Back Issues: Spawn/Batman

BackIssues

I didn’t get to read a lot of comic books as a kid; growing up in the United Kingdom in the mid-nineties, it seemed my access to DC and Marvel Comics was far more restricted than it is these days, when comics are available in almost every corner shop or newsagent. Mostly, I read the odd graphic novel from the library or annual compilations picked up from car boot sales and the like. Nevertheless, I had a fondness for Bruce Wayne/Batman, Peter Parker/Spider-Man, and Clark Kent/Superman. These were the heroes I had the most exposure to growing up, which was lucky considering the movies and television shows these characters had around this time. As my exposure to more comics grew, however, I soon gravitated towards the likes of Eddie Brock/Venom, Frank Castle/The Punisher, and Doctor Bruce Banner/The Hulk, skewing my preference towards the more violent and aggressive comic heroes. In the nineties, there was no superhero that embodied violence, aggression, or edgy angst more than Todd McFarlane’s Spawn. Initially an assassin for a covert arm of the Central Intelligence Agency (CIA), Al Simmons was betrayed by his commander, Jason Wynn, and murdered as part of a pact between Wynn and the ruler of the Eighth Circle of Hell, Malebolgia.

SpawnBatCameos
McFarlane included some cheeky cameos in early Spawn titles.

Simmons returned to the world of the living five years later, with few of his memories, decked out in a living, symbiotic costume and wielding tremendous (if finite) hell powers as Spawn. Constantly plagued by Malebolgia’s chief lieutenant, the Violator (who generally assumed the form of the disgusting Clown), Spawn was torn between wanting to reconnect to his previous life (specifically his wife), rejecting his apparent destiny as the general of Hell’s armies, and using his abilities to protect those in need. Few superheroes had the impact that Spawn had upon his debut; after breaking away from Marvel with a bunch of talented writers and artists, McFarlane founded Image Comics and spearheaded his new company with Spawn. Issue one sold over a million copies and Spawn’s place as a cultural icon has since been secured thanks to a fantastic animated series, an…okay live-action movie, a bunch of surprisingly decent videogames, and a whole host of fantastically-detailed toys and merchandise. While Spawn may not be as prominent a figure in the world of comics as he once was, his impact certainly changed the way the industry viewed independent publications. So great was Spawn’s popularity that he featured in a number crossovers; initially, this was restricted simply to Spawn appearing alongside other Image characters, or other independent characters popping up in Spawn comics, but, after some cheeky, barely legal cameos from some famous faces in issue ten, Spawn officially teamed up with Batman in 1994 for a couple of crossover specials.

SpawnBatLogo

Spawn/Batman saw artist Todd McFarlane join forces with celebrated Batman writer Frank Miller. Being that this was 1994, Miller was still riding high off genre-changing titles like The Dark Knight Returns (Miller, et al, 1986) and Batman: Year One (ibid, 1987) and knee deep into his Sin City (ibid, 1991 to 2000) series. Yet, the signs of Miller’s degradation into self-parody and absurdity still managed to crop up in this one-shot title; while it’s nowhere near as bad as what we got in The Dark Knight Strikes Again (ibid, 2002) or All-Star Batman & Robin, The Boy Wonder (ibid, 2005 to 2008), Miller’s writing and characterisation of Batman is noticeably lacking and questionable, especially compared to what we saw in The Dark Knight Returns or Year One.

SpawnBatCoexist
In this story, Batman and Spawn co-exist on the same world.

But we’re jumping ahead a bit. Spawn/Batman is one of those crossovers that, rather than having the DC and Image characters exist in separate universes, acts as though they all co-exist in the same world at the same time. Honestly, I always prefer it when crossovers are handled this way as, while it can be difficult to believe that Superman, Spider-Man, X-Men, and the Teen Titans all co-exist but we never hear about it until they cross paths every once in a blue moon, it’s a lot less messy than dreaming up another reality-shattering Crisis or out of place dimension shift. The story opens with Batman (described as “Protector. Avenger. Detective. Champion”) busting up some thugs transporting high-tech weapons and getting into a throwdown with a massive robot. Slipping on a robotic gauntlet that fills him with superhuman strength, Batman is able to tear the robot apart…only to find that it is a cyborg that is powered by a still-living severed head.

SpawnBatAlfred
Alfred’s wit is as dry as ever.

Back at the Batcave, he examines the head while his loyal butler and father-figure, Alfred Pennyworth, tries in vain to patch up his injuries and recommend some tea, rest, and relaxation. After running the head’s dental records through the Batcomputer, Batman discovers it belonged to a homeless vagrant from New York City. Batman heads there immediately (and, as you might expect, is immediately reminded of the night his parents were murdered…) and, as he stalks the alleyways and dark corners of the city, overhears “legends” of a bum named Al with magic powers, which he dismisses as “nonsense”. I find this a little out of character for Batman, who rubs shoulders with Atlanteans, Amazons, and aliens on a regular basis and has a long-standing friendship with an actual magician but who am I to question the legendary Frank Miller?

SpawnBatVs1
Batman drastically underestimates Spawn in their first encounter.

Anyway, this leads to a natural segue into Spawn’s introduction to the story. Spawn’s not happy (but then again when is he ever?) because a lot of his friends have suddenly gone missing; after returning from the dead, Spawn found a home amongst the bums of New York City and made it his mission to protect them. This mission (which was more of an obsession, in many ways) leads to him mercilessly burning alive a couple of thugs who want to set alight a sleeping bum. Although this is perfectly in keeping with Spawn’s brand of justice, it catches the attention of Batman who, none-too-pleased with what he sees as cold-blooded murder, leaps in to attack without a second’s hesitation. However, Batman’s confidence (more of an aggravating arrogance under Miller’s pen…) is misplaced against Spawn, who is tough enough to take everything Batman can dish out and repay it in kind without mercy.

SpawnBatLove
Spawn’s past returns to haunt him…again…

With Batman having made a strategic retreat, Spawn is free to continue his investigation and soon runs into another of the cyborgs that messed up Batman at the start of the story. Spawn is horrified to find that the cyborg was powered by the severed head of a bum he knows, Chuck, and is further disgusted to discover that the cyborgs are the product of Margaret Love, an old acquaintance of his from his days as an assassin. Love fuels Batman’s newfound obsessive vendetta against Spawn and, armed with the robotic gauntlet he picked up in the opening panels, Batman soon engages with Spawn once again. This time, the fight is a bit more even but it suffers from some really out of character “trash talking” from Batman, who criticises Spawn’s lack of discipline and sloppiness as a fighter.

SpawnBatDeath
Batman is killed, forcing Spawn to save his life.

After beating each other senseless, the two are easy pickings for another of Love’s cyborgs, which mortally wounds Batman. Though tempted to leave him to die, Spawn ultimately opts to expend his limited Hell power to obliterate the cyborg and then save Batman’s life. Spawn also uses this opportunity to telepathically communicate with Batman in a bid to find some common ground. You know it’s bad when Spawn, of all people, is trying to be the bigger man and the voice of reason; his efforts are met with extreme resistance by Batman (who calls Spawn a “twit”) but, after being shown what Love is capable of, Bats begrudgingly agrees to postpone his vendetta against Spawn to put a stop of Love’s experiments. Luckily, Love is hosting a fancy fund-raiser on a luxury cruise liner to help raise funds and interests for her almost hypnotic campaign to “heal the world” with a nuclear arsenal capable of destroying the world ten times over.

SpawnBatTeam2
Batman takes any excuse to criticise Spawn.

Still in telepathic contact (much to Batman’s chagrin which, again, I find odd considering the Martian Manhunter often enables the Justice League to communicate in very much the same way…), Batman and Spawn crash the party and wreck Love’s cyborgs. The entire time, all Batman does is criticise Spawn for being a “blunt instrument” (even getting a very Miller-esque dig in at Superman while he’s at it) and lacking any finesse…which runs a little contrary to Spawn’s military training and seems to be present only to artificially extend the gulf between their methods when it was sufficient enough to focus on Batman as a practical, mortal man doing the best he can and Spawn as a violent, magic-infused undead man-monster.

SpawnBatDeath2
I’m pretty sure Batman would have an answer…

Speaking of which, Batman is unable to come up with a viable reason to spare Love’s life. Again, this is very out of character for Batman who surely would not hesitate to come up with a reason to spare a life; this is the same man who has spared the Joker time and time again but, when it comes to Love, he “has no answer” and does nothing to save her from being skewered. With her dying breath, though, Love launches a nuclear missile directly into the center of New York City, forcing Spawn to further expend his finite magic to teleport himself and Batman to the missile so they can disarm it. Miller gushes over Batman’s genius, his mind, his skilled hands, as he uses his unparalleled abilities to disarm the weapon without any assistance or input from Spawn. Instead, Batman ignores Spawn’s knowledge of the missile and is more concerned with the fact that Spawn dared to touch his cape!

SpawnBatEnd2
Batman sure made an impression on Spawn…

With the threat ended, Batman takes his final moments to berate everything about Spawn: his motives, his discipline, his moral compass. Literally everything. He vows to one day find the means and power to put an end to Spawn for good but Spawn, again acting massively out of character, instead pleas for Batman to recognise all the good they did together and asks that they bury the hatchet. Batman responds by lobbing a Batarang right into Spawn’s face, which would leave a wound that Spawn would, eventually, seal up with a shoe lace rather than waste his precious magic.

SpawnBatArt
McFarlane’s art is the highlight of the story.

If there’s one thing that Spawn/Batman has going for it, it’s Todd McFarlane’s absolutely gorgeous artwork. McFarlane is truly without peer in the comic’s world and he doesn’t get enough praise for his distinctive art style. Spawn is featured in his original, far more heroic and less complicated costume in this story as it takes place not long after his debut; while I prefer his later tattered look, McFarlane obviously makes his signature character look great whenever he puts pen to paper. Similarly, his Batman is a dark, gritty avenger constantly swamped in deep shadow, with pointed tips to his cape and often appearing more as a wraith-like silhouette than a man. The story is full of violent action as the two exchange blows on more than one occasion but what really lets this down is Miller’s writing. His narration is repetitive and almost embarrassing to read at times; it’s clear that Miller is only interested in praising Batman as the be-all and end-all of superheroes as the narrative boxes (and Batman’s “dialogue”) are all geared towards explicitly stated how amazing and well-disciplined and unbeatable Batman is even as he’s bleeding to death at Spawn’s feet.

SpawnBatWriting2
Are they meant to sound like squabbling kids? Is that the point?

Spawn, for the most part, reads quite well but his characterisation falls off a cliff during the rematch between the two, where both characters simply sound like children having a punch up. Maybe that is the point? Maybe Miller is making some kind of commentary on childish “tradition” of superheroes always fighting each other before teaming up and I could appreciate that…if it didn’t come at the detriment of both characters, who just come off as foolish. Batman should be smarter than that, for one thing; you would think that Miller, of all people, would know that too, especially given the lengths Batman went to battle Superman in Miller’s seminal work. Instead, Batman slips on a robotic gauntlet and thinks that’ll be enough to stop a guy who can literally reassemble himself with his magic. Batman then spends the remainder of the story chastising Spawn at every opportunity despite the fact that, without Spawn’s help and his powers, they would both have died.

SpawnBatWriting4
Batman’s characterisation is grating, to say the least.

I get that Miller’s Batman is this gritty, unrepentant hard-ass who doesn’t need help from anybody but this emphasis on him being some ultra-disciplined “soldier” who knows better than anyone else just comes across as supremely arrogant. Again, maybe that’s the point, but it’s an extreme, ill-fitting characterisation of Batman I don’t like at the best of times, to say nothing of when he’s teaming with an actual soldier! Given how protective Todd McFarlane is of Spawn as a brand and a character, it seems weird to me that Miller was given such free reign to, effectively, bury Spawn every chance he got in this story. Sure, it’s probably to make explicit the differences between the two but I think that could have been handled better with about forty percent less “stupid punk!” being sent Spawn’s way.

SpawnBatLegacy
This wouldn’t be the last time these two crossed paths.

Nevertheless, Spawn/Batman is a pretty decent read, mainly for the artwork and for the thrill of seeing Spawn side-by-side with Batman. This wouldn’t be the last time these two teamed up either, as DC and Image released Batman-Spawn: War Devil (Moench, et al, 1994) that same year; while that’s a slightly more cohesively-written tale, its artwork is nowhere near as good as in Spawn/Batman. These crossovers were even referenced in Mortal Kombat 11 (NetherRealm Studios, 2019), in which Spawn appears as a playable guest character, though, since Image Comics isn’t quite the trend-setting powerhouse it used to be, I wouldn’t expect to see these two teaming up again any time soon.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think of Spawn/Batman? Were you a big fan of Spawn’s or did you, perhaps, find him over-rated? What are your thoughts on Frank Miller, specifically his Batman? Which comic book crossover is your favourite, or which characters would you like to see cross paths and butt heads? Whatever you think, good or bad, drop a comment below.

Back Issues: WildStorm’s Resident Evil #5

BackIssues

So it’s probably old news by now but we finally saw the release of the Resident Evil 3 remake (Capcom, 2020) recently and, to mark the occasion, I’ve been taking a look back at Resident Evil: The Official Comic Magazine, a five-issue comic book released by WildStorm back in 1998 to 1999. If you’ve stuck with me through it all, well done; if not, you can read up on my thoughts on issue one, two, three, and four easily enough.

ResEvComic5Logo

Issue five, published in February 1999, would be the last issue in this series and, honestly, it probably couldn’t have come at a better time. Rather than choose to be a by the numbers adaptation of the first two videogames, WildStorm mostly opted to tell side stories, interludes, and recaps of Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998). While this worked to begin with and nicely fleshed out some of the Resident Evil lore, choosing to be an anthology series rather than focusing on the events of the videogames has produces more misses than hits in retrospect.

ResEvComic5Tyrant
Dexter stumbles across a freakin’ Tyrant!

This final issue begins with “…And the Last Shall Be First” (Oprisko, et al), a story in which a teenage boy, Dexter Whitlam, pushed to the edge by schoolyard bullies, steals and injects himself with a vial of G-Virus in order to exact revenge upon his tormentors. Desperate for revenge against his bullies, Dexter stumbles across an Umbrella facility where a Tyrant is being held in stasis; it was at this point that I was hoping Dexter would release the bio-organic weapon (BOW) so that we could finally see it wreck some serious havoc as, up to this point, BOWs like the Tyrant had been given the shaft by WildStorm.

ResEvComicRevenge
G-Dexter enacts a bloody revenge.

Instead, though, Dexter steals a G-Virus sample (I guess Umbrella were planning on experimenting on the Tyrant with it?) and, while he initially plans to create his own BOW, he is driven to injecting himself and transforms into a “G”-like monster. G-Dexter hunts down and kills his tormentors but is subdued by Mr. Venk, an Umbrella operative, and taken to an Umbrella facility where, inexplicably, his G-infection is apparently cured. Reverted back to normal, he is offered the chance to join Umbrella and put his intellect to their use.

ResEvComic5Umbrella
Dexter is one of the few people to recover from the G-Virus.

It’s kind of sad that “…And the Last Shall Be First” is the only time a G-infected human is given a chance to do anything of note as, even in issue two’s direct adaptation of Resident Evil 2, “G” was taken out like a bitch. Here, we finally see what “G” is capable of as G-Dexter slashes fools up with his claws and mutilates his bullies with extreme prejudice. Unfortunately, though, it seems like a wasted effort as it’s not like this is the origin of a character we know from the videogames; had the story been tweaked and reworked slightly, it could have given us an interesting glimpse into William Birkin’s childhood but, alas, we’re left with the potential of “G” being wasted on a random original character who, honestly, isn’t all that compelling; it’s the same “nerd bullied to the brink” story you’ve seen a hundred times before…but with the G-Virus involved.

ResEvComic5Claire
Turns out it’s a prequel to Claire’s story…

The next side story, “Emmy’s Bloody Spoon” (Adams, et al), follows another couple, Deb and Terry, who decide to take their honeymoon in Raccoon City, of all places. They make a pit stop at a diner which, wouldn’t you know it, comes under siege from a zombie attack. Despite the best efforts of the little old lady behind the counter, they’re all massacred by a lone zombie, who is interrupted by the arrival of Claire Redfield. So, what we have here is a brief prelude to the start of Claire’s story in Resident Evil 2, showing how the diner came to be infected when she rocked up in town. The story ends the moment Claire arrives, though, and therefore doesn’t really tell us anything we really needed to know at that point as WildStorm were showing us the rate of infection in Raccoon City back in issue two so, other than filling in a very small hole in the overarching Resident Evil story, this feels, again, like wasted potential as they could have used these pages to tell a short story about Claire and Sherry after Resident Evil 2, or expand upon their time in Raccoon City but, instead, we get this…

ResEvComic5Kane
A threatening Tyrant, that makes a change!

The issue ends with the conclusion of the three-issue story WildStorm have been telling about Chris Redfield, Jill Valentine, and Barry Burton trying to locate Umbrella’s European headquarters. “Kane & Abe” (ibid) opens by pretty much skipped over exactly how the three avoided being eaten by their attackers in the last issue’s conclusion and jumps right into Chris and Barry loading up on weapons to go find Jill. Jill stumbles upon Abe, an Umbrella scientist, and Kane, a massive Tyrant-like BOW that Jill is unable to stop with just her pistol, which is a nice change of pace considering how easily “G”, Mr. X, and a Tyrant were taken care of without any real effort in previous issues). Abe sets off the obligatory self-destruct and disappears, leaving Jill, Chris, and Barry to subdue Kane long enough to make their dramatic escape just as the castle explodes. The issue then ends with Claire and Leon S. Kennedy just happening upon the three like it was nothing, finally bringing an end to Claire’s long search for her brother.

ResEvComic5KaneHypnos
There’s a *slight* resemblance here…

Once again, WildStorm foreshadows Resident Evil – Code: Veronica (Capcom Production Studio 4, 2000) through the Gothic aesthetic of the German castle, European setting, and the reunion of the Redfields. The BOW the protagonists tangle with is also very similar to the Hypnos Tyrant from Resident Evil: Survivor (TOSE, 2000), of all things, and the action-orientated nature of their battle through the castle is more than reminiscent of the gameplay changes first seen in and Resident Evil 4 (Capcom Production Studio 4, 2005).

ResEvComic5Rush
The story rushes to an unsatisfying conclusion.

However, this was a very rushed conclusion to a three-part story; entire plot points and sequences are ignored and the story just jumps from one thing to the next with little in between to fill in the gaps. It’s almost as if WildStorm shouldn’t have wasted time in the last issue recreating the game’s laborious puzzles and, instead, focused on moving the narrative along in an interesting and action-orientated way.

ResEvComic5Art
There’s some great, gory art in these comics.

In the end, Resident Evil: The Official Comic Magazine ended with a bit of a whimper. They didn’t do a proper adaptation of a Resident Evil videogame until issue two, didn’t start a multi-part story until issue three, and most of the stories they did tell, while interesting, were pretty forgettable and inconsequential in the grand scheme of things. I applaud their efforts to tie each story together in subtle ways, and to refer to the events of the videogames; the artwork was strikingly gory and consistently good all the way through each of the five issues and they made an effort to adapt all the different nuances of the videogames, from the characters to the story, the creatures, and even the puzzles. While some of these land better (and are more suitable) than others, at least they gave it a fair shake of the stick and tried to expand upon what was, at the time, only a two game franchise.

ResEvComic5Restricted
It’s like Capcom restriced the stories WildStorm could tell…

Reading back these issues, it almost seems as though Capcom restricted the type of stories WildStorm were allowed to tell as, rather than go into detail about what the survivors did before, between, and after Resident Evil and Resident Evil 2, the writers dance and skirt around the issue, throwing as much smoke and mirrors (or, more appropriately, blood and guts) at the reader as they can to disguise the fact that they haven’t actually expanded upon these characters much at all…possibly because they weren’t allowed to given that Capcom had a couple of sequels and spin-offs in the works.

ResEvComicStories
There was a lot of potential in expanding upon these characters.

They tried to expand upon side characters like Ada’s boyfriend John and inject William Birkin with a bit more menace but both of these efforts were pretty much ignored and retconned by Capcom in subsequent sequels. With that in mind, it seems all the more sensible to me to have used these issues to tell adaptations of the first two videogames alongside one or two interludes and side stories per issue. Show a little more of Albert Wesker’s mindset, delve deeper into Chief Irons’ corruption, maybe just do a story the follows Mr. X bludgeoning its way through the Raccoon City police station. But to waste pages and effort on telling us what happened before Claire arrived at that diner seems like a waste of time to me, especially when you’re giving the shaft to the Lickers and BOWs like “G”.

ResEvComics
Sadly, WildStorm’s Resident Evil comics are now hard to come by.

WildStorm would revisit the Resident Evil franchise a couple more times over the years; they told the story of the hitherto-unknown Special Tactics and Rescue Service (S.T.A.R.S.) Charlie team in the four-issue Resident Evil: Fire & Ice series, published in 2000 and 2001. This comic featured many of the same writers and artists as Resident Evil: The Official Comic Magazine and even returned some of the original characters and places to the lore, like Patrick Brady from issue two and Saguaro Wells from issue four. They also published a prequel to Resident Evil 5 (Capcom, 2009) between 2009 and 2011 and, while they collected each of these different publications into trade paperbacks, they are all long out of print. Overall, Resident Evil: The Official Comic Magazine was a pretty enjoyable experience but it had the potential to be so much more; it could have used its artists and writers to bring the videogames to life in a new way for comic readers and given fans of the videogames a lovely piece of ancillary media to collect. Instead, it’s more of a forgettable tie-in that peaks with the second issue, though it would be nice to see the collection get a reprint at some point.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever read any of the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment down below and stay in touch for more content and articles.

Back Issues: WildStorm’s Resident Evil #4

BackIssues

The release of the Resident Evil 3 remake (Capcom, 2020) is still a big enough news item for me to continue my retrospective on Resident Evil: The Official Comic Magazine, a comic book released by WildStorm back in 1998 to 1999 that ran for five issues and covered events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998).

ResEvComic4Logo

Issue one recapped and filled in events from the first game, while issue two focused entirely on covering the events of the second. The third issue oddly introduced supernatural elements to the lore and began a three-issue arc that would continue in issue four, released in December 1998.

ResEvComic4Leon
Leon shows up to save the day.

The issue’s first story, “Night Stalkers” (Oprisko, et al), revolves around giant, man-bat creatures created by Umbrella’s G-Virus attacking and small Nevada town. Their bite infects a young boy, turning him into a zombie, but their true purpose is to spirit townsfolk away to a hidden Umbrella lab, where the lunatic scientist Dr Callos, can turn them into more bat-men. Luckily, Leon S. Kennedy rocks up to investigate and, after a brief scuffle, is captured by the man-bats and taken to Dr Callos’ laboratory. Leon manages to overload the machine Callos has been using to control the man-bats and they turn on their creator, ripping him to shreds while Leon makes his escape and the air force move in to eradicate the lab.

ResEvComic4Bat0
A similar creature would appear in Resident Evil Zero.

This was a slightly better attempt at mixing the supernatural with Resident Evil as, unlike last issue’s “Wolf Hunt” (Adams, et al), “Night Stalkers” shows these vampire-like creatures to be products of Umbrella’s G-Virus rather than anything mythical. Once again, the comic oddly foreshadows Resident Evil Zero (Capcom, 2002), which featured a giant infected bat as a boss battle, though that was noticeably less humanoid than the man-bats featured here.

ResEvComic4Res4
Much of this story foreshadow’s Resident Evil 4.

Without really knowing it, this story also provides a bit of a glimpse into Leon’s life between Resident Evil 2 and Resident Evil 4 (Capcom Production Studio 4, 2005); Leon even arrives in a small town using a little jeep, very much like the opening of Resident Evil 4, and is both decidedly more capable and written as more of an action hero as in that game . It’s not really revealed who he’s working for here; he wears a modified version of his riot gear but, judging from his rescuers, appears to work for the United States government.

ResEvComic4MrX
Mr. X makes his grand entrance.

“Special Delivery” (Mostman, et al) makes a minor attempt to address a concern I had with issue two’s adaptation of Resident Evil 2 as it follows two Umbrella helicopter pilots as the fly around delivering Umbrella’s bio-organic weapons (BOWs) to specific areas. Their first drop-off is Mr. X, whom they dump right on top of the Raccoon City police station; though this is the only time he is featured in the story, it’s interesting to see behind the scenes of his delivery as, in the game, he just comes crashing in with a bang.

ResEvComic4BOWs
The pilots are carrying some deadly cargo…

The pilots then drop off a massive man-eating plant, similar to Plant 42, at a chemical warehouse and a Tyrant at a mineshaft working to synthesise anti-viral agents. Just as they’re about to make their last delivery, though, Umbrella’s deceitful nature kicks in and a canister activates, releasing a squid-like BOW on the chopper that promptly kills them in brutal fashion. Side stories like this are a great use of this comic as it allows us to see a version of events we’re normally not privy to in the videogames; Resident Evil, especially the earlier titles, was always ore about reacting to the events and trying to survive through them rather than worry about the hows and the whys. That came through the files and notes and was generally revealed the deeper you got into the games but, around this time, all we really had to go on about Umbrella were documents found strewn around the game’s environments, biased third-party information, and the drudgery that was Resident Evil: Survivor (TOSE, 2000).

ResEvComic4Chris
Of course Chris can pilot the plane safely!

The issue ends with a continuation of last issue’s “Dead Air” (Adams, et al), “Zombies Abroad” (ibid), which begins by solving the pesky problem of safely landing the zombie-infested plane that Chris Redfield, Jill Valentine, and Barry Burton are in. Luckily, Chris is able to do this without any real issue and the rest of the zombies are subdued (thanks to Barry using a make-shift flamethrower, which seems incredibly dangerous in a pressurised aircraft…) before they can infect other passengers).

ResEvComic4Europe
Jill, Barry, and Chris kill their way across Europe.

After landing, the three do a whistle-stop tour of some of England’s most iconic landmarks in search of Umbrella’s European headquarters and find nothing but zombies. The story then just jump cuts to France and becomes an action-packed montage of the three blowing zombies away outside the Eiffel Tower, in the Louvre, and in the Netherlands until they reach a castle in Germany.

ResEvComic4Puzzles
The three solve some puzzles to find clues and hidden areas.

Here, the story slows way down and pulls inspiration from the investigatory and puzzle-solving elements of the videogames; Jill finds a mysterious photograph, Chris discovers a hidden passageway after fiddling with a suit of armour, and Barry finds a hidden note after playing an organ in a near-exact recreation of many of the arbitrary puzzles of the first videogame.

ResEvComic4Zombies
Boy, you said it, Chris!

The story ends on another cliffhanger, with each of our three heroes left in a face of jeopardy. I’m at odds with this one; on the one hand, it’s fun to see these three working together and blowing away zombies but, on the other, there’s a few questions raised. Like, when did the Tyrant-Virus (T-Virus) spread to Europe? Up until this point, it’s only infected small, mid-western towns and areas in America. When was the T-Virus released? If Umbrella’s headquarters weren’t in any of the places the three visited, it’s a bit weird that they’d encounter so many zombies.

ResEvComic4Pacing
It’s a bit late in the game to be focusing on puzzles…

Also, while it’s nice to see the comic really go all-in with adapting the game’s puzzles, I’m not entirely sure if it works for a comic book. Comic books are generally all about frenetic action and, so far, these Resident Evil comics have always had a good balance between gory fire fights and nods to the game’s slower mechanics. I kind of feel like they could have used an entire issue to tell a slow story where we follow a lone character investigating their surroundings, finding clues and maybe solving some puzzles while building threat and looming tension as we see zombies or BOWs closing in on them but suddenly juxtaposing seven pages of zombies getting their heads blown off with elaborate puzzles in a Gothic setting just feels a bit odd here.

ResEvComic4Interlude
The potential is there but I’m not sure the execution was right…

Other than a few additional pieces of artwork from Carlos D’Anda, that’s about it for this issue. At this point, the formula is starting to wear a little thin; it really does feel like WildStorm would have been better off doing maybe three full issues adapting the first game, then three more focusing on the second game, with one side story or interlude in each to help flesh out the Resident Evil lore. They seem, instead, to have been aiming for an anthology-based title but I’m not sure it’s really paying off as we’re only four issues in and they already seem to be struggling for content and story ideas. As there wasn’t much to go on at this point apart from the characterisations and documents we see in the videogames, it might have been smarter to stick to being a straight-up adaptation rather than try and cobble together new content out of, effectively, nothing.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue five.

Back Issues: WildStorm’s Resident Evil #3

BackIssues

I’m still riding the coat-tails of the Resident Evil 3 remake (Capcom, 2020) with my retrospective on Resident Evil: The Official Comic Magazine, a five-issue comic book released by WildStorm back in 1998 to 1999 that filled in events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998) to flesh out the Resident Evil lore outside of the videogames.

ResEv2Comic3Logo

We’ve already seen how issue one used four stories to tell a recap of Resident Evil and interludes between that game and its sequel, and how issue two reduced the stories within to three while expanding the page count and revolving entirely around the events of the sequel. Issue three, released in September 1998, keeps the three-story format but also reverts to telling interludes and side stories to the main series videogames.

ResEvComic3Wolf2
A wolf-like creature has been killing students.

The first story, “Wolf Hunt” (Adams, et al) takes place before the events of Resident Evil and revolves around Jill Valentine going undercover at Racoon City College after some particularly gruesome murders take place there. Barry Burton accompanies her as back-up and she is soon attacked by a wolf-like creature. She immediately kills it and the story ends with the strong implication that it was actually a werewolf.

ResEvComic3Wolf
Turns out it was a werewolf…apparently?

This was basically a nothing story and really didn’t add much to Jill or Barry’s backstories or personalities beyond showing them working together before resident Evil. It s interesting to see Albert Wesker giving them orders and showing life in the Special Tactics and Rescue Service (S.T.A.R.S.) before the Tyrant-Virus (T-Virus) outbreak but, ultimately, it could have just been any story and supernatural elements shouldn’t really be involved with Resident Evil.

ResEvComic3G-Eel
The G-infected eel is quite the persistant beast.

WildStorm finally introduce the Licker in the second story, “Danger Island” (Oprisko, et al), in which a couple find their island vacation ruined when a capsule containing the creatures breaks open on the island, releasing both them and the G-Virus upon the populace. Stan and Leslie (the aforementioned couple) soon find themselves beset upon by all manner of gigantic mutated creatures mutated by the G-Virus, in particular a massive eel that ensures that the Lickers don’t get a chance to actually do anything.

ResEvComic3Birkin
Birkin, of all people, arrives to silence their victory.

Stan is eventually able to kill the eel and, though he and Leslie are injured, they survive (using herbs to ease their wounds) and manage to call for help, only for William Birkin to show up and (it’s strongly implied) execute them to keep Umbrella’s secrets. This story focused more on the variety of mutated bio-organic weapons (BOWs) players can encounter in the Resident Evil videogames. There’s only one zombie, shown very briefly, ensuring that the story can focus entirely on the G-eel that relentlessly pursues Stan and Leslie. It’s a shame that the Lickers weren’t given more focus as the story could easily have been about them hunting prey using the island’s forestry as camouflage but it did provide a bit of a look at Birkin’s despicable character (even if he wasn’t really much of a hands-on kinda guy in the videogames).

ResEvComic3TeamEurope
Jill, Chris, and Barry prepare to head to London.

The issue ends with “Dead Air” (Adams, et al) which is not only the first in a multi-part story (a first for the comic) but also a direct sequel to side stories seen in the last two issues. This story sees Chris Redfield, Barry Burton, and Jill (looking a lot like Chris’s sister, Claire, for some reason), travel to London after the events of the first game. This is interesting as, while other stories and the videogames had eluded to Chris travelling to Europe to investigate Umbrella further, I don’t believe it was ever stated that he went with his old partners, at least not before Resident Evil 5 (Capcom, 2009).

ResEvComic3Pilot
Jill beats the infected pilot to death!

As you might expect, a T-Virus outbreak occurs once they’re in the air, forcing the characters to have to battle them without their usual weapons. Amidst the outbreak and the desperate situation, Jill realises that she’s beaten the infected pilot into mush, leaving the plane hurtling through the air in a downward spiral.

ResEvComic3Plane
Surprisingly, Resident Evil hasn’t had much plane action.

This story opts for the more close-quarters combat players can come to expect from Resident Evil’s claustrophobic environments but we’ve yet to actually battle an outbreak on a plane before; there was that outbreak on the narrow cabins of the train in Resident Evil Zero (Capcom, 2002) but the closest the series has come to exploring an airborne outbreak was in the opening scenes of Resident Evil: Degeneration (Kamiya, 2008), which is a bit surprising really.

ResEvComic3Plane2
Imagine equipping THAT to your inventory!

After issue two only included a brief artist’s gallery, issue three features another interview with Resident Evil producer Shinji Mikami, though it’s decidedly less interesting as the last one as he mainly dodges questions about Resident Evil sequels and talks about his childhood. In the end, issue three is a lot weaker than issue two but, between “Danger Island” and “Dead Air”, there’s some decent action/horror to experience here. Starting a multi-part story on issue three rather and issue one was an…interesting idea as, usually, continuous stores are used by comics to entice readers into buying the next issue. I guess the strength of the Resident Evil brand was enough that WildStorm felt they could wait a few issues before trying to do sequential stories.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue four.

Back Issues: WildStorm’s Resident Evil #2

BackIssues

This month is all about the Resident Evil 3 remake (Capcom, 2020) and, as such, I’m taking a look back at the official Resident Evil comic released by WildStorm back in 1998 to 1999. The five-issue Resident Evil: The Official Comic Magazine mostly filled in events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998) to flesh out the Resident Evil lore outside of the videogames.

ResiEvComic2Logo

Issue two, released in June 1998, features only three stories compared to the four of issue one but has more pages devoted to each one). From this issue, the comics also start to use the God-awful American variant of the classic Resident Evil title font, most likely as this issue is more focused on events surrounding the second videogame.

ResiEvComic2Adaptation
Issue two includes an adaptation of Resident Evil 2.

Another major change is that this issue actually includes a straight-up adaptation of Resident Evil 2, including dialogue lifted straight from the videogame. Whereas the closest issue one got was a recap on the first game, “A New Chapter of Evil” (Adams, et al) details pretty much the entirety of Leon S. Kennedy and Claire Redfield’s stories, picking up with them being separated on the streets of Raccoon City and following both on their journey through the Raccoon City police station and the Umbrella facility beneath the city streets.

ResiEvComic2Leon
Leon’s story gets some fair representation here.

As in the game, the story jumps back and forth between the two but, ostensibly, the plot remains the same just without any Lickers: Leon makes it to the police station, where he meets and is eventually attacked by Marvin. After catching up with Claire, he bumps into Ada Wong and is shot by Annette Birkin after having a run-in with a G monster. Patched up by Ada, Leon dispatches of a giant mutated alligator and they descend into the Umbrella facility. Ada betrays Leon and falls to her death while trying to steal the G-Virus, leaving him with little time to escape the facility.

ResiEvComic2MrX
And that’s seriously all for Mr.X…

As all this is going on, Claire (who begins the story packing a lot more heat than her videogame counterpart) has an extremely brief and uneventful run-in with Mr. X. seriously, she takes him out with just “five rounds”, off panel, and he never appears again. It’s like the writers only played snippets of Claire’s story.

ResiEvComic2Birkin
“G” goes down like a bitch every time.

Anyway, Claire meets Annette’s daughter, Sherry, and they witness the corrupt Police Chief Irons be killed by Sherry’s father, William, who has mutated into “G”. Claire dispatches “G” (once again with laughable ease) and comforts Sherry after her mother is killed. They hook back up with Leon and, after finally doing away with “G”’s final form, they escape the facility just as it self-destructs.

ResEv2Comic2GZoo
“G” infects the animals in the city zoo.

As an adaptation of Resident Evil 2, “A New Chapter of Evil” is both extensive and rushed; loads of Claire’s story is skipped entirely, with Mr. X practically being a non-player, and the threat posed by “G” is almost completely non-existent as the characters defeat it while barely breaking a sweat. Hell, it takes Leon more effort to kill the alligator than “G”! Yet, as a quick run through of the game’s major story events, this is serviceable enough, though it feels as though the issue would have benefitted greatly from devoting its entire page count to their adaptation rather than twenty-odd pages. “Mutant Menagerie” (Oprisko, et al) briefly shows how Birkin was driven to infect himself with the G-Virus after being gunned down for his research samples. Mutating into “G”, all he can think of is to infect as many hosts as possible, which leads him to the Raccoon City Zoo.

ResEv2Comic2Patrick
Patrick is successful…or so it seems!

This is bad news for the on-shift security guard Patrick Brady, who soon finds himself fighting to survive with limited ammunition and resources against infected tigers, pandas, snakes, apes, and prairie dogs. After he realises that he’s all alone, he fights through the zoo and its infected creatures to overload the zoo’s power generator and keep the animals from escaping. Though seemingly successful, he passes out from fatigue while one last prairie dog looms in for a snack.

ResEv2Comic2ZooOutbreak
A zoo was similarly infected in Outbreak: File #2.

This story does a pretty good job of relating the desperation that accompanies Resident Evil videogames; Patrick doesn’t have a lot at his disposal and is up against the odds, much like the player often is. He also is forced to battle through hordes of enemies to reach an elaborate objective, which is pretty much par for the course of all Resident Evil titles. Interestingly enough, one of the scenarios in Resident Evil Outbreak: File #2 (Capcom, 2004) saw characters dealing with a wide variety of infected creatures at the Racoon City zoo, though I would be surprised if that game took any inspiration from this particular story.

ResEv2Comic2TyrantRoaches
This issue really downplays the threat of the Tyant to an absurd degree.

The final story, “Lock Down” (Oprisko, et al) follows Barry Burton about a week after the events of Resident Evil; traumatised by what he experienced, Barry opts to visit a psychiatrist but, wouldn’t you know it, the building is suddenly infested with zombies! Swiping an access key, Barry is handed a map and instructions by a dying guard and is forced to battle his way through not only zombies but a Tyrant in order to piece together a bomb that will destroy the building. Funnily enough, Barry struggles more with giant mutant cockroaches than the Tyrant and he is able to leap to safety as the building explodes.

ResEv2Comic2Mission
All he’s missing is an Item Box…

If the first story was an adaptation of Resident Evil 2’s plot, the second adapted the survival/horror gameplay, this last story goes all-in with representing the arduous side missions and tasks players must complete while battling mutated creatures and monsters. Barry must search the building using a map to find the three bomb parts, even blasting a zombie apart to get a key to open a locker for one piece, and then assemble the bomb before escaping to safety.

ResEv2Comic2Characterisation
This comic fleshed out Barry’s character before the games did.

It’s interesting how the first issue was basically an anthology comic of side stories and companion pieces to the first two Resident Evil videogames and it isn’t until the second that WildStorm produced a more traditional adaptation of the source material. That being said, while “Lock Down” does wonders for fleshing out Barry’s personality (he has a snarky, gritty action-hero attitude that wouldn’t really be seen for some time), the clear standout of this issue is “A New Chapter of Evil”. A lot of this is due to my personal bias for Resident Evil 2 but I feel it’s a stronger statement to feature an adaptation of the videogame alongside smaller side stories rather than just filling the pages with recaps or interludes.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue three.

Back Issues: WildStorm’s Resident Evil #1

BackIssues

To continue to milk the release of the Resident Evil 3 remake (Capcom, 2020), I figured I’d spend the next few weeks taking a look back at the official comic book magazine released by WildStorm between 1998 and 1999.

ResiEvComicLogo

Resident Evil: The Official Comic Magazine ran for five issues and mostly featured stories that filled in events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998). Many of these stories and events, and the characterisations of familiar Resident Evil characters, may have since been rendered non-canon by subsequent sequels and reboots but, nevertheless, these comics do a great job of fleshing out the Resident Evil lore outside of the videogames.

ResiEvComic1Wesker
Wesker is assigned to investigate some strange murders.

Issue one released in March 1998 and featured cover art by the always-fantastic Jim Lee and four full-length stories. The first, “S.T.A.R.S. Files” (Adams, et al), is a minor prelude to Resident Evil in which Albert Wesker is charged by his mysterious superior officer to form two teams to investigate a series of murders in Raccoon City.

ResiEvComic1Team
Wesker gives a rundown on his recruits…

Wesker compiles a report (how very Resident Evil) in which he runs down each member of the Bravo team and his Alpha team, their abilities, a bit of their backstory, and how much of a threat they pose. He talks about his willingness to blackmail Barry Burton into being his second-in-command, criticises both Rebecca Chambers and Brad Vickers, and gives a little bit of background to Chris Redfield and Jill Valentine. The story ends with the Bravo team heading out to Raccoon Forest and Wesker promising that the team won’t find out anything. Obviously, this story was written long before Resident Evil Zero (Capcom, 2002), so the Bravo team exists simply to be written off but this story, while brief, does provide some insight into Wesker’s motivations and mindset at a time when he was still a one-note, clichéd villain rather than a superpowered mastermind.

ResiEvComic1John
John created many of Resident Evil‘s iconic BOWs.

The second story, “Who Are These Guys?” (Adams, et al), sheds a bit of light into how all of those files and notes you pick up in Resident Evil titles are created by showing the story, and degeneration, of Ada Wong’s boyfriend, here called John Fay. It turns out that John was the scientist responsible for experimenting with the Tyrant-Virus (T-Virus) on animals, such as dogs and sharks, thus creating some of Resident Evil’s most memorable bio-organic weapons (BOWs).

ResiEvComic1Zombie
John succumbs to the T-Virus and becomes just another zombie.

In the course of his research, and the story, John contracts the T-Virus and begins degenerating into a zombie; he just about manages to scrawl out passwords and codes for Ada before being blown to pieces by Jill. This was an interesting story, fleshing out a character I don’t think we’ve ever seen in the videogames and visually detailing the degenerative process the T-Virus has on a human. It’s quite fun to see how John’s note was written out, and how all he amounts to is being just another zombie to be dispatched during the game.

ResiEvComic1Recap
This story recaps the events of the first game.

“Dangerous Secrets” (Oprisko, et al) mixes things up a bit by telling a story about the survivors of Resident Evil as it literally takes place two days after the end of the game. The story is, basically, a recap of the events of the first game, recreating the team’s first encounter with a zombie, the infected crows, the fight against Yawn and Enrico’s assassination, their battles with the Hunters, Wesker’s betrayal and death, and the destruction of both the Tyrant and the mansion itself.

ResiEvComic1Perception
It’s all a matter of perspective…

Tying in with the previous story a little bit, “Dangerous Secrets” also shows the characters actually using the files and notes they found in the mansion and Umbrella’s laboratory to their advantage to piece together what happened, how the T-Virus was created, and what it does to those infected. There’s also a really amusing part where Chris and Rebecca both reference how Jill was captured and imprisoned in a cell but Jill remembers the events slightly differently, believing that it was Chris that was imprisoned. This is a great reference to the contradictory story parts the player encounters when playing Resident Evil and good way of pasting over those continuity errors before the production of the Resident Evil remake (Capcom Production Studio 4, 2002) and other sequels; the idea being that each scenario is as valid as the other as it’s simply from that character’s perspective (it’s also slightly implied, through Jill’s thought bubble, that Chris is intentionally lying because he’s ashamed of being captured).

ResiEvComic1Bridge
The story acts a bridge between the first two games.

This story is also where Barry’s betrayal is revealed to Chris, explaining in detail how Wesker threatened Barry’s family to get him to go along with his plot to release the Tyrant. The story comes to an end with Chris planning on investigating Umbrella further and Leon S. Kennedy arriving in Raccoon City, effectively bridging the gap between Resident Evil and Resident Evil 2 and (although unintentionally) Resident Evil – Code: Veronica (ibid, 2000).

ResiEvComic1Ada
Ada confronts Birkin, anaware they’re being spied on…

Speaking of Resident Evil 2, the comic’s final story, “Raccoon City – R.I.P.” (Adams, Oprisko, et al), details Ada’s arrival in Racoon City to confront William Birkin (who looks a little…different to how he appears in Resident Evil 2) just as the first zombies begin to crop up around the city (which is a bit of a continuity error as zombies weren’t supposed to appear until after Birkin is killed).

ResiEvComic1Kendo
Gun Shop Kendo gets a brief cameo…

Their conversation is overheard by an unidentified third party, who then visits a bar that is promptly trashed by zombies. He heads to Gun Shop Kendo to grab a shotgun before being attacked by a zombie at a petrol station, which explodes in the fracas, killing him and his attackers.

ResiEvComic1Leon
Sadly, Leon wouldn’t duel-wield for some time…

A trucker witnesses the explosion and is immediately set upon by zombies, who are taken out by a duel-wielding Leon, thus filling in a few blanks between Resident Evil and Resident Evil 2. Despite casting a bit more focus on Ada and her characterisation and detailing how quickly the T-Virus spread to Raccoon City, “Raccoon City – R.I.P.” is easily the weakest of this issue’s four stories; it’s got a lot more continuity errors, puts far less emphasis on recognisable characters, and the art isn’t as good.

ResiEvComic1Mikami
Mikami talks about some original character concepts.

Issue one also features a really insightful interview with Resident Evil producer Shinji Mikami, who details some of the production and design influences on the game and series, directly referencing the impact Night of the Living Dead (Romero, 1968) had on the game’s production. He also talks about how the version of Resident Evil released in the United States is actually harder than the Japanese version so that they could make more money of repeated game rentals (remember when those were a thing?) and some cut characters, including an original version of Barry who more resembles Arnold Schwarzenegger. In the end, this is a decent first issue; it’s more of an anthology and companion piece to the videogames rather than a by the numbers adaptation, with only “Dangerous Secrets” directly reinterpreting the videogame into comic book form. However, it has to be said that this story is easily the best this issue has to offer as it features all the characters and events you remember from the first game recreated with some stunning (and gory) art by Carlos D’Anda.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue two.

Back Issues: Whatever Happened to Kyle Rayner!?

BackIssues

Ah, the nineties! What a time to be alive for comic book fans! We saw Clark Kent/Superman die and be replaced by four imposters before returning…with a mullet! We saw Bruce Wayne/Batman get his back broken and be replaced with a Frank Castle/Punisher-like nutjob. We saw Arthur Curry/Aquaman get his hand bitten off by piranhas and replaced…with a harpoon! And we saw Hal Jordan, the premier Green Lantern, go mental, kill a bunch of his fellows, and take on an antagonistic role as Parallax. Yet, the legacy of Green Lantern lived on in a new, young, sexy replacement who was to take the title in a bold new direction; a character who, though he exists today, is a shadow of his former self, prompting me to ask…

GreenLanternLogo

DC Comics like to paint Hal Jordan as the greatest Green Lantern that ever lived. Literally almost every time the character appears, text boxes, character dialogue, or story events are geared towards this agenda. This was especially obvious in 1992 when, after being replaced buy Guy Gardner, Jordan decided that he had had enough of bitching, moaning, and moping about and forced Guy to relinquish the Green Lantern power ring and reclaim his mantle. This was sold to us as a miraculous return; characters, including Guy’s Justice League teammates, openly gushed at Hal reclaiming the mantle and trashed Guy. I mean, sure, Guy was no saint and was a massive pain in the ass, but for everyone to talk so much shit about him was jarring. Things went from bad to worse, however, when Mongul and Hank Henshaw/Cyborg-Superman obliterated Hal’s home town, Coast City, during the ‘Reign of the Supermen’ (Jurgens, et al,1993) arc that saw Superman return to life. Hal, unable to cope with the loss of his friends and family, tried to recreate the city and was admonished by the Guardians of the Universe. Incensed at what he saw was a betrayal after years of loyal service, ‘Emerald Twilight’ saw Hal fly to Oa, relieving multiple Green Lanterns of their rings, killed Kilowog and Thaal Sinestro (later revealed to be an illusion), and absorbed the entire power of the Central Power Battery. This immediately depowered every Green Lantern in the universe (it is implied that the majority of them died, though this was also later retconned) and transformed Hal into Parallax.

Kyle was severely tested at the start of his career.

While Parallax went out into the cosmos to acquire yet more power and would eventually attempt to rewrite all of time itself in Zero Hour: Crisis in Time! (Jurgens, et al, 1994), the last remaining Guardian, Ganthet, travelled to Earth and, seemingly at random, presented the last power ring to the first person he saw: Kyle Rayner. Kyle, a young freelance artist, was initially characterised as being cocky and irresponsible; a rookie who received no training or instruction, he struggled to get to grips with his newfound power and responsibility. Attacked by enemies of Jordan’s who mistook him for the former Green Lantern, Kyle endured a trial by fire made all the more testing when Clifford Zmeck/Major Force infamously killed his girlfriend, Alexandra DeWitt, and stuffed her into a refrigerator! For a long time, this was a constant source of guilt and angst for Kyle; it seemed that he would openly mention it to anybody at the drop of a hat, even amidst battling Parallax, saving the universe, and joining perhaps the strongest incarnation of the Justice League ever. In time, though, Kyle was able to master his emotions and his power; unlike other Green Lanterns, Kyle’s ring did not carry a weakness to yellow (later revealed to be because the weakness was a result of Parallax being imprisoned within the Central Power Battery), did not need to be recharged, and could only be used by him, which effectively made him the most powerful Green Lantern ever seen at that point.

Despite making a name for himself, Kyle was constantly overshadowed by Hal.

As part of the Justice League, Kyle struck up friendships with Wally West/The Flash and Connor Hawke/Green Arrow, just as Jordan had been friends with Barry Allen and Oliver Queen in the past, and voted to keep Batman (one of his strongest supporters) in the Justice League following the ‘Tower of Babel’ storyline in 2000. As his career progressed entered into a romantic relationship with Alan Scott’s daughter, Jade, and evolved into a leader when he fought off the Circle of Fire. After Parallax sacrificed himself to reignite the Sun in the ‘Final Night’ storyline, Kyle received a massive power boost and was rechristened Ion. Wielding God-like powers, he eventually restored Oa, the Central Power Battery, the Guardians of the Universe, and the Green Lantern Corps in order to relieve himself of the burden of his newfound powers. Restored to a regular Green Lantern, but still unrestricted by the yellow impurity or the need to recharge, went from being the last of the Green Lanterns, and a God, to be one of many Green Lanterns. His status was further damaged when writer Geoff Johns took over the Green Lantern title and orchestrated Hal Jordan’s return in the ‘Rebirth’ storyline. Jordan, who had since become the Spectre, was absolved of all his previous crimes by the revelation that Parallax is actually a parasitic fear entity that latched onto his soul and drove him to evil. Thanks to the efforts of Kyle, Guy (who also had his recent years of messy writing undone), and John Stewart, Jordan returned to life as a Green Lantern once more and promptly took over the Green Lantern title.

Kyle has assumed a number of different forms and identities over the years.

Despite transforming back into Ion during Infinite Crisis (Johns, et al, 2006) following Jade’s death, Kyle was possessed by Parallax during the ‘Sinestro Corps War’ storyline (Johns, et al, 2007) and continued to operate as just one of four (five, if you count Alan Scott) Earth-based Green Lanterns, even after being promoted to ‘Honour Guard’ status. He even found his very existence branded as an anomaly during ‘Countdown’ and ‘Countdown to Final Crisis’ (Dini, et al, 2007 to 2008) and spent most of 2007 bouncing around the Multiverse with little rhyme or reason. He found himself on the frontlines during Blackest Night (Johns, et al, 2010), which saw Jade restored to life, and sacrificed himself to destroy a bunch of Black Lanterns. He, too, was restored to life and, during War of the Green Lanterns (ibid, 2011) assumed the role of a Blue Lantern after Parallax infected the Green Lantern rings. Unfortunately for him, Blue Lanterns are pretty useless; they only real do anything when Green Lanterns are around, making him the weakest of the rag-tag group (obviously led by Jordan) that stood against the renegade Guardian, Krona. As much as I hate to praise it, The New 52 actually returned some semblance of importance to Kyle; while Sinestro and Jordan dominated the main Green Lantern titles like it was the late-eighties, Kyle was the focus of the New Guardians title. When power rings from all the different corps are drawn to him, Kyle goes on a universe-spanning pilgrimage to master the entire emotional spectrum and once again reaches the levels of God-hood he enjoyed as Ion by becoming a White Lantern. Oddly, The New 52 also put Kyle in a romantic relationship with Jordan’s long-term love interest, the Star Sapphire Carol Ferris, which only further bogged his character down with unnecessary ties to Jordan’s legacy. It wasn’t to last, though, it soon became apparent that the powers of the White Lantern were too much for any one person to wield and, as of Rebirth, Kyle has returned to being a lowly Green Lantern.

GreenLanternAnimated
What the hell is this nonsense!?

It gets worse for Kyle outside of the comics. Although his name and profession were used, he looked exactly like Hal Jordan when he appeared in Superman: The Animated Series, and even had Hal’s origin! With John Stewart acting as Green Lantern in Justice League, Kyle was relegated to brief cameos and bit-parts in Justice League: Unlimited. While Stewart is generally included as an alternative costume for Hal in various DC videogames, this luxury is rarely afforded to Kyle; he appears as a skin in Justice League Heroes (Snowblind Studios/Warner Bros. Games, 2006) and is featured in DC Universe Online (Daybreak Game Company/WB Games, 2011) and Lego Batman 3: Beyond Gotham (Traveller’s Tales, 2014) but barely gets a mention in the Injustice videogames (NetherRealm Studios/Warner Bros. Interactive Entertainment, 2013; 2017) due to being unceremoniously killed off in the prequel/tie-in comic books. I remember, many moons ago, reading an article in Wizard around the same time that the ‘Emerald Twilight’ storyline happened; whomever was being interviewed at DC said something along the lines of “DC reserve the right to not give their characters happy endings” and basically said “Hal is evil; Kyle is Green Lantern – deal with it!” as I mentioned, DC was all about major character changes in the nineties; Wally West had become the Flash following Crisis on Infinite Earths (Wolfman, et al, 1985), Dick Grayson became Nightwing in the ‘Judas Contract’ storyline, and Tim Drake succeeded him as Robin, in addition to the aforementioned Connor Hawke and even Roy Harper progressing to Arsenal.

GreenLanternLegacy
A generation of heroes doomed to obscurity and irrelevance.

Kyle was supposed to be the next in line of these young new legacy heroes; his costume was bold and striking, a far cry from the regimental style favoured by most Green Lanterns, and his constructs were often infused with manga and anime imagery. As a young, untested hero, Kyle made reading Green Lantern was perfect for newcomers at the time who got to learn about the Green Lantern mythos through fresh eyes. However, once DC’s editors and writing staff switched hands and decided that they wanted to bring back Silver Age characters like Barry Allen and Wally West, the writing was on the wall for characters like Kyle. Once the sole Green Lantern and the figurehead for the Corps, Kyle was relegated to being just another face in a sea of green once Hal came back; even his costume and haircut changed and became far less interesting.

GreenLanternKyleDead
You’ll always be my Green Lantern, Kyle!

For my money, DC massively dropped the ball by not keeping Kyle bonded with Ion and carrying that codename; at least then Kyle would have been set apart from Hal Jordan and the other Green Lanterns. In these modern times, where we have a Corps for every colour of the emotional spectrum, there really is no excuse for Kyle, Hal, Guy, John, and newcomers like Simon Baz to all be Green Lanterns. I would have kept Kyle as the White Lantern, Guy as a Red Lantern, and John as an Indigo Lantern if only to mix things up and keep everyone different and relevant. Instead, with Hal still at the forefront of the Green Lantern titles and constantly being branded by DC writers, editors, and characters as the greatest Green Lantern of all time, there doesn’t seem to be any room for Kyle these days. Once upon a time, DC vowed that characters like Kyle and Wally were the new standard but, now, they’re pale imitations living in the shadow of the apparently far superior Silver Age counterparts and that’s just sad for people like me, who grew up in the nineties reading about Kyle’s adventures and growing attached to his character, rather than that of Hal Jordan.

Back Issues: DC’s Crisis Conundrum

BackIssues

Ever since the 1938 introduction of Clark Kent/Superman, DC Comics has been known for its vast array of costumed crimefighters and interconnected, densely populated fictional narratives. For decades, continuity was played fast and loose; Superman evolved from being a moderately powerful superhuman who could leap over tall buildings into a God-like figure who could turn back time, possessed a super-human intellect, and could tow entire worlds through space with ease. Similarly, Bruce Wayne/Batman was depicted as being as youthful as ever despite having been active since 1939 and having taken part in World War Two. Some of these issues were resolved when, in the 123rd issue of The Flash, DC Comics introduced the concept of the multiverse. The issue postulated that there were an infinite number of parallel worlds co-existing in the same space and time but slightly out of synch with our own world due to being on a different vibrational frequency. The fallout from “Flash of Two Worlds” (Fox, et al) was the revelation that DC’s Golden Age superheroes, such as the Justice Society of America and older versions of Superman and Batman, existed on the parallel world known as Earth-Two while their Silver Age contemporaries (Hal Jordan, Barry Allen, and the like) in the Justice League of America existed on Earth-One.

CrisisStupidlySuperman
Superman was originally more like a God than a man.

This concept allowed DC Comics to portray multiple iterations of their most popular characters as existing side-by-side, as well as numerous alternative worlds; Earth-Three, for example, was home to the Crime Syndicate, made up of villainous versions of the Justice League, while Earth-S was home to Freddy Freeman/Captain Marvel and other characters DC acquired from their purchase of Fawcett Comics. Unfortunately, decades of over-reliance of the multiverse concept meant that, by the 1980s, DC continuity was extremely difficult to keep track of and DC Comics were virtually inaccessible to new readers who had no idea what the multiverse was, much less how it worked. As a result, DC embarked on their most ambitious inter-company crossover yet. Crisis on Infinite Earths (Wolfman, et al, 1985) saw the entirety of the DC multiverse under threat from the malevolent Anti-Monitor. Seeking to rule in the desolation of nothingness, the Anti-Monitor begins destroying entire parallel worlds with an anti-matter wave, reducing their number from infinite to a mere five and causing the deaths of Barry Allen/The Flash and Kara Zor-El/Supergirl. In the end, Kal-L/Superman of Earth-Two, Alexander Luthor of Earth-Three, and Superboy of Earth-Prime end the Anti-Monitor’s threat and retreat to a “pocket dimension”, alongside the Lois Lane of Earth-Two, where they are protected from the merging of the remaining worlds.

Crises were commonplace in the Silver Age before DC tried to streamline their complex continuity.

It seemed like DC had come up with the perfect way to consolidate their continuity; the concept of parallel worlds was done away with and one singular reality was established. Stories like Superman: The Man of Steel (Byrne, et al, 1986) and Batman: Year One (Miller, et al, 1987) re-established the origins of DC’s flagship characters and, over the next few years, DC established that, while the events prior to the Crisis had occurred, very few of the characters who survived remembered much beyond vagaries (Wally West, for example, was now the Flash and knew, like everyone else, that Barry had died saving the world but not the exact specifics of how and why). Additionally, DC Comics began emphasising the idea of legacy superheroes; the Justice Society of America was established as having been active during World War Two and, while some of their members were active in present day continuity, they were noticeable aged and took on more of a mentorship role. Unfortunately, DC dropped the ball with Crisis. Rather than simply end every existing comic they published and reboot with brand new issue one’s and origin stories, some characters (such as Diana Prince/Wonder Woman) were not reintroduced into the new canon until much later. Others, like the Legion of Superheroes, had their entire origins altered forever by the removal of Superboy from the new canon (something that could have easily been remedied had DC simply rebooted the Legion and had them be inspired by Superman; instead, writers hastily incorporated an alternative Superboy from a pocket dimension or substituted him with Mon-El).

Zero Hour tried to fix DC’s post-Crisis lore but actually did more harm than good.

In an effort to address some of these lingering issues, and further incorporate some of the popular Pre-Crisis characters and ideas into modern continuity, DC capitalised on Green Lantern Hal Jordan’s recent descent into madness, genocide, and villainy with another massive inter-company event. Zero Hour: Crisis in Time! (Jurgens, et al, 1994) saw Jordan, as Parallax, absorbing vast amounts of cosmic and chronal energy with which he planned to remake reality and undo all the wrongs that had happened since the death of Superman. Due to Parallax messing about with time, many continuity changes were forced into DC canon; Superman was explicitly described as having debuted “ten years ago”, the Legion of Superheroes were (finally) completely rebooted, Batman’s killer became anonymous and at large, and all conflicting versions of Carter Hall/Hawkman were consolidated into one singular character since DC never really bothered to reboot his origin story following the original Crisis. With the bulk of Zero Hour’s five-issue run being made up primarily of exposition from Richard Rider/Waverider or Parallax, many of the consequences of Parallax’s actions were told in DC’s individual comics. In the end, despite the insanity of time literally being ripped apart around them, the heroes were able to thwart Parallax’s efforts and allow time and reality to unfold naturally, albeit with many changes. Zero Hour resulted in many changes to popular DC characters; Guy Gardner suddenly became a shape-changing Vuldarian, many of the Justice Society were rapidly aged or killed off, Connor Hawke was introduced as the new Green Arrow, and Arthur Curry/Aquaman now sported an unkempt look and a harpoon for a hand.

Infinite Crisis returned the multiverse to the DC universe.

However, Zero Hour actually created more problems than it solved; Hawkman’s origins were no more clearer now than they had been before. Eventually, The Return of Hawkman (Goyer, et al, 2002) returned the character to mainstream continuity, explaining that the character was locked in a constant cycle of death and rebirth. Additionally, DC sought to address their ongoing continuity issues (and tell out of continuity stories) through the concept of Hypertime, which, much like the previous infinite Earths concept, allowed for alternative versions of events to be played out. Eventually, and with the twentieth anniversary of the original Crisis looming, DC decided to commission their biggest inter-company crossover yet. Consisting of multiple ongoing stories all building up to its central narrative, Infinite Crisis (John, et al, 2006) aimed to not only re-establish the multiverse concept and finally tie-up all of the lingering continuity issues left in the wake of Crisis on Infinite Earths and Zero Hour, but also move the company away from the dark stories that had dominated during the mid-nineties. After numerous event-scale storylines, the DC trinity (Batman, Superman, and Wonder Woman) were divided and the DC universe was in turmoil. Frustrated with how bad Earth heroes have let things get and perceiving that they have squandered their new world, Kal-L, Alexander Luthor, and Superboy-Prime break free from their pocket dimension and set about cannibalising the Anti-Monitor’s corpse to re-establish the multiverse and return peace and order to the universe. However, it turns out that seeing his world destroyed and having his youth ripped away from him, coupled with living in isolation and the machinations of Alexander Luthor, have driven Superboy-Prime mad. While Alexander straps various heroes and villains to an inter-dimensional tuning fork, Superboy-Prime goes on an accidental murder spree before Bart Allen/Kid Flash forces him into the Speed Force itself, at the cost of Wally West and his family.

CrisisEarths
Infinite Crisis smashed together parallel worlds created 52 alternate Earths.

However, Superboy-Prime escapes, sporting a modified version of the Anti-Monitor’s armour and driven completely insane. With no regard for himself or others, he goes on a rampage; although Conner Kent/Kon-El/Superboy destroys Alexander’s inter-dimensional tower, it costs him his life and, finally convinced that Alexander’s plan would mean the genocide of countless lives, Kal-L joins forces with Superman to end Superboy-Prime’s threat. Infinite Crisis ends with the multiverse restored; though instead of there being an infinite number of parallel worlds, there were now a much more easy to wield fifty-two alternate Earths. In the aftermath, DC’s titles all jumped forward one year later, while the weekly 52 series explored the fallout of the events from the main crossover. This New Earth restored Superboy to Superman’s origin, depicted multiple non-canon stories as existing on the alternative Earths, introduced a new all-powerful villain in the form of Superboy-Prime, and resulted in Batman becoming far more trusting and open with his allies and family. For me, this was a great time to be reading DC comics. Unlike previous Crisis-level events, Infinite Crisis felt like a soft reboot that would be accessible to new readers; the multiverse existed but rarely impacted mainstream DC continuity and it felt like DC had finally closed the door of the events of the original Crisis and had finally moved on.

And then Grant Morrison happened.

CrisisFinal
somethingsomethingsomething Darkseid somethingsomething…

Morrison spearheaded an inter-company crossover that would change the DC universe forever. Unfortunately, DC decided to spend an entire year building up to this event with the weekly Countdown (later Countdown to Final Crisis) series, in addition to numerous tie-in and spin-off titles. As Countdown was of far less writing and artistic quality compared to 52, and due to the fact that many of its events contradicted what was happening in the associated titles, the build up towards Final Crisis (Morrison, et al, 2009) was lacklustre and confusing, to say the least. The basic premise, as far as I can understand it (Morrison’s writing is confusing and disjointed at the best of times) is that the New Gods have all died and been reincarnated on New Earth, causing a tear in space, time, and reality. Reborn, Darkseid finally solves the Anti-Life Equation and enslaves the planet; however, using a radion bullet, Batman mortally wounds Darkseid, before being erased from existence. As his essence dies, Darkseid attempts to obliterate all of reality until he is finally thwarted by Superman; Superman, and an army of his counterparts from across the multiverse then restore Earth and reality before it can be destroyed by Darkseid and Mandrakk, the Dark Monitor. Once you got past the mess of Morrison’s writing and the mess of a build-up to the main event, the fallout from Final Crisis made for very accessible stories. DC also focused on using the Green Lantern titles to expand their universe through sprawling, inter-connected stories.

Dick Grayson took over as Batman before Flashpoint gave us an angst-ridden jerk version of Superman.

However, rather than fully capitalise on this (by, say, returning Bruce Wayne to life as an aged man, killing off Alfred, and having an elderly Wayne take his place as mentor to the new Batman and Robin), DC instead decided to undo all of their recent efforts a mere two years after the end of Final Crisis. The best thing about Final Crisis was the fallout; Batman, thought dead, actually embarked on a trip through time and space that threatened all reality until he was safely returned home by the Justice League. However, in the meantime, his duties were performed by Dick Grayson and Damian Wayne as an all-new, fresh take on the Batman and Robin duo. Additionally, both Kon-El and Bart Allen were resurrected and, for fans of the Silver Age, Barry Allen finally returned to the land of the living to become the Flash once more (though, personally, I am more of a fan of Wally West). In Flashpoint (Johns, et al, 2011), Barry Allen’s grief apparently got the better of him, causing him to go back in time and save his mother’s life. This results in a vastly altered timeline, which threatens to solidify itself as the true reality unless Barry can set things right. Teaming up with Thomas Wayne, here a violent version of Batman, and amidst an ongoing war between Atlantis and the Amazons, the Reverse-Flash reveals the key to restoring reality to Barry, allowing him to undo his actions. However, instead, we got what DC marketed as the “New 52” reality for the better part of five years. In this radically altered version of events, the DC universe has only existed for five years (meaning that Batman burned through one Robin every year-and-a-half or so), Barbara Gordon controversially recovered from the Joker’s attack and continued to fight crime as Batgirl, and many characters got entirely new origin stories (Superboy, Supergirl, and, in particular, Superman was changed so drastically that I swear he was a completely different character).

CrisisConvergence
Convergence slightly altered the original Crisis.

Additionally, Wildstorm and Vertigo publications were officially absorbed into the DC universe, while many recent events, particularly in Batman and Green Lantern titles, continued with very little alteration, truly begging the question as to why DC even bothered to reboot their continuity so severely just as their titles had become engaging and accessible for new and long-term readers. The biggest problem with the New 52, however, was that while DC still incorporated a version of the multiverse (complete with slightly different versions of Earth-Two and Earth-Three), it took DC almost a year to properly establish their new continuity; many characters went without detailed revised origins until this time, causing a great deal of confusion as to what events and characters were still canon, and largely alienating me in the process. Eventually, though, DC decided to bring the New 52 to a close and restart everything…again…using the Convergence (King, et al, 2015) storyline to kick-start their Rebirth titles. In Convergence, Brainiac has collected numerous cities and their inhabitants from across the multiverse (even some from prior to the original Crisis) and deposited them on Telos, a sentient planet that forces them to fight each other to see which is superior. Amidst the chaos and the fighting, the sorcerer Deimos usurps Telos and declares himself ruler and protector of this imprisoned on there. Eventually, Deimos is defeated by Parallax (drawn straight out of Zero Hour), which causes a chain reaction that threatens to annihilate the entire multiverse (…again). Brainiac, seeking to atone for his misdeeds, intervenes and sends pre-Flashpoint Superman and Zero Hour-Parallax back to the original Crisis to change its outcome and save the multiverse from collapsing.

Rebirth returned pre-Flashpoint characters and brought the Watchmen to the DC Universe.

Convergence concluded with the return of the multiverse proper, with a potentially infinite number of worlds once again present in DC comics, while absorbing yet more commonly displaced titles into DC continuity; an ongoing theme throughout the resultant Rebirth-branded comics has been the introduction of characters from Watchmen (Moore, et al, 1987) into the larger DC universe for the first time. Perhaps the best thing to come out of Convergence and the resultant Rebirth titles was not only the death of the New 52-Superman but the return of the pre-Flashpoint Superman and the true Wally West. The pre-Flashpoint Superman is revealed to have been living a quiet family life with his version of Lois Lane and their young son and, despite starting as a separate character, has recently been amalgamated with and replaced the new 52-Superman entirely. Additionally, Wally now exists alongside his biracial counterpart, retconned as being his cousin, and even explains that Flashpoint was actually caused by Doctor Jon Osterman/Doctor Manhattan rather than Barry Allen. So, once again, DC Comics have been softly rebooted to attract new readers while reintroducing numerous popular concepts and characters into mainstream continuity. The return of the pre-Flashpoint Superman, a confidant married man with a superpowered child, is enough to bring me back to DC after the debacle of the New 52 yet their ongoing titles (particularly, again, Batman and Green Lantern, and even The Flash) continue the stories from the New 52 and with little consequence from the events of Convergence save for Batman and the Flash’s investigation of the Comedian’s button.

While Crises can be fun, they often cause more problems than they solve.

One of the things I love about DC Comics is that they’ll cook up a massive story whenever they want to make major continuity changes (as opposed to Marvel, who usually just quietly retcon stuff away, ignore it completely, or constantly update their sliding timescale to keep everything within an approximate five year timeline). While this means that everything can be canon at any one time, DC have notoriously dropped the ball with every Crisis-level event they produce. After Crisis, every title should have reset to zero and all continuity should have been rewritten and reset to accommodate the major changes they had made; to only have a few titles do this is ludicrous and created a knock-on effect that led to the disastrous Zero Hour event. It wasn’t until Infinite Crisis and Final Crisis that DC finally resolved the fallout from the original Crisis, and then they went and threw it all away with Flashpoint in an obvious attempt to bring in new readers unfamiliar with the events that had already transpired. Ironically, as a long-time comics fan, even I sometimes struggle with these massive Crisis events because they require a lot of background reading. As I mentioned, the New 52 publications alienated me completely and it’s only recently, now that DC has moved on to the Rebirth branding, that I have bothered to collect some key New 52 graphic novels. The worst part is that DC and Warner Bros. apparently would rather reference and incorporate elements from the multiverse concept in their movies and television shows. For example, the Flash seen in The Flash television show is not the Flash we see in Batman v Superman: Dawn of Justice (Snyder, 2016). This goes even further though as the Superman seen in Supergirl is not the Henry Cavill version of the character and Supergirl is not only separate the DC movies but also from The Flash, Arrow, and DC’s Legends of Tomorrow television shows (The Flash even goes to great lengths to introduce and explore the concept of the multiverse, again represented as 52 parallel worlds).

The DCEU is quite divided, to say the least.

This basically means that we will never see Stephen Amell appear as Green Arrow alongside Ben Affleck’s Batman and has resulted in two versions of the Flash, two wildly different versions of Batman’s origin between Batman v Superman and Gotham, two iterations of the Suicide Squad, and many more all existing simultaneously on television and in movies. DC and Warner Bros. then compound things even further by constantly talking about the multiverse and hinting that their movies are not all connected all with the intention of presenting themselves as doing things differently from Marvel Studios. However, the multiverse concept is incredibly complex and something only die-hard fanboys really understand. The general audience might not quite be ready for it and, besides that, it seems really stupid to want to have three different versions of Superman on screen at any one time, especially as DC have previously placed an embargo on Batman crossing over into other television properties. The multiverse has worked in comics because it has existed for so long and been explored to death; The Flash has done a great job of introducing the concept but that had three entire seasons to explore and discuss it at length. For a movie to do it would surely be far more trouble than it’s worth beyond simplifying it to a great degree, perhaps by introducing the Crime Syndicate or stating that a villain such as Darkseid has devoured parallel worlds or something.

Hopefully, however, DC has learned to better manage their Crisis-level events from now on, and also to limit them to one every ten or fifteen years or so; having massive inter-connected plots where the fate of the multiverse is at stake (and sticking guys like Batman at the centre of them!) occur every two to five years is just overkill, in my opinion, especially if DC screw the pooch as badly as the did with the New 52.