Archive for the ‘ Comic History ’ Category

The Atomic Sleepwalker Presents: The Complete History of the Atomic Knights, Part V

Hello, Sleepwalkers ! This marks the fifth and final installment of my complete history of The Atomic Knights! Next Monday will bring a different feature, so be sure to check back! And go ahead and get caught up with the previous installments! There’s Part One, Part Two, Part Three, and Part Four.

When we last left our heroes, we learned that the Atomic Knights, as we know them, were a figment of Gardner Grayle’s imagination. Trapped in a sensory-deprivation chamber and locked into a simulated post-nuclear holocaust, Gardner created the Knights as a way of coping with the horror of the radiation-soaked wasteland before him. And that was the way it stayed for a long time. The Atomic Knights were a memory, a curiosity of the Silver Age, mostly forgotten. Until Infinite Crisis, that is, they were resurrected by the team of Justin Gray and Jimmy Palmiotti.

Perceptive Sleepwalkers might recall that I talked about Gray and Palmiotti recently, regarding the announcement that they’ll be teaming up to write a miniseries about the Phantom Lady. Now, before we get started, I want to direct your attention over to an article on Comics Alliance–in a pleasant bit of good fortune, J. Caleb Mozzocco wrote about Palmiotti and Gray’s history with the Freedom Fighters, a team that plays a pretty big role in BFB. It says a lot of the same things that I would, so instead of repeating anything, go ahead and read Mozzocco’s article to fill in any holes in the narrative.

On to the Knights!

After Infinite Crisis,the United States finally had its own radioactive playground in Blüdhaven, the former headquarters of Dick Grayson during his early Nightwing days. During the Infinite Crisis event, the Society dropped Chemo (a big, radioactive monster, not unlike the critters the original Knights fought on a daily basis) on the city, nuking it and irradiating the whole place. Battle for Blüdhaven kicks off immediately after that disaster , and things aren’t exactly sunny. Citizens have been displaced from their homes, the whole city is in shambles, and the Force of July (a patriotic, government-controlled super team that should be familiar to anyone who has read Suicide Squad) has declared themselves to be the only superhumans allowed inside the walls. It looks mighty bad–and that’s just what these guys have been waiting for:

Meet the current generation of Atomic Knights, and no, your eyes aren’t deceiving you–they’re pretty much the same as the former generation. You’ve got Gardner, Marene, Doug, Bryndon (who seems no worse for wear for someone who was murdered by an energy monster who may or may not have been Ares), and the twins, Wayne and Hollis.

Gray and Palmiotti return over and over again to the theme of atomic energy in the way they populate their little drama. There are the Knights of course, but also the Nuclear Legion:

And they’re joined by a group of androids designed to look like a 50′s family called the Nuclear Family (which is actually pretty clever):

The government-sponsored Freedom Force has the Human Bomb, whose power seems to be not looking at explosions:

He’s joined by perennial douchebag, Major Force:

Hell, even the Macguffin is famous nuclear man, inspiration for Doctor Manhattan, and star of DC’s lowest-selling title, Captain Atom:

It’s a pretty cool move; we can see that Gray and Palmiotti are doing their best to stay true to the original idea of the Knights, selfless heroes in a world gone mad with nuclear power. By returning to that well again and again, they reinforce the aspects of the Atomic Knights that made them relevant fifty years ago.

But the reimagining of the Knights doesn’t stop with carefully constructed themes. In a neat little moment, we get to see the Black Baron 2006:

So, yeah. He’s a pimp. I’m tempted to call his inclusion in the story nothing more than pointless, nostalgia-fueled fanboyism–BB doesn’t really do anything to advance the plot, and he’s killed literally one issue later–but I’ll cut Gray and Palmiotti some slack. Not only is it a nice nod to the original series, but, like everything else they’re doing with the Knights, it’s done in such a way that it fits with the world-building. We know Blüdhaven is a lawless wasteland, but it’s a clever way to show us that fact without just telling us.

The thing about Battle for Blüdhaven is that it isn’t really about the Knights–it’s about the roles and responsibilities the government has to its citizens, for the most part, and that plays out across a couple of different canvases. There are a lot of straw-man arguments that basically predict Tea Party rhetoric a few years early, and I’m not going to say that they’re poorly done–they’re not, not really–but they are dull. I get that Firebrand is meant to be, well, a Firebrand, but his anti-government polemics come off as more “entitled college student with a few too many Che t-shirts” than “untested revolutionary confronted with the realities of a war zone.” Gray and Palmiotti don’t help themselves when the representative of the US government actually is as twisted and self-serving as Firebrand says he is. It’s hard to get a balanced sense of argument when one party actively tortures people and the other does not.

But that’s neither here nor there. The important part is that Battle for Blüdhaven marks the introduction of the Atomic Knights into the modern, mainstream DC Universe. And Gray and Palmiotti carry on one last bit of tradition before they go. Remember the way the Atomic Knights were folded into the Kamandi and OMAC’s continuity back in the 70s? Well, Gray and Palmiotti do too.

That’s the Command D bunker, the place where Kamandi got his name, and the site of the Evil Factory in Grant Morrison’s Final Crisis.Final Crisis, a story preoccupied with bringing Jack Kirby’s vast mythos into the mainstream DC universe, hinges on the Command D bunker, and by the time Morrison gets to his story, the Knights are still diligently patrolling the area:

So that’s that, Sleepwalkers. We’ve seen the Knights as goofy, lighthearted adventurers in the Silver Age; we’ve seen them brutally subverted in the 80s; and we’ve seen them resurrected as a super-powered police force in the 21st century. But throughout their long and storied career, one thing has been true: the Atomic Knights have been a quiet but vital part of DC’s past, present, and future, lending their names and histories to some of the most beloved comic stories of all time. They rarely get the attention they deserve, but for the past fifty years, the presence of the Atomic Knights has meant that even when the world is blasted and blighted, there will still be heroes. There will still be Knights.

And that brings this epic to a close, Sleepwalkers! I can’t believe it’s taken this long to finish it, but hopefully now I’ll know what I’m getting into when I promise a five-part feature! Thanks for reading, and if you have any suggestions about what I should write about next week, please let me know!

For Tim: The Comic Curriculum

Hey, Sleepwalkers.We’ve got a very special post today. My ex-roommate, Tim, has moved to Colorado to pursue his education, and as a parting gift, he’s requested that I provide a list of recommended reading. Thus, I’ve provided the following catalog, a sort of “Comic Curriculum,” if you will. Note: the following list has no relation to any of the many courses being taught at universities around the country. This list is more concerned with the essential readings of the Western comic community, rather than some of the more experimental, daring, literary works (Read: depressing, autobiographical comics by Alison Bechdel and Craig Thompson).

101: The Fundamentals of the Genre
In this class, you’ll be introduced to comics that establish the conventions of the genre. You’ll read the original classics of the genre, the standout works that rattled cages, established comics as a towering art form, and changed the face of comics forever.

Required Texts
-The Amazing Spider-Man, Volume 1, by Stan Lee and Steve Ditko [[Students will note that Marvel's policy of not allowing trade paperbacks to stay in print means that certain volumes will be difficult to track down.]]
-The Adventures of Tintin, by Hergé
-Shazam! Volume 1,  by Bill Parker and C.C. Beck
-The Best of Archie, by Various

Recommended Texts
-The Avengers, Volume 1, by Stan Lee and Jack Kirby
-X-Men, Volume 1, by Stan Lee and Jack Kirby
-Superman Chronicles, Volume 1, by Jerry Seigel and Joe Shuster [[Currently out of print; a more expensive hardcover version is available, which is why this textbook was moved from "Required" to "Recommended." Curious students might consider All-Star Superman, by Grant Morrison and Frank Quitely.]]

201: The Turning Point
Now that you know where comics started, you can appreciate just why the following comics were so groundbreaking. These comics would not have existed would it not have been for the conventions established in 101–and, ironically enough, their influence has been the standard for every “mature” book since.

Required Texts
-Watchmen, by Alan Moore and Dave Gibbons
-Batman: Year One, by Frank Miller and David Mazzucchelli
-The Dark Knight Returns, by Frank Miller
-The Sandman, by Neil Gaiman and Various
-Preacher, by Garth Ennis and Steve Dillon

Recommended Texts
-Johnny the Homicidal Maniac, by Jhonen Vasquez
-Batman: Arkham Asylum, by Grant Morrison and Dave McKean

305: Laughter: The Best Medicine
Every now and then, the sex and violence of modern comics can be stifling. When it all gets too much, it’s good to take a break with some of these stories. For the most part, they’re nothing but good, clean fun (with the exception of Secret Six. But the occasional brutality of that series is offset by humor and done in such a way that it never feel exploitative). All the same, the joy of these comics does not compromise their basic craftsmanship, which is why they are included here.

Required Texts
-Atomic Robo, by Brian Clevinger and Scott Wegener
-Batgirl, by Brian Q. Miller, Pere Perez, and Dustin Ngyuen
-Nextwave: Agents of H.A.T.E., by Warren Ellis and Stuart Immonen.
-Secret Six, by Gail Simone, Nicola Scott, and Jim Califiore
-Empowered, by Adam Warren

Recommended Texts
-Darkwing Duck, by Ian Brill and James Sylvani
-Cowboy Wally, by Kyle Baker

425: Special Topics–Brian K. Vaughan
Sometimes funny, sometimes brutal, always entertaining, Vaughan has earned a reputation as a master craftsman whose comics tackle everyday problems in  a way that makes them both unrecognizable and universal. His long-form stories (Y: The Last Man and Ex Machina) are a clinic on world-building, and The Escapists is not only a fantastic companion to a fantastic novel, it’s a startling exploration of the comic medium.

-Y: The Last Man, by Brian K. Vaughan and Pia Guerra
-Ex Machina, by Brian K. Vaughan and Tony Harris
-The Escapists, by Brian K. Vaughan and Philip Bond

Recommended Reading
-Runaways, by Brian K. Vaughan and Adrian Alphona

500: Senior Thesis
Screw your head on tight for this one. These are the metacomics, the comics about comics, and in one case, the comics about comics about comics (which is just ridiculous). Anyway, these books merit not one, not two, but often three, four, or five readings before you fully understand them–which is why they’re the end of the course.

-Flex Mentallo, by Grant Morrison and Frank Quitely
-Seven Soldiers, by Grant Morrison and Various
-Planetary, by Warren Ellis and John Cassaday
-The Bulletproof Coffin, by David Hine and Shaky Kane

And that’s about it! Of course, this is only a smattering, and while my goal was to give as broad a look at Western comics as I could, this list is in no way comprehensive. There are three major omissions in this list: newspaper comics (such as the brilliant Calvin and Hobbes, by Bill Watterson), manga (about which I am woefully ignorant; what you need is some vast repository of information at your fingertips to tell you what to read, but good luck finding that), and the aforementioned depressing, black and white autobiographies. If you feel like you need to sound smart pretentious in front of your friends, go ahead and read Fun Home by Alison Bechdel and Blankets by Craig Thompson. Then never shut up about how much they changed your life.

So there you go, Tim. Hopefully, this is a good start. Trust me, everybody has their own list like this, and I’m willing to bet that there’s quite a bit of overlap. Good luck in Colorado, and good luck with all this reading! And to all the rest of the Sleepwalkers out there–consider this list an endorsement. Take care, and thanks for allowing me the unscheduled update!

The Atomic Sleepwalker Presents: The Complete History of the Atomic Knights, Part IV

Howdy, Sleepwalkers! Welcome to the penultimate entry into our five-part history of John Broome and Murphy Anderson’s 1964 masterpiece, The Atomic Knights! We’re nearing the home stretch, but that doesn’t mean you can’t get caught up! Check out parts one, two, and three!

When we last left our intrepid band of medievally-garbed heroes, they had lost one of their number but had been cemented into DC canon by way of Hercules Unbound, which connected plot threads from Atomic Knights and Jack Kirby’s Kamandi and OMAC to create a sprawling post-apocalyptic narrative. But by the 1980s, it was looking increasingly unlikely that the Great Nuclear War of 1986 (which lasted only twenty days!) would lead to a whimsical fantasy land (a la Atomic Knights) or even a dark, twisted pesudo-mythological world (like in Hercules Unbound). No, by the 80s, everyone was pretty much resigned to the fact that if those bombs ever fell, the only whimsy would be seeing who could kill the most mega-roaches before radiation sores crippled you.

That’s why, in 1983, DC published “Days of Future Past,” where the Sentinels had outlawed and executed almost all of the X-Men–

No, wait. Sorry, got my notes mixed up there. It was actually THIS:

It was called “Days of Future Past,” though, and it opens the way not enough comics do: with sweet, sweet, Superman hobo beard.

Superman doesn’t have time to stand around pondering things though, because the very next page, he sees some “armor-clad” people who explain to him that everyone in Metropolis is dead. After that cheerful comment, the lead Knight (who is, of course, Gardner Grayle) recognizes Superman and blames him for letting everyone in the world die.

Then he wakes up.

Yes, it was just a dream…or was it? (And yes, I had to get a Creative Writing degree to be able to write this well.) Unable to shake a feeling of dread, Superman goes to work (this was during the time when he was a news anchor). The big story that day is how a computer malfunction sent a false alarm to American missile bases, causing us to almost nuke Russia (which actually happened far, far more times than necessary). Feeling that there must be a connection between his dream of nuclear Armageddon and this close call, he putters off to the Fortress of Solitude to see why his Kryptonian Super-Computer wasn’t monitoring the Pentagon’s early-warning system (because apparently, when you’re Superman, a little treasonous domestic spying is expected of you). He plugs himself in to check the diagnostics, and…

BOOM! Wakes up in Durvale. From the moment Gardner and the Knights show up, there’s a constant, conscious effort on the part of the writers to tie it back to both the original series and Hercules Unbound. Herc himself even shows up and references the tragic death of Atomic Knight Bryndon:

How about this–I’ll learn PhotoShop when I get more than four views a day. Sound good?

But, like a good Atomic Knights story, trouble strikes. About thirteen seconds after Superman shows up, the Knights get a report that a giant monster is terrorizing New York City. It’s actually a pretty well-done scene, evoking the feel of the giant monster fights from the original Atomic Knights and taking the time to throw in a reference to the de-evolved Cro-Magnon folks from issue three. But what makes this scene interesting is how incredibly dubious Superman is about the whole thing.

Keep in mind, this is Superman we’re talking about. He’s a guy accustomed to doing the impossible on a regular basis, and even he’s like “Wait, Kryptonite breath? That doesn’t make any sense.” It gets worse after the fight (which ends after a single Herculean punch, so that’s cool), with Superman pretty much directly confronting Gardner Grayle about the state of the world:

Take a journey with me Sleepwalkers. Put Van Halen on the radio, grab some aviator shades, and put on the zebra-print spandex–we’re going to the 80s! The spectre of nuclear annihilation is very, very real, and every little kid knows that when the bombs drop, the lucky ones will die quickly. What better way to cope with those fears and frustrations than to resurrect a title from the 60s and shine a cold, harsh light on its quaint naivete? In many ways, Superman is the jaded reader, the kid who read Atomic Knights and Hercules Unbound and realized the real world can’t be reconciled with the one in the comics. It’s a sobering, mature realization, and actually serves to ask critical, relevant questions.

But then Superman gets thrown out of his computer, so there’s that.

For the second time in this issue, Superman wakes up, but this time he knows something’s wrong. Not knowing where to start, but recognizing Marene Herald as a S.T.A.R. Labs psychologist whom he interviewed once, Supes jets off to her office to grill her about a man named Gardner Grayle. After a bit of digging, they find out that Gardner Grayle was a physically and mentally average soldier (sound familiar?) chosen to participate in a special military psychological experiment: how would the average soldier react to a post-nuclear war situation? Apparently the personnel involved were hypnotized to forget about the project and Gardner has been hooked up to advanced computers in a state of sensory deprivation ever since.

Now Sleepwalkers, I’m sure many of you would share my feelings right now. You’re calling “cop out.” You’re calling “retcon.” You’re throwing full bottles of Icehouse at homeless people and ritualistically scarring yourself. Well, first, stop that. Second, that was me until I read this:

“Because the utter devastation of a nuclear holocaust that the simulation posited was simply too ghastly for the mind of the average person to cope with!”

You want to talk about mature, Sleepwalkers? You want to talk about sobering? This is a story that looked at the campy fantasy fun of Atomic Knights and put a bullet right between its eyes. This is a story that looked at Gardner Grayle and made him a sad, broken man so utterly devastated by a world of fire, death, and festering sores that he crafted a new world where the bad guys were never too bad, the good guys always won, and he could be a hero for once. It’s masterful, really; it preserves the fun of the original stories and does nothing to take away from their adventure and enthusiasm, but gives them a new edge, a little bit more psychology and depth. And maybe that depth is unnecessary. Maybe making a story about mole people actually a sobbing, silent cry for help is overkill. But it makes it a little bittersweet, and I don’t know about you, Sleepwalkers, but it makes me want to root for Gardner and the Knights even more.

Well, that’s about it, Sleepwalkers. We’ve seen the Knights go from a rag-tag band of protectors, to the rebuilders of civilization, to a desperate fevered dream of a lonely, isolated man. All in all, it’s a solid chunk of comic history, and too often overlooked. But–wait. Sorry. We still have one more, so come back next week to see the Atomic Knights enter the modern age!

That’s all the time we have for today, Sleepwalkers, but remember:

The Atomic Sleepwalker Presents: The Complete History of the Atomic Knights, Part III

Welcome back, Sleepwalkers! Today we’ll be looking at Part Three of our five part feature on the history of John Broome and Murphy Anderson’s 1960 masterpiece, The Atomic Knights! To get caught up, check out part one here and part two here.

When we last left our heroes, they had carved out quite the life for themselves in the hellish landscape of a post-apocalyptic war. Well, I say “hellish,” but the Great Nuclear War of 1986 (which lasted only twenty days!) didn’t seem to have that many negative effects on the planet. Sure, you have the occasional mole man uprising, but by and large, the Knights have done well as the protectors of their little community. They re-established communications with Los Angeles and New Orleans, revitalized the automotive industry, and even founded a quaint diner:

But by 1964, the Atomic Knights had all but disappeared, riding on giant Dalmatians off into the radioactive sunset. They would remain dormant for another thirteen years, until Gerry Conway and Jose Luis Garcia-Lopez would resurrect them as part of another one of DC’s stranger titles:

Hercules Unbound strikes me as odd, even after devouring every page. Walk through this with me, Sleepwalkers: you want to do a  story centered around adventures in a blasted, post-apocalyptic landscape (in the vein of, say, Broome and Anderson’s Atomic Knights), so you naturally make the decision to center it around this guy, a Greek Roman Hellenistic demi-god…

A blind kid and his dog, Basil…

And this girl, who doesn’t really do much, but certainly has an eye for the male form:

Not the direction I would have taken it in, but I guess that’s why I just read the books instead of write ‘em. Or maybe it’s just ’cause the 70s were a really weird time. Whichever.

Anyway, Hercules Unbound immediately comes off as the spiritual successor to the Atomic Knights, in that it’s a zany, action-packed romp through a world blown apart by a recent nuclear war. There’s the same amount of over-the-top action, except this time it’s less dependent on hand-waved pseudo-scientific “radiation” and more the fact that the war was caused by a literal Greek god, so, you know, it’s understandable that a little magic would get out here and there.

That’s why, in addition to things like the Loch Ness monster and talking animals, you get things like minotaurs and Cerberus–

Wait. Talking animals?

This is where things start to get very interesting. You see, up until this point, Hercules Unbound had been pretty content to live in its own little war-ravaged world. But with issue four, a larger scope began to emerge as Conway tied together elements from DC’s past to make Hercules Unbound part of a larger story.

You see, Hercules isn’t just chokeslamming a cat person; it’s heavily implied that he’s chokeslamming one of THESE cat people:

That panel is from Kamandi, the Last Boy on Earth #1, written and illustrated by none other than Jack Kirby himself. It takes place in a world wrecked by something called the Great Disaster, where the fantastic has become mundane, monsters roam the countryside, and the world as we know it is no more (sound familiar?). By including the animal men (Ani-Men?) in his story, Conway has suggested that the Great Disaster, was, in fact, the great nuclear war that Ares started up (as the series goes on, you realize Ares caused humans to exterminate each other pretty much for kicks). That’s pretty clever, but it’s hardly worth mentioning, right?

That’s when these guys show up.

This issue, written by the legendary Cary Bates and illustrated by the equally legendary Walt Simonson, centers around an outrageous phenomenon: all around the world, water is disappearing, being replaced by bricks of water that weigh thousands of tons. As we dramatically see at the beginning of the issue, chipping the blocks releases energy “a thousand times more DEADLY than a hydrogen bomb!” Hercules, Jennifer, and Kevin tool on over to Lake Ontario, where they meet the Knights, who are just as perplexed by the disappearance of their lake as everyone else.

In the grand tradition of super-hero meet ups, Hercules and the Knights fight for a few pages before they decide to work together. The big draw of this issue is the off-panel death of Bryndon the scientist. It’s okay–he gets replaced by a being of pure energy (?) that was released from a nearby meteor (??) and draws power from the potential energy in the water blocks (!). There’s a fight, “Bryndon” is killed by an exploding Lake Ontario, and the entire thing is forgotten by the next issue.

So, you know. Pretty much standard Atomic Knights fare.

This issue is remarkable for two reasons: one, it actually succeeds in making a story that’s as crazy, if not more so, than a 60s Atomic Knights story. Two, it makes explicit the fact that the Great Nuclear War of 1986 (that only lasted twenty days!) was the same one that Ares started. So what does that mean, other than that Conway was a fan of kooky Silver Age stories? It means that the Great Disaster…

WAS the GNW ’86 (onescore days long!)!

But that’s not all. First of all, there’s the small matter of the Atomic Knights meeting up with a literal mythical figure (which, given their history, doesn’t surprise them all that much). Second, there’s a slightly smaller problem: someone is taking all of the water in the world and compressing it into bricks. Now, statistically speaking, if you’re reading this blog, you’re not only more attractive than the general population, you’re also more intelligent, so you already picked up on the fact that “compressing water into bricks” was the plot of another comic book story. Specifically, this one:

That’s from OMAC, which was also written and illustrated by Jack Kirby. And this isn’t an implied connection, either; the Atomic Knights mention the mad scientist who is responsible by name, and there’s an editor’s note (remember those?) directing the reader to OMAC issues 7 and 8.

So what do we have? Well, we’ve got obscure characters from 1964 guest-starring in a comic about Hercules in an issue that explicitly references a title that got cancelled after eight issues two years earlier. And Jack Kirby had already tied OMAC to Kamandi by having Buddy Blank (the eponymous One Man Army) be Kamandi’s grandfather. So what does that mean?

It means while THIS is going on…

And Hercules is doing THIS…

OMAC had already done THIS…

Setting the stage for Kamandi to do THIS:

And all because Cary Bates decided that a story about a man in a skirt wandering around a post-apocalyptic world would be improved by making it canon with a thirteen-year-old story about dudes riding around on giant dogs.

And that’s why comics are awesome.

That’s all the time we have for today, Sleepwalkers. Stay tuned for the fourth installment of our complete history of the Atomic Knights, where everything changes.

The Atomic Sleepwalker Presents: The Complete History of the Atomic Knights, Part II

Hey Sleepwalkers! I’m here with the oft-promised and oft-delayed second part to my five-part history of John Broome and Murphy Anderson’s 1960 masterpiece, The Atomic Knights! For part one, click here.

When we last left our heroes, they had discovered nuke-proof armor, overthrown the local warlord, and banded together to be a force for law and order and an unlawful post-apocalyptic society. Unfortunately for the Atomic Knights, “law and order” in this context means less giving out parking tickets and more dealing with giant crystal monsters…

A band of de-evolved humans in a New York City bomb shelter…

A bunch of psychic Id monsters…

Actual, literal Atlanteans from actual, literal Atlantis…

Space invaders out to steal Earth’s metal…

Mole people intent on blacking out the sun…

A bunch of walking, telepathic plants that throw explosive berries…

Post-apocalyptic Hitler…

And my personal favorite, the King of New Orleans.

What’s actually pretty astounding about Atomic Knights is not just the sheer variety of the villains, or even the crazy, inventive ways the Knights go about fighting them: it’s also a clinic on world building. Atomic Knights has a grip on its own internal canon that other, more well-known comics could only dream of. For example, take the most iconic part of the series: the suits of armor. The suits are vital, both within the story and without. If the knights didn’t have the armor, they’re just some dudes slowly dying of radiation sickness. With them, they can be heroes. But as the series goes on, you see the Knights wearing fewer pieces of the armor. They’ve lost a greave here, or a gauntlet there. You really believe that these people are going around the country having these dangerous adventures.

Or look elsewhere. Remember those ambulatory plant people? Well, turns out they’re called the Trefoils, and this dude named Henderson decided to cultivate them, presumably because what the hell else is there to do? Anyway, Henderson shows off his floral monstrosity to Bryndon, who’s so psyched he runs back to tell Gardner. Then Gardner lays down one of my favorite moments of the entire series:

That “strange incident” that Gardner didn’t think was important? Yeah, this is it:

Walk through this one with me Sleepwalkers. Gardner Grayle, de facto leader of this little community, heard about a giant plant attacking a farmer, and DIDN’T THINK IT WAS IMPORTANT. That kills me every time. The crazy thing? Or, sorry, the crazier thing? It makes perfect sense. Earlier in the series, you’d get the Knights leaping into action at the first sign of trouble. “A note on a kite? Might be a crystal monster!” “A weird new continent? Well that bears checking out!” But by the middle of the run, they’re so much more jaded. “Walking plants? Let me know when something actually important happens.” There’s a point where one of those psychic Id monsters shoots radiation bolts at Doug Herald, and he just keeps it to himself.

But that’s only the first part of this series’ incredible consistency. Because those plants? They show up again.

And again.

What you have here are Broome and Anderson meticulously crafting a world that always, always, always follows its own rules, even if those rules are psychotic. For example, those giant Dalmatians?

Nothing in that passage is any more or less fantastic than anything in this comic, and that’s a feat. Essentially Broome and Anderson have created a comic that lays all its cards on the table from the start. If you’re willing to believe any part of the world they’ve built, you’ll be able to believe all of it. And that means they get to go nuts.

For example, a lot of the threats the Knights face aren’t exactly punchable; sure, the Atlanteans are good for a brawl or two, and those Trefoils are always down for a scrap, but the Crystal Monster? The Id monsters? Those require a more cerebral approach. Which leads to great scenes like this one, where the Knights use the CM’s greed against it:

Or you get scenes like during the episode in New Orleans, where the Knights find out a King has brainwashed a staff of doctors (doctors, obviously, having great worth in post-apocalyptic America). Imagine you’re John Broome. You have to figure out a way to get your characters to free a city full of mind-controlled surgeons. What are you going to do?

If you answered “smooth jazz,” you are either John Broome or you’re lying.

Atomic Knights might just be a curiosity now, another product of DC’s Silver Age, but trust me on this–it’s a comic that wasn’t afraid to go places that other comics wouldn’t dare to go, and it very few comics have gone  there since. And, as we’ll see in the coming weeks, it’s the fodder for some pretty classic stories in their own right.

That’s all the time we have for today, Sleepwalkers, but remember: it’s a dangerous world out there. Watch out for mole people, and remember:

They shall not pass!

The Atomic Sleepwalker Presents: The Complete History of the Atomic Knights, Part I

Hey Sleepwalkers. As promised, I’ve got a few things to say about John Broome and Murphy Anderson’s 1960 creation (and inspiration for my nom de plume), The Atomic Knights!

I mentioned the sheer radioactive madness of the Atomic Knights before, but I didn’t really have a chance to go into a lot of detail. At the time, I said that it “starts with a band of survivors in a post-apocalyptic wasteland discovering armor that protects them from radiation and attacking a warlord hoarding food, and goes downhill from there.” What I neglected to mention was that by “downhill,” I meant crazy. Like, Gary Busey-levels of crazy.

First, some background. The Atomic Knights were created, like I said, by John Broome and Murphy Anderson in 1960. It originally ran as a story in Strange Adventures, lasting 15 issues, during which they traveled all over a post-apocalyptic America (and Atlantis, but that comes later).

The Atomic Knights lay dormant for a few years until Cary Bates brought them back as guest stars in the pages of Hercules Unbound, which had the interesting side effect of cementing them firmly into the larger world the “Great Disaster” stories, which included Jack Kirby’s Kamandi: The Last Boy on Earth.

The Atomic Knights would go unused for another few years before showing up in a fairly definitive 1983 issue of DC Comics Presents, where it was revealed that…

Well. That will have to come later.

I’m breaking this down into several parts: Part One (that’s this one!) will deal with the first half of the original adventures of the Knights, and Part Two (coming next week) will conclude them. Part Three will be a history of the Hercules Unbound series, with emphasis on the crossover. Part Four will deal with the 1983 appearance, and Part Five will include their post-Crisis debut in the blight-ridden streets of Blüdhaven. So, without further ado, ladies and gentlemen: The Atomic Knights.

One of the key precepts of storytelling is “start as close to the action as possible.” Atomic Knights takes that and runs with it, opening on a scene of five men in full-plate armor ramming a door while being shot with laser guns.

Talk about setting a mood. It takes six issues for the Justice League to fight Darkseid. These guys are in a post-apocalytpic siege on page one.

Anyway, we cut to a scene of a man in green running from a mob. This gentleman is our hero, Gardner Grayle, a soldier who had a brief flirtation with fame once it was discovered he was “mentally and physically exactly average!”

It’s not exactly “powers and abilities far beyond those of mortal men,” but you know. You’re in a nuclear-ravaged wasteland. You take what you can get.

Gardner is nice enough to tell us about “the Atomic War” of 1986 which “only lasted twenty days!” While I think twenty days is about nineteen days longer than a REAL nuclear war would last, I get the point: the world’s gone to hell.

After a quick flashback, we meet the next hero in this narrative: Douglas Herald, a schoolteacher. Gardner sees that Herald is being set upon by bandits, and while he knows nothing about Herald, he knows a LOT about punching:

It really is the universal language.

Things really star to pick up now, as the beaten gang throws an R-Grenade. We know Gardner and Herald are in trouble because Gardner tells us so, but the two men dive behind some medieval suits of armor (I’ve always assumed they were in the ruins of a museum, but maybe not. This IS the Midwest. Maybe suits of armor are on every street corner, I don’t know).

Anyway, lo and behold, Gardner and Herald are unharmed, thanks to the first little bit of dubious science we’re going to encounter:

That’s right Sleepwalkers, I said FIRST. We’re not done, not by a long shot.

Anyway, Gardner and Herald decide that if they have nuke-proof armor, they might as well suit up and take on the Black Baron. You know. As one does.  The Black Baron is the local Humungus in this particular version of Mad Max, and he’s been hoarding food and generally being a dick. The problem is, the resistance currently consists of a teacher and the most average man alive. The answer is simple: a recruitment drive!

To make a long story short, the Atomic Knights get a few new warm bodies: twin brothers Wayne and Hollis Hobard and scientist Bryndon Smith (and eventually, in a twist that should surprise no one, Douglas’ sister, Marene). I’ll skip ahead of the big battle–it goes about as well you you’d expect, and by the end, the Knights have set themselves up as representatives of law and order in their little town. This also establishes the status quo for the rest of the series; the Knights are the baddest (and, most of the time, only) gunslingers around, so they regularly get requests of aid from other establishments. Everything’s pretty standard so far.

That is, until the mole men show up.

But I think that will have to wait until next Wednesday.


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