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In these collected tales you'll witness the Living Monolith, Havoc, the Sentinels, Sauron, Ka-Zar and the civilization-destroying Z'Nox. Overall, this is well worth the $$.
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Part One: (1) What are Comics? is answered in terms of a comprehensive vocabulary of comic book terms such as speech balloon, story arc, and inker; (2) A Full-Script Versus Plot-First compares the latter, which is the Marvel method developed by Stan Lee, with the former, the traditional approach for writing film and television scripts, with the strengths and weaknesses of each; (3) Story Structure provides a listing of the basic kinds of structure used in comics, including a detailed look at different examples of "The Hook"; (4) Creating Drama looks at the importance of keeping the action going and offers a key distinction between suspense and surprise; (5) Subplots presents the advantages and inherent dangers of subplotting; (6) Characterization spends as much time talking about dialogue and humor as well as about the hero and other characters; and (7) Script Preparation is about the physical act of writing and producing something that can be turned over to an artist (assuming, for the sake of argument, you are not going to do the whole comic book yourself in the spirit of Dave Sims, the early years).
Part Two starts by covering the rules for different types of comic book stories: (1) Miniseries give you a title with a predetermined number of issues, usually between three and six; (2) Graphic Novels are, for want of a better definition, long fictional narratives (sidestepping graphic novel miniseries like "The Dark Knight Returns"); (3) Maxiseries are essentially longer miniseries, like "The Watchmen" or "Crisis on Infinite Earths"; and (4) Ongoing Series, which are the staple of DC Comics and include titles like "Action Comics" and "Batman" that have been published continuously for over 60 years. Basically the same general rules are applied to all of these forms, with a different balance of consideration. The rest of this unit looks at (5) Story Arcs as ways of doing a miniseries in an ongoing series; (6) The Levitz Paradigm for tracking plots and characters over the course of multiple issues; (7) Megaseries, which is O'Neil's newly coined term for stories that cut across multiple titles for the same characters, such as Batman's "No Man's Land"; (8) Adaptations, which in this case applies not to turning great works of literature into comic books but rather adapting Batman movies back into the comic books that inspired them; (9) Continuity, or rather three types of continuity; and (10) Denouement, which is O'Neil's final pat on the back to his readers.
The Appendix has Mark Evanier's thoughts on "Writing Humor Comics," and a list of suggestions for the Comic Book Writer's Library. Overall, the book is much more descriptive than anything else, which ends up being both its strength and its weakness. Still, O'Neil does try to crystallize his thoughts into specific rules whenever possible. If anything, O'Neil is guilty of trying to cover too much and sacrificing, to some degree, depth for breadth. Throughout "The DC Comics Guide to Writing Comics" the best examples are when O'Neil can go into detail (especially if it is regards to a comic we have actually read). The book is illustrated with examples from comics throughout DC's history, but the best examples are rough or finished pages paired up with the pages written up for the artist by the writer. This is where we get our best sense of how comic books are written and produced in the real world.
The companion volume to this work, "The DC Comics Guide to Pencilling Comics," is written by Klaus Janson. There is actually a minimum of overlap between these two volumes, which offer a complimentary approach to the creation of comic books. These two DC volumes are worthy additions to the limited library that every aspiring comic book writer/artist should own, which would include Will Eisner's "Comics and Sequential Art" and "Graphic Storytelling," Scott McCloud's "Understanding Comics" and "Reinventing Comics," and even John Buscema's "How to Draw Comics the Marvel Way."
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*There Is No Hope in Crime Alley - touching story that revisits his origin. Grade A
*Vow From the Grave - classic macabre 70s story with some nice twists. Grade B
*Night of the Reaper - goes for the ironic 'wronged character out for revenge goes bad' theme. Grade C
*Invader From Hell - Batgirl and Robin team-up against supernatural & Revolutionary War-era villains todefend the Spirit of America. About the only good thing is the way Batgirl is drawn. Grade D
*Marriage:Impossible - Man-Bat in a dull story where the worst thing he does is change his g/f into a Woman-Bat. Dissapointing. Grade D
*From Each Ending...A Beginning - origin of the Huntress. Grade C
*This One'll Kill You, Batman! - the Joker infects the Batman w/ lethal laughing gas and then tries to kill the doctors who can cure him. Grade C+
*Daughter of the Demon - Ra's Al Ghul enlists Batman to find his kidnapped daughter, however the ending concludes elsewhere. Grade D
*Death Flies the Haunted Sky - a 40's looking story slipped in. Grade D-
*Ticket To Tragedy - Batman makes a deal with a doctor to share his new heart transplant technique if he finds the killer of the doctor's friend. Grade C
Regarding short comings of this collection, I would have liked to see the story arc presented in Batman #291-294 where Bat-villains are on trial for the 'murder' of the Batman. One can also argue that it might make more sense to read the Neal Adams stories in their entire runs. Although all of the Adams' Ra's Al Ghul stories have already been compiled in the TPB Tales of the Demon, his other mini-runs would make good TPB collections too (e.g. his Man-Bat run in Detective #400,402,407; his Brave and the Bold run). However, in spite of these criticism, I think the average Bat-fan is still better-off owning a copy of "Batman in the Seventies" than not. The original comics cost a bomb and are in fact quite hard to find. Given that DC (unlike Marvel) appears to have some aversion to reprinting their 1970s material, we should be thankful that they've come up with such a compilation in the first place. Instead of buying mediocre 1990s Batman TPBs, all Bat-Fans should buy this book and experience for themselves what pre-crisis Batman is all about!
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Sgt Gordon is after serious criminals and part of the enemy is not human; but a computer virus established by the Joker himself to cause such havoic in the city. The art work is computer generated and the paper it is produced on is high gloss.
The plot is well developed and even though so many things are going on, it is easy to follow. This comic has some neat little extras after the story that contribut to a well made book just right for any comic fan. A must have.
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The story respects that. The plot is coherent & the atmosphere is deadly serious & the characters are well drawn. You feel that Green Arrow has more to say to his dark friend but your desire for the stars to interact is left unfullfilled.
That was a good read, all in all, and could serve a primer for those two fine characters to meet up again & defy evil. Whether you get the full comraderie thing out of it is not certain...but the ending is dark & well deserved.
Here's for seeing them together again...
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Hopefully by the time Marvel releases the 3rd print, ALL of the coloring for this collection will be brought back to its former glory.