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Wednesday, February 7, 2018

MYTHCOMICS: "THE KREE-SKRULL WAR" (AVENGERS #89-97, 1971-72)

Not a few critics have chosen to see the superhero genre as something apart from the confluence of tropes that are called "the SF genre." It's a dubious separation in a critical sense, but it makes sense in terms of marketing. Genres are formed more from reader-expectations than anything else, and it can be fairly said that, say, a character like Superman raises different expectations from a character like Adam Strange.

Marvel's FANTASTIC FOUR blurred the marketing distinction between the genres more than any prior superhero title. Though the heroes spent some time fighting super-crooks like the Frightful Four, they're better known for the many SF-concepts elaborated by Lee and Kirby-- the extradimensional Negative Zone, the "lost race" of genetically modified Inhumans, and the alien race, the Kree, who fostered the Inhumans' advancements, to name the three that have the greatest impact on Roy Thomas's "Kree-Skrull War."

By contrast, though the Avengers had their share of encounters with aliens and lost races, the feature always seemed squarely in the superheroic domain. Further, during the long tenure of writer Roy Thomas on the title, it sometimes seemed like "Fantastic Four West," in that Thomas borrowed a considerable number of villains from the FF: Diablo, the Thinker, and so on. Not until the Kree-Skrull continuity, though, did Thomas make a concerted effort to bring a "sci-fi" flavor to the series.



That said, AVENGERS #89 wasn't precisely Thomas's first effort to blend superheroes with SF. Marvel Comics's version of Captain Marvel debuted in a 1967 Stan Lee story, after which Thomas wrote five more stories before ceding the character to other hands. Thomas's first, very short run with the character-- a soldier of the Kree race, posing as a superhero on Earth-- is noteworthy for revealing a long-standing animus between the Kree and an earlier group of Lee-Kirby aliens, the Skrulls, whom Stan and Jack had mostly ignored for the latter part of the 1960s. Over a year later, Thomas returned to the hero's adventures, and attempted a reboot of the character with Gil Kane art and a new costume (seen in the illo above). Even this reboot was somewhat indebted to the FF feature, since it involved placing Marvel in the Negative Zone, which he could only escape by "trading atoms" with Earth-juvenile Rick Jones.

Thomas wasn't writing the CAPTAIN MARVEL feature at the time he began the Kree-Skrull continuity, but the character is the linchpin that brings the Avengers into a greater SF-tapestry. Issue #89 is largely concerned with revealing to the title heroes the relationship of Marvel and Jones, though it also informs the reader that there's been a power-shift on the Kree homeworld. The Supreme Intelligence, ruler of that world, is deposed by his former underling Ronan (both, incidentally, also FF creations). As soon as Ronan takes power, he sends a robotic Sentry to take Marvel prisoner, while Ronan himself speedily travels all the way to Earth to bring about the total devolution of the human race.


This plot, which lasts over the next two issues, is along the line of "what the Kree giveth, they can also take away." As mentioned above, an earlier generation of the Kree visited the Earth eons ago, and chose to foster the isolated race of modified beings, the Inhumans (whose adventures in their own title Thomas also wrote at one point). The Avengers pursue the abducted Captain Marvel and his captors, and prevent the Earth from returning to Bedrock-status.

Often in comic books, the defeat of an alien invasion had no repercussions on Earth's society. However, the three active Avengers in #89 all belong to groups that weren't quite human: the android Vision and two mutants, Quicksilver and the Scarlet Witch. Moreover, by the early 1970s Marvel writers tended, more often than not, to play up their heroes' sense of disaffection from their communities. Thomas goes so far as to have the Vision assert that "superheroes are, by definition, misfits"-- which observation foregrounds the result of the invasion: a massive anti-alien hysteria, at least in the U.S. (Other parts of Marvel-Earth do not weigh in.) Issue #92 is particularly prescient in having two Avengers argue the "government security vs. civil liberaties" question that later informed the CIVIL WAR arc of the 2000s. 

Meanwhile, for no cited reason, the Skrulls declare war on the Kree, forcing Ronan to hurry back to his homeworld. However, now the Skrulls, seeing Earth as a possible resource for their enemies, infiltrate the planet as well. The formidable Super-Skrull tries to destroy the city of the Inhumans, simply so that the Kree cannot enlist their super-powers. The villain also tries to subvert Captain Marvel, so that the Kree officer will reveal a special weapon that can turn the tide in the war. Some of the Avengers, as well as the captain, are abducted, forcing the other heroes to voyage into space to rescue their comrades, while simultaneously trying to keep the two alien races from wrecking the cosmos with their conflict.




The specific breakdown of the back-and-forth battles isn't mythically significant. However, it's interesting to see how Thomas developed of the "Chariots of the Gods" concept put forth by Lee and Kirby in their Kree stories.



By 1971, there was nothing new-- at least in prose science fiction-- about the idea that whole races of aliens and/or Earthmen had evolutionary pathways, or that some of those races still held advancement potential while others had stagnated. The aforementioned Rick Jones, the "ordinary guy" amidst the costumed champions, is Thomas's means of demonstrating this heritage. In order to quell hostilities, the Supreme Intelligence stimulates some deep psychic talent in Jones. His enhanced power literally stops the war. and, for good measure, conjures up a bunch of 1940s superheroes, as a way of celebrating the Golden Age's simpler images of super-humanity.



Thomas's script has a handful of plot-holes, but his basic SF-indebted conception passes the test for a fairly complex symbolic discourse. The narrarive of Kree-Skrull War is somewhat compromised by its noodlings about matters of continuity. This includes not just Thomas finishing up old plotlines (like the status of Black Bolt during Thomas's INHUMANS run) but also creating new narratives irrelevant to the war-story. It's in issue #93 that Thomas lays groundwork for further complications about the Vision character, with a derivative-- but still fun-- reprise of the 1966 FANTASTIC VOYAGE movie, replete with some gorgeous Neal Adams art. 


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