Sunday, November 9, 2014

JLX #1

A League of Their Own!

Gerard Jones & Mark Waid Writers
Howard Porter Penciller
John Dell Inker
Chris Eliopoulos Letterer
Gloria Vasquez & Heroic Age Colorist and Separations
Ali Morales Ass't. Ed.
Brian Augustyn & Ruben Diaz Editors
Special thanks to Chris Duffy

This is the byproduct of the great DC Versus Marvel/Marvel Versus DC event of 1996. After several of the top heroes of each company battled each other to an indecisive conclusion, DC and Marvel created a handful of standalone comics taking place in the Amalgam Universe, which combined DC characters with their Marvel counterparts. With JLX #1 — a combination of Justice League and the X-Men — we have Aquaman combined with Namor the Sub-Mariner, Cyclops with Ray, Nightcrawler with Creeper, and our lovable Impulse paired with Quicksilver (who recently had a great part in X-Men: Days of Future's Past). This Impulse/Quicksilver character is named Mercury, and although it's not explicitly stated in this issue, I've seen websites name him Pietro Allen. I like how his design is basically the normal Impulse look with a simple color swap — it shows just how great that original Mike Wieringo design is.

Our story starts with a chaotic battle over the waters of the North Atlantic. Apparently Mariner had been framed of some great crime and imprisoned by the Judgment League Avengers. After being rescued by his fellow mutants — a splinter group now calling themselves JLX — they get into a big fight with their former teammates. Mercury is kept busy catching all of Hawkeye's trick arrows before they disable their cruiser. But Captain Marvel bashes the cruiser, preventing Mercury from catching one arrow, which knocks out Runaway.

Finally, Angel-Hawk decides to put an end to the fighting by faking a broken back with the help of the mysterious Mr. X. When all the heroes see one of their own so badly injured, they decide to call off the fighting for now. The Judgment League Avengers take off, vowing to recapture Mariner if his guilt can be proven.

The JLX jump into the cruiser with Mr. X to resume their mission to find the ancestral home of mutantkind. Mr. X warns them that Captain Marvel damaged the hull, which means submerging could kill them all, but they all agree that no risk is too great. Mr. X uses his telepathy to probe Mariner's mind to find the location of Atlantis, and all the heroes brace themselves for their dangerous mission. Mercury, in particular, is quite impatient, seeking any distraction to take his mind off his recent failure with the Flash.

The damaged cruiser nearly falls apart, but it manages to get JLX to the domed city of Atlantis. Once inside, the heroes find all the civilians mysteriously missing. Suddenly, they're attacked by Will Magnus and his army of sentinels. The fight goes poorly for JLX, until Mr. X transforms into a large green alien to chase away Magnus and his robots. Mercury asks X what kind of vitamins he's been taking, but X reveals himself to be J'onn J'onzz, the last survivor of the Skrulls. Mercury wants to chase after Magnus, but J'onn says their priority should be finding the lost citizens of Atlantis.

Wow. What a wild and crazy story. And intentionally so, if I'm not mistaken. Everything was so wacky and over-the-top, it kind of felt like they were making fun of the melodrama that so often prevails in the Marvel comics of this time. It certainly seems like the creators of this comic had a fun time making it, pretending this was part of a much-larger, long-established universe. They created a fake letters page, and sprinkled in tons of editorial references to comics that don't exist. For example, Mercury wasn't fast enough to save Flash from Professor Kang in Flash and The Scarlet Witch #10.

It was kind of boring that Impulse was combined with another speedster, which didn't give him any new powers. But he did have a new "emo" attitude, which was pretty fun. Overall, I'd say I did enjoy this issue. It had a pretty fun and wacky concept, and thankfully didn't take itself seriously. We will see one more of these Amalgam comics, but sadly, Mercury will play a very small role in it. Now on to the ads:

Bag one of these cool Sega Game Gear Games and score $5.00 back from Honeycomb! Now on marked boxes of Honeycomb and these other Post cereals, you'll find a rebate offer good for $5 back when you mail it in with a proof of purchase from any of these exciting Sega Game Gear Games.

A new breed of Gothic. Paradise Lost. Draconian Times. Featuring the first single "Enchantment."

Primus. Tales from the punchbowl. Enhanced CD.

Take a look-see. The Bottle Rockets. The Brooklyn Side. And Dog's Eye View. Happy Nowhere. At Sam Goody and Musicland.

Super hot deals. Loud Lucy. Breathe. And Poe Hello. Also at Sam Goody and Musicland.

Vampire: The Dark Ages role playing game.

From the jaws of defeat ... DC Versus Marvel Issue #4. David, Jurgens, Castellini, Rubinstein, Neary.

Do you have what it takes to be a superhero?! D.W. Bradley's CyberMage: Darklight Awakening. Available on PC CD-ROM.

Next time, we get back on track by heading to September 1996 for Impulse #17.

No comments:

Post a Comment