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League of Extraordinary Gentlemen, Vol. 2 (Comic)

League of Extraordinary Gentlemen, Vol. 2 (Comic)

List Price: $24.95
Your Price: $16.97
Product Info Reviews

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Rating: 2 stars
Summary: Lackluster sequel to a clever original
Review: Others have said it first. This sequel does not stand up to the original. I'm not a prude, but there was absolutely no need for the two graphic sex scenes between two of the main characters. They added nothing to the story, so I was left to gather this would be significant somehow in the third volume, if one is forthcoming. The other semi-graphic sex scene between two other main characters fit in well with the dominant member's character as portrayed in the graphic novels, but still did not need to be illustrated.
One of the group turns traitor, and strives to be a partner to the martian jelly-blobs attacking the earth. The martians appear to be trying to wipe out humanity. Why would anyone want to be the sole human left on the planet in this scenario? Just another example of little or no justification for adding a plot twist. I suppose the story's weakness lies in the limited amount of time the creators had to produce this sequel. Either way, I recommend to those who want to read the story, if you must buy it, wait for the softcover trade paperback. The hardcover is just not worth the money.

Rating: 5 stars
Summary: A Curiosity Compendium for our Modern Era
Review: So what does one do after completing a masterpiece? Alan Moore undoubtedly mulled over this very question upon the completed print-run of his *Watchmen,* the 12-volume superhero-angst exegesis that shattered and redefined the boundaries of the illustrated-lit medium. The pressure to surmount a previous 'peak' must be, for lack of a better work, Extraordinary: many geniuses have crumpled under the task of replicating a similar revolutionary feat, producing only pale shadows of their former majesty. But Moore is not among these wasted one-shot-wonders: a careful analysis of his career, from the early scribe-work on *Swamp Thing* and the prototype-insurgency of his *MiracleMan*, through the critical acclaim of *Watchmen* and into his current role of alternative publisher-cum-artiste, one sees a clear delineation of theme and conceptual progression: Moore ever challenges the stereotypes of the medium, injecting fresh blood into the rigid molds of the American ubermench hero-shell, finding fertile soil in the compost-heap of 20th century horrors, its ideals, hypocrisies and myriad illusions - all to produce art that both reflects and illuminates our precarious position.

Of Moore's many current projects, *The League of Extraordinary Gentlemen* is unique in the fact that it so clearly chronicles both progression _and_ regression within genre margins. The progressive element is obvious; at this point, Moore must be able to circumnavigate clichéd counter-production even in his somnambulistic scribblings. Thus, taking stock characters of 19th century fiction and giving them multi-dimensions - check. Sharp, witty writing that avoids the showy or superficial (more than necessary in historical re-invention) - check. A heaping of jolly-good fisticuffs, titillating fleshpot shenanigans, betrayal, murder and other assorted nastiness - check. Of course, after so many successful, serendipitous projects, one comes to expect these qualities from Moore, a true master of his craft; perhaps the most impressive constituent in the span of his prolific oeuvre is an overall *consistency* to every project attempted.

As for my claim of 'regression' . . . this may seem an oxymoron, until put into perspective. For the amount of research Moore has done in compiling the *League of Extraordinary Gentlemen* becomes astonishingly obvious in this volume's cheeky coda, 'The New Traveller's Almanac,' which serves as a sort of Curiosity Compendium for penny-dreadful fantastical imaginings, and displays ever so clearly how bastardized and mass-market streamlined these heroes/villains of Ye Olde Classical have been by the horrific H-wood machine - a continual cultural DumbingDown afflicted at the very heart of our most precious modern storytelling. Recent examples include the style-over-substance vamp-epic *Underworld* (now vampires have reflections!) and the disastrous "adaptation" of *LXG* (to coin 20th Century Fox's marketing abbreviation). These movies reverse-result the intrinsic power of the original material, sacrificing the greatest elements - characterization, psychological motive, intricate plot development and theme - for "bigger bang for the buck;" eradicating all challenging content for simple-minded surface thrills.

Thus, Moore's Curiosity Compendium exposes the current regression of our literate history, via the 'whitebread effect:' if the spread-thin adaptations of Disney et al is all an impressionable mind has as reference, then the saturated result eventually _becomes_, in the majority of our cultural knowledge, the origin-point of said myths . . . a gradual devolution unto deficit-simulacra. Truly a frightening state of affairs to contemplate. Luckily we have Alan Moore, and a few learned others, to 'hold the torch,' utilizing the actual tone and temperament of the source material in their own re-invention fictions.

*LXG vol. 2* (if I may be so bold) begins upon the wasted plains of Mars. After some cursory environment-designs and ambiguous conversation, the reader is plunged into the red planet's symbolic namesake - the blood-foaming battle-tyrant of Roman mythology - via a pitch battle between humans and alien forces; the combined allusion to Gulliver's Travels, H.G. Wells and Edgar Rice Burroughs is masterfully done. When we return to our League, it seems but a page-turn in time from vol. 1: Jeckel still struggles to contain his monstrous Id; Quartermain and Miss Murray circle one another in pre-rut ritual; Nemo barks and blusters. . . and sadly, isn't developed any further. The arrival of the alien forces reunites these disparate souls, but the fractures in the League's façade are more apparent this time around; it shall endure betrayal, murder and sacrifice before the tale is finished.

Alas, Vol 2. is not as compelling as the first edition. The stakes are higher this time around, yet the tension feels somewhat lethargic due to pacing issues and a disappointing lack of development amongst certain members of the League, Nemo in particular. The sea-pirate is condemned to a reactionary role, shouting and scowling at the atrocities in constant rotation, with little insight as to his character or deeper motivations; and unfortunately, the 'New Traveller's Almanac' hints that Nemo shall play no larger a part in the future story, rendering him an example of wasted opportunity. Still, the writing itself is as sharp as ever, and the O'Neill's art remains consistently marvelous.

The hardback edition of *LXG vol. 2* is particularly beautiful, crimson-covered and embossed with the League's question-mark sigil, complete with a red ribbon chapter-marker and a portrait dustjacket. Games, advertisements and a cover-gallery round out the extras, along with an amusing Cautionary Fable directed at those overly impatient fans that simply cannot get their League quickly enough. Despite my reservations about some of the structural qualities, *LXG vol. 2* is a quality item amongst the pulp rubbish of the bookseller's comic-bin. Don't be a pansy, a fop or a sissy-boy! Pick this one up today!

Rating: 2 stars
Summary: Less is Moore...
Review: THE LEAGUE OF EXTRAORDINARY GENTLEMEN Vol II is exercise in what Texans proverbially judge "all hat and no cattle".Kevin O'Neill's art work is unsettlingly imaginative. It nicely complements Alan Moore's propensity for PM perversity. But Moore's raising of the ante(his project to de-mythologize/Deconstruct Western Heroism)collapses in dreck/murk of what hopefully will be the last mission of LXG. Plundering richly from imagination of H.G.Wells, Moore's replay of THE WAR OF THE WORLDS could have been astoundingly successful. Instead...while treating readers to bizarre wonders of madman vivisectionist/genetcist Dr. Moreau turned CBR Anti-Christ...he feels incumbent upon himself to render Allan Quatermain as ridiculous, "Viagra"-driven bounder and Mr. Hyde as vengeance-driven, bi-sexual sadist whose would be reincarnation of THE BEAST (as in Beauty & The Beast)is soddened by his rape of one of the male members of LXG-turned traitor (copping from the not-too-successful film treatment)...

Failure of Volume 2 is singularly Moore's fault.The book is handsomely appointed in red leather; embossed with cryptic logo of The Masonically sponsored LEAGUE. It even affects a book marker ribbon of "Martian Red". So much class...along with amusing--if a tad smarmy--literary trivia board game...could have made this edition a classic; rather than the cult curiosity it will deservedly become. Allan Moore loves KILLING JOKES. He thrives on the kind of condescension that makes uninformed readers think they're hip because they can gleen some of his not-really-so-esoteric references,and remain Alice-in-Wonderland curious(rather then grossed-out)by deviance. Exaltation of deviance comprises Moore's decadent satire. Mythology...by its nature...comprises the sacred.Moore's "wille zu nicht" agenda to erupture profane counter-myth from the wreckage(he protests)of THE WESTERN HERO,in my estimate, fails,because Moore tries mightily to have it both ways. He wants/values heroes. And he hates them. Why? Heroes--intrinsically--embody GOODNESS. As dark son of this Dark Age, he cannot seem to stomach such luminous medicine. A dose of the undeniably talented Moore is...like flu shot or test for HIV...arguably valuable. But less is Moore(2 1/2 stars).

Rating: 5 stars
Summary: Wonderfully entertaining take on the Wells story
Review: This book, a sequel to Alan Moore's initial series recounting the rise of the League, is a feast for both the eyes and the mind. In it, Moore pits his group of famous fictional figures (some heroic, others anything but) against H. G. Wells' Martian invaders. While the second volume lacks some of the freshness and character development of the original, it is nonetheless a great read, balancing an extraordinary faithfulness to his source material (especially Wells' book) with Moore's imaginative concepts and intriguing characterizations - and with an ending that offers a brilliant twist on the original story.

In offering this tale Moore is ably complimented by Kevin O'Neill, whose artwork offers a lush visualization of Moore's alternate Victorian Britain. Like the first volume, the panels are loaded with visual references to the fantastic literature of the previous centuries, suggesting that the extraordinariness of this world is not limited to the central characters. Deciphering the references - which has sparked much discussion on the Web - is part of the enjoyment of reading this book, and it left me amazed at the breadth of both Moore's and O'Neill's range of reading. It is only one of the many ways in which the reader is rewarded when delving into this fantastic work.

Rating: 4 stars
Summary: A literary romp of adventure stories but only for adults
Review: This graphic novel is for those who can identify the diverse works of Jules Verne (most of his novels), Edgar Rice Burroughs (the series involving Tarzan, John Carter and Pellucidar), James Hilton (Lost Horizon), Shakespeare (various plays), Jonathan Swift (Gulliver's Travels), James Fenimore Cooper (The Leatherstocking series), H.G. Wells (most of his novels), Robert Louis Stevenson (Treasure Island and Dr. Jekyll/Mr. Hyde), Anthony Hope (the Prisoner of Zenda), Anthony Tropple (the Pallister books)and so many more.

The authors are playing a pallor game of challenging the reader to identify their many allusions and source material in their quest for a Unified Literature Theory. While being an English major is not a requirement, it certainly enhances the enjoyment of the book.

Two caveats -- First, the movie was only suggested by the graphic novels and does not resemble the plot or the mood of the story. Second, there are explicit scenes of sex that make this volume unsuitable for children (unlike volume 1). This is a shame because the author's vast source materials are all appropriate for children and teens. In fact, one can have a lark going back to read the many works referred in "The League Of Extraordinary Gentlemen".



Rating: 1 stars
Summary: Awful Alan
Review: This volume of Moore's League was awful. The story is inane, and does not even come close to the volume one. Its slow, dull, and uninteresting to say the least. The art is great, but that cannot alone carry a book. I think Moore gets too carried away with himself...like he did with "From Hell" - Get to the point already. We don't need droning dialogues that go on and on. Save your money, or better yet buy a Hellboy graphic novel.

Rating: 2 stars
Summary: Not as solid as the First
Review: Unless you are a die-hard Moore fan, pick up volume 1 and leave #2 on the shelf.

The two stars is for the consistent quality of the artwork and thats about it. I like Moore, but this story falls way short of the first LXG and tends to cover it's lack of plot with a pointless romance and ridiculous traitor sub-plot.

The fact that it was released as a harccover with an over inflated pricetag doesn't help matters either. After reading the first LXG I was entertained and delighted with my purchase. After finishing this installment I shook my head in anger at the money and time wasted.

Rating: 4 stars
Summary: What next?
Review: Vol. 2 of the LXG involves many of the same characters from Vol. 1 (Mina Harker, Jekyll / Hyde, Nemo, Quartermain, Griffin, Bond) and of course "introduces" several "new" literary figures (I won't spoil the fun.) The story line revolves aroung H.G. Wells' "The War of the Worlds", and is pretty good. O'Neill's art is fantastic, as usual. But I had some issues. Specifically, what now? Many of the characters get bumped off (each in spectacular fashion, I might add), those who remain go their seperate ways - I was disappointed.

However there are some bonuses - besides the gratuitous sex, there are "extras" included in Vol.2 as there was in Vol.1 - a 19th century travelouge replete with stories of characters from LXG in additon to some "fun and games." It was a great read, fantastic art, but the ending left something to be desired.

Rating: 4 stars
Summary: The End of the Fellowship.
Review: When I read THE LEAGUE OF EXTRAORDINARY GENTLEMEN VOL 1, I was completely intranced and couldn't wait until the second volume came out so that I could find out what happened to the heroic group as they faced invaders from Mars. After finally getting my hands on a copy of the book and having a chance to read it, I was a bit disappointed. The second volume of the League finds the group facing an army of invaders from Mars. I thought that one of the more interesting parts of this particular volume is how Moore ties together Edward Arnold's LIEUTENANT GULLIVAR JONES, Egar Rice Burrough's John Carter, and H.G. Wells WAR OF THE WORLDS into one coherent prologue to the main story.

Anyway, hostile Martians start invading the Earth and the League is sent in to "inspect" the problem. But, the problem gets out of hand and starts vaporizing people and things go nuts. Someone in the League thinks more fondly of the invaders than any Earthlings and decides to turn traitor. Quatermain and Murray are dispatched to find a mysterious doctor who has the one weapon capable of defeating the Martians and along the way the two seal their romance. Griffin plays a major role, but doesn't get much development and the great Captain Nemo doesn't fair any better. The only major character who really sees any development is Mr. Hyde. By now, Hyde has pretty much taken complete control and Dr. Jecyll is gone for good, though something of his essence makes Hyde a better character than he was before. In fact, Hyde is the only hero. In the first Volume, heroics were shared by everyone in the group and though they had there differences, the league was a united front. This time around, things start to fall apart and the appearance of the extraterrestrials seems too much to bear. This second volume is more violent and bawdy than the first so the reader should be warned.

Besides the story, the book also includes many of the faux ads that were prominent in the 1st edition, some "games", and "The New Traveler's Alamanac". The alamanac is especially interesting because it gives clues of what happens to the League after the events of the invasion and possible ideas of what might occur in Volume Three (if it ever comes about).

Overall, though Volume Two wasn't as exciting as the first, I still found it entertaining and highly educational. It's more popular than classical this time around, but it's still pretty good literature.

Rating: 5 stars
Summary: Good book but why does Amazon release graphic novels late
Review: Why does Amazon release graphic novels late? Comic shops get them on time. Retail outlets like Borders and Barnes & Noble get them 1-2 weeks after the shops. Is this because some book merchants mistakenly still look down on comics?

Get your act together Amazon! People who read graphic novels deserve the same respect as people who read mainstream novels, which ship on time I might add!

If you're reading this and you want to get your graphic novels shipped on time and not one month late then tell Amazon so! If enough people demand it their distributors will comply!


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