Blast From The Past: American Flagg #1

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Recently I spread the word on Howard Chaykin’s recent series on the history of comics from the inside, Hey Kids! Comics!, being a success for the seasoned comics creator. Within that review, I mentioned his earlier effort, American Flagg, which I believe to be his most successful creation. So lo and behold, here I am at one of the local comics shows, and what leaps into my hand but a copy of AF #1. Didn’t look like it had been read, was in a clean bag and a board, and was for sale for the bargain price of one dollar. Obviously an omen, I had to relive this older favorite of mine.

Chaykin, who’s made his rep depicting high adventure, lusty, cynical, violent hero types, perhaps like many creators, uses his leads as a portrayal of themselves as center actors, living through their characters. Howie is certainly guilty of this, but while his leading males are certainly bigger than life, they are also infused with an everyman sense of how outrageous their situations are, and a sense of indignation for being put there. Rueben Flagg, our protagonist, is an out of work soap opera actor replaced by a holographic projection, and finds himself working a crap job as a law enforcement officer at the local Plexmall, a microcosm of what future society holds for us, excesses and all. It’s midwest based, with the Plexmall inspired by suburban Chicago malls, with numerous local inflections sprinkled along the way.

To Chaykin’s luck and First publisher Rick Obdiah’s credit, Chaykin gets LOTS of leeway on mature content for a comic I could of sworn was on the newsstands. Flagg jumps right into the action, the basic plot and numerous characters introduced at breakneck speed to keep action in the forefront. While they may display a stereotypical slant to them, Chaykin’s self sense of interest leaves a fresh, spicy imprint on all, giving his actors a personal distinctiveness rare among comics, especially right off the bat here. The boundaries of good taste are also pushed a bit, with suggested sex, drugs, and continuous gang violence just the beginning of this ride.

While Chaykin is always on the forefront of narrative graphic panel composition, American Flagg displays an assurance of talent, a mature mastery of eye movement, composition, and the full integration of literal word messaging within the panels contents. Rare indeed are the experimental approach and the common sense of storytelling disciplines working in perfect tandem as they do here.

Yet another strength in Chaykin’s bag of tricks is is an ability to constantly invent costumes and clothing. The thought and detail here should be a visual lesson to any creator of what it takes to produce a multi layered, textural reading environment. This makes the comic repeatedly accessible, each new read revealing previously missed visual cues. I really didn’t notice the “ben day dot” effect till my second read, that gives the figures another easy to achieve level of depth, allowing Chaykin to focus elsewhere within the panel on other inventions.

Big kudos to “new” letterer Ken Bruzenak here, who’s skill at typography and design take Chaykin’s birthings to a new level. There are literally dozens of fonts on display here, encyclopedic in their numbers, yet fully clear with their intent and narrative focus. Flagg incorporates figure drawing, graphic design, and typography to a high level here, and it works just fine. Lynn Varley’s limited palette with its 64 standard printing colors is also a demonstration of what pros can do with skill and limited means. What both accomplish here without computers certainly paves the the way for later practitioners.

While one can quibble with Chaykins manish approach and overtly sexy derring do, it’s obviously what inspires him to do comics at this level in the first place. What he does with 28 pages here is a visual testimony of his skills, and a “restrained” approach for a wider audience. All of the actors here are likable, stylish, and leave a great impression with the reader, despite their role in the drama.

Like the fine arts, comics sometimes are so far ahead of their time, their true value not recognized until much later. This books mainstream accessibility along with its continuous sophisticated display of invention, form a perfect balance of commerce and creativity, easily placing it into my pantheon of favorite comic books.

American Flagg, now over 35 years old, still remains as fresh and different as the day it was published, a superior effort from one of comics modern masters. Quite the bargain at a buck, which was also its original cover price, by the way.

Hey Kids! Comics! – Howie Chaykin’s History of Comics


Howie Chaykin, a writer/artist who’s been on the comic scene since the early seventies, has always been a bit of an outsider. While he’s done his share of the standard and not so standard mainstream hero fare, has generally exemplified his best work among the “anti mainstream” tendencies. After all, a guy’s gotta work, right? But it’s within those oddball, fantasy concepts he reveres and excels in.

Early on at DC, working on the Burrough’s revival Weird World series, the wonderful Sword of Sorcery adaptions from Fritz Lieber; the related creator owned Cody Starbuck from Gary Frederich’s Star Reach label; culminating here on his most successful creation (in my own humble opinion), American Flagg for First comics. About this time he matured, decided to push the envelope on “acceptable” comics, and went off on a series of outlaw concepts for the mature readers Vertigo line, did the nasty x rated Black Kiss series at Vortex, and stayed away from the big two, only dipping his feet in the water for the steady paying work. During a recent reentry into semi mainstream, he collaborated with writer Matt Fraction on the wonderful (but also not fer kids) Satellite Sam series at Image.

While all this time having both steady income and critical praise, he still kept that outsider, trend bucking cynic that picked scabs frequently off those with gentler tastes. Whether brought on by personal experiences or sympathetic attitudes towards his fellow creators, this history in comics has brought him to create Hey Kids! Comics!, a five issue history of comic books and the creators that brought them to life and suffered greatly for the experience.

Chronically depicting the lives of three comic books creators that spent their lives working within our favorite hobby, he covers lots of ground by splitting chapters by decades, showing the aging and growth of our protagonists and the world they inhabit, warts and all. It’s a good way to keep all the misery from overcoming us, done in several page chapters, each issue repeating the format while continuing the main story, as well as some of the more scandalous and heartbreaking tales from its history.

Chaykin spares no expense here in the lives of these creators, as they struggle to continue to earn a living, meanwhile watching the business grow and evolve around them, swallowing decency and mutual friends along the way. The comics business is shown by its soft underbelly, the stuff you didn’t want to know, but knew it existed. The many lives destroyed in its endless conquest for fame and the almighty dollar.

While a decent understanding of comics actual history will provide dividends to those who study such things, the synonyms of those depicted will entertain and horrify any reader. The industry whose products we loved for a lifetime had their origins in stories not far removed from EC horror comics of the fifties. Both sides of the coin are represented and contrasted, the wealthy publishers, the insane editors, and the mercilessly taken advantage of creators, adding up as entertainment for mainstream comic readers that probably didn’t even know they existed for the most part.

Chaykin is in his element here, ceaselessly parading it all for us, never withholding the sordid truths, the monetization of sex, the racism and ever present class warfare, all adding to our precious comic memories, unshielding our eyes from it’s mean and devastating truths.

Aesthetically, one can say Chaykin here has some of his ticks that some readers may find off putting; his slight visual repetitions from one character to another and an expanding list of characters can make you work a bit to keep it all straight. I read each issue a couple of times, then blew through all five for a much more coherent and continuous read. The sheer cynicism on display here could turn off some readers, but its the subject matter here thats off putting, Chaykin’s talents only serve too well the stuff he’s depicting. For me, these ticks can be forgiven. After all, Howie is in his seventies, and he’s producing here an incredible tale- a sympathetic story thats incredibly sad mostly because it is real and the casualties are those we grew to love and admire in our desire for four colored fairy tales.

Chaykin only works with A-list talent, so kudos also to Wil Quintana’s rich, lively colors, and the never ending varieties of Ken Bruzenak’s lettering. Also assisting in his line up are several guest stars, helping him create the detailing that helps give the book life and it’s authentic touch, as well as back matter thats essential.

Despite whether you can stomach the details and the story, the utter lack of ethics or morals portrayed by those in charge that benefitted the most from them, there can be no doubt that (paraphrasing from the book) comic books are truly the ATMs of the media development industry these days.

Howie, you’re a tough read. But somebody’s got to do it, and while I’m sorry its you, you are the best fitted for it. Thank you.

The Bronze Age Cometh! The Amazing Adventures of Killraven

Amazing Adventures #18-39

Marvel Comics, 20-30 cents, 1973-76


Hot on the heels of a fury of fantasy heroes such as Tarzan and Conan the Barbarian, Roy Thomas looked for further ways to expand this non-powered concept of heroes. Taking H.G. Wells’s noted novel War of the Worlds and morphing it into a post apocalyptic action series based on the Martians second visit to earth, they’ve totally subjugated mankind, made them slaves, as well as use humans in genetic experimentation to further their goals of dominance.

In the introduction, he creates Killraven, a spectacularly successful arena fighter who’s a rebel with a secret even he doesn’t know. He gives the adventure proceedings a new coat of paint as it were, unique from its fellow fantasy comics brethren.

The first issue, written by Thomas, has some good establishing art by Neal Adams. Good with depicting action and distinct likenesses, Adams immediately gives the series an oomph that would have been difficult for a lesser artist. He makes the first story very successful, establishing the cast and world in a visually exciting manner. Sadly, Adams isn’t available afterwards, but Howie Chaykin steps in admirably. While he isn’t the draftsman Adams is, his forte with fantasy based themes, as well as exotic costuming make this a still interesting read. Continuing in this schizophrenic creative vein, Gerry Conway and Marv Wolfman step in for scripting chores on the next two issues, keeping the action going from what I assume is Thomas skeleton for the series. Regardless, the proceedings are still on track, probably saying more about the method of Marvel comics production and its in-house talent pool at the time than anything else. Don McGregor takes over as the series regular writer next issue.


The next four issues feature new regular artist Herb Trimpe. While McGregor’s prose displays an inspired attack, the strip goes more into irony and commentary on the human condition. Whether it’s deadlines, or budget(?), Trimpe’s art gets more and more rushed from the first issue, and by the last two, story content is reduced to 15 pages per issue, with golden age monster reprints filling the book(ugh!). While he’s not able to get past flat, stereotypical characters, the divorce from Marvel reality helps enormously, and the series becomes more a treatise on mankind according to McGregor’s philosophy. The mere 20 cent cover price makes it a bargain compared to the majority of Marvel’s output of super schmucks. Hope the new to comics Rich Buckler’s art next issue can elevate it…ooh, Klaus Jansen inks, too!


Well, after the totally underwhelming run of Herb Trimpe on art, newcomer Rich Buckler does a fill in on issue 25, and the possibilities of the book begin to show a bit as it starts to evolve. While Buckler’s figure work is a bit wonky, his emulation of both Kirby and Neal Adams add an excitement to the proceedings that wasn’t there before. The next issue is another fill in by Gene Colan, of all people; he gives this episode a dark melancholy that helps demonstrate McGregor’s story emphasis. This schizophrenic approach to visuals,-(hey, who’s got time to do a Killraven issue?), and the continued use of a mere 15 pages to tell a one off, really hurt McGregor’s strengths in trying to make his point. On one hand, he’s got bigger fish to fry, but can’t do it in 15 pages AND perform the dynamics that Marvel comics demand (editorially, I assume).

Then in issue 27, Craig Russell arrives. Two things happen that make this story work so much better than than the entire previous run. One, Russell’s art is fully ensconced in the romantic and social depths that McGregor’s writing has desperately needed a visual partner for, and Russell’s chops are up to the task. Second, he is able to turn this into a two parter, utilizing 30 pages to tell the entire story, and give it the space and length it needs to be convincing. Killraven’s band here is also given the room necessary to develop their one dimensional depiction so far, and begins turning them into genuine people. The best story of the bunch thus far, both in writing and in physical depiction.


McGregor and Russell totally fooled me here. While last issue provided a satisfactory end to the Death Birth Citadel story, this next issue picks up mere minutes from the end of the last, making this project not one of several short stories, but evolving into a continuing narrative, really without a concrete end from issue to issue. I notice as well that Russell not only does pencils and inks, but has been doing the coloring for the last two issues as well. If creators were trying to transform this into quite possibly the most ambitious workload as possible, this comic is able demonstration of it.

Russell’s art complements McGregor’s prose perfectly. While it can be argued McGregor bites off more than he can chew in his socially conscientious narrative, Russell’s art is equal to the task, providing the needed checks and balances, elevating a mere post apocalyptic tale into what can be said is as close to a work of art as Marvel could ever publish.

But commercial publication schedules will have their way, and this one provides more casualties than just McGregor and Russell, as issue 30 provides a frickin reprint of the Herb Trimpe story we just read a few issues ago, Killraven not an old enough property to have enough history of reprints to choose from, so this one is bookended by some character pages by Russell along with a couple of pages of the main villain reiterating what we pretty much knew. Whoop, wait, the character pages provide a couple of tidbits fleshing out some facts hereto unknown about the characters. But otherwise, ugh, pass.

Issues 31 and 32 get things going again, solidifying the continuous narrative McGregor is pursuing, with little advancement in plot, but it doesn’t seem to matter. At this point, Killraven’s story with his crew isn’t about the quest, but more about McGregor’s disillusionment with humanity and its self destructive path. One that the Martians have not only finished, but provide a inevitable exclamation point for. #32 emphasizes this, putting Killraven and his buds into a prewar amusement park that caters to the dreams of the freemen, showing in its conclusion the futility of man’s selfish goals in the first place. These nihilistic threads are balanced by Russell’s exquisite art, giving hope in the form of beautiful fantasies for the freemen. By this issue, he has mercifully given up coloring and handed over inks to the excellent Dan Adkins.

Of course, after two mere issues of overwhelming craft, we fall victim to another fill in. This one written not by McGregor, but Bill Mantlo and drawn by the ever present Herb Trimpe. This issue stands out as a sore thumb scheduled as a fill in, the editor knowing by now this will be the norm. However, astute readers will notice this one should have appeared after next issue. The story itself? Well, let’s just say this. While it was originally published in ‘75, it lands with a thud as perhaps the most graceless way to offer a sliver of continuity with a writer that had little idea of the narrative McGregor is working toward here. Also, even in 1975, this had to come off as fairly racist in its idea and execution. Now it seems little more than a horrible embarrassment in the annals of comic publishing history.

While #33 is pretty jarring in its near complete train wrecking of the series flow, with #34, our intrepid duo manage to right the ship again with perhaps the end(?) of the current storyline, and their ultimate battle with the toughest villain of the series. McGregor provides dramatic sacrifice for his characters, and Russell gives the proceedings a convincing display of an epic finish. War of the Worlds comes full circle here, transforming its narrative of basic action comic into something mainstream comics hadn’t seen before.


And here you have it. The final five issues of Amazing Adventures featuring Killraven complete his saga, in a more or less satisfactory manner. The deadlines for the book have at this point convinced McGregor and Russell to limit themselves to more modest, single issue stories, or perhaps McGregor has decided that format suits his needs better. The aim of each issue seems better off for it, primarily since this was a bimonthly comic.

#35 features Jack Abel inks, perhaps the best work I’ve seen by him, no doubt guided by the tight pencil work of Russell. Sonny Trinidad embellishes #36, and #37 has Abel back again, all to satisfactory ends. Each issue’s themes work very well in the 18 page chunks, suggesting McGregor has a bit more of a handle on how to approach his stories. There’s also a nice balance between attempting to tell a story, with the metaphorical flourishes still there, just reigned in somewhat by conventional story standards, and perhaps the better for it. At last, the series, while not as ambitious now, has started to gel somewhat.

#38, being one of those shoehorned in fill ins, features for some strange reason another script by Bill Mantlo, I guess because he did the first fill in. While not as offensive as the first, retreads a theme McGregor has already covered, and is clunkily drawn by Keith Giffen (in his first published work?), whose Kirby influences only hurt his cause, both in terms of the utterly graceless figure drawing, and some pretty insufferable page layouts. Once again, you can pass on this one.

#39, the final issue, has McGregor and Russell depicting what they seem to know would be their last; they made sure they got it done in time for publication, with Russell inking his own work, but in a more simple, flowing style, showcasing what would later become his signature traits. McGregor, for his part, realizes there’s absolutely no way to tie up or finish his plot threads, and avoids them entirely. While visually looking a bit rushed, it’s nice they were at least able to go out on their own terms.

In hindsight, it seems inevitable this series wouldn’t make it commercially, as I can’t imagine the young male audience (for the most part, I presume), having the patience for the all over the place storytelling, and the artistic level set up by the creators here far too labor intensive and prose heavy to keep it them entertained, as well as on schedule. While Killraven never quite grabs you on a personal level (its characters being pretty much vehicles for McGregor’s main interests), the series remains a piece of Marvel Comics history that shows an experiment, that while never standing a chance under the systems it inhabited, at least a demonstration of what could be in commercial comic books.

A smoother read of this series would be pretty much the first couple of issues for set up (#18 & #19), skipping to #25 & #26, the semi successful fill ins, #27 is where Russell comes on board, skip 30 with the reprint, read #31 & #32, skipping the abominable issue #33 fill in, picking it up again at #34-37, skipping the sad issue #38 fill in, and end with the somber finish of #39. This order of experience will give you an uninterrupted, more pleasing read of the series, unencumbered by the commercial necessities of deadlines and interruption of mainstream hack work.

Satellite Sam 15 (July 2015)

Satellite Sam #15

Satellite Sam comes to a close. A colorful one.

Fraction doesn’t exactly take the story somewhere unexpected or surprising–though there are a couple, post-big revelations last issue surprises (at least one anyway)–and, in many ways, it’s a gentle finish to the series. Chaykin doesn’t get anything lascivious to draw; they are just hints.

The not exactly surprising finish has a lot to do with the television industry. Fraction finishes up all the character plots and still has time for the history lesson. He does a great job with it; Chaykin too. The issue moves beautifully; the series works just as well without all the menace the creators have been imbuing it with.

But that success is the surprise. Fraction and Chaykin quietly created this great cast underneath a sensational story. So when the sensation finished, Sam stands on its own for the characters. It’s rather fantastic work.


Dead Air; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 14 (May 2015)

Satellite Sam #14

And this issue is a perfect example of how you do a comic book. One thing Chaykin brings to Satellite Sam–even when he’s having an off issue, which he isn’t this issue–is a real understanding of how to make a comic book a comic book. You never read Sam and feel like Fraction’s itching for a movie option or whatnot. The way the story beats work, they only work in a comic.

And there are a lot of big story beats this issue. Fraction deals with all of the major plot lines, along with a couple nods–sometimes with just those Italian language word balloons–to major subplots. These plot lines aren’t resolved (well, probably one of them), but they’re getting close. Fraction and Chaykin pack a lot into the issue and its story threads.

Sam is going out on a rather high note, which is only appropriate.


Bad Actors; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 13 (April 2015)

Satellite Sam #13

It’s an action-packed issue of Satellite Sam. At least it’s action-packed for Satellite Sam. And not even the kinky sex, which Chaykin must’ve loved getting a crack at. No, Fraction is moving Michael’s murder investigation to what seems to be its third act (and the third act for the series, based on some developments for supporting cast), and there’s action.

There’s revenge and action.

And kinky sex.

The only thing Satellite Sam doesn’t have this issue is television. The television plots don’t come in at all, with the exception of a sort of Godfather homage and TV isn’t the point of that scene. It’s Fraction and Chaykin being a little funny and showy, which they can afford to be; Satellite Sam is good stuff.

Fraction’s character work this issue is exceptional, maybe the best in the series so far. And it’s with practically melodramatic sequences where he excels.


Goodbye, Aristotle; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 12 (March 2015)

Satellite Sam #12

It’s a good issue of Satellite Sam. Chaykin’s art is definitely stronger this time around. And the issue’s packed once again.

Fraction checks in on various characters and their still active subplots–some are small (like the guy with the Italian wife for a beard), some are much bigger (the black guy passing on TV now getting death threats). But the main plot for the issue deals with the overall story and Mike’s investigation.

In some ways, Fraction’s just cooking Sam. He’s got six burners on the stove and he’s tending all of the pots, but only really concentrating one one. And it’s an accompaniment subplot concerning Mike’s love life.

The conclusion of the issue gets back to some of the toughness the series imparted way back at the beginning, when the shock value was still part of the comic. Fraction and Chaykin do tough well. Even with Chaykin’s supermen.


Four Keys, Two Reels; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 11 (February 2015)

Satellite Sam #11

The writing on this issue of Satellite Sam is excellent. Fraction hits every subplot, sort of checks its temperature, stirs it a little, then combines a couple of them into the final scene of the comic.

There’s a lot of plotting and a lot of unfortunate choices and situations. It’s soapy without seeming too soapy. The S&M and drug abuse and swinging certainly give Sam some edge, but there’s also how Fraction approaches the subjects, sans exploitation.

This issue has some character development, a bunch of surprises, another really good scene for the black actor passing as white. He’s practically Fraction’s only sympathetic character in the whole comic. Everyone else has issues. He’s also one things distracting from the comic’s soapiness.

This issue also has Chaykin’s worst art on the comic so far. He’s getting lazy, relying way too much on bad digital effects. But, otherwise, Sam is rocking.


Good Morning, Good Morning; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 10 (September 2014)

Satellite Sam #10

Just when I thought Fraction would never turn the series around, he delivers a fully fantastic issue. There’s no wasting time here, there’s no dawdling. At most he spends a few pages with the minor supporting cast, but it all turns out to be to prop up the main cast.

And having Mike back as the lead helps immensely. Even though the supporting cast–Gene’s secret gets out, along with some other secrets–have their share of story this issue, Fraction is back to Mike on his investigation. He doesn’t discover much, though Fraction and Chaykin do an astounding explanation of women’s stockings, but the investigation (and its weight on him) brings Sam back around.

Hopefully Fraction can maintain the pace–he’s spent a lot of time putting things in place without them paying off and now he’s showing his deliberate pacing was worth the wait.

It’s amazing stuff again.



Keyhole and Welt; Shadow, Seam, Heel; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

The Shadow 4 (August 1986)

The Shadow #4

What a terrible comic. Chaykin’s handling of The Shadow reminds of someone trying to catch a hot potato; whenever he does have a hold on it, it’s not for long enough and it always leaves that all right place for an unpredictable direction.

The problem with this issue–besides the big revelations are predictable and idiotic–is the focus on the villains. Chaykin elevates villains maybe deserving of a half issue crisis to a full four issues. All the sex and drugs and violence is supposed to be enough to make up for them not having any depth, but it doesn’t. It’s not even real flash–it’s implied flash.

And Chaykin could try for flash but doesn’t. He doesn’t try with the art. After the art being The Shadow’s single exemplary factor to this point, he gives up for the last issue.

It’s not completely worthless–the art’s still more than decent–but it’s close.



Blood & Judgment, Conclusion; writer and artist, Howard Chaykin; colorist, Alex Wald; letterer, Ken Bruzenak; editor, Andrew Helfer; publisher, DC Comics.

The Shadow 3 (July 1986)

The Shadow #3

With his third of four issues, Chaykin gets around to showing what his Shadow comic is actually going to be like.


Lots of ribald talk, lots of innuendo (both verbal and visual) and not much else. There’s one good action sequence, where Chaykin’s sense of design and the toughness of the comic inform how the Shadow fights criminals. But it’s just one scene. Then Chaykin’s got a pointless montage of all the Shadow’s new contacts–he’s got a finite story he’s trying to tell but he’s also got a checklist of old Shadow references to make.

He also has way too big of a cast and sends around eighty percent of the good guy supporting cast off page because he doesn’t want to deal with them. He needs them for a line in a scene, then he disposes of them. It’s very messy and poorly designed.

But the art’s magnificent.



Blood & Judgment, Part Three; writer and artist, Howard Chaykin; colorist, Alex Wald; letterer, Ken Bruzenak; editor, Andrew Helfer; publisher, DC Comics.

The Shadow 2 (June 1986)

The Shadow #2

So after an entirely forward-looking first issue, Chaykin gets around to the flashbacks in the second. In some ways, since the Shadow isn’t the most familiar character, an origin is necessary. But Chaykin goes overboard. He feels the need to rationalize the magical city where the Shadow, back before he was the Shadow, finds himself. There’s too much confusion around the Shadow’s identity too; it’s too dense. The origin takes a whole fourth of the series and there’s got to be some stuff in there Chaykin doesn’t need.

It’d be worse if he uses it all, considering how stuffed he makes the origin. All that extra material cuts back on the composition possibilities too. There’s a nice visit to Shanghai, but the out of fuel airplane sequence is a waste of visual time. And the magical city? Chaykin’s too cynical for it.

It’s decent enough, but Chaykin handles it predictably.



Blood & Judgment, Part Two; writer and artist, Howard Chaykin; colorist, Alex Wald; letterer, Ken Bruzenak; editor, Andrew Helfer; publisher, DC Comics.

The Shadow 1 (May 1986)

The Shadow #1

Howard Chaykin's The Shadow. He takes an interesting approach to bringing back a World War II era costumed adventurer–he lets everyone age while the Shadow is away. Most of the issue has various agents–people in their later years–getting viciously murdered.

One of the Shadow's agents has had a daughter who works for some crime bureau place and she recognizes the pattern and goes to save her father. There's a fantastic action sequence that time. Chaykin's composition throughout the comic is phenomenal; the comic is always moving, with Chaykin's page layouts helping the reader get through the pages quick enough.

Only the villains get much development–the good guys are either getting killed off or trying not to get killed off. Chaykin's got a certain level of absurdity for the mega-rich villains but he keeps it in reasonable check. It's like an enthusiastic, extremely bloody and mean James Bond movie.

It's awesome.



Blood & Judgment, Part One; writer and artist, Howard Chaykin; colorist, Alex Wald; letterer, Ken Bruzenak; editor, Andrew Helfer; publisher, DC Comics.

Tom Strong 19 (April 2003)

Tom Strong #19

This issue, containing three different stories by two writers (Moore on the first and last, daughter Leah on the middle one) and three different art teams (Howard Chaykin on the first, Shawn McManus and Steve Mitchell on the second, regular artists Sprouse and Story on the third), is mostly awesome.

Moore and Chaykin do a domestic adventure for Tom and Dhalau in the first story; Dhalau is kidnapped and Tom has to save the day. Throw in a matriarchal society and Moore gets to explore gender in comics. Chaykin’s exuberant but a tad too loose.

Leah Moore and McManus do a decent enough story with villain Saveen. McManus’s art is excellent but the final twist is too predictable.

The final story is an awesome riff on comic readers and the love of classic comics as objects. It’s funny, smart and mildly disturbing.

It’s a discreetly ambitious commentary on the medium.



Electric Ladyland!; writer, Alan Moore; artist, Howard Chaykin. Bad to the Bone; writer, Leah Moore; artist, Shawn McManus. The Hero-Hoard of Horatio Hogg!; writer, Alan Moore; penciller, Chris Sprouse; inker, Karl Story. Colorist, Dave Stewart; letterer, Todd Klein; editors, Kristy Quinn and Scott Dunbier; publisher, America’s Best Comics.

Satellite Sam 9 (July 2014)

Satellite Sam #9

Until the cliffhangers, Fraction has Sam back on course for the most part. Sure, he doesn’t know what to do with Michael, but everything else is going well enough as long as he has something, it’ll be enough. Or so one would think, because instead it’s just Fraction trying to inch the murder mystery forward without much commitment.

Satellite Sam has a big cast and its inevitably going to be a slow burn as Fraction moves one pan onto one burner and another into the back for an issue, but having your ostensible main plot line be your most boring and narratively loose? It’s a problem.

It’s a shame too, because Chaykin is still turning in some great work on the comic. And Fraction is doing some excellent work too, he’s just meandering and it’s hard to have confidence he knows where he’s going with the series when he’s meandering.



Out; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 8 (May 2014)

Satellite Sam #8

It's a strange issue. There are a couple big things going on, one with Mike at the LeMonde Christmas party and getting in a fight with Kara. The other one is the more historical story line with the new TV star with a big secret. It's an unexpected secret too; good stuff on that story line.

But the other one… Fraction's pushing it. There's a lot of expository dialogue reminding the reader of previous events and scenes and Fraction only needs them because he's let them go too long. Lots of characters too, all in one place, not really doing anything except moving along this story line. The emphasis on character is gone. It's a shame.

The worst is how Chaykin's got the responsibility of doing visual cues to move big revelations along. Chaykin doesn't differentiate between faces well enough for that responsibility.

It's a surprising stumble of an issue.



Cinecittà; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Adventure into Fear 10 (October 1972)

Adventure into Fear #10

Of the three stories this issue–the first two are original, the third is a sixties reprint–Man-Thing is the easy winner. The other two aren't any competition.

The reprint is a Stan Lee and Larry Lieber (probably) written tale of greed. Don Heck gets some moody art in, but nothing particularly good. The writing's lame.

Ditto for the second story, which is sort of a tale of greed. Bugsy Malone versus pirates. Allyn Brodsky's script is terrible. Jack Katz and Bill Everett contribute indistinct art.

But as for Man-Thing… the art, from Howard Chaykin and Gray Morrow, is pretty good. And Gerry Conway's script has a couple moments. Not enough, but a couple. The problem seems to be his pacing. He front loads the story setting up Man-Thing and then doesn't have enough room for a good finish. It's creepier with the bad finish… maybe Conway intended that reading of it.



Man-Thing; writer, Gerry Conway; penciller, Howard Chaykin; inker, Gray Morrow. The Spell of the Sea Witch; writer, Allyn Brodsky; penciller, Jack Katz; inker, Bill Everett. There Is Something Strange About Mister Jones; writers, Stan Lee and Larry Lieber; artist, Don Heck. Letterer, Artie Simek; editor, Roy Thomas; publisher, Marvel Comics.

Satellite Sam 7 (March 2014)

Satellite Sam #7

Fraction's doing less of an arc than a window into Mike–as in the new Satellite Sam–and his descent into obsession. It's funny, but I think Fraction's still trying to get keep the character as likable as possible. He's just over his head, trying to relieve his father's photography fetish.

There are the subplots going too, of course. There's a great one with the disgraced writer on his way out and then the troubles of a new show going on. Not to mention a flashback to the original Satellite Sam and how he conducted himself, drafting a girl Friday who tracks down Mike for something here.

The comic opens with the series's most explicit moment (so far). Chaykin choreographs it perfectly. There's some great stuff from long distance profile later one too. I love how Chaykin makes the comic about classic TV feel like classic TV with panel composition.

Awesome issue.



Exposure; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 6 (February 2014)

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I may come to regret this statement, but Satellite Sam really is the bee’s knees. It’s serious, thoughtful, never silly. Fraction doesn’t mess around with it. Every scene is beautifully plotted–who knew Howie Chaykin had this kind of work left in him–and perfectly reasoned. It’s not just a consistently good read, it’s a consistently exceptional read.

This issue might be the series’s best so far. Fraction isn’t continuing the investigation into the old Satellite Sam’s photography habits, he’s starting up a bunch of new story lines (while still continuing directly from the previous issue). It’s comics as TV, with a new season starting here and Fraction and Chaykin deliver the goods.

The issue is full of loud and quiet moments, which is why it needs Chaykin. It needs someone who knows how to make those moments work in a sequential narrative.

It’s relatively uneventful; a muted, outstanding success.



Women in Trouble; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 4 (October 2013)

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Once again, it’s very hard to follow a lot of Satellite Sam. Fraction has a cast list at the open, but it’s not enough. He needs to keep the cast blurbs for when the people show up in the action story instead.

For example, the issue opens with the lead actress (I think) meeting her crappy mother-in-law for the first time. Then the story moves to something about the broadcasting network, then to some writer getting fired for an indiscretion, then to the other writers (maybe), then to the series’s ostensible lead.

Fraction’s writing is so good, not remembering people doesn’t matter. It always feels like you’re tuning into a great TV show you haven’t been watching with enough attention, but with Chaykin–even though his art on Sam is good–his faces aren’t distinctive.

I love Sam; though it’s clearly meant to be read in a trade.



Cookiepusher; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Buck Rogers 1 (August 2013)

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Buck Rogers is surprisingly awesome. It’s like if someone did an exaggeration of Howie Chaykin, only it’s Howie Chaykin doing it himself and doing it really well.

Since it is Chaykin, there’s the usual less than tight art. Not as much as lately, however. Some of the medium shots have issues, but for the action sequences and close-ups, he’s on more than I expected him to be. There’s also the issue of the lengthy expository monologue from Buck Rogers about what’s happened to the world since he’s been asleep.

That monologue comes in between two long, good action sequences. Chaykin writes really strong banter between Buck–who comes from a time when banter is appreciated–and Wilma Dearing, who doesn’t appreciate banter at all. He drags her into it.

The soft cliffhanger is a little odd–Chaykin doesn’t visually establish the hook–but otherwise, it’s an excellent comic book.


Writer and artist, Howard Chaykin; colorist, Jesus Aburto; publisher, Hermes Press.

Satellite Sam 3 (September 2013)

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Fraction goes all out. It’s also the loosest Chaykin art so far; still looks good, but there’s definitely a hurried “quality” about it.

But the story? Amazing. Fraction’s bringing all the pieces together. He’s got Michael–Satellite Sam’s son–teaming up with Kara–the former squeeze–talking and finding out a bunch of things, making a mystery story all of a sudden.

He’s also running full power with the TV plot and machinations going on. There are the guys fighting about the FCC coming to power–with some tawdriness thrown in, which actually is the closest the issue comes to humor, even it’s sad at the same time.

One of the studio guys gets transfixed on video feedback; that one might be funnier, though it’s a tad disquieting too.

Plus Fraction’s got a flashback of the titular (dead) guy and the girl’s awful trip back from Mexico.

Full, awesome issue.


Percha; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 2 (August 2013)

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What an action-packed issue. Not really. It’s all about drinking and television politics in the fifties and it’s amazing.

Fraction has a huge cast but he doesn’t exactly bother with names, using their positions instead. The producer, the head writer, the star. Their names don’t matter. Even the church lady is just the church lady.

Behind the scenes television machinations are the A plot. Fraction saves all the drama for the B plot. Except the B plot is really short, mostly just for the cliffhanger. It’s not a bad plotting decision from Fraction–the B plot is sensational one; it’s a far better hook than something going wrong with a television deal.

The comic’s incredibly dense due to the many characters–it’s a talking heads book, which Fraction and Chaykin hide through different locations and the generally fine art. Fraction’s ability to manage it all is his greatest achievement.


The Dirt Nap; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

Satellite Sam 1 (July 2013)

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What is Satellite Sam going to be? It’s impossible to say right now. Maybe it’s about some guy who takes pictures of women in lingerie, maybe it’s about that guy’s kid, maybe it’s about live television in the fifties…

It’s impossible to say.

None of the listed elements are clear when this first issue starts. Matt Fraction is having way too much fun running through the insanity of television. Howard Chaykin’s art is occasionally rough–he looks good in black and white–but Chaykin knows how to do this script. He knows how break out the scenes to make it read fast and crazy.

There’s some sense of nostalgia too, but Chaykin never really lays it on. The biggest moment is when the female lead–or not lead–is walking through New York streets. Chaykin works hard on the nostalgia for that sequence.

It’s interesting stuff; maybe Fraction’s got something.


The Big Fade Out; writer, Matt Fraction; artist, Howard Chaykin; letterer, Ken Bruzenak; editor, Thomas K.; publisher, Image Comics.

The Further Adventures of Indiana Jones 6 (June 1983)


Something goes very wrong when Terry Austin inks Howard Chaykin. Austin takes away all of Chaykin’s hard jaws, for example. I only caught one the entire issue. So while Chaykin does try some dynamic composition for the story, the art never clicks. Especially not on people. It’s a little better on the action.

The story concerns Indy and Marion opening a night club and dealing with a mobster who wants to take a controlling interest. It’s domestic activity Indiana Jones, running around New York City–Central Park and Long Island get the action set pieces–trying to protect Marion.

It’s slight, to be sure, but Michelinie writes the two characters well together. The first big such moment, with Marion casually stealing Indy’s drink, is fantastic. While Michelinie never tops it, the moment earns him a lot of goodwill.

Despite the predictable, underwhelming resolution, Jones is pretty okay for licensed stuff.


Club Nightmare!; writer, David Michelinie; pencillers, Howard Chaykin and Terry Austin; inker, Austin; colorist, Bob Sharen; letterer, Joe Rosen; editor, Louise Jones; publisher, Marvel Comics.

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