Wednesday, May 27, 2020

Showcase Presents Strange Adventures, Volume 2

A great time capsule of the late 1950s science fiction. 9 out of 10 stories are about aliens from another world. Some of them are benevolent. Most want to take over the Earth or destroy it outright. The other 10 percent of stories involved inter-dimensional travel, attempts to prevent the destruction of the planet (usually thanks to time travel), or some strange new invention that goes horribly wrong.

DC was able to capture the fears of a nation in the pages of Strange Adventures. The red scare. The cold war. Nuclear war. 

But DC was also able to latch upon the wonder of the nuclear age. Space travel. The automation of industry. Hope that one day, universal peace could be achieved. 

Legends of not just the publishing company but the golden and silver age of comics worked on this volume. Gil Kane, Gardner Fox, Carmine Infantino and many more. This was a beautiful collection of sci-fi comics.

But there was one trope that got old and it got old pretty quick. The main way that the aliens are able to communicate with earthlings is thanks to telepathy. If it wasn't for mind reading, the different races wouldn't be able to interact. There'd be no story. Thankfully, DC Comics understood this as one of their tales actually asked the question: how could humans and alien species interact without the use of mental telepathy? 

After that story, you'd think that telepathy tales would be considered off limits by the editors. Unfortunately, that same old tired plot device was continuously used. OVER and OVER...

Okay, so Strange Adventures wasn't perfect. But it was a perfect representation of an imperfect time in American history. Communism made us crazy. But the hope of a better tomorrow showed a light at the end of the tunnel.

Worth Consuming!

Rating: 8 out of 10 stars.

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