Showing posts with label grant morrison. Show all posts
Showing posts with label grant morrison. Show all posts

Friday, May 1, 2015

Multiversity 2

Multiversity is a long and winding road, a story of stories, with multiple universes facing their doom, and a cast of characters so vast that the cameos and allusions stretch out numerous and almost invisibly into the far distance. The finale, Multiversity #2, has many of the hallmarks of a grand triumphant ending, big and chaotic, with the heroes more than matching in power and goodness what the villains offer in power and evil, until a final ceremonial victory celebration. As with much of the rest of the series, the finale is more than it seems at first glance.

Warring through a chaotic set of interlocking battles, a large number of heroes, some of whom have never been seen before, hurl themselves across the page, winning many small fights which are small only in comparison to the main battle, which is so large, it name-checks Darkseid as a side threat without bothering to show him.

With fights breaking out all across the Multiverse, it's the most humongous superhero battle of all time, which distracts from the most significant fact, which is that it's all completely real.

The reality of what's happening in Multiversity #2, as real as the stakes in the previous issue, Ultra Comics, is driven home at the beginning, when the font and second-person narrative speaks to us, literally to us, in a panel stylized as many pages, one after another, and an eye. The story goes on, with or without you. Whether we read or stop reading, whether it's from boredom or death that we stop, the story goes on. Last issue, this was Ultra's salvation and his curse, that his story goes on with or without us, forever. After we die, someone else will read Ultra comics, and someone else will read Multiversity and the comics that come after it. That's the first truth of Multiversity.

Later, when the overt threat of the bad guys called the Gentry have been defeated (Or have they?), and the Empty Hand makes an ominous debut and disappears, Superman of Earth-23, Cal Ellis, looks right at us as he refers to Earth-33, our Earth, and though he uses third-person, he's speaking to those around us in the real world, fans and creators alike: The source of all the heroes' troubles is really in our world, not theirs, and that's the fight that he and the Justice League of the Multiverse called Operation Justice Incarnate, must fight. Maybe Grant Morrison hopes that this team of alternate Justice Leaguers will appear in more comic books in the future, but that's not the real message. What Multiversity has been about since the beginning is the threat to comic books, the fact that its spirit and business wax and wane, and the things which sustain the industry could be corrupted or damaged critically in the future. The Gentry, a wave of unpleasant content, is defeated for now, by the idea of the Justice League and superheroes in general, but more threats remains.

And the bottom line threat is right there on the last panel. Cold, hard cash. If there's anything the comic book industry needs to survive, it's ultimately that. Even as movies and video games have made superhero stories more profitable than ever, the comics face a long-term existential threat to their business model. For now, the comic industry goes on, but the looming threat of The Empty Hand is always out there, to return when it chooses.

This is the multipronged message of Multiversity, and it drives the allegorical story from start to finish. A gothic miniadventure with a vampire Sivana invading the dark Earth-13 ends in victory for the heroes as the demon Etrigan patterns himself after Superman and a Zatanna-like curse produces the first of several laughs in the issue by making vampires crave coffee instead of blood. Then, the Marvels defeat Hannibal Lecter Sivana, and the story patterns itself around Crisis on Infinite Earths, becoming what comics have in many ways become, "an endless event." To the credit of penciller Ivan Reis, it's in this sequence that Earth-26's Lincoln Memorial with a cartoon-looking goat as the central figure becomes the issue's second laugh. Bizarro Adam Strange ("Adam Familiar") follows soon after.

The pivotal battle turns around Nix Uotan solving a Rubik's Cube, seeking, as seen in Final Crisis, a way to do it better than ever before, demonstrating the power of nerds to perform miracles. Now he's corrupted by the Gentry as he does so, and the greatest perversions of sweet, innocent characters take place. The Lil Leaguers are shown to be robot spies for the Gentry and Nix Uotan beheads Captain Carrot. If there's a place where the corruption of the genre would be more harmful, it would be in the variants intended for the youngest readers. The alternate Batman, Aquaman and Flash lead the charge, with Red Racer, the superhero who – like Barry Allen – is a comics fan, referencing both Crisis on Infinite Earths and stories in Morrison's own JLA series. Ultimately, the combined power of the alternate Justice League and the Marvel-Comics-inspired characters overwhelms the Gentry, and Nix is turned good, for now. The ambiguous victory with The Empty Hand fading away with a threat to return on his own terms gives readers the usual, formulaic win for the heroes while reminding us of Morrison's overarching warning: The comics face threats; if you love them, take those threats seriously.


Multiversity is sure to be collected and read by fans far into the future. Its best issues are of the highest level, and they alone would be enough to make it a classic. The guide to the Multiverse is likely to be a significant reference for many years to come. The heavy message yoked to those elements is Morrison's good-bye (for now?) to monthly superhero comics, and it's a message readers and creators will thus be reminded of long into the future. Will they heed it? Morrison is likely talking to himself, and of his own retirement, in the opening panel of Multiversity #2. The story goes on, with or without you.

Wednesday, April 22, 2015

Doctor Hurt RIP

Not with a whimper, but a bang. The dark and convoluted path of Doctor Hurt comes to an end (apparently, for now) in Convergence #3 as the second Batman of the fourth-or-so Earth Two sets off an explosion that kills himself, Hurt, and some of Hurt's lackies in order to save Dick Grayson. In an unacknowledged quirk, this is Thomas Wayne (the father of the New 52's Bruce Wayne) killing Thomas Wayne (an 18th-century ancestor of New Earth's Bruce Wayne). So, it's a fitting time for an obituary for the villain of Batman R.I.P., and one of Grant Morrison's finest creations.

Hurt was visually designed to match the unnamed doctor who appeared in the "Robin Dies at Dawn" story back in 1963. This benign and largely-undefined character was brought back in cameos starting with Batman #673 (though his hands, perhaps, were seen holding binoculars at the end of Batman#665 and his handiwork was on-panel as far back as #655) and was gradually, hint by hint, developed into the major villain of Morrison's two-year run on Batman, and then played a similar role in Morrison's Batman and Robin and concurrent Return of Bruce Wayne. Otherwise, he has hardly appeared at all. Presumably, his long life span would let him remain alive and very unhappy where the Joker buried him on the grounds of Wayne Manor. He appeared in a singularly dark role in Batman, Inc. vol. 2 #5, as an adviser to the President of the United States who convinces the Commander in Chief to destroy Gotham City with nuclear weapons. This was in a possible future which was averted, but it did assert that Hurt remained a piece on the table who could appear again. In Convergence #3, Jeff King writes his apparent finale.

I think the saga of Doctor Hurt proves the power of the unseen, and conversely, the weakness of the obvious, the flaw in storytelling that lays everything bare. In a few tantalizingly brief appearances strung out over a year and a half, Grant Morrison made Doctor Hurt into a villain of tremendous intrigue and potential, someone who could perhaps out-plan Batman, someone who could perhaps have become a major villain on a par with Luthor or the Joker, but who was instead dismantled into a mere raving thug, first by Morrison, and now finally by King. There was an unrealized potential here, and DC Comics are the poorer for it.

At the end of Batman#680, with Doctor Hurt hosting the Black Glove party in Arkham Asylum, with a maddened Batman falling prey to Joker toxin while Jezebel Jet smiled with evil joy, who was Doctor Hurt? We didn't know. The set-up, as we understood it, was that the mystery "Who is the Black Glove?" was the greatest mystery we'd seen in comics for a very long time. It had gradually become apparent that Doctor Hurt was the Black Glove, not the henchman of a higher-up, but who was Doctor Hurt? It was a mystery, and everybody had a guess.

What, at that point, did we know about Doctor Hurt? Very little. We knew that he was evil, ran the Black Glove organization that met annually to bet on life and death, and that evil itself, rather than power or riches, was his apparent motive. We knew that he especially hated Batman, and that he had been planning for a very long time to make this one, decisive bid to destroy the caped crusader. And with a promise that Bruce Wayne would be sidelined from DC Comics, it looked like he was going to win. In a sense, he did.

I believed that Doctor Hurt was the Devil. And this was the correct idea, to a point. To the extent that Batman #681 was going to reveal anything, that's what it was going to reveal, and I thought this had been made clear a few issues earlier. Eventually, a Grant Morrison interview revealed as much: "This is the story of how Batman cheats The Devil." But it was an ambiguous reveal, to fit the tone of Batman, R.I.P. to its logical (non)conclusion.

Morrison's run on Batman was intended to homage and exemplify spooky, ambiguous stories. The original Zur En Arrh story seems to be a dream, but Batman ends it with a gadget called the Bat-Radia in his hand, blurring the line between fantasy and reality. A revamped Bat-Mite (called "Might") appeared with no explanation as to whether he was real or a fantasy. It was only later that I realized the artful ambiguity of the word "Might" itself: It can mean power, or it can be the modal verb "might" meaning "may" or "can be." Bat-Might was ambiguously real. He might be a figment of Batman's imagination, or he might be a magical fifth-dimensional imp. Finally, in a laugh line, he tells a frustrated Batman that imagination isthe fifth dimension. Was he imaginary or from another dimension? Yes and no. Neither answer is right, and both are. This ambiguity, playing everything right down the middle, was also behind the nature of a minor character named Honor Jackson. A struggling, drugged, mind-zapped Bruce Wayne spends one day wandering the streets of Gotham with Honor Jackson only to find out that Honor Jackson had already died. Did Batman imagine him, or did a magical Bat-Might resusitate Honor Jackson so he could spend a day redeeming his failed life by helping Batman? Yes and no. The story works hard to avoid giving us a clear answer. And we were being given half the answer right then of "Who is the Black Glove?" Meaning that we weren't going to get an answer, or that we were going to get a spooky answer that begs a follow up. "Doctor Hurt was The Devil… or was he?"

So, yes, Doctor Hurt was played right down the middle the whole way, as a "man who may or may not have been some manifestation of the Devil" (in Bruce's words) or as something else. But that something else was never defined. The story teased that perhaps Doctor Hurt was Bruce's father, but this possibility was never in keeping with DC's sacrosanct lore, and was eventually refuted. But that something else remained vague. Whatever Doctor Hurt was, where was he five years ago, or twenty, or fifty? Where did his timeline begin? When Doctor Hurt was at his best, we didn't know, and we would never know. Like the long-teased, but never-delivered (well, for a long time, anyway) origins of the Joker or the Phantom Stranger, the ambiguity of Doctor Hurt was what made him interesting. He was evil, a master planner, a perfect foil to Batman, and inspired Damian's remarks in a possible future: "I know The Devil exists, or at least somethingwhich might as well be The Devil. I've met him."

When Doctor Hurt returned in the second season of Morrison's Batman work, the mystery was maintained for a while. We saw that Hurt had somehow survived (even Batman didn't know how) and stepped into the role of a Mexican drug lord, and had an army of intriguing cronies who had been broken and made into slaves. This was all in keeping with the ambiguous (and oddly psychological) evil of Doctor Hurt as the focus of evil in the world, "the hole in things." A brilliant scene in Batman and Robin #13 showed us a fantasy that couldn't be real, of Doctor Hurt killing the Waynes then taking over as an evil Thomas Wayne. This ambiguity remained and remains: Did Doctor Hurt order the murder of the Waynes? Would Bruce have died had not Joe Chill lost his nerve because he'd had a boy of his own? Did Bruce's survival of the hit ruin Doctor Hurt's plan to become the dark lord of Wayne Manor? It's a compelling vision and made more powerful by its ambiguity. We don't know. We may never know.

And then it unraveled. A few scenes, beginning in the "Western" chapter of Return of Bruce Wayne, then elegantly reprising "Dark Knight, Dark City" and an old World's Finest tale, unmasked Doctor Hurt as an older member of the Waynes, coincidentally named Thomas, who had sought a deal with The Devil and inadvertently summoned a force sent by Darkseid and was changed by it. It all fit, it all made sense, it tied things together, but Doctor Hurt the master became Doctor Hurt the servant, and there went the mystery.

Still, ambiguity remained. Still, he arguably embodied the central evil in the universe. But the myth was weakened. I think there was a lost opportunity to build Doctor Hurt into a pivotal force in DC Comics. There was no logical way to salvage his debut as a villain with one really big, years-long plan, but maybe he could have been kept lurking in the shadows, part of something big and dark and mythic. But the end of Batman and Robin's first year and a half dismantled that possibility.


And now he ends here. His final line is a disappointingly cliché, "And I say, first we kill thisBatman, then we kill the other one, and his boy!" He's simply an opportunist, looking to stick someone with a knife when the occasion arises. It's like seeing Doctor Fate sit down in his boxers, turn on the television, and eat peanut butter out of the jar. The mystery is gone. And so is Doctor Hurt. But it's the mystery we'll miss more.

Wednesday, March 25, 2015

Multiversity: Ultra Comics


Ultra Comics is real. (I’m using italics very consciously to distinguish the character and the comic book.) Of all the superheroes, you've ever read about, this one, set on Earth-33, which is our world, is actually real. I was part of him, and when you read Ultra Comics, so are you. Everything that happens to him is real, and when you put the comic book down, he dies. When you pick it up again, he lives. Ultra Comics is in a time loop, like the ones Grant Morrison used in Final Crisis and elsewhere, but unlike those, this one is real, and when you read Ultra Comics again, Ultra Comics, the superhero, comes back to life. His death is so tragic every time the issue ends, how do you have the heart not to read it again?

Ultra Comics is in a trap, and it's real. It's an allegory for the comic book industry as a whole, but as far as it – he – is concerned, it's real. Made of cyan, magenta, yellow, and black (just like all your favorite comic books), Ultra Comics begins majestic and pristine a few pages into the story, then quickly goes through the history of superhero comics, with four consecutive panels representing, roughly, the Forties, Sixties, Eighties, and 2000's. In this sequence, he goes from fighting crooks to fighting monsters plaguing a sexualized young woman, mourning a death, and then bloodily causing one.

Then, when Ultra Comics is sent on his first adventure, into what looks like the ruins of New York, his corporate creator tells us that Ultra Comics and all of us have been led into a trap, and readers who aren't going too quickly will notice that the man in a suit has the dark bat wings of the Gentry's Intellectron behind him.

As Ultra Comics examines the unpopulated ruins of New York, he finds a faded billboard showing the 1939 comic book character Ultra-Man, a character like John Carter of Mars who debuted, then appeared in All-Star Comics #1 before being cut from the series when the Justice Society took it over two issues later. There is a caption, incidentally, in the "Kryptonese" font, but this appears to be nonsense, deciphering as "ABC EDH G G K N." Soon, he battles an amalgamation of an evil Justice League and Ultra-Man’s original cast of villains set in the world of 2240 (three hundred years after they were written). It is because Ultra-Man was set in the future that he was, in essence, the first DC superhero who couldn’t join the Justice Society.

Ultra Comics soon finds, and saves, a version of the Newsboy Legion, but they're all twisted and sinister, and his namesakes Ultra-Man and Ultraa. It turns out that Ultraa, who debuted in JLA #153, is the dark leader of this band of cannibals. Ultra Comics is condemned by a jury of history’s (and comicdom’s) villains in a court led by the Devil in a scene out of “The Devil and Daniel Webster.” They subject Ultra Comics to an apathy ray, and Ultraa takes a bite out of Ultra Comics' head, eating the crystal that gives him his greatest powers. All the while, captions representing fan opinions (and seeming very true to the spirit of them) complain about the quality of what we're reading.

This is true to the original Ultraa. When the Justice League visited Earth Prime, they happened to encounter Ultraa immediately after his public debut. Almost immediately, Ultraa, Earth Prime’s first superhero, was pursued by a supervillain. At the end of the story, he felt responsible for the existence of the supervillain, that his presence “infected” Earth Prime with superpeople, good and bad alike, and left Earth Prime for Earth One to save his home dimension from further trouble. In a later pre-Crisis appearance, he decides to rid Earth One of superheroes, and uses an apathy gun in an attack on the Justice League. This apathy weapons is used on Ultra Comics in Ultra Comics. Post-Crisis, Ultraa (whose home dimension, Earth Prime, no longer exists) is retconned as a resident of Maxima’s homeworld of Almerac, something he refers to as his origin in this story, too.

Ultra Comics apologizes to the reader just as Ultraa did to the people of Earth Prime back in 1978, for exposing us to evil. After he cleverly disposes of Ultraa, he faces the now-unmasked Intellectron, who also admits that he exposed us to evil, but isn’t apologetic about the fact. It is because corrupting influences have been disguised as something benevolent that Little Red Riding Hood is the central figure of the children: The comic book is her grandmother, but beneath its clothing is the wolf, images of destruction and bloody murder, sex and violence, and all of the corrupting influence that Ultra Comics was seen to have on characters in Multiversity. And in case we forgot that this story is real, Intellectron downplays the harm that he revels in, saying, “This is only silly comm-ix. Makes no sense. Only pretend! Go on – read on! What harm can come to yu?” And lest we forget who “yu” is, he goes on, “Earth-Prime. There yu are,” with his malevolent eye looking at us. This moment hits home powerfully when he looks at us again and says, “Kneel before yur new master. Turn the page. Do it. Slave.” And I did. You did, too, didn’t you?

Ultra Comics counterattacks in three ways: Readers ask for a happy ending and get a happy ending (or happy middle, in this case.) Noting that “Text is vulnerable to criticism,” Ultra Comics observes as realistic fan responses criticize the worthiness of Intellectron as a character. And, finally, Ultra Comics, though dying on the last page, knows that he’ll be reborn whenever another reader opens Ultra Comics, allowing him to be reborn, though bloodied, on the first page. And lest we feel too badly for Ultra Comics in his ever-recycling purgatory of existing and dying every time a reader opens this issue, remember that he’s going to outlive us. One day, I’ll die. So will you. But Ultra Comics will live on, and sometime after my death, and yours, some reader will open this comic again, and Ultra Comics will live, temporarily, after we’re gone.

This is dark stuff, and it’s powerful. It, like Flex Mentallo, discusses superheroes as fictional constructs, and like Superman Beyond, discusses the superhero’s power of having a positive, likeable idea at the core and being able to rejuvenate by coming back to be read about again, responding to death with, “To Be Continued.” Morrison has the voices in this issue articulate some very serious criticism of the darkness in comic books, and he’s not dismissing that perspective. He sees some real harm at stake here, and that’s what the Gentry has always represented, the infection of darker subject matter that we allow into our heads when we wanted a good time. And we may wonder if it’s coincidence that Grant Morrison is delivering this message now, as he effectively ends his run on monthly DC superhero comics, just as Alan Moore denounced the medium just as he wrote his final works in the genre. There is redemption for the genre, yes, as Morrison has said in interviews, and as he says in this issue, but the criticism sticks. The characters in preceding issues of Multiversity have been disturbed by what they read in Ultra Comics, and not without good reason. Maybe good and productive members of society have better things to do with the limited time we have on the planet than to read about zombies sucking the eyeballs out of people’s heads. The favorable response that readers had to Multiversity:Thunderworld is an implicit answer to that what’s worth celebrating in these stories doesn’t require all the blood and gore and rape that has become increasing common as the decades go by.




Wednesday, February 18, 2015

Multiversity: Mastermen

Multiversity: Mastermen is set on a world that was created in stages. The Quality Comics characters that appeared as separate features during the Forties were put together on a team for the first time in JLA#107 in 1973. This story re-imagined the Freedom Fighters as the Resistance to a Nazi regime that had won World War Two on Earth X thanks to a mind-control machine. The next stop on the path to Mastermenis a panel in 52 #52 that shows the Freedom Fighters battling Nazi superheroes on Earth-10 (perhaps a conversion from the Roman numeral X). Since then, Grant Morrison has shown us more of Overman in Superman Beyond and Final Crisis, establishing his origin, the loss of his cousin, Overgirl, and that the man has a moral sense despite his use as the wonder weapon that gave Adolf Hitler control over the world.

Mastermen begins, unforgettably, with Adolf Hitler committing a necessary biological function. He is reading a comic book that appears to be akin to "What If Superman Ended the War?” which appeared in Lookmagazine in early 1940. A fictional version of World War Two entered Superman stories a couple of months later in Action Comics and soon, well before the attack on Pearl Harbor, the Nazi threat became a staple of American comic books, including Captain America (homaged in Mastermen) and in Quality Comics, whose characters are here, as in JLA #107, the resistance to Nazi rule.

In Mastermen, Overman's troubled conscience drives him, at last, to action. He is converted to the rebel side and watches from afar as a tiny flash of light that we see on the Moon indicates that the Freedom Fighters are destroying a lunar base, with Overman's aid and approval.

The Multiversal aspect of the story that begins with Hitler's comic books continues with a Nazi Sivana (who is therefore good? evil?), in league with the resistance, helps Uncle Sam form the Freedom Fighters, whose members are survivors of groups that the Nazis had almost exterminated. From their base, adorned with symbols of things the Nazis hated, from a 48-star American flag, to jazz music, and Rosie the Riveter, they launched the attack that failed, tactically, but converted Overman to their side. The other Multiversal intrusion is Lord Broken, of the Gentry, infesting Overman's dreams. Here, as with Sivana, the inversion of good and evil makes a double negative into a positive, as Lord Broken's malevolence helps awaken Overman's goodness.

This issue is memorable for its gut-punch ending. The typical superhero comic shows a threat, and once it manifests, the heroes battle back to their inevitable victory. The violation of this pattern in Mastermen calls attention to how much we readers expect it. Here, the future of the story is told with exceeding brevity in narration from the Nazi Jimmy Olsen, with selections from a memoir that he wrote after the fact. In the story's main action, we see Overman permit the Freedom Fighters to launch a massive blow, devastating Earth-10's Metropolis. We know from the spare excerpts of Jürgen's memoir that what happens next is the end of the Nazi regime, with Overman's assistance, and that in time, Jürgen helps destroy Overman. But we see only the first part of this drama, with Overman kneeling, overcome with emotion, in the ruins of a devastated Metropolis. The war obviously follows, Overman and the Freedom Fighters end the Nazi rule, and Overman is somehow, eventually, destroyed.

For how little is shown, there is a complex and brilliant blend of influences and themes in those few pages. The flash of light seen on the Moon to indicate rebels overthrowing an evil regime was used by Morrison at the end of his Justice League story Rock of Ages, as Batman then tells Darkseid to look up so as to see the same thing. The one and only act that we see of the rebellion begins and ends with Overman at the opera, where Wagner's Götterdämmerungis being performed. This opera depicts the "Twilight of the Gods," and ends with the hall of the gods on fire. That parallels the way the Nazi Justice League, the New Reichsmen, is destroyed by the Human Bomb's attack, with superheroes standing in for gods, a theme important in Morrison's work. It also hearkens back to Alan Moore's unpublished, "Twilight of the Superheroes," which would have ended the timeline of DC's superheroes while making the same parallel. A possible cinematic inspiration for Uncle Sam's gigantic, looming apparition at the opera is Quentin Tarantino's Inglourious Basterds, which begins the destruction of the Nazi leaders during the screening of a film in a theatre with all top Nazis in attendance. Then, as Overman brings the exploding Justice League satellite to Metropolis, the scene resembles the September 11 attacks, with a vehicle coming by surprise from clear skies to topple towers in America's preeminent city. After this, we don't need to see more.

The title, "Splendour Falls," describes the revolution that follows, but it also acknowledges that the aftermath of Nazi victory is splendour, a painful moral conundrum that Overman faces: When the victims have long since been killed, what form can justice take? However much Overman publicly regrets the Holocaust, what is to be done after it is utterly complete? Jürgen notes that the postwar Earth-10 is a virtual paradise. Even if the "Hitler era" was full of sin, is there anything just for the Aryan survivors to do but enjoy the results? The Freedom Fighters think so, and Overman, unhappy with his marriage to Earth-10's Lana Lang, unhappy with his victory, and at heart, deep down, always a good man, begins to atone for his sins. In some way that we don't see, this destroys him, and in our judgment, it profits the man that he loses the world but gains his soul.


This is the last of five "middle" issues of Multiversity that is dedicated to showing one alternate world full of superheroes facing the Gentry's attack. The Guidebook was something more intricate, and the upcoming Ultra Comicspromises to be something different, leading into the finale. Multiversity has been a showcase of Morrison's wonderful ability to synthesize original concepts into wonderful new variants, from Earth-40's brain-transplanted version of Blockbuster to the intricate translation of Watchmeninto a new story to all the many alternate Sivanas and superhero names translated into German-language equivalents like Underwaterman. Multiversity has been a wonderful success in terms of style. Even with two issues remaining, it begins to appear that when Multiversity ends, many readers will be left wishing it could continue.

Wednesday, January 28, 2015

Multiversity Guidebook


The Multiversity Guidebook plays two distinct, major roles. An inner section provides a map, mini-encyclopedia, and timeline of the Multiverse, and serves as a reference, clip-and-save style, for fans to consult on matters of Multiversal navigation for the indefinite future. Around this section, and referring to it, is a chapter in the continuing story of the Gentry’s effort to crush and conquer the Multiverse. It returns us to the narration from Multiversity #1, and in this sense serves as a sort of Multiversity #1½ that will lead into the series-ending Multiversity #2 a few months from now. The narrative is not linear, however, but nested and branching – not as complex as Pax Americana, but complex enough to merit close attention.

The story opens as a logical continuation from Thunderworld, with the “Serial Killer Sivana” leading his robots and fellow Sivanas in an attack on Earth-42, home of the Little League. This opens with the little Martian Manhunter being killed in a panel that copies the death of the regular Martian Manhunter in Morrison’s Final Crisis #1 down to the similar posture and the death cry “My'ria'h!” The Marvels of Earth-5 are in hot pursuit, but the Sivanas have ample time to kill several little heroes, and fulfill their real goal, access to a better transmatter device that allows them to travel anywhere in the Multiverse. That transmatter machine was built by Sivana-42, another instance of an idea that is key to this story’s plot having been placed in someone’s mind by a dream. I’ve earlier discussed the importance of dreams to the Multiverse, as originally described in Gardner Fox’s stories about the Flash, and affirmed now by Morrison.

As the Legion of Sivanas depart, the Batman of Earth-17 appears and rescues the Batman of Earth-42 from Sivana robots. (Incidentally, these robots resemble the robot that Superman of Earth-23 was fighting in Multiversity #1, but are not identical in size or design. It remains possible that Serial Killer Sivana built that robot.) Although the two Batmen are allied, Batman-17 is willing to use deadly force, in stark contrast to the nice Batman-42, exactly the sort of corruption that appeared to bring Earth-20 down (notice that a Mayan temple is seen on Earth-51 in the Guidebook and at the end of Society of Super-Heroes), which implies that heroes who kill are possible in the metaphysics that Morrison is laying out.

As Batman-42 picks up a copy of the Guidebook itself and reads a history of the Multiverse, which begins by paraphrasing a similar telling of the history in Superman Beyond #1. Then the history goes forward to describe travel between the Universes and the Crises which followed, all of which, as I noted earlier, depends crucially on the Flash, Barry Allen. Then the action switches to Earth-51, where Kamandi, Tuftan, and Ben Boxer arrive in pursuit of their lost colleague, Flower, the original of which appeared in only two issues of Kamandi back in 1973.

What Kamandi and his colleagues find opens up new perspectives on the plot of Multiversity. As the characters on Earth-51 confer, they are being watched by the New Gods on New Genesis. Highfather and the New Gods discuss the situation, giving us some helpful exposition along the way. Darkseid was released from a tomb on Earth-51, allowing him to go forth in the form of multiple instantiations across many worlds. His tomb was opened by Nix Uotan, the son of Dax Novu. Nix Uotan, as we’d already seen, was corrupted by demons, the Gentry.

Here, the story opens the mystery wider. We knew that the Gentry corrupted Nix Uotan, but the New Gods tell us that the Gentry themselves are the agents of a higher, more evil power, The Empty Hand. Morrison has a preference for structuring his stories around a hierarchy of villains, with minor villains reporting to mid-level villains, and finally an ultimate top villain. In this story, the Big Bad is The Empty Hand, a name that calls to mind The Black Glove from Morrison’s Batman run. The identify of this villain is being presented as a mystery, “whose name none dare voice,” Highfather says. Lightray calls the villains, “The sons of midnight.” Who is The Empty Hand?

In an earlier post, I noted that the Justice League of the Multiverse had no Batman. Here, he arrives: Batman of Earth-17 appears in the House of Heroes and is immediately enlisted as the Gentry are attacking. We see a three-eyed, many-tentacled, be-fanged demon with a city as its head trying to eat the House of Heroes. Earlier, we saw another member of the Gentry, “Lord Broken,” appear as a house with an evil red eye inside. The name “the Gentry” and these buildings suggest that the Gentry are people, and as I’ve offered earlier, the villains of the story may be us (or among us), the people of the real world, Earth-33, which, as the Guidebooktells us, “exerts a powerful and unknown influence on the progress and development of the entire Multiverse.”

Who is The Empty Hand? We have a few clues. Most directly, when Kamandi reads the history of the Multiverse, we see an empty hand at the dawn of creation, with the text, “What great hand casts the lightning… and remakes the world?” This hand was famously seen in Crisis on Infinite Earths, but we can pinpoint its origin even earlier, to Green Lantern #40, when Krona and his effort to view the creation of the Universe were introduced. So that’s The Empty Hand, but it was earlier portrayed as a mere force of nature, not a character with the potential to be good or bad. Clearly, there are more reveals to come, attaching that hand, so to speak to some very powerful character we’ve otherwise known, or giving it a new identity. Near the end of the issue, it makes the dead Little Leaguers revive as its servants and says, “Get up. Reset. You have died before, and you will die many times more before I am done with you. See how my hand is empty.” Red-eyed, the zombie heroes respond, “Empty is thy hand.” The red eyes suggest Darkseid. The word “thy” suggests the Early Modern English of the King James Bible. Together, these reinforce that The Empty Hand is something primal, powerful, and evil.

What does The Empty Hand do? Reset. The history of the Multiverse, which we already knew, consists of many cycles of death, followed by regeneration. And the people who are really performing this regeneration are the writers, editors, and readers on Earth-33. Everything in the Guidebook continues to bear out that the threat in Multiversitycomes from our world, a meta-story about the threats to superhero comic books that begin in those who shape the medium itself.

Erratum: The description of Earth-7 says that Thunderer is a survivor of Earth-4. This probably meant to say Earth-7.