SEQUENTIAL CULTURE #20

26 Jan 04

The DC Canon, Part 3:  The Justice League’s Kingdom Come

Sequart.com Columns

 

JULIAN DARIUS

 

THE DC CANON

Read Part 1:  Batman.

Read Part 2:  Superman.

You are reading Part 3:  Kingdom Come.

Read Part 4:  The Justice League.

Read Part 5:  Superman:  Red Son.

Read Part 6:  Alan Moore’s Swamp Thing.

Read Part 7:  Neil Gaiman’s The Sandman.

Read Part 8:  Vertigo, Part 1.

Read Part 9:  Vertigo, Part 2.

Read Part 10:  Vertigo, Part 3.

DC Comics’ super-heroes star in a plethora of ongoing series, mini-series, specials, original graphic novels of various sizes, and collections every month.  Characters like Superman, Batman, and Wonder Woman are more iconic than any other super-heroes around.  Yet for all of their sales, some have not explored the best that these icons have to offer.

 

This, then, acts as a guide for those new to DC’s characters, for those who may be missing a classic of one of them, and for those who simply wish to argue what merits such concern.  Lists of such a nature are always a matter of some debate and always involve some subjectivity.  They are, nonetheless, not without their purposes of stirring thought, guiding future reading, and solidifying the canon.  Take this one as you will.

 

The Justice League

 

It is worth noting that the Justice League’s early success inspired Marvel to launch a super-hero team book -- a little title known as Fantastic Four.

The Justice League has a venerable history.  It is worth noting that its early success inspired Marvel to launch a super-hero team book -- a little title known as Fantastic Four.  Marvel’s The Avengers, if anything, felt like a closer copy of the Justice League.  Most importantly, the Justice League in theory represents the most world-spanning tales of the DC universe -- those threats too large for any single hero to effectively combat.

 

While the team began as the best of DC’s characters coddled together as a team, the line-up changed over the years, most notably in the 1970s, when characters like Gypsy took prominence.  The post-Crisis DC Universe of the mid-1980s saw the title relaunched as a humor book staring mostly second-stringers with a few super-stars.  The mid-1990s saw the title return to its original line-up, only to slowly morph.

 

The greatest Justice League story is Kingdom Come.

The greatest Justice League story is 1996’s Kingdom Come -- a four-part prestige format Elseworlds (i.e. out of continuity) series, expanded by several pages for the trade paperback and hardcover collections.  To some, Kingdom Come’s inclusion here might seem an error of categorization:  many think of it as a Superman story, and he is indeed the most prominent character.  But the story prominently features Batman, Captain Marvel, Wonder Woman, and others as well -- giving each far more time than they would receive in a Superman tale.  And the real story of Kingdom Come is the story of the Justice League’s proactive future war against super-villains and its consequences.

 

The series featured painted art by Alex Ross -- then fairly recently off his collaboration with Kurt Busiek on Marvels, the Marvel mini-series that (it is not too much to say) redefined super-heroics.  And, indeed, his artwork was really the star of the work.  But while Kingdom Come is not as important historically as Marvels, it would not make this list without a hell of a story.

 

Who exactly wrote that story, however, has been the source of some controversy.  Mark Waid is credited as writer, although Alex Ross not only designed characters but reportedly laid out the plot prior to Waid coming on board as writer.  In the wake of the series’s spectacular success, Ross publicly repudiated Waid for claiming too much credit for the story.  Others have pointed out the similarity between the story, featuring heroes and villains coming together in larger groups before an apocalyptic battle, and Twilight, a DC Universe-wide crossover proposed in the mid-to-late-1980s by Alan Moore prior to his departure from the company.  Although DC rejected that proposal, it briefly circulated on the internet (before DC ordered the websites that posted it to cease and desist) and continued to circulate in rumor as a great never-completed project.

 

However comics historians parse the writing and origin of Kingdom Come, the writing remains notable for its ominous tone.  As Marvels told its story through an unpowered human reporter, Kingdom Come focused on an elderly religious man who is shown the story as it happens by the Spectre -- thus providing a mouthpiece to comment on the events in ways the protagonists would not.  Visions of apocalypse set the tone from the start, leading almost inexorably to the detonation of an atomic bomb and the elimination of most of the heroes and the villains in the conclusion -- a scene complete with a graveyard of bizarre skeletons.

 

Set in the future, Superman has retired in the wake of a new wave of violent heroes while Batman rules Gotham City with an iron fist.  This represents rather obviously the turn, in the wake of Watchmen, Batman:  The Dark Knight Returns, and other “revisionist” or “deconstructionist” works of the 1980s -- or, more precisely, their effect on mainstream, less artistic super-hero comics.  The Superman titles, for example, dramatically increased their violence and depiction of civilian casualties after Superman returned from his much-publicized death in 1993.  While such violence was seen as a move towards realism, the fulfillment of a path begun in the social commentary of 1970s super-hero comics (such as at least superficially addressing drugs and racism), many in the 1990s increasingly felt that this trend had reached a dead end.  Kurt Busiek, Mark Waid, and Alan Moore had publicly sought a new path, one uniting the intelligence revisionism had given super-heroics with the unbridled imagination and joy of the Silver Age.  Marvels, which retold Marvel’s Silver Age history from a newly unified and humanized perspective, had articulated this complaint in fictional form for the first time.  Set in the future with a unified narrative, Kingdom Come would both more fully and less satisfactorily address the same concern.

 

This is, then, a Justice League story about the super-hero genre itself -- deceptively cast as an entertaining, dramatic, and unified narrative.

 

The world of Kingdom Come is one of a plethora of violent super-heroes and super-villains.  The sky is literally clogged with them, as seen early on in the series -- an image both horrifying and wondrous.

The world of Kingdom Come is one of a plethora of violent super-heroes and super-villains, all of them the descendents -- literally and figuratively -- of DC’s various characters.  The sky is literally clogged with them, as seen early on in the series -- an image both horrifying and wondrous.  Indeed, horrifying -- particularly the horrifying genius of narrative super-hero implications -- can easily be seen as the central emotion evoked by revisionism.  Wonder, on the other hand, is classically the emotion that reconstructionism -- this “new path” -- is designed to evoke.  These two emotions and super-heroic narrative patterns battle for dominance over Kingdom Come, ultimately producing a work of mixed results.

 

Following the irresponsible pursuit by super-heroes of a super-villain, the hero Captain Atom is literally torn apart, causing a nuclear explosion that renders much of the American Midwest -- including Kansas, Superman’s boyhood home -- a radioactive wasteland.  Spurred by this to come out of retirement, Superman begins to put both super-heroes and super-villains in their places:  specifically, joining him or being imprisoned in enormous, overflowing gulags.  This proactive action may be seen as a prefiguration of The Authority’s philosophy of the same under writer Mark Millar; it has its roots, however, in Marvel’s Squadron Supreme, knock-offs of the Justice League who -- in the 1980s Squadron Supreme mini-series -- took over the world in the wake of global devastation.

 

While many super-heroes -- prominently including Wonder Woman, a newly archetypal Green Lantern, and a newly archetypal Flash -- side with him and his new Justice League, others form an alliance for freedom against this well-thinking Gestapo.  This includes Batman, ever the staunch individualist, and the likeminded -- such as Green Arrow.  This also includes Lex Luthor and other prominent villains, who control Captain Marvel and who form a separate group.  Tensions mount until the final battle -- between the Justice League and those who will not trade their freedom for safety -- a battle terminated by a U.N.-launched nuclear strike, designed to eliminate these gathered super-powered beings, made newly dangerous by their proactive policies.

 

In the most important sequence in terms of the book’s statement on super-heroics, Superman holds the cracked roof of the United Nations, furious over the nuclear deaths he witnessed and openly contemplating collapsing that roof to kill the humans within.  Pushed to his limits, Superman contemplates an action that would place him on the road to world dictator.  Almost needless to say -- “almost” only because the story, while ultimately conservative, is so good -- Superman regains his senses.

 

Following this, Superman and the other survivors pledge to live among humans, to guide and use their power but not as a separate force -- and not behind masks.  The idea is the eradication of the boundary between human and metahuman, but this idea -- however noble -- inevitably produces friction.  The redemptive denouement provided for the collected editions -- in which Superman and Wonder Woman are having a child and are fully reconciled with Batman -- only adds to this friction.  The whole is one denouncing violence in super-heroics while containing some of the most violent acts in super-hero history.  The story is one showing how truly different super-powered beings are from normal humans -- through touching upon the radical implications of those beings’ powers and even through focusing on those beings -- that nonetheless concludes with a promise to eradicate that division, a promise the narrative itself never fulfills.  The work seems to want to be a reconstructionist work (along the lines of Marvels, Kurt Busiek’s Astro City, or Alan Moore’s Supreme) -- and espouses those values -- but that feels equally revisionist or deconstructionist in its violence, realism, and concerns.

 

Like a classic revisionist work, the world changes radically from super-heroic presence.  But behind the scenes is a genuine sense of wonder -- cast in the form of nostalgia:  panel after panel are filled with unnamed characters without any dialogue about whom, by their very costumes, one can guess their parentage, inspiration, and even some of their backstories.  Whereas many full reconstructionist works wallow in nostalgia, Kingdom Come places all of this nostalgia in the backgrounds, hardly distracting the unfamiliar reader.  The result can be schizophrenic:  nostalgic backgrounds and character designs mixed with a violent, revisionist narrative that argues precisely against such narratives.

 

Perhaps even at the expense of its status as a unified work of art, Kingdom Come’s contradictory urges make it all the more tense, all the more gripping, ponderable, and dense a work.

It is, nonetheless, a classic.  An intellectual patchwork, perhaps, but a gripping tale.  Perhaps even at the expense of its status as a unified work of art, Kingdom Come’s contradictory urges make it all the more tense, all the more gripping, ponderable, and complex a work.

 

The series’s success demanded a sequel, but Alex Ross refused to participate -- much as he earlier had refused a possible sequel to Marvels.  In December 1998, DC offered The Kingdom, a sequel consisting of two bookend issues and several one-shots focusing on various characters -- all written by Mark Waid but illustrated by a variety of artists.  Featuring Kingdom Come’s characters interacting with the present-day DC Universe (breaking the rule against mixing Elseworlds stories with in-continuity tales), the series concluded with the introduction of Hypertime, a concept allowing such interaction in the future (and essentially returning a limited form of the multiple dimensions which abounded prior to DC’s Crisis on Infinite Earths).  Most expressed disappointment with the sequel -- which in its very appearance was inferior, lacking painted art or the prestige of Kingdom Come’s prestige format (printed on paper of higher quality in thin books with spines rather than on pamphlet-style comics).  Even if the whole remains an artistic failure, certain issues had greater or lesser merit.

 

Most notably, Alex Ross pointed out that the sequel -- which featured numerous heroes in costume running around together -- contradicted the spirit of Kingdom Come’s conclusion, which promised an end to masks and to the division of the super-powered and the human.  While this excellent point demonstrates the errors made in the thinking of the sequel, it also demonstrates the contradictions inherent in the original.  After all, promising such integration in a dramatic scene is one thing:  delivering it in narrative form, which neither original nor sequel accomplished, is altogether another.

 

Read more about Kingdom Come on Sequart.com.

To Be Continued

 

Although this essay represents only an evaluation of Kingdom Come, that work in particular really deserves such an unprecedented consideration.  Given this and the length of this essay, our examination of the Justice League’s classic stories will have to be split into two columns.  Watch for the second part on Sequart.com sometime next week.

 

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Julian Darius can be reached at julian@sequart.com.

 

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