better than many such works that evoke the Tolkien feel. Moench says he wasn't influenced by The Lord of the Rings and certainly this is not a copy, but details in both do make you scratch your head. Great stuff!


Weirdworld is one of those very special comic book projects that likely should not exist. Its origins are so odd and its development so dependent upon happen chance that I'm surprised it was ever produced. Doug Moench, the creator of Weirdworld and the only writer for the stories, came up with the concepts when he was just beginning as a writer and proofreader at Marvel. He needed some extra cash to help with his moving expenses to New York City and so he was offered the chance to pen a few back up horror tales for Marvel's black and white mags. One of the stories which came to him didn't fit that premise at all, but rather was an offbeat fantasy yarn, a story with remarkable charm but no apparent market.


"An Ugly Mirror on Weirdworld" was recognized by the editors at Marvel as being something special and Mike Ploog was assigned to draw it, an inspired choice. The story is about a misfit elf named Tyndall who is assigned by the local dwarf leadership to seek out evil and extinguish it. He journeys into mysterious lands and faces weird and dangerous threats only to eventually find an egg inside the bones of an ancient creature. The egg hatches and revealed is a lovely maiden, an elf like himself named Velanna. They realize that they belong together, and the story ends on a happy note. The story Tyndall and Velanna then languished for a couple of years waiting its chance for publication and a larger audience than the halls of the Marvel offices. Read the story here


That chance came in a one-shot mag called Marvel Super Action. The mag featured Marvel's breakout crime-buster Punisher and no mention is made on the cover of the sweet little story tucked away inside those pages. Weirdworld was unleashed. And it made a palpable hit on the audience.


A second story "The Lord of Tyndall's Quest" was written, this one once again illustrated by the remarkably talented Mike Ploog and perfectly inked by Alex Nino. Moench's yarn tells the further story of the elf Tyndall and his new-found companion Velanna, the elf from an egg. They fall into the clutches of a wizard named Grithstane who sends Tyndall on another quest, this time into the sky itself to the floating weird ring-island named Klarn (Tyndall's home supposedly) which casts a shadow on Weirdworld. This shadow is a breeding ground for evil. Tyndall finds a maiden about to be sacrificed but who is in fact a monster and he escapes with his life. He defeats Grithstane and saves Velanna and the pair once again appear to live happily ever after. Read it here

This story got a berth in Marvel Premiere, again after languishing for a few years. Two memorable stories, and many more moons and it appears that Weirdworld will be no more. But that's not true at all. 




Marvel Fanfare was a really odd comic book. An upscale production, it was positioned strangely in the direct sales marketplace because it used stories generally deemed not good enough (for whatever reason) for publication in a regular Marvel comic and gave them a high-end and glossy presentation. Lots of great stuff appeared in its pages, but all of it had a kind of orphan quality to it.

No less was this case with the three issues of the comic dedicated to Weirdworld. You have to understand that this was published in 1984, but the stories contained in these three issues were produced long before, back in the late 70's, and I assume an abandoned project since the saga of Weirdworld had exploded in other directions under other hands in high-profile ways, but more on that next time. I'm covering this story here because in terms of what passes for continuity it comes next, though readers weren't treated to it for many years after its sequels. (And this is how it's presented in the recent trade volume.)


Doug Moench is back writing his distinctive creation as is artist Mike Ploog, at least for the first chapter. The second two issues are both drawn by Pat Broderick, an artist of no small reputation. Broderick is ill-served here simply because for all his skill, he is a decided step down from Ploog on this kind of material. Superheroes it might've been a different story, but for high-fantasy Ploog had a special panache.

In this story we meet Mud-Butt, twice. What I mean is that the seminal character of Mud-butt underwent a profound physical change between the first and second chapters of the story. Mud-Butt is a dwarf malcontent and thief. Tyndall and Velanna throw in with him when they defend him in a bar fight. The trio then head off to confront the wizard Lord Raven who has send Goblins and other monsters to recapture a prize Mud-Butt had stolen from him. The true nature of the item is revealed in another tale. The trio run from and confront goblins and other weird creatures as they rush into and out of dimensional doors taking them all across Weirdworld. Ultimately, they save the day and defeat the villain, but we knew that already.


This seems like a good time to address one of the understandable but apparently untrue notions about Weirdworld. According to Doug Moench, the story was not inspired by J.R.R. Tolkien's Lord of the Rings saga which had taken the world by storm. Moench claims he never read the stories, save perhaps for The Hobbit before he'd written Weirdworld. I choose to believe Moench when he says he was not riffing on Tolkien. But someone in editorial sure noticed the similarity. 


That Marvel quite wisely used the similarity to advertise and promote the Weirdworld stories is understandable and of course suggests to almost any audience that the work was inspired by same, even if that's not the case.




This is the blockbuster! These three very "super special" magazines collectively titled Warriors of the Shadow Realm, but part of the longer series Marvel Super Special are among the most beautiful comics ever produced in the genre. That the covers of all three are so riddled with copy and hype that they almost hide the beauty is regrettable, but back in the day a fan took what a fan could get. In this case what a fan got was a potent new way to publish beautiful artwork, giving it a painterly feel for Doug Moench's writing, but still maintaining the verve and energy of a classic comics page. The artists involved were Rudy Nebres (inks), Peter Ledger and Steve Oliff (paint and colors) and most importantly "Big" John Buscema (pencils).


If it were possible to worship an artist, my god would be John Buscema, He was simply the finest comic book artist of his generation and is in a league with Hal Foster and Alex Raymond. Famously disdainful of the superheroes he drew so many of, he took the Conan franchise made popular by the exquisite and increasingly baroque artwork of Barry Windsor-Smith and toughened it for the long haul. I consider Buscema's Conan the definitive version, even surpassing the transformative version by Frank Frazetta. Only Buscema was able to consistently present a Cimmerian who had all the characteristics described so vibrantly by Robert E. Howard, the charisma, the raw power, the nimble agility, and the raw drama. I'd imagine John Buscema was excited to have a chance to do more fantasy when he came to draw Weirdworld.


The story of Warriors of the Shadow Realm goes roughly as follows. Be careful there are spoilers. Tyndall, Velanna, and Mud-Butt come across a Savage Elf who is running from some mysterious flying Nightfangers. Later they encounter him again and come into possession of mysterious gems which have the power to evoke monsters in the Moon's light. The Savage Elf dies when the Riders of the five Shadow Riders enter the City of Seven Delights. The trio take the gems to a wizard who tells them of the origin of Weirdworld and the near-godly figure of Darklens who created the place as a by-product of his war with other gods. The gems contain the essence of the evil Darklens and the Riders are desperate to gain possession so that he might right again. The trio take the gems and later meet a tribe of Savage Elves who have taken the mission long ago to protect the crypt of Darklens so that he might never rise. The wizard betrays them all and takes possession of the gems giving Darklens access to his body but the intervention of a White Wolf, which also seems to be a wizard or more, helps to forestall the threat. In the end Weirdworld is safe once again, for the time being.


That's the story, at once classic and evocative of many other stories told over the ages. It feels very familiar indeed that small seemingly weak characters prove pivotal in stopping the resurrection of a dangerous sorcerer who threatens the whole world and beyond. It's as advertised, "in the fantasy tradition of Tolkien".


I'm exceedingly glad that I have this story in its original format as the reprint, as grand as it is, falls short of presenting this artwork in its proper from. The story has a number of triptych fold-outs, and the standard comic book page is simply not capable of properly presenting that grand artwork. There is lushness to the work here which at the time was unlike anything else available on the stands. There was Heavy Metal, and soon there would be Epic Illustrated, but when this saga hit the stands, it was unique. The depth and quality of the artwork is simply beyond words.


Weirdworld had one final outing (in terms of continuity if not chronology) and that came in Marvel's high-end magazine Epic Illustrated. Alas the series never rated a cover appearance, but here are the four issues in which the final classic Weirdworld story was told.





"The Dragonmaster of Klarn" brings together many of the same talents who worked on Warriors of the Shadow Realm, but sadly minus the transformative work of painter Pete Ledger. Instead the artwork here, as delightful as it was by John Buscema, Rudy Nebres and Marie Severin falls short in many respects to the masterpiece which preceded it. I have nothing but massive respect for these three artists, but sadly the sum is less than the parts in these four chapters.

But that doesn't speak to Doug Moench's story which in many ways reveals many of the secrets which have dotted the saga to this point. If the earlier yarns had a Tolkienesque feel, this story reminds me of Michael Moorcock's work especially how it suggests that Weirdworld is for intents and purposes a massive game board upon which gods of light and gods of dark vie for advantage. Our heroes and their opponents are merely pawns in that great game.


The story begins with Tyndall, Velanna, and Mud-Butt a year removed from their defeat of Draklens. They are living in a Dwarf village but their typical disdain they encounter frustrates Velanna in particular. She as it turns out has come under the spell of yet another wizard Lord Majister, the brother of Draklens. He has formed a crystal vessel resembling Velanna and is slowly filling it up with darkness, a darkness which is also filling up her spirit. She becomes increasingly angry with Tyndall and Mud-Butt as the trio leave the Dwarf village and get drawn into yet another quest, this one to find the blade of the Glorywand, a magic sword which Mud-Butt had long ago stolen the hilt from. They encounter Goblins who surround a mountain in which lives a beautiful sorceress who sends them across vast distances of Weirdworld to find a hero named Wulfbuck. who has been changed to more resemble his namesake. This quartet work together against the wizard who has transformed his Goblins into a more powerful undead army and ultimately defeat him when Tyndall's ability to command powerful dragons proves decisive. Velanna eventually overcomes the curse, and the heroes end their adventures once again on a happy note.


This story was enchanting, as are all of the Weirdworld but somehow this one falls a bit flat. I think it's because of the sameness of the story in many respects. While we do discover more about Tyndall's heritage and we do encounter a Velanna who is different, the story is yet one more battle against yet another wizard. Grithstane, Raven, Zarthon, Darklens, and now Majister, all different but all somewhat the same. I'd have liked maybe something a bit different, but that likely is because this time I read all these stories back-to-back, and that's perhaps unfair to Moench's storytelling.


Whatever the case, these are the last classic Weirdworld stories, and while the world itself seems to have been revived and quasi-fantasy characters like Arkon and the Black Knight have been woven into a brand new and rather different reality. But without the considerable talents the likes of Moench, Ploog, and Buscema, there is little to attract this reader to them.

Weirdworld was a series of special comic book stories produced by special talents at a special time. It's charm never weakens for me. 

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